The problem with Tempering is super simple, they keep this idea of making everything a finite/predetermined collection (instead of a loot drop)
Here’s an example:
Tempering manual (World resilience, or whatever the name was)
- Armor %
- HP
- Dodge %
And that’s it, every single “finesse” will have these 3
Here’s an example of having Temper manuals being a loot piece:
Resilience package (1)
- Life per hit
- Barrier generation
- Armor %
- Damage reduction while injured X%
** Rolls: 3
Resilience pack (2)
- Fortify % [10-15]%
- Life per second [130-175]
- Equipped aspect of Assimilation gains [25-50]% additional Fortify generation
**Rolls: 2
Resilience pack (3)
- Fortify % [20-30]
- Life per second [75-125]
- Bonus fortify generated by Bash [15-25]%
**Rolls: 7
Resilience pack (3)
- Armor % [5-12]
- Max HP [800-1200]
- Dodge % [6-8]
**Rolls: 1
e.t.c.
Like, it would’ve been way more playful, and when a “Godlike” one occurs like for example:
Destruction package (1):
- Basic skills damage increase [33-70]%
- Mastery skills damage increase x[25-40]%
- Critical hit chance [7-12]%
- Conceited Aspect gains [75-125]% damage increase
Rolls: 8
Perhaps people would consider a Trade with some of these (for example the last one => 4 out of 5 are borderline godlike and number of rolls is pretty high)… And can really end up playing with the numbers (both rolls of affix pool, their range, as well as attempt rolls in the manual), point being ?
The possibilities are ENDLESS, and so is the excitement/fun along with it
This way as is ? (always same, always predetermined, everyone having the same possibilities, meh)
The game needs much more individualized impact of performance (but with a much better baseline balance between skills), rather than providing equal opportunities to everyone (while still being baseline near-broken)
That’s been a problem/theme for quite a while now tbh