There are a few major problems with the way enchanting works right now. They all come down to the cost, and the end result is that players often feel punished for finding potential upgrades. You can’t even guarantee that a very nice-looking item will actually be useful, because the Occultist could simply give you junk options until the cost is too high to continue trying. Some major complaints/scenarios:
I. Loot a 3x DR pair of pants and you want to roll a useless 4th stat to Max Life. The Occultist gives you less-than-useful options until it costs 1.5m per roll. You eventually get the Max Life roll, but it’s close to a min roll, lower than your old pants. This feels more punishing than gratifying.
You figure you can roll for better Max Life later, so you go ahead and upgrade and imbue your pants. Whoops! The cost per roll just shot up from 1.5m to 5.3m without you actually rolling anything, because upgrading and imbuing items skyrockets reroll costs. Good luck affording those rerolls later. Punished.
TL;DR the best thing to do with potential upgrades is to leave them unupgraded and collecting dust in the stash until you can get the rolls you want on it. This is non-ideal.
II. Being able to roll dozens or even hundreds of times for specific values or a specific stat is not a bad thing. We already grinded like crazy to get the item that we’re trying to reroll. It’d be better if it were, at most, “costly” to roll an item (e.g. capped at 500k-1m per roll), rather than the cost being allowed to scale to the point that an item becomes unrollable and potentially “dead,” when it could have otherwise been a great piece of gear.
TL;DR #2 it’s bad to make it borderline impossible to roll a single line to the stat and value that we want on an item we already grinded out. It should have a cost, but it shouldn’t be the enormous barrier that it is. It just makes the “crafting” in this game feel bad, when in D3 it was at least bearable.
Please don’t punish us for finding/attempting to create upgrades. Thanks.