Which is fair, makes it easier to see and more ‘neat’ looking.
Which is why switching around Tiers for example works in creating a uneven system. For LP though… that’s kinda hard as the number depicts the count of moved Affixes directly. So you would need to make it visible otherwise.
Like stating 1 (3) LP, hence the actual value and the max value it can have. But doable, not as nice looking though.
Outside of putting effort into bringing all the other stuff up to par so it won’t inherently change to ‘everyone has this one item’.
You just shift what you need to balance, but the need for balance is always there.
Yeah, I stated regularly why endless corruption is a sub-par system comparatively to a hand-designed system with distinct steps of progression.
It removes all the inherent feedback of ‘is this good enough?’ by it, hence if you’re not active anywhere and dimple around at 200c because that’s your personal limit with the experience and knowledge you have… and then you watch a video and there’s the overall notion of ‘1000c is the basis for a good build’ then the chance for frustration is actually very high.
There’s other games which have endless systems, like for example the ‘SIralim’ series (pure grind, got a fantastic system of party-building though, recommended for that alone when you ignore the other shortcomings) which has this exact issue.
Since you endlessly progress you might be thinking ‘great, I reached stage 1000!’ and then you realize when getting interested enough t actually engage that you need to reach roughly stage 10000 to have a chance at the top-end building of stuff. This is ruining motivation there, it’s the same here.
Yes, but it’s one of the few which intends core progression to be inside a endless scaling system. Not to make said system a top-end one stacked above the hand-tailored aspects.
This is the major issue. Endless systems work as a pure end-game grind, but for a distinct feeling of ‘I’m that far along the road’ it does a very poor job simply in comparison.
And actually can achieve quite the opposite as well.
For someone which wants to attain the top-end of a game since that’s their premise of feeling the most success this denies them of doing that. Hence causing frustration and them ultimately to leave.
It’s a fine line to balance it being ‘just enough plus a little’ to achieve the optimal results.
Not?
After all the talks about itemization you’ve been a part of… you’re denying that aspect which has been proven mathematically in regularity?
Red Ring: LP4: 1 in 331,894,034,128
Now let’s imagine we get 1 Red ring every 10 hours of play-time. Just for the sake of it, which obviously doesn’t uphold, it’s extremely lenient 
So now we need: 3,318,940,341,280 hours.
Which is in days: 138289180900
Years: 378874468.2
Millenia: 378874,4682
If we go into further terms not even defined universally we then have:
decem millenia: 37887,44682
Mega-annum or ‘Epoch’ (that’s where the term comes from): 378,8744682
And lastly per ‘giga-annum’ or ‘aeon’: 3,788744682
I mean… clearly we cannot achieve the outcome given it’s already ‘Last Epoch’… and hence we would need 379 of them to have one drop, heck… we nearly need 4 eons! 
But yeah, it’s not 10^34 (or 1e34) but instead ‘only’ 10^9, which is still massive. And only if we take into consideration non-stop use-time of the game, if we depict it as playing 2 hours every day without pauses we would’ve 10^10 reached already…
Bonkers numbers.
And that’s not the most rare items even. 3T7 + T5 + T8 sealed is the potential max if I’m not wrong, which is magnitudes lower in drop-rate when you math it out for any specific individual item rather then the overall existence of one happening… which should come close to the red ring numbers even by then.
So no, that argument should be upholding, but sadly isn’t. Which is the problem.
Not universally true. Several uniques are a superior base to existing bases and hence only valuable with high LP since beforehand it doesn’t achieve the turning point of where it would become better.
But for the top-end uniques you’re right.
Which is their literal balancing job.
The other way around is called ‘bad design’ since it puts the respective perception aspects towards the player, which can - and does - cause distinct downsides.
It’s the aspect of ‘foresight’ versus ‘hindsight’ here. You design with foresight, hence create a scalable system where the scaling can at any time be implemented. You don’t overscale and then catch up to your system’s initial design gradually. That’s bad handling simply.
Balance hence.
Yes.
Which is a inherent given aspect.
Nonono… it can drop. It’s a important difference from does 
I also can find 10 million€ on the ground just sitting there… won’t mean I will 
Edit: Fixed the numerical example, made a decimal error.