Balance class solution is

i think should control the maximum damage output, say for max is 100 mil damage, anything greater than 100 mil damage will set to 100 mil.

then dps/ attack speed/ fps break point is up to the player to stack, something like variance between players are 1.0 ~ 3.0 thingy.

then scale toughest boss hp according to highest dps, example like maximum 3 minutes to defeat.

variation of gameplay comes from different classes and personal choice of choosing tankiness, agility, resistance, etc.

with these implementation, in the end of the day, i don’t envy others for defeating the top boss in 3 minutes, while i needed 5 minutes because i play more cautiously by exchanging attack speed with higher defenses, things like that. :blush: