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Is there power creep in Zenless Zone Zero?

by ZZZLucien 12 Mar 2025

The topic of power creep in Zenless Zone Zero has persisted since the 1.4 update. The most common discussion revolves around comparing the launch limited character Eridu Hunter Ellen with the 1.4 version's Void Hunter Miyabi, expressing concerns about rapidly escalating combat metrics. In this article, I'll discuss with fellow Proxies whether ZZZ's core balancing truly suffers from power creep.

1. How to explain the term "Power Creep"?

Since Ellen and Miyabi were mentioned, we'll use these two agents as entry points for our first topic: Has Zenless Zone Zero actually entered power creep? However, before proceeding, we must clarify the term 'power creep' to ensure aligned understanding.

Strictly speaking, 'power creep' in player community contexts refers specifically to malignant power creep. Numerical scaling inherently has both positive and negative impacts on a game. We cannot simplistically equate any stat growth with malignant creep. The critical determinant is whether the overall gameplay experience deteriorates. If the numerical progression predominantly generates negative feedback loops, only then can we conclude that the game has succumbed to malignant power creep.

Just like economic inflation, assessing its pros and cons requires structural analysis. Ultimately, everything boils down to how the gameplay experience holds up.

2. What exactly sparked the debates surrounding Ellen and Miyabi?

Some claim that a 2-Mindscape Miyabi can outperform a 6-Mindscape Ellen, while others argue she scores higher in Deadly Assault under equal Mindscape investment. There are even reports stating Miyabi simplifies Tower Climb stages compared to Ellen. These three assertions form the core arguments for power creep discussions. Frankly, while plausible, they lack universally convincing metrics.

Let's dissect the first debate: When claiming 'outperformance', we must clarify whether this refers to raw stats, damage-per-second (DPS), combat efficiency, or team synergy divergence. Essentially – what benchmark defines this comparison?

You might think I'm nitpicking by raising this issue. While other games have similar variables, even if we disregard all contextual factors, there remains an unquantifiable element: 'Which player's operational mastery defines this comparison, and can such skills represent the majority?' Simply put, the vast disparity in player skill means identical parameters can yield wildly different outcomes across users. This is precisely why these arguments fail to convince me of power creep.

Tower Climb is even less persuasive. Compared to other modes, its challenge lies in high-floor enemies' hyperarmor and absence of telegraphed attacks. Players must ascend as high as possible within limited error margins, with no strict time constraints. This means Tower Climb prioritizes player skill over raw stats. Using clearance performance here cannot credibly demonstrate power creep.

To clarify, refuting these three points doesn't prove the absence of power creep. I'm merely stating the data doesn't confirm malignant inflation in ZZZ. However, the glaring disparity between Ellen and Miyabi's usability remains factual, as does Ellen's near absence in endgame content.

3. The Impact of Difficulty on Stat Balancing in Zenless Zone Zero

During the game's early development, the dev team designed Ellen based on their initial roadmap, meaning her stat parameters were finalized long ago. Prior to Miyabi's release, there had been consistent player feedback across multiple versions requesting increased challenge. The developers notably steepened the difficulty curve through successive updates.

This rendered Ellen increasingly ineffective, yet a significant player base still struggled with mechanical execution. Naturally, the team introduced Miyabi as a stat-inflated crutch for casual players. Her design intent is blatant - take her three-stage charged normal attack: While standard charge mechanics involve hyper armor and damage reduction (forcing players to trade HP for damage windows), Miyabi's version grants full invincibility frames.

In Version 1.5, both Miyabi and Astra Yao serve this explicit purpose: allowing novice Proxies to casually "sightsee" atop this difficulty mountain. Subsequent characters like Asaba Harumasa and Evelyn, however, exhibit a clear return to core design philosophy. Thus, these two archetypes must be analyzed separately.

4. Does stat scaling inherently create unfair advantages among players in ZZZ?

Some players inevitably ask: "Does Miyabi's overwhelming power devalue the resources invested in Ellen?" and "Should all players just wait for Void Hunters now?"

Here's my perspective: The game's progression speed likely exceeded the devs' expectations. As a passion project, Ellen's current underperformance must impact her popularity – an outcome the team surely regrets. While new characters can adapt to current difficulty through skill module adjustments or stat scaling, enhancing legacy characters requires either introducing dedicated support roles (a long-term endeavor) or direct buffs – the latter risks triggering malignant power creep if mishandled. After all, Ellen's weakness stems not just from numbers, but outdated mechanics in high-pressure combat.

Regarding fairness: It boils down to whether you insist on pitting legacy agents against meta picks. While Ellen can't rival newer proxies, she remains viable. That said, unless you're a diehard fan, I strongly advise against hyper-investing in single characters (like chasing high-Mindscape dupes). Diversifying your roster for broader tactical synergies yields better gameplay experiences.

5. Alternative Methodologies for Quantifying Power Creep of ZZZ

Returning to power creep discourse, some community analysts attempt to gauge inflation through BOSS HP value comparisons. This methodology currently holds no validity in ZZZ. Veterans know post-1.4 update, Proxies' Ultimate Decibels became independently calculated. Consequently, BOSS HP needed proportionate scaling to maintain engagement – this adjustment alone cannot confirm malignant power creep.

Admittedly, stat inflation is an inevitable curse for live-service games, differing only in escalation rates across titles. But as emphasized, we must assess it through gameplay experience lenses. Veterans inherently crave escalating numbers as tangible progression markers – the longer a game operates, the more pronounced this becomes. However, when veteran and novice enjoyment gaps remain negligible, such inflation becomes benign.

6. Conclusion on ZZZ Power Creep

As an ARPG with execution-dependent scaling, Zenless Zone Zero's current 'malignant power creep' discourse lacks universality and fails to resonate broadly. While Ellen's clunky mechanics suffer from version shifts, most agents maintain balanced viability.

Void Hunter Miyabi and Astra Yao require analysis under a distinct design philosophy – obsessing over cross-role comparisons breeds unnecessary frustration. This isn't to deny stat inflation entirely (with only six months post-launch, mechanical depth remains largely untapped), but labeling it 'malignant' now is premature. Future discussions must use Version 1.4 as the objective baseline to retain credibility.

Ultimately, focus on your own gameplay satisfaction – your lived experience is the true metric. Don't let communal debates fuel anxiety. Stay tuned for more analyses and more official merchandises. We're confident ZZZ's ecosystem will keep evolving positively.

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