Bad motivation to play with others in Public games ( For example in D2 You had more drop rate per person, and more exp per person )
Monsters in inferno should have more hp and less dps like in d2, it encourage You to farm items not for surviving all time, but instead, for faster killing->loot
Bad randomization of map / I know exactly where is my target from quest
Claustrophobic environment / spaces are too closed
Bad loot from random Events and Random Unique Bosses / No worth killing
Bad drop rate
Bad design of “pit” levels, and bad drop / there should be at least random pit in act 1 and 2 with mobs 63 and ilvl63 (Like in d2, I could farm End-Gear in Mausoleum and Pit in Act I, because monsters have 85lvl)
Same ares / For example Kull and random ruin in act 2 / pit in act 1, 2, 3 look the same, only color is different
No World Event / I mean Diablo-clone or something like that
No runes to fill
Bad class balance, and bad skill design “weak skills”/ Example: Wiz->Tornado, WD->Big-Frog
Enrage = Gear check
I'm playing only for $, but it's boring and slowly I 'm sick of it.
DII is simple game, they should copy what stuck players for decade...
Really good reasons you gathered there. The game bored me since i reached inferno Act 4. I mean there is no diversity in builds/items/Skills. Only Random generated Items with probability weigted Attributes and Values. The quantity of Items are small, the influence over your Attributes and Skills is locked, only via Armor/Weapon. At the end its the search for +x more value then your previous items. No challange, poorly created and on the Hype from his previous Succsess.
The challenge and time versus reward disparity are killing it for me. I want to be able to slaughter whole rooms of demons in two shots like my Sorceress did in Diablo 2. Kiting packs for 5 minutes just doesn't do it for me; it feels more like WoW boss design than classic Diablo gameplay.
That and the utter lack of testing or tuning that continues to this day. If it takes me an hour and a half to kill 15 packs in Act 3, but only ten minutes to kill 15 packs in Act 1, why should I ever do Act 3? Sure, the drop rate is 4x higher, but it takes 9x longer and it's more tedious/less fun. So what's the point? Blizzard should have taken a good hard look at the actual numbers, the time spent/number of packs killed/drop rates. But they didn't. They just fiddled with what they think "felt" right without thinking about the consequences.
The main question to blizzard... "If you have a best selling pc game for 10 years that still has a huge fan base, and your going to make a sequel... why in the hell would you remove the majority of what made the previous game so great ***."
We had upgradable tiered items
Werebear, wearwolf, curses
So many aspects of a best selling game that where scrapped, leaving us with a piece of sh
How hard would it have been for Cain to throw in one line of dialogue saying
"Oh yes, and here young warrior. Take this cube! If is a magical device that I've held onto from my previous journeys and explorations in sanctuary. It can help you transmute powerful magical items or unlock hidden secrets"
then boom, we have transmuting. They could at least allow us to throw in certain gems when crafting in order to attain possible attributes or magic properties that are desired.
Oh Come on. *AlexanderBarin
I see You everywhere at forum posting “/ignorelist. ”.
This is Forum, and we have Freedom of Speech, everyone can write what like or not. We don't have to fight each-other, because some one have different feeling or statement about. I don't have to agree with something, but okay It's Your Point of view, and I respect that.