As a notice, the same problem also occurs in other MMOs.
The problem, you see, is a reverse downward spiral. In a downward spiral, aka the slippery slope, the player is punished for doing poorly, which ultimately results in the player being less and less likely to do well the longer he plays. Once the downward trend is started, it is difficult if not impossible to stop. In a reverse downward spiral, the opposite is true; the player is rewarded for playing well, which permits him to play even better then when he was not being rewarded for being so great. In order to stop "Super players" from appearing, the game mechanics need to be set so that neither an upward nor a downward spiral can be initiated, or if that is impossible (which it likely is) then said spirals are to be limited in some way, to stop them from moving towards infinity.
As well, the primary cause of the seeming necessity for this to occur within a RPG MMO is in order to simulate the player gaining strength to fight the "final boss" ... They must obtain obscenely powerful magical weapons that dwarf the initial equipment set many (hundreds of) times over, because in order to make said final boss "not a push over" that final boss needs many tens of hundreds (or in some cases, hundreds of thousands) of hitpoints -- primarilly due to the problems of using a hitpoint system instead of other systems, like limb/locational damage.
...
As an example of one of the many power spirals (not even talking about H&H, this could be ANY game) health is improved by increases when strength and constitution are increased. This means someone with 100 str will ALWAYS have more max hp then someone with <100 str. To prevent or limit this power spiral from forming, the game would be re-designed to accomidate a fixed hitpoint system, where every player has a set max hitpoint value, but where strength and constitution influence health regeneration rates for hard and soft hitpoints, respectively; and that said regeneration only occurs after some time combat has ended.
Thus, two players with differing strength and constitution levels can kill each other with equal chances in the initial fight due to their fixed max HP values, but should one of them choose to retreat and regenerate their health, then that player is rewarded for making a good tactical descision; not for having the most hitpoints, or even the best regeneration (since regeneration doesn't occur in combat, and thus, can not influence a single fight -- only multiple fights)
The Dwarf is making a plaintive gesture. He doesn't really care about anything any more.