I've been playing Diablo 3 again casually since RoS came out, and I've recently decided to stop playing.. for the most part..
It's strange to see Diablo on the same general trajectory as WoW.. where each update opens up builds but manages to trivialize "content" at the exact same time. It's definitely disheartening when you can actually see the treadmill.
I'm the kind of player that likes to mess with odd-ball builds.. and this iteration re-establishes the major flaws in design direction. I think it hurts just a bit more because I went with wizard for RoS
so.. what's wrong?
1. Certain class sets are too powerful.
A couple of points on this one.. Skill choice should be determined by equipment and vice versa.. but this is kind of ridiculous. The skills are insignificant compared to the equipment now
2. Trinities (and the like) still exist even after legendary gems
Originally I had thought that legendary gems would open up new possibilities.. but the needle hasn't moved.. mostly because of sets determining gem choice
3. Extreme specialization is still king
I get that synergy is fun.. but heavy specialization in a game where only one specialization works.. is kind of sad.
4. The math.. just doesn't add up
Weapon damage % and dps calculation make it very obvious what skills/items are good or bad.. I'm not sure why these skills don't just see a big increase to make them viable.
Instead of complaining.. what would I like to see?
Let's make every skill awesome
without having to obtain X pieces of legendary/set items. How about a secondary passive skill system that lets you augment 2 or 3 skills similar to how items are doing now? For sure one of the major selling points of this game is that it just looks and feels good (although I'd still argue that left click should be force move).. let's make that the central point of gameplay
Why no combos?
It's interesting that there are no official links between skills.. and we're instead given the generator/spender system.. I think it'd be way cooler to have leap xx ground stomp or teleport xx wave of force have interactions.. we can go on here.. blizzard xx frozen orb.. sentry xx caltrops.. wall of zombies xx zombie charger etc etc..
I get that the UI would be ridiculously complicated.. but I wouldn't mind having to read a giant FAQ of known interactions or have the community discover them
Items should be really cool.
Essentially.. items, now, are being used like additional skills. They shore up the weakness of the original design concept of 6 skills. So why don't we just make them more like general skills? Some of the items are already doing so like thunder fury, haunt of vaxo, maximus, scourge etc.. procs and abilities should be the base line.. but let's de-couple legendaries and skills so that they add flavor and aren't specifically designed with the skill in mind
Synergies between items and skills should just be based on buffs/debuffs. Let's throw away proc coefficients (although I do love em) so that we don't have to worry about scaling and make aspd stand out a little bit more
Also.. random proc with internal cooldown is kinda weird..
Element %/CC/CHD
I'm sure some people like it.. but I find element % a really boring system. I get that it helps keep the item hunt going.. but I think looking for the perfect xyz is more fun than having to find perfect xyz for each element
Crits are fun.. they've always been fun.. but it's boring if I have to have it. Maybe making area damage relevant (like hits the primary target too) or something can help in this case.. but it's especially annoying because p400 with cc/chd is a huge breakpoint because of the way it scales
And that's about it.. it's probably not gonna happen but I really needed to write these thoughts down especially if I ever want to make an ARPG (this is probably not happening)