Power creep is a destructive force that exists in every power-progression game (any game where you level up or acquire things that make you progressively more powerful).
In a loot game like Destiny, players chase power and seek to optimize their power (min-max). So for loot to be relevant, and for play to be enjoyable, players need to feel that they are pursuing things that are more powerful than what they already have.
If not, then they become bored and lose interest.
But if you keep making gear and abilities more and more powerful, you eventually break the game. Because one of two things happen:
One, everyone becomes so powerful that nothing in the game is a credible threat…and people become bored and stop playing. Or…
Two, the devs push back and tune the game to the player power level (The Reckoning in D2, the whole game in Y1 of The Division). So those with the best gear are forced to play it all the time (Illusion of Choice), and the game becomes unplayable for those without that OP gear.
Which is why one of the foundational rules of a game like this is: [i]You can’t give the player power and let them keep it forever.[/i]
TLDR: Divinity is only an issue because of a major design flaw in this game: [i]The absence of sunsetting.[/i] In a game with a well-designed loot system and progression system, a three year old weapon like Divinity would have been rotated out of the game to create room for something new without having to feed power creep.
But since Bungie is letting us keep stuff to distract us from the insufficient amount of loot in the game, the only way they can control power creep is to either nerf weapons (like Divinity) or undergo soft reboots (Origin Traits) of the gear systems so that we stop using stuff and make room for new things.
IOW, nerfing Divinity creates room for something else that’s powerful without breaking the game. Buffing everything up th Divinity’s power level leaves the game nowhere to go.
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