Removal of passives and homogenizing of energy management really killed basically all of the complexity.
Each class is now essentially a reskin of the other classes with minor differences in ways that barely impact gameplay.
Currently the only difference between classes is how they choose to mitigate damage, and even that is super limited down to Plasma/Mineral Armour, Shadow Arts, and Mark of Blood.
It's not even really a choice. You either use those unique defences, or you use your buffs. You simply pick the one that is better for your stat layout, which is a really obvious answer. not really a decision to be made.
Passives is the absolute biggest one. They have the potential to completely change how your build works, and to deal with them feeling "mandatory" they should have just added more so its an actual decision that changes the way you play your build.
Blood Mage, to go along with reroute could have a totally opposite passive like "Blood Magic" that converts your mana to life, and causes you to cast from your HP pool instead (Dont take this as a literal 1:1 conversion or complain about balance, this is simply a concept as an example of how depth could have been added). This straight up doesn't work with reroute since you have no mana, and it's a totally different style of play.
Each class having a bunch of passives, some which do not work with each other well, or at all, would be the best way to bring back diversity and builds feeling different.
< Message edited by Xendran -- 1/27/2016 13:10:03 >