That said.. having played all the expansions and the original(since late '05ish) I've seen a great deal of trends and changes in the game itself as well as the skill meta. Around the time of nightfall's release, I took a hiatus from pve to play pvp and didn't look back for a couple years. Which, BTW, I strongly suggest that pve-only players give serious pvp a shot because there was never a time where I learned more about the game nuances, mechanics and the strengths and weaknesses of individual classes then during this period. I'm also firmly in the belief that the most knowledgeable GW players were or are serious pvpers. Recently(past three months or so), I've made a transition back to pve for something a little different. I would now say I'm quite familiar with current pve skills, builds and tactics. However, I'm alarmed at the way the vast majority of pve is played and I sense there's a lack of variety as well as skill and knowledge on the part of several key classes(i.e. monks).
The first thing that is blatantly obvious to me is what permasins bring to the table. I realize that before permasins, people used obby tanks and terra tanks to conquer difficult areas, i.e domain of anguish. I also realize that people love permasins for the ease of use and the profitability. There's really no end to the ways you can farm with a permasin. Lastly, I understand that assassins are a flawed class that can be a liability in pve as well as pvp(note they are seldom used at all in serious pvp arenas). So in a sense, granting the ability to upkeep shadowform permanently was a gift to people who made assassins without realizing their short comings... but there's several problems with the pve meta related to widespread use of these builds.
One such problem is the obsession with farming. Yes people are mentally hooked on the idea of garnering gold for in-game items. Sometimes this is useful, but life is about the journey not the destination right? People forget the game is about playing the game not finding the quickest route to collecting gold. Often times when I question players about this, they respond to me with "I farm so I can afford to do what I want to do." Ok that's fair, but I don't know how much I believe that, because in my experience people mainly farm to farm more. Think about it, think hard. I've seen more than a few permasin players farm themselves right out of the game. It's so ridiculously easy(yes, easy, i'll cover that later) they get tunnel vision and they get bored with it, so they don't bother to try different classes or builds. If you did this, you did it to yourself. Yes, farming will never go away, a little bit is probably ok and maybe this topic is best covered in another thread.. but it alludes to one of my points about permasin being a problem, and that's that many players don't want to challenge themselves with something that might be slightly more difficult to control than a permasin build that solos(gloom) or gathers aggro(vsf). If you remove all the challenge from the game just to earn gold, I think you're missing the point of the game.. and that is to enjoy the game and not the false sense of satisfaction from earning in-game moneys. Reality check, it doesn't matter what skins you have, it doesn't matter what extras you have(heavy equipment pack, etc.).. what matters is that you had a fun time. If your idea of fun is strictly farming, I can respect that, but really... how many people truly enjoy pure farming and how many people are just getting a false sense of satisfaction from it? If anyone has ideas about turning this into an argument of perception, then I strongly suggest you find a different game, because much more fun can be had elsewhere earning fake moneys in games.
Before I get into my next point, I want to reiterate that using a permasin is indeed easy. For there to be an easy, there must be a hard, and on a relative scale using a permasin is quite easy... and that is exactly why people use permasins. I don't care what build you're using or for what purpose, in all likelyhood you're using it because it's simply(or you believe it to be) an easier choice. The reason people use permasins over obby tanks or even terratanks is simply because it's easier. Sins do it better, right? If you're honestly going to argue that, take a terra or obby tank to a place normally conquered by the coveted permasin and try it. If you say it's easier without a perma, you're a liar and you're calling most pvers liars because they quite obviously find it to be easier as evidenced by it's prevelance. I can micro a permasin in a hero, that should tell you something.
Before it became prevelant, the permasin's role was usually taken by an obby or terra tank. Particularly due to extremely difficult and unforgiving pve areas such as domain of anguish. I'll never forget the opening weekend to that place. So while yes, this next issue was a problem beforehand, it is more a problem than ever before; The tank or break build. This most fragile of pve builds is based on a tank that absorbs aggro and/or damage while a team of 60al casters spam aoe skills to conquer a difficult pve area. While this can and will work with experienced players and careful aggro, it is extremely fragile and prone to party wipes when aggro breaks -- as it often does in HM. This build also enforces a mindset into players that only casters can deal damage and that only straight healing skills are necessary to protect the party. Pve monks often bring HB or UA builds that center around seed of life and/or heal party with poorly thought out utility or versatility. What ever happened to WoH? What's wrong with WoH? I'll tell you, absolutely nothing.. it's great, HB and UA are the flavors of the month. More on narrow-minded pve monking later. The main problem is that tank or break builds are short-sighted, exclusionary, redundant and getting old quick. The rise of the permasin is a huge reason for this. Even in the early days we had bundle tanking(gear or unholy text), but aggro was easier to manage and we still generally had a midline. The paragon did not invent the midline, the ranger is a clear example of a character class designed to be in the midline with respectable armor and possibly short range attacks. These sorts of arrangements can still be used for difficult hard mode areas with more versatile monking builds, two or more defy pain warriors, imbagons, snares, ward eles. etc. Yes, yes they can. Say it with obama now! Not only are midline builds viable, but they generally include more character classes.. I see fewer paragons in the game than any other class, and why? imbagon is clearly an excellent build for these purposes, but nobody wants to use this arrangement. Two words for those of you who don't get it; unstrippable buffs. All it takes is for one or two builds like this to make sense and click, suddenly people will realize it can be done. In the meantime, the run of the mill pver is convinced it won't work, and that is because they are simply ignorant ... and ... why not permasin, it's easy right?
So, to summarize;
I believe the permasin is bad for pve because;
1. it brings a strong emphasis to farming(often making players bored with the game)
2. it causes players to exclude various classes from teams(imagine being a casual player with just one class who can't get a team)
3. it contributes to the stagnant play of pvers(lack of variety in builds, lack of knowledge to do anything about it)
3.5. it contributes to the tank or break concept that makes pvers dumb.
At this point I feel that assassins had their fun. It's time to nerf the permasin back to factions release era levels. Yes, I too made an assassin at that time and came to the realization that it's a liability in difficult areas. So you have my sympathy, but the fun should end now. Please devs, turn assassins back into midliners with arrows and spears *or* buff other assassin skills. Be creative, don't destroy the rest of the pve concept with silly over-powered tanking builds. That goes for any class. I suppose I should give a plug for dervishes who need an awful lot of love in pve/pvp as well.
On to the next issue, pve monks. While I think they can be good elites at times, generally speaking they are not clear cut choices for pve monking.. that being healer's boon and unyielding aura. The problem with HB is that it's an enchantment that can be stripped and uses up a slot on the all important monk skill bar. If it goes, so does the ability for you to heal effectively, if it's on your bar.. you're probably lacking something in utility.. mainly hex and condition removal since the vast majority of pve monks don't understand the importance of these skills. I've literally had pve monks tell me that I should bring my own hex or condition removal..well guess what, you win.. I sometimes indulge your type and do this because I won't survive or be useful without it. Just try the pure heals concept in pvp.
One other problem I have with pve monking is ray of judgment. This isn't so much a reflection on pvers as it is an objection to an out of balance skill that makes no sense whatsoever in the greater scheme of things. Don't get me wrong, it's good.. I know why people use it.. it's burning and a bunch of ridiculous armor ignoring damage.. but honestly... what on earth were the dev's thinking when they buffed this skill? Now all you need is monks and sins to conquer elite areas... more exclusion. What the hell?
The last bit of my rant is about team play. The game is designed for people to choose different classes for their different strengths and weaknesses to work as a team. Pvers are obsessed with outright damage numbers. There are other ways to defeat foes, such as pressure builds. You don't need to stockpile your skill bar with outright damage skills to be a strong link in the team. Do yourself a favor, look at the class you're using as a whole, look at all the various skills and compare it to other classes. Think in terms of team builds, not what you just *want* to bring. Use your best judgment to bring a skill bar with not only damage if that's your role, but also support if it makes sense. Team success is paramount, not your individual damage numbers.. the game typically won't reward you for producing outright damage numbers, but it *will* reward you if your team succeeds at whatever...
That's it. I think I've said enough.