I have to agree with this, since the implementation of procedural generation as well as enemy scaling rather then new enemy types games have become less… engaging. We just need to look at a prime example, Fallout 76.
You fight Super Mutants at level 10, you fight Super Mutants at level 50, you fight Super Mutants at level 1000. They’re the exact same enemy, just scaled up, nothing new, nothing exciting, nothing changing at all. A big ass universe where Cryptids, animals massively changed through radiation and whatnot happens and we got the same 30 enemies from start to finish, at best remodelled at times.
And then in comparison we get games like Grim Dawn, handcrafted, enemies are different specific to the area with background lore implications, you’re immersed from start to finish, everything has a ‘place’ and also it makes farming things all the more enjoyable. Wanna get xyz? Go to this place and you’ll drop it! You need those specific resistances, these enemies will be there, you can plan and don’t need to be able to handle everything at once all the time.
The regurgitating of content for big games like Path of Exile is a given to provide a long-term experience otherwise hard to deliver, I accept that, hence why we see the same enemies as we have in the campaign also in end-game, same for Last Epoch after all. Understandable! But plainly spoken the game should gradually progress through this face, they’re a placeholder after all, you implement them since you lack the variety which needs resources. So doing it is kinda important… but most games don’t anymore, they forgot why the reason to include it in the first place was there.
And the same goes with any sort of scaling, be it enemies, or difficulty itself, generally just there to divert the attention from an actual lack of content, even if the game becomes massive mechanically. Chronicon’s whole end-game is absolutely boring because you’re completely done making your build and it’s just scaling up difficulty with the same enemies and the same setup and the same maps even. And the same thing happens in Last Epoch. At least in Path of Exile each map is a unique layout, there’s over 100 different layouts available and there’s specialized thematic unique maps on top of that (which are mostly worthless outside of one completion but still, variety!), that’s what people want, the scaling is just there to allow it to work despite unique new content being missing partially.
So yes, clear-cut goals like corruption limits, cap unlocks, unique content set inside, more fixed map/enemy combinations and player agency to go through that rather then the procedural slob would be nice. More effort so I understand why it’s not done… but it should come piece by piece on the side at least rather then being ignored.
And yes, since ‘nothing new’ presents itself you stop engaging, because if 20k corruption is the same as 200 corruption basically then you’ve ‘done everything’. There’s a really small subset of people which actually are fine or even better with infinite scaling rather then variety of content to make up for it.
Which to a clear-cut degree… it should. If there’s need then there’s reason to do it, without a need the value lowers substantially, which is a prime motivator for our brain to do things.
Give things value in some way and they become worthwhile, the higher the value the more worthwhile. Mind you… with increasing value comes automatically increasing effort, and hence there’s a ‘golden line’ depending on each product type which is optimal to follow. PoE has a good one, LE has a decent one (spiky engagement, hence happy people become unhappy and unhappy people suddenly become happy… it needs to cater to a specific type, not shift substantially with progress), D4 has a atrocious one since even the target audience often speaks ill of the game… kinda not what you wanna have 
With high complexity comes a high learning curve. GGG does a bad job in countering that, which is their core issue.
But when LE becomes as large as PoE the exact same thing will happen as too many evenues to oversee properly - and take into consideration - will crop up. This is a natural progression of size.
A prime example is Dwarf Fortress, they improved their UI by absolute magnitudes when releasing on Steam, still… it’s a darn hard game to get into because it’s ridiculously complex.
Not really, they tried to reign in the numerical scaling issues they have in PoE 1, which goes out of hand with action-speed overall.
But they did crap in doing that with the generation aspect of generic content, the same random lifeless maps in end-game are still existing then in PoE 1, the same ones like in LE. We need distinct unique content, not regurgitation non-stop, the more there is the better it overall is perceived.
Grim Dawn is anything but and follows that exact example.
So no, it only depends on how it’s handled and is harder to achieve. Procedural generation and scaling mechanics are simply a crutch.
Yes, 100% agreed with that statement.
Which doesn’t mean ignoring it though, it means piece by piece gradual implementation over time rather then double- or triple-dipping down on the already existing scaling.
Yes, which means those systems existing on the highest level of content is no issue… but that needs to be a fraction of overall presented content, not ‘end-game’ which is the majority of play-time in total.
Having corruption based content available after 100-150 hours play-time is absolutely fine, no issue… but we sadly get into it at around 25-30 hours for a first-time player, and… 3-4 for a experienced player, and that’s plainly spoken ‘too little’.
It’s not about builds being online or not, that simply went off course there.
The point behind it is that you interact with content in a different way, procedural content or endlessly scaling content is not ‘consumed’ like designed content is. Those mechanics are to support other things, not to be the major aspect.
They’ve not without reason come under major scrutiny over the last years after all, and I’m also against ‘remove them completely’, they have their place. But the proper implementations are the goal to achieve.
That’s why Path of Exile has Simulacrum, empowered breachlords, empowered timeless challenges, uber-bosses, deep-delve, Heist content and so on and so forth. Even if no distinct new content is available there’s bits of content still available, hard to handle and something to strive to handle. 100% delirium maps for example at the basic game. Or juiced maps with ambush (strongboxes) being handled without constant chance to die from a second to the other.
It’s why people play it so long… corruption does that job too, but magnitudes worse, it gives solely a false sense of progression since there’s nothing distinct to progress towards, no reward for it.
And beyond I lost track of properly reading, so sorry for missing out on the other posts, but I’ll call for a change my post here 