…there are too many enemies.
Yes, really. Allow me to make my case.
Performance and AI and hyperdensity issues aside, there’s a core design issue here that needs addressed: Is V2 about horde chopping, or about skillfully engaging with foes? Because you can’t really have both.
Horde chopping requires fast, high damage, high cleave (or aoe) weapons and a defense mechanism that works against multiple foes who may all be in different stages of their attack animation and multiple positions. It favors constant repetition of the most effective actions available to your character. It works well with a frantic combat pace where you act and react based on muscle memory and reflex. Control is irrelevant because enemies that are staggered or otherwise controlled are replaced by active, dangerous foes in a fraction of a second; only killing them matters. Weapons that can’t kill many things very quickly struggle to defeat the horde in a timely and satisfying matter, and the game becomes a tedious slog. Each player is constantly engaged at all times because of the sheer number of foes, and there is little or no opportunity for teamwork or you’ll get surrounded. Examples: left click spam, ranged meta, dodge spam.
Skillfully engaging with fewer but difficult foes requires precise timing and doing the right move at the right time. It favors weapons with a variety of attacks (to allow choice for situation), control of opponents, and powerful short term defenses. It works well with a slower combat pace that allows you to plan every move. Weapons need to have potent strength and weakness tradeoff between their moves, so there is a reason to use certain combos for certain situations. Enemies take noticeable time to kill, and there are fewer of them, allowing space and time for the team to interact with each other. Weapons that are too strong in every situation trivialize the encounter. Examples: Stagger system, weapon combos, block, non-spam dodge.
It’s really hard to balance the game for both of these things at once, and the result is those few builds and weapon combos that can do it all become the de-facto picks. If the game is tuned for skillful fights, hordes become unmanageable. If the game is tuned for hordes, skillful fights become trivialized. Having a mechanic that punishes teamwork (constant hordes) and also having one that encourages teamwork (stagger) is just weird.
1.6 was a dedicated horde chopper, and a very good one. 2.0/WoM is balanced for skillful combat, but left the hordes in place, resulting in tedium. I believe that by reducing the size of hordes, FS will gain a lot of freedom to balance the game as they see fit without running into issues of generating tedium. It would also clean up a lot of performance problems. Imagine hordes as scattered clusters of 6-8 rats instead of an endless wave, each cluster could function very much like an elite enemy and the same balance principles would apply, making the gameplay as a whole flow better. You’d have time to take on each cluster before the next one hits, meaning control and teamwork are effective.
So FS, I say you have a choice to make. Where’s the focus going to be? Are you willing to do what’s needed and focus on a single core design principle? Either one is good with me, just stop trying to mix them. They are not miscible with each other.
tl;dr - If the game is balanced for hordes, it makes elites easy. If it’s balanced for elites, hordes are a PITA. Pick one design, don’t mix.