From someone with a B.S. in Psychology/Sociology, who has been gaming since Pong, probably 350-400 hours in previous builds, probably 30-40 in the experimental build…
(I realize this may get moved into other limited re-roll feedback, and that’s fine. Just think it may justify its own thread/thoughts.)
I’ve been considering how I feel about items I get in the experimental build vs. current live. And I’ve come to the conclusion it feels very different, and not really in a good way.
I’ve just hit end game plague invasions, level 26 I think. In all my time on the experimental/test build getting an item has felt very different from before. It’s not exciting and hopeful like the previous builds, and it took me until just now to figure out why. (Wild guess around 30-35 hours spent in the build.)
Get to vs. Need to
With the previous and current live builds I had a feeling of I get to try to spend popcorn to make an item better. I’d be excited getting another popcorn and getting to try again.
With the current build I feel like I need to seriously evaluate an item to determine if it’s even worth spending any popcorns on. Especially if it’s purple because in the previous builds I’d easily spend 10-15 getting the negative trait to a point where I feel it’s not completely and totally crippling to my playstyle. With the experimental build 99% of the time I’ve spent nothing on a purple and it’s gone straight to the vendor because it’s not worth the risk compared to it becoming bricked and losing what I spent.
My fear of things getting bricked in bad or only meh state is much higher than my previous level of excitement of ‘maybe this next roll will make it good’ or take a good item to great. I’ve gone from a feeling of hopefulness with a drop to a feeling of fear things will just get worse.
How can this be fixed?
For me I need the feeling of excitement and hope to return to get back to where I was on item drop. So I’d suggest two changes.
I would absolutely want options, so I feel like I have some control or influence. So, instead of just BOOP a thing is replaced by a new random thing, you click the thing you want to change, then a window would pop up with 3, maybe even 5 choices. I then get to pick which I want to replace it with. Sure, if I’m going for a specific build there’s still a high chance I won’t get an ideal choice, but if they are all bad at least I have a feeling of hope and some control of it being ‘less bad’ than before, or choice A is less bad than B or C, so I may accept that.
Increase the reroll limit to at least 10, maybe even go to 15. Off the top of my head I’m tempted to say it’s 5 right now. I guess ignore this point if it’s 10 as long as point 1 goes into effect.
Conclusion / TLDNR
Previous and current live builds I was hopeful when spending popcorns to reroll. I was excited to see an item that was close to something I’d love and hoped I could make better. Purple negative stats always felt really extremely brutal to my builds, but spending 10-15 I could often get them to something that seemed maybe tolerable and at least try out the item before vendoring it.
With the current build I’m judging if I want to spend ANY rerolls because the odds of not getting a better roll seem really high. And with only 5 total rerolls on a purple, if it has even 2 positive ones I’d need rerolled it’s not even worth trying because the odds of the negative being just as bad or worse on reroll is far too high and I’d burn out of rerolls on the negative before I even got to trying to reroll positives I wouldn’t use.
You guys do you. It’s your game.
With so much time dropped clearly I’m addicted and for me this is the best ARPG ever already.
But I’d prefer tweaks to improve the new system. (Especially now with the new aspects you can’t reroll at all sometimes making an item undesirable for your build before you even look at enchantments.)

