The bosses are no longer scaled properly. We're really not measuring much of anything....Everyone is pretty much locked in by day 3...There's multiple problems that have lead to this.
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Otherworldly Boss mechanics imbalanced across the board, its less resource intensive for people to create out of affinity teams to fight the cold boss rather then do mechanics for in-affinity.
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The mythic gear and set pieces are one of the best things that happened to the game...But content is scaled poorly or not properly implemented / tested. Alternatively, you can put the blame on power creep and the current mythic pieces and set pieces need to be redesigned / tweaked / nerfed or given restrictions.
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Othewordly bosses have no ranking system (I don't think this is an issue if they were scaled properly however) Talking to a f2p player, they were even able to make 15 teams by day 3. This is partly because 5 man teams is no longer neccessary to complete content. 3 man teams is about the average for any of the bosses. And the cold boss is even worse needing only two characters and a good pair of wolfspine gloves. Without rankings you just need completion.
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Poor defense / attack calculations, itemization, as well as damage over time scaling. Stats are nearly identical for all characters across the board. This can be considered a good thing and a bad thing, it depends on your look on it. The pros is that it allows players to come up with unique variations of using support tanks and dps tanks when they don't have every hero available to them to make it work. Alternatively, it makes abusing the stat system very easy. There isn't enough disparity between tanks and dps when it comes to stat's. The model for character scaling is too linear across the board. We need a more versatile system that will allow for better role disparity without it being overly done.
Look, I love this game with a passion, But the content is falling behind with whats implemented.