Big topic, and I don’t know where to start, and worse, what to suggest - what would, with reasonable development investment, make it better at this point of the game. But I feel I need to at least express these thoughts in one place. So prepare for some rambling.
Way, way too many encounters in the endgame have all danger packed into effectively oneshoting the character, which is killing the character maybe not in one single blow but within 0.3 seconds.
Making a mistake, you expect to be punished for 50-70% of your pool and be prompted to take action to correct it. Can’t correct a oneshot. You can scrape and scrape for defences until maybe someday you survive it and then engage with the enemy. Or you can stack more dps to prevent it before it happens. And since FoA launch I find the latter more and more effective for safety rather than trying to break all your synegies, sacrifice all offensive stats and then still die to some random shotgun or a dodge not going off at the right moment.
A lot of things make GD stand out in aRPG landscape, and one of the biggest is this visceral feel for the character, like it’s present in the world and everything that happens to you is impactful. Which is why the march of oneshots is especially deteriorating to the experience: when a poorly telegraphed barely visible swing of an enemy kills you, it breaks the immersion and chips into your motivation to keep playing.
So how did that happen? New enemies with overtuned skills is not the sole cause. A lot of balancing done for the game in recent years was positive and very much appreciated. But one balancing tendency certainly contributed to the issue: HP nerfs across the board pre FoA. The characters needed more ways to build up their HP pools to prepare for FoA dangers, in turn they got less. There are a lot of ways to raise defences, and some previous ways were buffed. Still a lot of the defence stuff is conditional. Only HP is absolute - the very thing that you need to stop oneshots. And, IMO, it was mistakenly nerfed in the context of FoA dangers.
The issue doesn’t only dregrade the immersion, it largely affects the effective ways to build your characters. When you know the most danger comes from oneshot abilities most of which have significant cooldown and initial use timeout, you are encouraged to sacrifice all conditional defences your build can have in favor of burst dmg: kill it before it does anything at all. Coupled with new “flask presses” FoA has brought, this creates some very vivid PoE flashbacks. And I don’t play much of PoE for a reason.
Many players I speak to point out how bad regen has gotten. For a while it was in a good place, but now you almost don’t feel your regen stack on any non-kiting characters: you either leech to full every split second, or get 1-2 KO. What does carefully gathered 3k regen per second do against hits that remove 20k HP? Not much.
I could list some particular cases of enemy abilities I have the most frustration dying from, but the problem seems too broad to me to disect it case by case.
I really wish the danger in the game would shift from oneshots to other things: heavy debuffs, dmg over time, continuous barrage of dmg instead of shotguns, area denial and smarter enemy movement, where casters keep distance and disengage more (which would also help with the stupid enemy pathing around the character). Most of all, I really want for the strongest enemy abilities to have prominent and/or slow animations with obvious visual clues that can be picked up even in crowded environment.
All in all, I just want to engage with the enemies. React and outplay them, not build samey dps machines that kill the Big Bad sooner than they cast their Reap Ass ability with initial delay of 7 seconds and 50000 phys dmg right up where the sun doesn’t shine. As it stands, the best defence in GD currently is attack. We have other games for that.