We need to improve crafting. Right now there is no replayability built into it, its rather tedious gathering the materials, it is way too expensive to craft the end game gear, gating it away from 95% of the future playerbase (or more). The price is just way too high for what the item does in the end. The rework was good by adding unique spells to the items, but it needs more love.
I think we should lower the price of crafting gear by at least 10 times, or more, and then add additional fixed and random stats into the items, to create that one of a kind, legendary, fought over BIS items.
First off, there need to be two types of modifiers (mods) on an item. These are implicit and explicit mods.
Implicits: These mods are tied to the base of the item. They cannot be removed or changed out for another implicit, except with a Leviathan orb (more on that later), which is likely to destroy your item. So, in most cases you are stuck with your implicit stat/s for good.
Explicits: These are the mods that we can roll on an item using a currency (to be determined how it's obtained, should be more expensive than crafting a lower tier item, and mostly used to re-roll mods on t4/t5 items, or BIS lower tier items). They are visually presented under the implicit mods. Generally, these are the most important modifiers and determine whether an item is worth using. There are two types of explicit mods: Prefixes and Suffixes. Depending on the tier of the item, the maximum number of explicit modifiers varies. On t4/t5 s3 items, the maximum number of suffixes is three, while the maximum number of prefixes is also three, for a total maximum of six explicit mods. We can have 2 currencies, 1 that changes a prefix and 1 that changes a suffix.
In our case, for suffixes we can use normal stat multipliers such as increased % physical/energy damage, adds flat physical/energy damage, attack speed, dodge, grit, resolve, crit, crit amp etc. These will vary within a certain range, based on stage and tier.
For prefixes we can use more entertaining things such as: % chance to double cast your omega (will be rather low), % to reflect incoming damage, % to heal self and lowest HP ally upon being hit, can have random or new spells that proc on hit/cast/being hit, can include an additional affinity/class point here if you want to be fancy. These will be 2 of the prefixes, again will vary within a certain range, based on stage and tier.
The 3rd prefix will be only on stage 3 items, it will modify/enhance an illuvial's stats or omega ability (again random within a certain range), another thing that will vary is the prefix will be randomly for stage 1-3 illuvial, so we might end up with perfect stats on the previous 5, but the last one is for a stage 1 illuvial for example.
I suggest to introduce 2 new currencies that can re-roll stats of an item. The first one for the suffix stats, can be obtained through OW. It can only re-roll a chosen suffix stat.
The second one can be called a Leviathan orb. Then we can have a Lesser Leviathan orb, earned as part of the rewards from ranked gauntlet/ascendant, amount received is based on rankings. The Lesser Leviathan orb can modify the implicit(base) stat of the item, or any of the suffixes or prefixes. Using it "corrupts" the item, making it impossible to modify further and also a small chance to destroy the item in the process.
Then we have the Exalted Leviathan orb, earned the same way but from Leviathan gauntlet/ascendant. It does the same thing as the lesser orb, but does not corrupt the item so it can be modified further.
Also we can include a feature to burn 5 "trash" items and reroll into a new one, as a burning mechanism for the bad ones.
Example of how an item with such stats can look (see attached screenshot below).