Hi everyone,
With Update 50 just around the corner, we are already seeing some absolutely mind-blowing parse numbers, with top-tier players pushing past the 200k+ DPS mark. While the mechanical skill required to hit these numbers is massive and near perfection, I would like to propose a discussion about the current state of power creep and how it aligns with the game's core design.
For a long time, we've heard the mentions to the philosophy of "raising the floor and lowering the ceiling". I completely understand the intent behind this: it’s not necessarily about flat-out nerf hammers, but about improving accessibility so that average players can reach decent, viable DPS numbers more easily.
But looking at the current state of the game, I have to ask: At what point does this philosophy become predatory toward the game's own content? Does the game actually need players pulling 200k+ DPS?
Before the common counterargument comes up: Yes, I know that 200k is achieved by a very small percentage of the player base, and the average casual player isn't hitting anything near that.
However, power creep always trickles down.
When the absolute ceiling shifts to 200k, the "middle tier" easily shifts to 100k+, and 100k DPS is already more than enough to completely melt almost any Veteran DLC dungeon boss, bypassing mechanics entirely. Content that was once designed to be highly engaging, challenging, and tactical is being turned into a completely casual breeze.
We can already see the dramatic consequences of this when comparing base game content to newer DLCs. There is a massive, jarring disconnect in difficulty. Base game Veteran dungeons have become an absolute joke where bosses die in seconds, while newer DLC dungeons feel like they have to be specifically tuned around this absurd damage inflation just to survive for more than a minute. This artificial split shows that the game is struggling to balance its past with its present.
The sense of progression and achievement is actively fading. Trials and dungeons lose their identity when groups can just brute-force through phases that were originally meant to test coordination, positioning, and survival. Instead of learning the fights, we are just exploding them.
If the "floor" keeps rising to meet a "ceiling" that is actually skyrocketing rather than lowering, where do we go from here? Will future content have to be balanced around these astronomical numbers, creating an even wider barrier to entry for newer players? Or will older content just be left to become completely trivialized by raw stat inflation?
I’d love to hear your thoughts, especially from those who have watched the combat meta evolve over the years. Is this level of power creep sustainable, or has the pursuit of accessibility inadvertently broken the game's challenge?