I would be fine if they tied upgrading an item to actually knowing traits in that item. This would separate real crafters from scrubs, and make end-game crafters actually useful.
For example, something like this:
- To upgrade an item from white --> green, have learned 1 trait for that item (sword, dagger, shield, whatever item)
- To upgrade an item from green --> blue, know 2 traits for that item
- To upgrade an item from blue --> purple, know 4 traits for that item
- To upgrade an item from purple --> gold, know 8 traits for that item
This would mean that a real crafter who has spent months working up his profession would have a purpose at end game. Want to upgrade that blue greatsword to make it purple? Find a crafter who knows 4 traits in greatswords. That's not too bad. Want it to be legendary? That's a big deal. Find a master crafter who knows 8 traits in greatswords.
You shouldn't just be able to have a new character who's been in the game 20 minutes upgrade your end game VR 10 epic greatsword to make it legendary. That's just lazy game design. Put in some requirements with bite, and reward dedicated crafters instead of just any old random player who otherwise doesn't have a clue how crafting works.
- The difference between a real crafter and a nobody is defined by the # of traits each knows in the items he can make.
- Crafter level means nothing since it can be leveled easily by anyone. Learning traits = mastering your craft.