I think this is the main difference between the two camps.
One camp think people should work for rewards in a game, and many of them would argue that if you didn’t work for something, it wouldn’t feel as rewarding.
The other think games should be entertaining and rewarding, and it shouldn’t be “work”. You should have fun in the process and naturally get rewarded.
The reason the debates get heated and inevitably people start throwing insults around, is because the two attitudes towards gaming is simply incompatible.
People who play 40 hours a week and has already masterworked their gear in the first week feel “this game is too easy”, and think any attempt to eliminating bricking items via tempering and “soft-bricking” via enchanting to be lazy people “wanting things handed to them on a plate.”
People who play 3-5 hours a week and get maybe 1 or 2 usable items they take into tempering and bricking feel like the game has wasted their valuable weekened night.
The two groups of players are incompatible and we’ve known it ever since online gaming became a thing.
In MMOs, the solution taken has generally been to reserve the most difficult endgame content to the heavily invested players, while “handing things out on a plate” to the more casual players.
But with the tempering and enchanting system, both groups of players are subject to the same experience, and that experience is too harsh for one, while at the same time being too generous to the other.
There will never be a happy resolution until the devs realize the obvious truth of the world: it’s not possible to please everybody.
The only solution to this problem would be to have two sets of rules for two realms.
People playing on the casual realm gets pitty systems, lower enchanting cost caps, infinite tempering attempts, and more plentiful material drops.
People playing on the pro realm gets harsher RNG, heavier enchanting cost ramp-ups, even lower tempering attempts, and even less material and gold drops.
It’s an obvious solution that has, in other forms, been proven to work for other games. The Diablo team is just known for not learning from past mistakes and always designing things in a vacuum thinking that players will gulp up whatever they produce and be happy about it.