I think this just has to do with the disconnect between player expectations and the dev expectations. I feel like Uby was set into place to create a tangible balance goal. And the first goal they wanted to achieve was that all builds would be barely able to do it, requiring a skilled and dedicated player to do so. Casuals weren’t meant to be able to do Uby yet.
But the fact that they keep having broken builds every season that trivialize Uby, where even a casual can take that build and clear him in seconds makes this a futile goal.
Imprints weren’t largely fine, though. There were lots of 3xT7s and even a few 4xT7s. That’s a huge power creep when you compare it to Season 1. In just 2 seasons you went from 2xT7 is very rare to 4xT7 is somewhat rare.
And the fact that they need to get build balance right doesn’t mean that they can’t balance other things as well. That would be like saying “I should be able to take a bat and break everyone’s arms because those guys got away with murder”.
Builds definitely need a lot better balancing. It’s always been an issue for EHG to balance them. The only time they actually managed to balance things properly was going from season 0 to season 1, mostly because they nerfed ward which was being abused by almost every build. There were still some broken builds, but there were far less of them and the difference was far less as well.
But since then gap only increased massively, partly because of unbalanced new skills and partly due to enormous power creep in gear we’ve seen.
The larger part of the playerbase barely benefitted from imprints. The larger part of the playerbase placed a unique in the imprints and very rarely, if ever, saw that same unique drop from an imprint. Almost always, they’d get a different unique.
Imprints are an obscure mechanic that only a few players understand how it actually works. It could have been a great system if they only made it so that you’d have a small chance to have the exact same item drop with a small chance of having some sort of upgrade, like a tier increase, a sealed affix, or a little more FP. That would actually be a good system that would let you slowly improve your item over time.
As it is now, imprints just drop random stuff with an overly complicated ruleset that almost no one actually understands or knows how to optimize.
Build balance is actually very hard to achieve. PoE required 6-7 years until balance was actually pretty decent. PoE2, despite all the experience GGG already had and despite the systems being very similar, also has abismal balance.
That being said, it’s hard to understand some of EHG’s decisions, especially not nerfing clearly broken builds, Ballista being the most obvious culprit.
But build balance being this terrible doesn’t mean that they shouldn’t try to balance anything else and should instead just say “screw it” and unbalance everything even more.
Imprints were 4xT7 already. With corruptions this would mean that 5xT7 would also be a reality.
2xT7 were very common and 3xT7 wasn’t that rare. With corruption they would make 3xT7 common.
LE doesn’t have enough gameplay content yet to justify the need for everyone running around with triple exalts.
Just because something in the game is broken doesn’t mean that everything in the game should be broken as well to compensate.