Combat - Why it feels basic right now.
I've been thinking about what feels off about the combat in the game for a while now, having played the 3 main archetypes - DPS, Healer, Tank. So far, for me, it feels like it boils down to the weapon system that is currently in place, how it is implemented, and why it feels extremely basic and boring.
The current system, I realized, makes it feel like I'm playing a weapon with some skills attached to it, and not a class picking a weapon I to compliment my playstyle. Everything is guided by the weapon at the moment, and it is done in such a way that it makes it feel like the player is a beginner at a dance studio learning to count their rhythm - 1, 2, 3 step....1, 2, 3, step. I am drawn away from 'participating' in combat because I have sit there and count out the combo of my weapon (and it's made worse by Deadly, Extended, etc...finishers) to the point that I don't even need half the skills most of the time and can just hit auto-attack and be done with it.
It almost feels, and I really hate to put it this way, like the system is being developed for a mobile input where the system does most of the heavy lifting and I can just sit back and hit a key or two after the combo does its thing. Is that a little exaggerated, sure, since input is needed a bit more often than that, but doing so breaks the combo set-up and results in a loss of some buff or the other that is needed. The additional input, when it is done, has a very "spam like" feels to it, where I feel like I'm either adding some blocks/mitigating abilities, or as a healer I spam some heals and go back to auto-attack waiting for the next big hit, or I throw some skills in to add to the proc my auto-attack triggered from the 1-2-3 Finisher.