really? and did you count bonuses from tools? now you can get even 20% from tools tier 5 to craft rare items, 10% to craft legendary items and 5% to craft epic items. this is 1 epic item for every 2 days for players without premium. in this moment is 33 players tier 5 and start this realm about 5-6 months ago. do you know how many epic items players craft in this time? for me crafting epic items is too easy, especially in higher tiers
Ok, I accept that after you get there you have a high chance of building a legendary item, but what I am speaking of is the road to get there.
Probably the problem is the creation system as it appear too linear.
A alternative way to produce high grade items could be to require to produce high grade components.
To make an example:
to produce a legendary sword are needed 8 legendary metal ingots (called something like perfectly refined metal xx), 4 legendary sharpening stones (perfect sharpening stones?) and and 4 legendary gems (you can call them something like perfectly matched gem xx)
to produce the metal ingots you start with 32 common ingots and refine them to 16 rare ingots, then the 16 rare ingots to 8 legendary ingots
same for the sharpening stones with the difference that you start with 16 to get the 4 legendary stones
same for the gems (starting 16, final 4)
At this point you can build your legendary item with a high or automatic chance of success, but the cost is high: a lot of resources and AP.
What are the advantages of this system:
1) you start aiming for the special item instead of getting it randomly;
2) every step of the process you see it advance so there is more personal satisfaction than the system attempt/fail, attempt/fail, till you get a success
3) you avoid a glut of failed attempts that people will sell at the auction house for a few gold pieces above the NPC buying price
Naturally it need to be balanced and my numbers are only placeholders that can be easily changed, but to me it seem an interesting suggestion.
My idea general is that building a higher quality item should require more work, not be the result of a random dice throw.