Recent or rather not so recent information about critical damage nerfs has brought up a lot of discussion and it really does not solve anything at all. It hurts more armor stats than the berserker and it also affects traits, foods and etc. All in all it just closes the gap between the different gear types and brings nothing new to the table.
You can’t have another meta in GW2 PvE as long as conditions works as they do and the name of the topic;
We will never see a improvement of fun game play in GW2 as long as all bosses have anti fun mechanics like these. CC simply just does not work, conditions lasts for a fraction of the original duration, you get 1-3/4 shot depending on gear/boons/profession.
What this leaves is DPS, there is no other valid play style due to these two buffs on meaningful enemies in the game. This is mainly a issue in dungeons, but it also comes into play for smaller group combat vs champions.
If they were removed over night in a patch, yes it would of been broken. Since the AI we fight have next to zero skills, all they do is hit for a four digit plus number.
Let’s assume they add counter measures and a varied amount of different stun breakers with a medium cooldown to these bosses.
This would of open variety of tactic, builds and even conditions would be viable in dungeons.
Simply having these two mechanics in the game is just showing how there is a deeper issue than simply zerkers being the best DPS.
If we had proper enemies without the bad mechanics mentioned above we would of not need to nerf specific stats. Make our abilities do more than dealing X damage to the enemy and we would see quite a different meta, or at least a viable different one.
My thoughts on why PvE is boring to me, I just simply can’t use my abilities because all the meaningful mobs have god mode hack to counter anything other than pure DPS making it feel very dull and repetitive.