Something to add on to @Sayurichanâs list.
The part where damage system goes down in a spiral is where IMC decide to allow blessed shards to be tradable across characters in teams and via player-to-player/market.
If transcendence is kept to a character-only level, the impact of it will not as big as what we see now. Each character can only acquire a limited amount of shards, at most 6 per day with rerolls. Just getting a weapon to trans4 (+100%) will take 6 weeks at the fastest pace. Together with the rate in which they are returned using Hammer of Dismantlement, devs actually donât really need to worry much about players getting too OP with it and subsequently have to increase monster hp/def to match.
As compared to the situation now. With shards tradable across characters in the same team, many players adopt the All-for-One ideology, to have alts farm shards to build up 1 main. Characters get to trans 5+ faster and IMC have to buff the monsters in return for the new content to be at a level that is challenging to the buffed players.
I can safely say, the main source where monster HP/def gets out of control causing the devs to keep introducing bandaids such as Agny Necklace just for low rank skills to be viable is due to the introduction of Transcendence and the subsequent decision to open it up so players can get it easier.
Transcendence is a % based boost, and we all know how strong and âdetrimentalâ % based boost can be where almost all the rest of the other damage sources/boosts are flat damage based.
Just look at huge debate on Wiz C3 quickcast with 50% boost. Transcendence is way worse. At least headgear and gem stats are flat values and will not be as effective as we go higher in rank.