There's no need to reiterate all the many, many critiques about U35. There's a few dozen threads already with ample discussion of those topics. I would however like to take the time to both thank the devs for really taking some of the early criticisms into consideration, and ponder on some of the hidden positives that they may have stumbled upon with the resulting changes they've made. I'll mostly be looking at these with the devs' proposed goals in mind, as well as some personal perks I've found.
The big one: Lower DPS at the highest level, with lower HP on the strongest enemies
Obviously this change sparked the hottest debates overall, as nobody likes their damage being nerfed. However, despite a lot of the criticism about how this merely shifts the numbers without helping the skill gap, there is some benefit when we zoom out and look at the entire game's combat. Quite literally, this change shrinks the gap between beginner content (Overland, delves) and end-game content, making the shift from one to the other less drastic and intimidating. For the top-tier players, there shouldn't be any major difference in time-to-kill (theoretically) after the damage nerfs, but for lower- to mid-tier players, a lot of this content will finally become more accessible, which ultimately was the entire goal of this patch.
. . . But they also nerfed healing
Honestly, I'm sort of counting this as a blessing in disguise, as it facilitates an overall shift in power that I personally wanted to see. My hope is that DPS will be required to run defensive skills and sets more often, rather than every single DPS being a glass-cannon build. By lowering the ability for DPS characters to run 10 damage skills, this creates an opening for builds that already needed extra defense to stay alive (Mainly melee builds) to compete at a similar level without being at an overwhelming disadvantage in sheer damage output. This also feeds into the next topic. . .
Resto-DPS is kind of a thing now
This more just reflects a change that I really think the game needs, which is to allow support roles (Tank and healer) to put out respectable damage on their own. There's two main reasons why I believe this will ultimately help the game. One, beginning players should be able to build for their preferred role without massively handicapping themselves in solo content. Right now, a player who wants to build for a healer has to either create a second build for solo, or just accept the fact that everything will become a slog (Relatively: see overland difficulty thread). Two, this will help players in PUGs who find themselves with less-than-ideal DPS players, allowing them to take a more active role in completing content without once again having to switch to a different build. Obviously at this stage it's really only healers who will get any benefit, and of course they would still need to equip DPS skills to get anywhere near those 80k parses people are using as clickbait (It doesn't count if it's literally a DPS build with a Resto staff), but it feels like a step in the right direction. Ultimately, I feel that simply equipping a Resto staff or SnB shouldn't result in your DPS dropping off the face of the earth. It should be your active skills and actual actions in combat that determine your role.
At the end of the day, I know that I'm just grasping for straws. I know there's a lot of negative coming with U35 still and it will likely be U36 at the earliest before we'll see some fixes for those. However, I wanted to highlight some areas where I feel like the devs are going the right direction, so that hopefully they'll be encouraged to listen to the community more and continue to follow up on changes where there is positive feedback.