Isnt the Grind too much for itens LP 3-4?

You did. You simply waved it off as non-relevant.

I gave you a datapoint which is count-based, numerical. I don’t have the exact numbers but I generally do - since more then a decade - look at prevalence on topics being called up on. Usually in the range of ‘per 1000 threads’.
The proper reaction to such a statement is commonly curiosity and fact-checking rather then inherently waving it off, especially when it comes to topics which people won’t have a damn binder at hand with scientific data. A bit of common sense would be kinda nice from time to time.

In LE’s case the mention of this topic or topic-adjacent aspects is vastly below 1 in 1000 in the forum. It’s far less prevalent in reddit (but still existing) and in Discord it is basically not mentioned, which checks with other products as Discord is a more shallow chat-like interaction without the option for any deeper topics being held reasonably.

Yep, but top-end game regularly is. Which is a directly adjacent topic related to it.

It’s either itemization-based, balance-based or mechanics-based.
Which is the core reasoning? We don’t know. Hence it applies to all 3 equally until the issue is narrowed down to the worst contenders or solutions of visible and showcased issues are instated and functional enough to reduce the impact of the issues substantially enough to be overlooked.

It’s an aspect of pattern recognition to realize the connections between similar topics. Something you’re not very well versed in. You’re more versed in detailed specifications, which I’m less versed in comparatively.

If someone mentions ‘The end-game progression feels boring and repetitive’ then it includes 'this topic inherently. Hence it is a topic which directly gestures to drop-systems, class balancing, skill balancing, enemy positioning, crafting, factions and end-game mechanic setup all at once. The culprit of the exact reasoning (or the culprits mostly, plural) is not relevant for it becoming a datapoint. Just the existence.

And suddenly your 0,1% turns into several % if you take those things into consideration.
As said, people don’t need to narrow it down what is going on, they just need to show action that something is going on.
People are shit in specifying the cause, they are experts at mentioning the results though. Hence it’s mandatory to take into consideration of it being a aspect of it likely being causal with the reaction to some degree.

Why? Because it is also directly mentioned in several (not singular) topics over the course of the years.

As for relevant topics:

Direct mention of the corruption system and how it progresses. User error is not relevant here and going forward, just prevalence of issues.

Perception basis created through the usage of a corruption system, unclear frame of action hence.

Point 3 directly states it.

Several points relate directly to the end-game grind state.
This includes inherently corruption and resulting perception as a potential topic.
Expressively stating even that the normal monoliths as a design seem wasteful. Which is something I can agree with as it’s repeated and not directly unlocked via progression of the distinctive timelines.

Corruption grind itself mentioned as being boring.

The big crafting discussion is directly tied to perception created from corruption, as a distinct end-spot wouldn’t cause those things in the first place, it would be clear-cut and not vague and up to individual perception.

Progression through corruption named. Hence distinct progression through a endless system. Hence direct relation to it being such a system.

High end-farming stating they ‘hit a wall’ which is a result of it not being hand-tailored… but once again… endless corruption system. Hence relevant.

A long chapter about end-game gearing. Which is relative to the content in the game, which is related to positioning of uberroth and… the corruption mechanic being endless and hence vague in perception of expected end-point.

Perception basis with Uberroth versus corruption causing a change in personal experience simply because of its existence. Which also is a issue in relation to being a endless system, a hand-crafted system has no need for an ‘anchor’ for perception, one which doesn’t have one is fine, but implement a ‘faulty’ anchor and it breaks.
Hence also a indirect corruption-based issue.

Direct corruption scaling feedback as the first point.

Oh… we’ve only reached May 10 of this year for directly or indirectly relevant topics while not even putting effort in? Just opening the list in the forum, writing ‘corruption’ and opening anything which could remotely point to it being a thing before checking for a minute?

Sorry, but just because people don’t directly state it doesn’t mean it’s not a relevant aspect of many complaints in some form.
Several complaints would be substantially weaker in relation with a fixed system. Some wouldn’t even exist at all from those.