VaranisArano wrote: »In general, that players get more powerful relative to content over time.
Released content is fairly static, difficulty wise. So as plauers gain gameplay experience, as skills change and DPS increases, players out-grow released content.
For example, when ZOS added 30 CP every patch, max CP players got more powerful relative to old content. Another example, when ZOS buffed light attacks with Summerset, players who use light attack weaving saw increased DPS.
Power Creep is an uneven thing, as not every player benefits equally. An experienced player will generally gain more benefit than an inexperienced player, since they have greater knowledge of mechanics and how to play the game. This is why ESO's nerfs often hurt inexperienced or progression groups worse than the top tier of experienced players.
Hazurko_RaShan wrote: »power creep is everyone cp 810 with bis gear
Add a dungeon-wide hardmode. Additionally to that "true" hardmodes, dungeons could also have modifiers like "damage/healing output reduced" or "sets deactivated" or a timer. Those can be activated separately oe all at once for a greater reward. Rewards may be perfected sets and monster sets, golden jewelry, motifs and mounts/pets. But ZoS wont do this, no money in this, crates and skilllines on the store are more important.The problem that developers are faced with is to make players excited for new content. This is often done through more powerful gear. More power means new content must also be more difficult to match the new power in the game. It's a constant arms race between enemy power and player power that keeps getting worse with every new addition to the game until the numbers get ridiculous and you eventually have the developers do a level squish. WoW is going to have one again soon that's squishing the 120 levels down to 60 and will lower the stat values to be more comprehensible.
ESO is trying to circumvent that problem through horizontal progression and is only partially successful. New item sets in ESO have (in most cases) the same amount of power that old sets do. But they deliver that power differently, which is ZOS' selling point for new content that should make players excited. Unfortunately this requires a whole lot more creativity than simply making the numbers bigger.
Now here is where it becomes tricky for ZOS. If old sets have exactly the same amount of power as new sets, then the insentive to get the new sets is low. So you'll see that newer sets will be ever so slightly more powerful than old ones. Example: Spell Power Cure got replaced by Olorime because the new set had a higher buff uptime than SPC and thus it is prefered despite having "the same power".
Perfected gear is another example of this. Plain False God's devotion is great but nothing special. But the existence of the perfected version is making hardcore players excited as it packs more of a punch than a regular set as a reward for completing harder content. The next bunch of perfected sets will need to pull ahead of perfected FGD or introduce a new niche to occupy, often resulting in new group oriented buffs like Yolnahkriin.
Now there is another problem about this. Old content has been designed around older powerlevels, so it becomes easier as power grows. A good example would be dungeons like veteran City of Ash II which used to be one of the hardest dungeons in the game and is now easily doable by the vast majority of random groups. ZOS obviously wants old content to stay relevant, which means that they either need to buff old content or nerf new content to level the playing field again. Adding to that, that the increase of the CP cap meant a constant influx of power, this resulted in a frustrating chain of nerfs to players in other parts of the game. MOBA games handle this issue by completely changing the meta regularly to keep things interesting. It's difficult for an MMO to take that same route as it means constantly changing old content and for the players it means knowing that your current gear will be nerfed in the future anyway to artificially keep you grinding for the flavor of the month.
The root of the problem is that a lot of players want to feel a sense of progression. They want to see themselves improve and get better. That is the cause of this problem existing. When you can't improve mechanically anymore, it's gotta be your character that gets stronger to keep you invested. The only way around this would be a non-combat progression system, for example one based emotional growth or the story, but that doesn't work for everyone. There will always be players that skip all the dialogue and for them, something like this would never work.