It doesn’t matter in that case if it’s 150 or 1500, the argument was about the infinite progression system combined with direct rewards attached to that (rarity = more loot) providing the issue. If you play at a level where you die regularly but still progress even if slower the rarity might offset those time-losses and be more efficient even to play this way.
Which is a problem.
Psychologycally humans are very very bad at using the optimal route, generally the route with the most directly perceived reward is taken, which obviously is high corruption hence.
This can all be alleviated via a fixed progression system up to Uberroth and then traversing over in a pure challenge-based progression system, optimally with a unique type of reward available there which starts to scale but is not build-defining but still something someone wants to achieve. Options for that are resources which then can be used to create something else (hence no direct reward but a 2-step process, alleviates the urge to go beyond the skill level) while the former corruption is more fixated and provides clear cut difficulty layers.
This ‘intention’ needs to be directly visible to the player, otherwise it’s no intention.
It provides the same issue as T17 maps in Path of Exile then, meant to be between bosses and uber-bosses but they were so ridiculously designed that you needed builds far beyond that level to clear them.
Which obviously isn’t good.
The same happens in last Epoch. We’re grinding for gear from a boss which is meant to be the last stage of progression (Uberrroth) and worse off… is positioned in a way that’s totally nonsensical with a power scaling that’s even more nonsensical and mechanics that triple down on the nonsense.
I’ll again compare it to other ARPG’s hence:
In Torchlight Infinite the end-boss is not ‘the end’. Normal maps have a scaling mechanic provided which allows you to empower enemies and ridiculously improve the drop-rate of things from there. Each usage of those items is a distinct step-up, but each usage also provides a clear-cut difficulty level, there is nothing arbitrary in the way it’s handled. Use 1… it’s a bit harder, use 2… it becomes decently hard, 3 is pushing the limits of someone which can kill the endboss comfortably, 4 and beyond is past the endboss by far.
This provides a reason to progress and push beyond finishing the game, the rewards from the boss have value.
In Path of Exile the same happens. Normal maps, bosses, juiced maps, uber-bosses, extremely juiced maps.
The end-point is not uber-bosses, it’s the part beyond. And that content is challenging for nearly every build existing, even the most broken ones can die from one second to another with small mistakes. It makes the loot derived from the uber-versions of the bosses valuable though.
Now let’s compare it to Last Epoch:
You go ahead and enter the infinite scaling mechanic. You get provided the first end-boss at at 300c, a point where your build will not be able to reliably kill that boss, that’s more in the direction of 500c.
How should a player know that? They don’t.
Comparatively you get the Maven in PoE you are at a stage where you can kill the Maven, since the fight needed to get to the invitation is quite hard and chaotic, the step up to the bossfight hence is expected accordingly. Normal content to provide the access to the content which provides the invitation. Normal to hard to very hard. Smooth!
The uber-versions are acquired from T17 maps, but by that time you’ll have done the bosses already, which means you know it’s a step-up again. So T17 providing that in the current stage of the game means that this content to get it is harder then the bosses, which then leads to even harder content beyond, the uber-bosses.
And the precursor to opening the access to uber-bosses provides a extra slot to empower content in maps even further to a ridiculous level plainly, which also showcases the expected difficulty coming up.
In Last Epoch you get thrown at Aberroth as fodder when you unlock him, nothing even remotely prepares you for that fight, people at 800c at times struggle against Aberroth.
At 500c people unlock Uberroth… which is more fitting at 1000c+ though power-level wise.
At 800 corruption there is a reward cut-off though, basically going beyond doesn’t provide you jack comparatively.
This is really really bad design overall.