Vulnerability needs to be either reworked to function differently or removed entirely from the game

When you have something designed to give a flat damage increase like vulnerability, that is what the game is built on: Triggering vulnerability as much as possible and min-maxing your damage through that specific stat.

This was an issue in a game from 2010 called Final Fantasy XIII. Admittedly, Final Fantasy XIII was already a very streamlined game, but the game’s build diversity/variety was restricted even further by the stagger mechanic. Every encounter ended up panning out the same exact way with you pushing a party line-up to stagger an enemy and then swapping to your damage line-up to maximize your damage output. The same thing is occurring with Diablo IV: Trigger vulnerability and then spam dump your core ability/strongest abilities. That isn’t particularly fun and ends up making the game feel more repetitive.

Two things need to happen with vulnerability: It needs to be reworked entirely or it needs to be removed from the game. With the way it currently functions, there will never be a point in Diablo IV where you’re not selecting at least one ability that inflicts vulnerability and subsequently rolling for vulnerability stats on gear.

To an extent I agree. I noticed that when I was clearing content that was very easy compared to my level stuff died in 2 shots not one shot. The one shot multishot dh screen clear isnt quite there.

Well, you might as well remove critical damage as well as it has the same multiplicative property that Vulnerability damage does. Both are mandatory and both are meant to make make people with basic understanding of the systems feel smart for figuring out the basics.