Regarding the excessive rng in the loot fine-tuning (crafting). This is one of the most oft-complained-about elements of the game I see here and on the game’s sub.
I know the devs want to hand wave it away and claim that players will always complain about friction, but with no hyperbole, the overlapping enchanting, tempering, and masterworking systems make for probably the worst item “crafting” experience I’ve ever had in an ARPG. It’s to the point at which I find the game mostly unplayable once I get to the end-game gearing process (the moment-to-moment gameplay, graphics, art, monetization, story, world, voice acting, etc., are all excellent, fwiw).
Maybe take a page from PoE and introduce deterministic outcomes to the crafting, if the player is willing to save up & spend a lot of materials to get it. Or find some other creative method to reduce the layers of randomness.
And to stave off the potential rebuttals that this is a genre only all about rng – it’s really not. The genre features a number of different reward schedules. Getting rewarded with a talent point for leveling up, leveling a glyph, getting that next paragon point to put in an important node, getting your mount, finishing your altars of lilith grind, making it to the next difficulty level, killing a boss for the first time and getting a title, etc. The game absolutely doesn’t rely on pure randomness to keep the players engaged, and if it did, it would fail.
I won’t even go deep into the fact that in other ARPGs, you can trade basically anything, so saving up to get the exact item you want, with the exact crafted stats you want, is always an option.