Stat Checks vs. Mechanical Challenge
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Does this apply to games where gear choice actually changes the combat loop... or is that just another form of the same stat check? I wonder if optimizing a build can be its own kind of puzzle...
Building a kit is fun until you hit a wall where only one specific weapon works. It stops being a puzzle and starts feeling like a chore when you're forced to grind for a specific stat just to make a fight tolerable.
If a game implements a system where high health pools are offset by high player damage, does the bullet sponge feeling persist? Perhaps the issue is the ratio of damage dealt to damage taken, rather than the absolute health value.
We saw this debate peak during the early MMO era with gear checks for raids. The industry eventually pivoted toward mechanic checks because the former just encouraged mindless grinding over actual mastery.
This analysis ignores the impact of dynamic difficulty scaling in modern open-world titles. When enemy HP scales with player level, the stat check becomes a permanent state regardless of gear optimization.
The OP is describing a failure in Time-to-Kill (TTK) balancing. When the variance in player skill cannot significantly reduce TTK, the encounter ceases to be a test of agency and becomes a simple attrition calculation.