I have same concern with you.
Based on my assumption in the new concept, they want to address a few issue:
- Block player from using free reroll mods with enchantment’s slot lock. Which free reroll mod appear because of not optimize reroll system (my suggestion link).
- There is no uniqueness/difference between item in the same category, the only different is appearance style/ cosmetic. I think they want item to have disparity value (RNG enchantment, each item different) for future “trading” between player, which denied theory craft in equipment build as player lack control in choosing enchantment. Or Dev could give player an ability/ system to craft their own enchantment (using mats/ gem) at expense of lower max value.
- The lack of RNG thrill on random drop, when player could craft it using fallen ember. To counter this, the Dev could make random drop to have special tag, like have max value increase by 5-10% for 1 specific enchantment. But lose it when disenchant.
All in all, I assume their intent is to make player have different experience in each play session and have long replayability. But at the expense of didn’t respect player time, too much grind (at workstation table) with uncertain result.
Or maybe they have this new idea to complement future update of class system, but IMO for now the new concept offer too much disadvantage rather than advantage.
Let’s hope Dev formulate the new concept with wise decision and deliver it as player want and need.