So here are some of my thoughts on how TD2 can improve. At launch, TD2 was the most feature complete looter-shooter on the market, a far cry from its competitors and the previous game. But now that many of us are in endgame (WT5), some glaring faults have become obvious that need addressing.

ARMOR AND HEALTH MEAN NOTHING

Armor and Health are currently pointless in this game.The difference between 150k armor and 30k health and 220k armor and 50k health is literally less than a second of life. Red enemies in the solo open world can still shred your armor and health in just a few shots, let alone the single shot armor destroying capabilities of all enemies in 4 person group play. As a result, the best defense is a better offense. Right now we're better off using lower armor and health pieces that have much better offensive stats. In some cases people have found that using their 450 items with better offensive stats are better than their 500 items with more armor and higher health. This needs to change. Armor needs to be doing damage mitigation, and not just acting like a second health bar. As it stands, now, at my current 214883 armor, I'm still watching my armor get shredded in no time, and my 31052 health is literally knocked to just before death in a single shot after that. By Reds. In solo play in the open world, mind you. Group play is even faster.

The original game fixed this issue pretty well by the end. Running around solo the open world, you didn't fear red enemies being able to take you down in just a few shots. Group play felt good in survivability, especially if you speced into toughness.

Next up are the mods for armor on kill and armor regeneration per second. In short, they're garbage. I'm looking at one of my mods on my chest piece, and it has 2113 health, 2469 armor on kill, and 763 armor/s regeneration. This is a gear score 496 mod. It gets back 1.149% armor per kill, and regenerates 0.335% of my armor per second. In short, this mod is less than worthless as a tool for survivability. When I add up all my armor on kill from these mods currently on my gear, I get 5551 armor per kill, or 2.583% armor per kill. and these are not level 10 mods, these are gear score 490+ mods. There are exactly 0 situations where getting back just over 2.5% of my armor on a kill is going to be the difference between life and death. The only good armor on kill in the game, right now, is the talent that gives you back 15% armor on kill... and even that is most likely less than a second of life.And the only good armor/s is Patience.

Armor needs to be worth it in this game, especially if people actually want to be tank builds.As it stands, there is no such thing as a tank build, because having high armor and health doesn't keep you alive any more than the guy with around half of your values.

LACK OF BUILD DIVERSITY

The current meta, for PvE and PvP is damage. Nothing else matters.Skill power builds are useless, still, even after the lowering of skill power requirements, because one has to give up so much damage to go for them. Tank builds don't live any longer in PvE or PvP, and also give up tons of damage. So the only way to build for anything is as much damage as possible.When someone with 150k armor but tons of damage is able to survive just as long as someone with 250k armor, and actually be able to kill their enemies, there's something wrong. When the damage build can still self heal in maybe 1 more drop of a chem launcher canister than the guy who speced into skill power and extra healing, and still be able to kill his enemies, there's something wrong.

I'm in no way saying nerf damage builds, mind you. But make the other builds actually viable for those who like that play style.The damage builds feel good, when you build them, it's the other builds that have zero reason to exist that needs to change.

ENEMY AI IS BROKEN

We started to notice this in T4 challenging missions, and it has carried over into T5 pretty much everywhere. The enemy AI is broken, especially in group play. Nearly every enemy type in group play just rushes you. Grenadiers and basic enemies just run up in the group's face. Hell, I've even had SNIPERS rush the group.The only enemy types that RARELY rush are the gadget enemies (RC cars, drones), and medics. But even they will rush at times. The only enemy type that should always be rushing are the rusher types, followed by the normal enemies (who shouldn't be rushing as much as taking close cover), and the crowd control enemies (foam guys, flame throwers). Grenadiers should not be rushing up into our faces.Turret builders should not be rushing up into our faces. Snipers definitely should not be rushing up into our faces.

Conversely, I've been noticing more in the open world that some enemies, especially grenadiers and gadget types, will run away in combat in the solo open world, but keep you in combat until you chase them down and kill them, which can then agro more enemies on you. We're talking sometimes needing to chase them hundreds of meters.

In short, the enemy AI in T5 is FUBAR. This needs to be checked and fixed.

GEAR SETS ARE USELESS

This one is nice and short. For everything you give up with the new gear sets, like talents, the benefits of the current gear sets in the game are nonexistent. The Red White and Blue debuffs have been shown to be beyond pitiful by people using them, and the other gear set bonuses are also less than useless when you consider how much damage you have to give up to use them. Either make the gear set 5 and 6 piece bonuses actually worth a damn, or no one is going to use them over high end gear with better stats and talents. The idea behind things like the Red White and Blue debuffs is actually good... but the implementation is laughable: armor regen on hitting white debuff is literally pixels worth of armor (about as useful as the armor mods mentioned earlier), red debuff reduces enemy damage by like 1%, etc.

As it stands, I have no reason to do anything with these gear sets except deconstruct or sell them. They don't need to be super powerful, but they need to be viable when you consider what you have to give up when wearing them.