I don’t think we’re being victims of “bad class balance”; I think we’re just getting closer and closer to realize that combat needs a serious overhaul. Allow me to explain.
We are playing a game where instanced content is all about dealing as much damage as you can if you don’t weant to die. Every encounter in the game (save the Nightmare Fractal and similar, which I’ll cover in a little bit) is all about HP bloated targets which take too long to die and therefore there are two viable methods of dealing with them: skipping or pumping out your damage. No one stops anymore to kill the mobs unless it’s completely necessary, and being honest, maybe less than half the current players actually know how to properly do skips, but this isn’t something that SHOULD happen, it’s just terrible game design.
For me classes are good as they are. I don’t call this last patch a “Power Nerf” but an adjustment. Condition damage is weak against mob groups but very effective against large HP single targets, which makes sense! However only the classes are tunned up/down and the enemies stay exactly the same. Raids are pushing this kind of mentality if “kill it faster” with the enrage timers. Tho many of us have defended raids as being content “easily completed by anyone in any build”, this couldn’t be further from the truth… Raids are all DPS checks with mechanics; mechanics that even raiding guilds try to ignore in order to deal damage. It is still all about beating a piñata to death while ignoring the rest of the fight. Imagine a raid without the timer, and now we could be talking about more viable builds that go beyond pure DPS.
The current “meta” shines for being very unaccessible to new players or more casual ones. It’s riddiculous that HoT stats are all gated behind expensive crafting, even on exotic quality, while the rest of the game’s gear can be easily acquired by spending Karma (a long time useless resource it would seem) and treading with others. You can’t just walk into a Vendor and get exotic Viper’s, you have to either craft or do extremely niche things to get it! This locks some people into the “This is your first job but you have to be experienced first” cycle. Imagine a Power Build Reaper who wants to farm Ascended Gear on Fractals; he’ll be kicked because he isn’t a Condition Reaper, but he can’t be a Condition Reaper yet, since he must get that gear.
GW2 has two “brothers” who do some things way better: Wildstar and The Secret World. Both games have an extremely similar focus on exploration, non-linearity of quests, and the combat on both games is pretty much a copy paste of the GW2 combat engine, yet both games manage to do something good with it.
Wildstar takes advantage of the game’s dynamic combat by making every single mob have an attack pattern and AOEs like those seen on the Nightmare Fractal; that instance is an example of how dungeons in Wildstar are like, every one taking advantage on the class’s strengths. Classes in Wildstar, like in GW2, are multi-purpose, however the game lets you know their roles beforehand (As a Medic, you can be both DPS and Healer, as a warrior, you can be DPS or Tank, etc.), and changing roles on the fly make things more dynamic and adaptable to whatever is needed at the moment. In the end Wildtar and its raids (which are arguably some of the best on the MMO industry) go beyond just pumping out damage, opening its doors to even more class and build variety and depending on player skill and knowledge of the encounter’s mechanics; they have you moving arround using your skills, pulling enemy aggro, using special skills to trigger mechanics, etc. GW2 is a supposedly dynamic game which has a laughably static combat: you have dodges, you have jumps and dashes, yet everythign is reduced to combining the best boons with the best static field combinations. Yes, maybe removing stuff like combo feels would remove some “depth” but hell, it would allow a lot more things to become less reliant on spamming them stacked on a corner.