q 3 wrote:Strategic unlocks are a symptom, not the problem. There isn't a single thing that you can do on a limited unlock profile that you can't also do on a fully unlocked profile - you just need a lot of luck, or a lot of time to scum.
I disagree, and think that strategic unlocks are a problem in and of themselves. Luck is a "resource", too. By your logic, the existence of 10% dodge makes it feasible to complete every dungeon without getting hit.
Limited-unlock profiles are essentially an unintended abuse of the "luck" resource.
My understanding of the designers' goals is that they WANT players to have to manage "luck" by making do with suboptimal dungeon/altar/shop layouts. Preparations mitigate this somewhat, but the intent was never for luck to go away. And as long as this is the case, and as long as it's possible to do end-game challenges with limited unlocking, doing so will ALWAYS be an advantage. (I don't care about mid-game challenges as much; presumably they won't require pushing the limits in the same way.)
On the other hand, I do agree that scumming being too useful (or even necessary) is a separate problem. That's a much harder one to solve, though, and one that the devs clearly are trying their best to fix.