The balancing in Division 2 does not make any sense
As a long time player (divison1&2) i think they completly missed the mark with the balancing in div2 and i want to know how the community thinks about it. I will try to break it down but enlish is not my first language so bear with me.
GEARSETS
Everyone knows striker is king but why? Its easy to use and mathematically you get the most damage then any set. That should be a problem if for example another set like Hearthbreaker that is more difficult to use (headshots pulse) would give the damage buffs or (mathematically close) as striker.
I know that gearsets should be all powerfull stats and should push you into a playstyle but if that playstyle is more difficult to do is should be more rewarding. And that brings me to gear talents.
TALENTS
Some talent stand out the most because they are easy to use and give the most damage like perfect obliterate but the you have gunslinger were you have to swap your weapons and its only active for 5 SECONDS. Talents should push you into a playstyle but i think the community wil always go for the easiest if the difficult talents are less rewarding then the easy ones. And if a talent is only active for a certain time then it should be atleast 15-20 seconds.
STATS ON GEAR AND MOD
This is what bugs me the most about gear the numerical roll like armor regen-health-armor on kill mods. It should just be a flat percentage like in div1 like 0.5% or 1% armou r regen. They can even be capped for pvp if needed. Like 20% health attribute instead of 18.935 or 3% armour on kill mod instead 19000 armor on kill. For most players with 1 million armor thats not even 2%.
There a more things like exotics or skills but i wont even get into that. My main point is that balancing in div2 in terms of gear and weapons could be so much better if devs actually know how people want to play van reward them for it.