Originally Posted by PostalTwinkie
I find it hilarious people like you sit and try to claim D3 is some amazing game, or without flaws, or due to how long it has been we should "let it go". When the DIRECTOR of the game came out and said they "really hurt" the game! The fact that Blizzard screwed over D3 isn't a secret, and it isn't debatable, the DIRECTOR of the game admits it.
Just because a game has been out awhile doesn't make it any less than a flop. Big Rigs: Over The Road Racing has been out a decade now, it is still considered a flop. It didn't magically start getting recognized as a better game than it is just because it has been out awhile.
The biggest issues with Diablo 3...
1) Senselessly killed Cain off. Seriously, this didn't add to the story, and actually took away from his back story. For crying out loud, he just survived a falling Angle crashing into his church and sending him thousands of feet into the abyss! He was the last of the Horadrim!
Yet a simple under boss succubus just insta-gibs him.
2) Diablo has boobs
3) Maps are not randomly generated to the same degree as Diablo 2, a trademark of the franchise.
4) Skill/Spell damage based off main hand weapon; Wizard with an Axe? Really?
5) No skill points.
6) No skill tree.
7) Legendary items that weren't so Legendary (Apparently fixed now days)
8) Auction Houses
The list just goes on and on and on and on....
Want to fix Diablo 3? Get rid of the Auction Houses, provide an expansive skill tree, provide skill points, randomly generate those maps, and fix the damage calculation. A Wizard should never have a freaking Axe!!!
(Feel free to correct anything on this list that has been fixed, as I stopped paying attention to their patches awhile back)
This post will contain story spoilers, so if you're one of the three people who hasn't at least beaten the game on normal, don't read this:
1: I have no problem with them killing off Cain, not in the slightest. It was his send-off that I found offensive however. Nothing more than a blurry in-game rail ride, not a full-blown cinematic like he should have received. I might have also liked to see a more powerful character kill him off, but what's done is done. Add a proper cinematic for Cain's death, and I know I would at least feel like he got the climactic end he deserved.
2: This has been covered before - since Diablo was housed in a female form, he/she took on the form of a female. Nothing wrong with that in the slightest, but the fact that he/she was such a weak and easy boss is what really hurt his/her image. I mean I guess it harkens back to the D1 days inasmuch as The Butcher was a tougher boss than Diablo, but it should definitely have been a tougher fight.
3: I'd say yes and no here. The outdoor areas definitely have less variety, but I'd say that most of the actual dungeons are about on par. Pity that so many of them are so piss-poor on monster density that they get skipped, though truth be told for maximum farming efficiency you don't WANT an area that you're unsure of leading to a dead end. Still, I agree that a few more tilesets would be much appreciated.
4: This is definitely a point of contention - on the one hand it's nice that all your skills scale with your perfectly, so you don't have to worry about a spell's damage scaling like crap into later levels, but I do agree that some setups do feel quite goofy because of it. Since I'm on the fence here I won't touch this one.
5/6: Good. Skill points gave nothing but the illusion of choice, and the only sort of good thing about them was that if you wanted to change things up you had to re-roll a new character. The core of the issue there isn't that skill points were good though, just that you had to sink more time into the game to get the new build you wanted to set up. This issue still needs to be addressed, but permanent skill points are not the way to do it. I do like the idea of skill affinities though - maybe some sort of usage system where you can level a skill up via use, but if you switch skills you have to start over on that particular skill (and lose any training in the old one in the process). This allows you to semi-customize your character's skills, but without the 5-hour powerleveling session that is (let's face it) pointless. Semi-permanence in your build is an ideal fix that offers the best of both worlds - you can switch whenever you want, but you lose the 5 or 10, or 20, or 40 or however many hours it takes to max out your skills. No messy re-rolling required, and you get to stay in end-game content the entire time.
7: This is still being worked on. It still feels like some legendaries are indeed legendary, while others are guaranteed brimstone before ID. More middle ground would be nice.
8: Auction houses are fine. Drops being tuned to force people to use them, not so much. I still like the trading post idea someone on DiabloFans came up with some time back though, I'd much rather see that than just a pure gold AH.
To me, the true core of the issues lies not in skill points, or PvP, or even gear - it lies in the MONSTERS. Not a one of them has any sort of (permanent, not talking about Blood Occultist shielding or elite affixes) mitigation, be it in the form of armor, resistance or dodge - they're big balloons of absurd amounts of health. Because of this our characters are tuned for nothing more than pure damage or brokenly stupid crowd control effects. If monsters had say, 75% less health on average but ~75% more damage mitigation in those cases, this would require different approaches to tackle. It would open up new affixes like armor reduction/break, weakness to resistances, and reasons to opt for certain skills just so you're not relying purely on Lightning or Poison, or what-have-you type damage. Throw in actual elemental effects (and resistance/time reduction/effect reduction) into the mix and all of a sudden you have a hugely interesting game with many methods of tackling things, especially when it comes to party play. And the best part? Since monsters now reduce damage like players do, all of a sudden our characters are easily tuned for PvP.
Diablo 3 has plenty of problems, but being like Diablo 2 is not something it should aspire to. What the developers need to do is identify WHY some of those things in D2 were so popular, and implement superior versions of them. They have a solid core in the game's engine and combat mechanics. With some (relatively) minor tweaking, the game could still be great.