What i feel is missing gameplay wise
Playerbase: Give tanky stats a place in PvE! The game is too easy, even with squishy stats!
ANet: makes mobs hit harder, have faster attacks, and push out more condition damage
Playerbase: This game is ridiculous, XPac is a joke, mobs hit too hard, I quit GG.
On a serious note, though, having a place for boon stripping and enemy condition cleansing is a nice idea, and it seems that PoF will be leaning more in that direction. Apparently there are some enemy types that will be quite boon heavy, for example. I suppose we’ll have to see.
As for having a variety of damage-oriented abilities… it won’t change anything. People will just come up with new “meta” builds and run those. There are situations where building tanky/healy is important, particularly in Raids and, on occasion, high-end fractals, but the game could use more of that. I’d honestly like to see the fractal team stop working on fractals and go re-visit dungeons. I’m sure they could improve the experience quite a bit.
The issue with non-group PvE, is that they can’t favor non-damage builds, because non-damage builds don’t eliminate enemies. Group PvE, PvP, and even WvW always favors a build that has “just enough” defense to outlast an opening attack, and dish back as much damage as possible. The only exception to this rule is mandatory group comps, where job requirements can be safely shifted to another player, freeing you to build for a specific role.
HOT mobs were tuned to specifically punish Zerks meta. But with only a slight shift (as little as 5-10%) of your stats into defensive ones, you’re given enough wiggle room to avoid being 1 shotted or insta-downed. However, if you can’t dish damage back, HOT mobs can still overwhelm you. Mordrem in particular are rather fragile, but their attacks are designed to over take through CC and pressure. Now compare that to Chak, which are individually fragile, yet even a few together can beat by raw attrition. Chak are also tightly spaced (on purpose), so that the longer a fight goes on, the more Chak get pulled into the battle. Doesn’t matter how much tanky stats you’re taking….if you can’t neutralize them fast enough, they WILL overwhelm you in short order.
What PoF is looking to do is shift that difficulty away from attrition, and move it into effects management. While not spoken in any NDA breaking terms….. its heavily implied by people who had access to the press demo that some mobs have such unconventional defenses, that it would had been right at home in Guildwars 1. Its already been noted in the Demo that a lot of the new Especs have access to Boon strip, defense bypasses, a couple of new defense types…. all of which lends to an idea of Mobs finally using strategies similar to those used by players.