After spending many hours playing the open beta, my brother and I decided to do our first 1.0 run on Whoa! difficulty. It was a challenge at first, which was great because that's what we were looking for with this playthrough. However, as we've hit end-game in the upper yard with all our gear at 7+ we've come to a disappointing realization: maxed out equipment is not enough to make combat against the "hardest" enemies a tedious slog to burn through huge hp bars. Some of the boss fights have more mechanics and thus are still quite fun (Asst. Manager and the Director spring to mind) but most are just an exercise in perfect blocking predictable attacks, chugging beefy smoothies, and watching huge hitbars slowly chip away unless you optimize your build.
Throughout the playthrough, we've relied on the wiki for details on what exactly armor and weapon perks actually do because the game only provides vague descriptions and useless bars. Optimizing our damage to speed up slow encounters would have been impossible without players data mining game files. Now in the latest patch, a handful of nerfs were dealt to some of the strongest end-game builds (poison and staffs) with the clear intention of maintaining combat difficulty in the end-game. On principle that's a fine design goal; grounded isn't a power fantasy it's a survival game. However, if devs are determined to keep combat challenging, it is only fair that players be provided with the necessary knowledge to overcome those challenges within the game's UI.
It's not enough to know a perk activates "occasionally," we need exact percentages in the item description. It's not enough to know an item does 10 bars of damage and has 3 bars of speed. We need actual double-digit numbers to understand a weapon's strengths and weaknesses. It's not enough to know a trait debuffs an enemy's attack, we need to know not only the numeric value of that debuff, but also its duration. It is unfair to the player base that gear is nerfed and enemies are buffed while not providing concrete numbers on the tools given to defeat those challenges.
If the developers want item info and UI elements that are minimalistic and immersive, then players should feel powerful no matter what weapons they choose because it's not about the details, it's about the fantasy. But if the devs want the players to struggle to survive throughout the full duration of the game, then they owe their players specific game mechanic data so we can work towards more optimal builds. We shouldn't have to rely on data mining wikis (which are frequently out of date and thus false) to build strong strategies. That info needs to be in the game itself, lest the whole game feel like a battle with the developers instead of the backyard.