I will outline the reasons why this is the case below. Click the arrows to see more information.
Outpost rush summons are way too powerful, and can carry bad teams due to their chain CC and high damage. Particularly brutes, but Wraiths can also hit for 8k+ against light armor.
The current state of Outpost Rush summons are that they are so powerful (can permanently CC and kill a light armor player in one combo) that it is less advisable to PvP players directly, and instead try to farm up NPCs to carry your team for you.
Precision weapons (bow, rapier, spear, etc.) are not rewarded for the skill they require to use.
The current design of combat really just means that all large scale PvP devolves into the following:
- Low effort, high reward melee weapons with massive cleave (no aim, no brain) such as the Great Axe, War Hammer, etc. just cluster together and spam light attacks/AoE stuns/Gravity Wells/etc. at eachother.
- Low effort, high reward magic weapons with massive cleave (no aim, no brain) such as the Fire Staff and Ice Gauntlet just spam their attacks into a massive pile of enemies with no rhyme or reason.
- Any amount of Life Staffs (the more the merrier) spam heals on the stack of melee players.
All of these are low effort, high reward strategies. The most effective way to play the game is to play either Life Staff, Fire/Ice, or Great Axe/War Hammer and just hope you have enough AoE spam to out-AoE spam the enemy team.
There is very little room for nuanced, individual gameplay.
My aim with the Bow is irrelevant in the face of a Fire Staff which fires large, fast projectiles that are borderline impossible to miss with, or Ice Gauntlets that can AoE CC and damage teams with a massive Ice Storm.
My ability to do 180 Fleche backstabs is irrelevant in the face of a Great Axe using Gravity Well and spamming m1, hitting 5+ players at the same time for comparable or greater damage to my Rapier.
My ability to CC and lockdown an individual opponent with the Spear is irrelevant in the face of the numerous AoE CC effects that are so large, they are impossible to miss with, and are far more effective/long duration (Gravity Well, Ice Storm, Ice Shower, any War Hammer ability).
Resilient as a stat is fundamentally flawed in a "skill based" action combat system.
If random crits were the only crits we had, this stat would make more sense.
Penalizing people for hitting headshots and backstabs is nonsensical, however.
It takes 5x the effort to hit a headshot than it does to hit a body shot, and in no sense should that effort EVER be mitigated by something as simple as stacking gear with one overpowered stat.
No amount of outplay can counter getting stuck in one of the two lowest effort abilities in the game.
Ice Shower and Gravity Well are devastatingly effective, and basically guarantee death if you end up in them.
However, the current meta dictates that amid the massive amount of AoE spam, you will inevitably get stuck in an innumerable amount of these abilities.
1vX in this game is basically dead because of how one brain dead player with an Ice Gauntlet can 100-0 you with Heavy Freeze if you happen to get caught in an Ice Shower.
Gravity Well is similar. It is absolutely disgusting that such a large, easy to use AoE disables your character almost completely. There is very little counterplay. Even if you use an ability to escape, you’re still unable to dodge for 5 entire seconds.
The recent patch has lowered TTK, and it has sucked the skill ceiling of the game into the abyss with it.
Skill ceiling scales with TTK. Lower TTK means that bad players will always eventually have an opportunity to get a kill.
You may see this as a positive thing, but it isn’t.
Low TTK is a race to the bottom. The longer fights take, the more room there is for nuance and counterplay. The lower the TTK, the more RNG and low effort CC abilities have the ability to dictate outcomes.
There is a reason that Call of Duty tends to lower its TTK with every new release, and there’s a reason games like Apex Legends are more exclusive to bad players. The reason for it is simply that your choices on a micro level add up over time, so over a longer period of time those micro choices end up swaying outcomes.
This is a difficult point to put into words, but I hope I conveyed it well
The TL;DR of all of this is that since the removal of stagger, the game has continued down the path of reducing the skill ceiling. The most recent patch lowered it by a lot.
I understand that a high skill ceiling can be more exclusive, but neutering all of the depth and skill out of your game is not a valid alternative.