This might be an unpopular opinion, but I absolutely hate essence embers and think they’re unhealthy for the game as they are currently.
The issue for me is that you can basically cut and paste lines and make any gear viable using them. It’s no longer about finding something exciting and working on it, which I thought was why something repeatable like the crucible existed. In its current state, it feels like it’s about waiting for essence ember.
Also, they basically eliminate any sort of gear identity. When you can craft almost anything into perfect gear, it’s easy to end up with the same “best” setup. Some of the most fun moments come from finding a decent piece of gear and figuring out how to make it work. That kind of limitation pushes you to explore different synergies and playstyles, which I believe is way more interesting.
Another thing I don’t really buy is the idea that you need BIS gear just to try different builds. You can experiment with playstyles, skills, and synergies long before everything is perfectly optimized.
Because of that, rushing everyone to perfect gear doesn’t actually enable experimentation, it just skips past it. Once everything is already solved and optimized, there’s less incentive to explore builds organically, because you’re no longer adapting to what you have.
I’m not against deterministic crafting at all. I understand why people like it. It respects your time and guarantees progress. But right now, with essence embers, it feels like we’re on the other end of the extreme. I realize that people probably didn’t like the grindiness of the previous system and that’s why this change was implemented, but I also think a lot of people mistake easier and less friction for more fun. In loot driven games especially, removing too much friction can actually make things feel less exciting.
For me, the ideal solution is hopefully some middle ground. Not going back to painfully slow rerolling, but also not letting any random drop become perfect as long as you have essence embers. Limiting essence embers to 1-2 uses per item would be an ideal middle ground for me honestly. (To be honest though, if it was up to me I would remove them completely but I know they have a casual playerbase to cater to as well)
Not to mention, IF the devs want this game to have long-term character progression and the kind of staying power other ARPGs are known for, the current direction doesn’t really support that.
This really just stems from me loving the game, I feel like I pretty much went from wet noodle to one shotting the crucible boss in one day because I went through the story and held on to enough essence embers. It would’ve been nice to stay in that progression phase a little longer before I became OP.