I’ve been playing for about a month now, got a character to level 80, started running dungeons and fractals, and basically I’m at the point where I feel like the character system in this game is just fundamentally broken.
Basically what I’ve noticed is that this game is completely infested with what I call the Berzerker Cult. It’s people who insist that absolutely no gear except berzerker gear has any value whatsoever, and people who have any kind of survivability stat or use healing are just terrible players who need those things because they aren’t good enough to avoid getting hit in the first place. Necromancers and Rangers are basically treated like lepers when it comes to dungeon runs because they have pets that can mess up stacks and simply don’t do enough damage. Most gear sets are completely worthless and nobody uses them at all. Apothecary or Nomad gear is considered downright laughable by most people. You can’t even buy half the prefixes from the dungeons, but nobody cares, because nobody uses them.
I don’t know if the devs saw the irony in calling their endgame content FOTM when indeed, unless your spec and gear is the Flavor Of the Month you don’t really go far in Fractals Of The Mist.
There are several things that are just fundamentally broken with the way this game works.
Giving people the option to stack healing power to the point where they are basically kitten for every other purpose is an absolute design fail in a game where healers are never needed. Why create the option? Purely to bait people and then smacking them down?
The game really fails to create a good dynamic between damage dealers and support characters. I understand that they didn’t want to have the trinity, and I fully support that, but a game doesn’t need to enforce the trinity to make playing a healer viable. All the game has to do to make playing a healer useful is to make sure that a damage dealer who is being healed can deal more damage!
There are no mechanics in the game that let you trade hitpoints for bigger damage, so there is no point in having a character that can put those hitpoints back in a party of good players. That is the most fundamental design oversight in this game, and it makes party composition extremely one sided. Maybe you can benefit from the odd banner or reflection wall here or there, and applying buffs is nice, but none of those things benefit from stacking the support stat in the game.
None of the fights are designed in such a way that exposing yourself to damage lets you dish it out better, and none of the abilities are designed in such a way that you can burn health to inflict more damage either. All of the boss moves that can really kill you can be avoided, and inflict so much damage that you can’t heal through them anyways.
The same goes for defensive stats. The only place where they are rally good is in PvP, because when you’re up against other players you can’t just dance around everything they throw at you like it’s a jumping puzzle. Too bad giant dragons and murderous demons don’t ever give anyone cause to think “maybe I can’t avoid getting hit all the time”.
I mean, sure, it does take a certain skill to run through a level 50 fractal in full DPS gear without getting hit. I won’t deny that that is an impressive feat. However, it is incredibly boring that there is basically one accepted way of doing that, and the entire PvE experience in this game boils down to letting yourself be molded into that one singular rigid pattern.
Why can’t the game have systems that make sure that a DPSer with the support of a healer can spike his damage enough to actually appreciate the heals?
Why can’t the game have enemies that can deal with people who sacrificed all survivability for more damage?