First of all let me preface this by saying this is just my opinion as a newcomer. I'll be largely comparing the gear progression ( mostly Soul Crafting, in part Enchantment ) system of Dragon Saga Adept to Maplestory 2 as this is the last Korean MMO I've played and the similarities don't end at the game engine, trust me.
Also keep in mind that in my opinion the game would be more fun if the PvE content would be balanced in a way to be challenging even to players with min-maxed gear.
I feel like there is too many layers of RNG in the way we perfect a piece of equipment at the moment:
We first need to obtain the item, then we need to Soul Craft and Enchant it and finally we need to reroll the additional stats (type and range).
This is 5 layers of RNG you have to get through in comparision in Maplestory 2 you had to: Obtain the item , enchant it and reroll the stats on it (also type and range). This equates to 4 layers of RNG (+ Socketing which is something I haven't seen in DSaga Adpet) so pretty similar to DSaga Adept
The big difference comes on the how we do said tasks, in DSaga Adept all of the above is pure RNG whilst in Maplestory 2 which orignially was the exact same way, they implemented alot of fail safes.
For example:
>Instead of trying to RNG enchant you could slowly gather materials to do a guaranteed upgrades
>Even if you'd attempt an RNG enchant you would accumulate Fail Stacks which would guarantee an upgrade if you gathered enough of them
>Socketing required Additional copies of said items (accessories) to unlock sockets and they changed it so it was set to 26 copies to unlock all sockets instead of beeing an RNG chances between 7 and infinity
>Instead of having to hit stat types and ranges you could lock individual stats to not change and also split rerolling stat types and ranges
This is still far from perfect as it heavily time gated players and still wasn't a guarantee to ever hit the perfect or at least near perfect stats, but at this point after having used over 2000 Soul Craft Rerollers I gotta say, I don't see myself ever trying to perfect any stats in DSaga Adept as the chance of hitting that elusive combination of stats and having high enough rolls just is not feasable.
As to what I would change about the way we progress our gear, I have some ideas:
1. Enchantment Bonuses
I believe Enchantment Bonuses in general should be shaped like a bell curve.
This means the amount of stat increases per Enchantment should rise until a certain Milestone Enchantment is hit and afterwards it should decrease again, this would enable you to balance the content ATK power wise around said Milestone while still rewarding people who want to push further.
2. Enchant Rates
I think no matter what upgrade level you should always have a fail safe similar to the fail stacks in Maple Story 2 which accumulate till you hit a 100% upgrade, it's just not fun beeing stuck at a certain level forever
3. Rasing Soul Force
Change raising the Soul force to require a static one time cost that rises per level. Maybe require an additional copy of said gear for higher soul force?
4. Soul Crafted Stats
Let players freely choose the stats they have on their gear, but tie the power of those to the Enchantment level. In all honesty though I see this as not possible to implement as it would take way too much time but since I thought it would still be interesting to share I put it here.
So how about giving us the option to lock certain lines from beeing rerolled? This would enable you to freely choose what lines to drop and to keep making it a thousand times easier to reached good stat combinations.
I hope you enjoyed this write up which I did to sort out some ideas I had floating around in my head and keep me awake.