If they could make weapons as varied as Borderlands ie with strange and surprising effects, that would be great.

I think they really dropped the ball in D3 loot wise. There are no affixes that provide skills, which was one of the really fun things build wise in D2, at least for me. Being able to make a werewolf barb, or a teleporting necro, aura based character, etc. You could devise entire builds around + skills items.

As a minor point, I also dislike the generic loot icons. Nothing seems “special”. It all just seems very generic, in much the same way that the loot in Torchlight did. Matter of fact, D3 really reminds me much more of Torchlight, than it does D2.

Generic skeleton #3418 dropped generic weapon upgrade, zzzzzzzzzzzzzz.

Do these people actually exist, outside of Blizzard forums?

There are actually quite a few problems with the game:

Some champion pack ability / base monster type combinations are completely impossible.

Act 4 is a complete bore.

The story is nonsensical.

The “caster” classes really should not depend on weapon DPS.

Where are my Necro-type curses, Blizzard? Where’s my freaking Confuse, Decrepify and Iron Maiden, huh?

Legendaries are worthless (being fixed, apparently).

Potions are double-nerfed: they are on a 30 second cooldown, and they don’t even remotely scale with with the life pools and damage done in later difficulties.

There is too little randomization. There should be way more of these “Events” sprinked all over, not just mostly act 1 and 2.

The game in general feels too short. Perhaps unfairly compared to the sprawling 5 acts of Diablo 2.

I have to pretty much abandon characters midway through Act 1 Inferno, or hit the Auction House (I chose the former, so far).

Why, by the nine hells, can’t my Barbarian equip a bow or Crossbow, Blizzard? The ranged Barbarian was quite a bit of fun in D2. I’m not asking to make him viable in Inferno, but at least give me the freaking option.

Melee Demon Hunters are completely non-viable in late NM and Hell (forget Inferno). Melee Amazons were actually a pretty good option in D2, however.

The above two complaints are basically related: the classes are more constrained into a specific role in this game. They are more varied than D2 classes were within this role, but cannot deviate from it.

Hit detection sucks. If I’m physically dodging something either by quickly moving away or using a skill like Leap and Vault, I should not be getting hit, damn it.

Hardcore is non-viable beyond probably NM. Too many crazy champion combinations that you can’t even escape half the time. Too many edge-of-screen instant deaths from things like Soul Lashers.

Lastly, as has been mentioned, having to do the Tutorial (Normal) multiple times is annoying. But can’t be helped, I suppose.

That’s off the top of my head. I had more complaints while playing, but forgot about them.

As a Barb that needs to tank a fair bit, this annoys the shit out of me. Act II Hell with 35k HP and the best potion around does 9k with a 30 sec cooldown. They are almost worthless.

Are you ready for this? It’s by design:

WTF?

I don’t see a problem with potions healing 30% of hp or so. I really despised the potion chugging gameplay and it’s part of why I stopped playing D2

Problem is I think they have gone a bit too far in the other direction. The uselessness of potions has forced me to completely change my skills, which contravenes their own stated “any build is viable” design goal. I pretty much need gear that has vit and regen, stacked with skill runes that also provide regen to even stay alive.

Could be I am crap at this… :)

I don’t think they ever stated that they want every build to be viable. They just want a large variety of viable builds. Even if only 1% of potential builds are viable, they will have achieved their goal.

Hell, I’d be thankful if enemies would even drop appropriately leveled items. It hardly matters what type of stats or effects items have if they are so far below your level. Although it does allow you to equip your lower level characters with gear you find i suppose.

This really depends on your definition of remotely close. To me, most of the hydras are nearly exactly the same except for a differing damage type which has slightly different effects. I still throw the hydra down the same. I still place them mostly the same (some do seem to have slightly longer range than others),

I fully acknowledge that some runes do actually have a significant effect on the base mechanics of an ability (orbiting arcane orbs being a good example), but the vast majority for the classes i’ve played do not have what i would define as a significant effect that makes it seem like you got a new skill instead of just “your hydra now does poison damage.”

This is my primary point of contention. People are spouting nonsense about how nearly every rune makes the skill feel like a completely new skill when only VERY few runes are like this. If i don’t use the ability differently as a player after getting the rune, i can’t see how it fits this description.

They’ve stated that they’ll be looking into making potions scale up with the + to health globes stat. Seems like a good idea to me. And never discount health globes. In Hell and up, they become pivotal in fights.

I simply don’t understand how why people keep riding this horse. The loot in the game is random, you will find items below your level. However you will also find many items at your level. I certainly have. I find upgrades with some regularity for my level 60 characters. It seems like this argument stems from people doing 5 inferno skeleton king runs and being pissed that they’ve found no upgrades. It’s random, that’s going to happen plenty.

I fully acknowledge that some runes do actually have a significant effect on the base mechanics of an ability (orbiting arcane orbs being a good example), but the vast majority for the classes i’ve played do not have what i would define as a significant effect that makes it seem like you got a new skill instead of just “your hydra now does poison damage.”

This is my primary point of contention. People are spouting nonsense about how nearly every rune makes the skill feel like a completely new skill when only VERY few runes are like this. If i don’t use the ability differently as a player after getting the rune, i can’t see how it fits this description.

Hydra isn’t really a good example of runes not drastically changing a skill. I have a 60 wizard, and each hydra has it’s own purpose. Poison hydra is best when I can keep enemies in a small area to let the dot do its work, arcane syncs up well with the temporal flux passive and has AoE damage to boot. Lightning hydra works really well with the paralysis passive and can keep enemies stunned effectively. The massive firewall hydra is tricky to use, but can be very valuable in tight spaces. Sure, every version is cast by clicking on the ground to summon the hydra, but they all suggest different types of gameplay.

Yeah man, all my Barbarian ever does is shout and hit things with big sticks. Sometimes he jumps at things or away from them. All the skills operate this way. They’re all the same!

/sarcasm

Then by your definition every skill in every ARPG is the same skill. I find that I tend to use them all the same. I almost always click on the enemy to use them. Sometimes I click near the enemy. Therefore all skills are the same skill in every game ever. If I click to use a skill, its the same as every other skill I click to use.

Seriously, use Arcane, Firewall and Frost Hydra “the same way” and let me know how that works. Since 2 of them have a range measured in feet and one fires effectively across the screen. Just cause they all have a similar graphic doesn’t make them the same skill that isn’t changed at all.

That was the only logical direction for his argument to go… that any skill that shoots a projectile from your fingertips is the same.

And in a way he’s right, the combat mechanics in this game are very polished and feel great, but they aren’t incredibly unique in some way over much of what Diablo 2 already did, or any number of games like this already do (DOTA-likes included, actually).

That argument also just defeats any notion that Diablo 2 had variety. Glacial Spike = Fireball = Frozen Orb.

The funny thing is, I look at Diablo 2’s skill trees and memories come flooding back about how few of those skills were used. For the Amazon I sure as shit don’t count the whole Freezing Arrow line as individual skills because they really weren’t. You had your exploding arrow and your arrow that slowed/froze shit, and then you had your Scattering shot and a Piercing Shot of sorts.

What Diablo 2 DID have was more classes. What I’m really convinced now that it did NOT have was any number of skills approaching the changes in combat that are allowed by the skills in Diablo 3… and that’s without the runes.

No, my argument is that the majority of runes on the characters i’ve played (Witch Doctor, Wizard, somewhat monk) are statistical upgrades and do not change the mechanics in such a way that you would think “yay this is a new skill that lets me play with something fun and new,” but please do go on telling me how i’m wrong because venom hydra makes a difference on inferno (as a hint, this has nothing to do with my point at all and being a huge power gamer, i do realize that differences in numbers can make a huge difference in power).

And no, glacial spike/fireball/frozen orb were a hell of a lot more unique than normal hydra/lightning hydra/venom hydra, although my sorcerer in diablo 2 was a side character and focused on lightning so i can’t speak too much about it.

Vincent19: My opinion is that I don’t believe loot dropped in a section your level should be radically different than your level. Obviously blizzard disagrees. If i kill a level 40 enemy, he should drop mostly level 40 items, maybe within a couple levels max. If the level 40 item that just dropped has stats that don’t work together well, so be it, but at least it has a chance to have rolled useful stats. If on the other hand the level 40 boss i just killed dropped 2 level 32 rares and a level 37 rare, that is just bullshit, in my opinion. Obviously Blizzard, and many people in this thread, disagree though.

To repeat, this is not me complaining that i killed X and he dropped loot i couldn’t use. This is me complaining that i killed X (which is around my level) and he dropped loot so below my level that no matter what stats it generated i wouldn’t use it.

Go kill a higher level monsters then.

Nobody said anything of the sort.

It’s a good thing you thought I was comparing those 3 skills to Hydra runes, otherwise you’d have to try to explain how you weren’t starting to talk about how every skill needed you to move the mouse cursor and click somewhere! Man, I’m so glad you did or did not do that!

To repeat, this is not me complaining that i killed X and he dropped loot i couldn’t use. This is me complaining that i killed X (which is around my level) and he dropped loot so below my level that no matter what stats it generated i wouldn’t use it.

Yeah I actually started to agree with this a while ago. There are some points in the game where loot drops within 5 of your level are something you see, and can provide upgrades, but then there are plenty of times where you get that -10 level trash.

This game pretty much just stops at the end of Nightmare.

Other than the first skill for each rune (which often is simply a statistical upgrade of some kind), that makes little sense. There are some runes that do more damage, but it is usually at the expense of a stun, or larger area, or a heal, etc. Maybe you need a heal. Getting. New heal rune on one ability, might let you pick a stun rune on something else, or change another power completely, etc.

As to item levels, 32s and 37s off a 40 sounds fine to me. The 37 may very well be the highest level base item type for the armor slot in question (that isn’t above your level), and the 32s are one or two types down. If they have great stats it won’t matter.

Well, as much as I love this game, I guess I have to bid it goodbye. I have no problems with any other title on my relatively new system, but Diablo 3 keeps booting me off every 5 minutes or so. I can usually log right back in, but have to restart the level. That gets real old as you can imagine. Drivers are all up to date, rebooted the computer more times than I can measure, etc. Weekdays aren’t too bad, but weekends are terrible.

Like I said, I can play anything else with no worries whatsoever. SW:TOR is flawless. Batman Arkham City is flawless. Civ 5 is flawless. Shogun 2 is flawless. On and on. But Diablo 3 just won’t let me stay on which totally fucking sucks since all I want to do is play the fucking single player game!!!

Diablo 3 will drop you almost instantly if your connection is interupted, while other games usually give you a longer grace period. My guess is your connection drops and re-connects constantly. I had this same problem and found it was the cheap D-link router I had. Bypassing the router and then ultimatley buying a new one solved this issue.