The reason for this DPS meta is very simple, and the nerf to crit damage is only a bandaid fix. At the moment boss mechanics only really negate soft CC, hard CC, and conditions. There is little to nothing in the way of direct damage mitigation. on top of this, bosses only really deal large avoidable damage, making support and survivability rather pointless. The lack of direct damage mitigation and the abundance of support counters is what created this DPS meta. I’m not saying that DPS needs even more of a nerf, I’m saying the other specs need more relevance to how a fight turns out. It’s gonna take a few changes to make all of this possible.
The first thing that needs changing is how bosses deal damage. At the moment most bosses do large telegraphed attacks that can simply be dodged. Having these big attacks isn’t a bad thing in the least. The problem is the lack of any pressure outside of that.
An example of a boss done well in this sense would be lupicus. Lupicus has lots of attacks that hit hard in large aoes, pressuring people to be on the move. On top of this, he also has a single target auto attack that applies pressure between big hits. The auto attack isn’t enough to kill a player on it’s own, but it makes mistakes harder to recover from, leading to a fun fight where the person being chased by the boss tries not to die, while the others support him and attack lupicus!
An example of a boss that needs work would be alpha. Alpha has little as far as weak fast hits go. He has a burning damage aoe and. . .that’s it. The AOE isn’t even range either, it’s point blank. While melee shouldn’t be pressured out of fights entirely, The burning isn’t enough to make you want to back off after getting hit by it once, twice, or even three times! This leads to alpha fights being nothing more than a stack and smack. Even if most of your party dies, he’s pretty easy to solo, which in itself exemplifies the problem.
By giving bosses more weak but difficult to avoid attacks, it will promote:
-soft CC (chill for melee bosses, weakness for high damage bosses, ect): to reduce the damage/potential to hit of those weak attacks so they can be powered through.
-defensive stats: to mitigate that damage that gets through to you. As of right now you can simply avoid most damage making this stat currently undesirable for more advanced players.
-soft support- right now healing, protection, and to a minor extent retaliation, aren’t that useful as there aren’t small weak hits. However, more numerous hits will justify all three of these more so as you can’t utilize these boons against big damage attacks.
However, this is not the end of it. Making bosses more offensive will be good, but with the current state of defiant all of the soft CC conditions are neutered too much to be useful. On top of that, the amount of effort required to get stacks low enough to interrupt a skill simply isn’t worth it when the skill can be avoided instead. At the same time defiant can’t be completely neutered, otherwise bosses will just be CC spammed instead. I think defiant should create a tug and pull between wanting to stop certain skills or maintain soft CC.
Change defiant from giving a flat reduction of conditions like weakness and blindness, and instead have it be determined by the number of stacks the boss has. The fewer stacks the boss has, the longer these conditions last. Defiant will now truly be you weakening the bosses will to resist effects until pushed back over the edge. This will create a tug and pull where you want to get their stacks as low as possible, but not remove them all until a skill you want to stop appears!
Another point albeit lesser, is the PvE enemy use of buffs. At the moment most enemies don’t buff themselves. The ones that do, however, re-apply them so quickly that removing the buffs is almost pointless. There needs to be more of a happy middle ground created because, as of right now, buff removal is only really effective in PvP. The same can be said about condition removal. Enemies that have it tend to use it extremely frequently making condition duration ineffective.
S/I/F engineer Z/R/D guard