Personally I’m a bit torn on the topic. In my mind there isn’t really a “right” answer. Just a decision on what kind of game LE is going to be (and the answer is already there given by the devs).
Okay that is a lot of ambiguity so let me explain.
First: We all play games to have fun.
Second: Fun is subjective.
I personally have fun “beating” games. Regardless of genre. Which is also why I avoid most PvP games since they lead me down the rabbit hole of endless self-improvement to finally have fun at the game (i.e. winning).
So in LE I’m not interested in ladders but beating content. This includes Abby and uber-Abby. In Elden Ring this included Malenia and the DLC. In GD this includes all optional superbosses.
I also don’t think this notion of “beating the game is fun” or “winning in the game is fun” is something weird or rare. Most players derive a certain amount of fun from this I would suspect. of course this is not the only way I have fun with games. But it is a major part of it.
So introducing content that may be too hard for me personally to achieve reduces the fun I have with the game. This mostly takes the form of a frustrated rage quit after trying for a certain amount of time (haven’t tried uber Abby yet). For me this is mostly a week, maybe two weeks of trying. Compared to some of my friends I’m a masochist though so I guess the frustration tolerance before quitting is significant lower for most people. But if I manage to beat it? HELL YEAH.
So for me this comes down mostly to the discussion of difficulty. Is difficulty good or bad? Difficult to say. Personally I’m in the camp that values the “HELL YEAH” effect after overcoming a struggle. I love it. I just had that experience in No Rest for the Wicked and it’s just awesome. I must however say that that game is a lot more suited for really hard content just because it heavily leans into the “souls” aspects. But of course there are different kinds of difficulty that work differently. Like being theoretically able to make everything in PoE work as long as the knowledge and investment (money making is a skill) is there.
Still personally I prefer a difficult game over an easy one. Not because I like being part of the “toxic player community” that “gatekeeps” or some shit like that. No, I just have fun beating the hard part. And I tend to get bored after my build in PoE can explode the whole screen and the next one. It’s a short feels good but that is it then for me.
Is LE the right place for the kind of difficulty? The devs obviously think so else they would not have added uber Abby. And this is fine. It means it’s a game for players like me (probably dunno yet if uber Abby is too hard for me
). And less for players that want that sweet powerfantasy of being able to stomp absolutely everything with everything. They “just” get a few builds able to do that.
Though I do agree that being able to make “bad” things work and turn them into “good builds” is also a lot of fun. I do however think that those approaches are working against each other. Are they both achievable at the same time? Maybe. I haven’t really seen it yet, but GD does come close I think thanks to an endless scaling game mode, a time attack mode and many optional superbosses that are harder or easier for certain builds.
I also like static difficulty a lot more than endless scaling difficulty. It simply provides an endpoint to a build for me. I’m not interested in endless improvements that can only be achieved by playing a lifetime. but if there is something like Abby or uber abby I know a build is done when it can beat the “hardest boss”. Personally I see regular Abby as a benchmark for a good build and uber for an awesome trainwrecker build.
GD did this quite well I think. That game also has a endless scaling difficulty mode called Shattered Realms (SR). They changed it in the last patch but before that it was like this: You start at SR1 and clear. The difficulty increases from map to map. Every 5 “levels” you clear you gain the ability to use a waystone (craftable item) to start the SR from that point. So having cleared SR50 you could always start from SR50 again. Rewards heavily scaled up to SR65. SR75 was the last Waypoint and did not give any extra rewards. The loot drops only from chests that spawn after you decide to quit your run. It gives direct visual feedback on how well you did. Kinda like the Lightless Arbor dungeon reward with juiced chests. Everything after was for bragging rights. Though I think they also added Waypoints up to 120 or something for group players (some managed to clear 175 or something which is insane).
It’s not that much different from LE I think. Just that it is communicated a lot more clearly. Chests after SR65 did not increase, which made it very clear where the expected powerlevel is (i.e. being able to do SR65 for effective loot farming).
If they rework corruption a bit more like this, make the feedback more direct, like scaling the loot chest(s) at the end of an echo with corruption instead of regular drops during the map (or something like that). Add more of them, make them drop more. And after a certain point chests just do not increase anymore. What this point is supposed to be I don’t know. Personally I would like something around 600 or 700c.
Would limiting the corruption (and the rewards) this way increase the amount of perceived “good” builds? Well depends on personal definition, but I would suspect for most players yes it would. It would shift the perception to builds that are able to do the content that can give the most rewards. Tough 1000c is just a catchy and nice number.
Also - as seen in GD - the benchmark for what a good build is would only be extended to speed. Cleartimes for SR, times for Crucible, bosskills, etc. are the real differentiators in that game and if you take a look at the forums you will see most guides providing them because players are asking “can it do Gladiator Crucible in 4 minutes?” or “Can it do SR in under 6 minutes?” or “Can it do Superboss XY in under 2 minutes?”
You can’t run from this. This will always be the case. People will find ways to rate their builds. And there will always community members that push for some unreal standard regardless if it is difficulty or time as a benchmark for what makes a good build.