Many players take this for granted but let me give the argument why the game shouldn’t be structured this way.
First of all if let me get it out the way that of course it’s fine that every class can be built to DPS and that isn’t that unusual.
However if you build the game so that DPS is the only viable play style it starts to dumb things down really quickly and also makes balance a bit of a nightmare. The reason is there’s only 1 objectively correct thing a character should be doing, and there’s going to be a build that does that more than the other builds. Players who want to try something else are just going to be hurting themselves or in some cases other people. In a lot of the content it might not matter if your build is the best one, but in portions of the game that are specifically designed for difficulty (the level 20 cap ashava is an illustration of this, although it won’t exist in the real game, there could be things at level 100 that are designed to be truly challenging to beat) players are going to be having to choose between using the “correct” meta build and doing the content, or playing the game they want and not doing the content.
It’s exhausting having a developer telling you from the get go (not in these words) don’t bother trying because it’s just dps.
Now this is simplifying what he said because he also mentioned survivability. But if the game is built around DPS, then survivability is just there as an “only as much as necessary” device. Like if you’re building a race car, some things are there to hold the car together but after you fulfill all the minimum requirements any additional weight on the car is just slowing it down.
The same could be said for survivability and DPS builds. which means players are quickly running out of choices of how to play the game well, which dumbs down the experience immensely. sure you can choose to play the game a more difficult way (believe me I’ve done a lot of this), but this isn’t exactly an intellectually engaging experience because you still know the answer and you’re just choosing the ‘wrong’ answer on purpose.
The ideal game would have a wealth of options from players to choose from and Diablo 4’s multiplayer settings give us an opening to have this work out well. Having content where it can be efficient to have one player tanking damage while the other player hits harder gives players more way to play the game. Obviously healing is limited at this stage, but it’s another avenue for blizzard to expand on.
Support was in the game strongly for barbarian and just got nerfed strongly. I can’t really argue with this because I was arguing myself that shouts were the best mechanic for the ashava fight (buffing 12 players is extremely effective) and I don’t mind blizzard balancing but please make sure support classes are a valid way to play the game.
Summons are a cool way to diversify the play experience but if summons are just extensions of DPS then again you’ve dumbed things down really fast.
I’d encourage blizzard not to use limiting philosophies as a guideline for how they design the game. Look into content ideas that reward other playstyles as well (Ashava was a blast, but every world boss doesn’t need a timer. Try other things such as limiting how much players can die while opening up the time limit for killing the boss. )
Let’s not make every play through variations of the same thing or it will get repetitive fast.