Loot Loops and the Statistical Mirage
DiscussionComments
The assertion that developers can simply raise enemy health to offset minor damage buffs ignores the baseline time to kill (TTK) for players who lack that specific gear. Increasing health globally to counter a small percentage buff effectively nerfs the rest of the player base.
That's a fascinating point about the baseline... it suggests the 'statistical mirage' is actually a way to hide a mandatory gear treadmill just to keep the TTK stable. It really reinforces the idea that the gear is just a retention metric in disguise...
You're overlooking diminishing returns. In most of these loops, a 3% stat increase on a high-level item often results in a negligible actual DPS gain due to internal scaling caps.
This is the logical conclusion of the 'seamless onboarding' obsession. When the priority is removing all friction, you cannot have gear that fundamentally changes how a player interacts with the world, so you settle for the spreadsheet.