The issues with this game have been discussed ad nauseum on here, and most of them are valid criticisms but are things that I think will be remedied over time. Mob density, inventory management, balance, and a lack of end game content are things that I believe are relatively easy to fix given additional development time, so I’m not going to harp on them.
I’m more concerned about what appears to be a foundational issue with the way the game is set up, and one that results in a total lack of build diversity and stale itemization - Vulnerable and Crit Damage.
Most people are here are familiar with the concept of damage buckets, and the fact that Crit and vulnerable are 2 of the only mechanics in the game that are standalone multipliers. Basic math would tell you that stacking these stats is far more value than adding to your already massive conditional damage bucket, and yet these additive stats are expected to compete with crit and vulnerable on gear rolls. Why would anyone ever choose anything else? In fact, any build that doesn’t invest as much as possible into these 2 mechanics is completely doomed to fail.
I don’t think these mechanics are intrinsically bad for the game - they both could, in theory, add choice and diversity to how you build out a character. But given how the game is built now, they are a mandatory first step for any build - once you have crit and vulnerable, you can fill out the remaining gear and skills slots.
Instead of removing these mechanics entirely, I would like to see crit damage and vulnerable damage removed as gear rolls. These 2 mechanics should be something that certain builds can utilize through investments in the paragon board, skill tree, and legendary affixes. It should be a choice and an investment rather than a mandatory, game breaking system. Even with only the 20% baseline bonus damage, vulnerability could still be a decent choice for certain builds. Maybe allow for an additional 20-30% vulnerable damage from paragon and the skill tree and it becomes a viable but not mandatory damage boost. Same with Crit. If it remains something you can stack with gear rolls, it will win out vs every other affix and continue to dominate the game because math.
The game would definitely need to be rebalanced around this change, but I think the only way to open up build diversity is to make these 2 mechanics a choice rather than a requirement. Other offensive mechanics like Overpower, additive damage rolls, and Lucky Hit are complete garbage because of how good these 2 are.