I have a Witch Doctor, he's like all Witch Doctors.
I have a Barbarian, he's like all Barbarians.
I have a Wizard, he's like all Wizards.
There is no feature outside of the gear you are wearing and skills you are temporarily using to distinguish your character from someone else's. You are just another generic, meaningless max level character with any and all skills available to you. You might as well start at maximum level for all the meaningful character development decisions you're actually making along the way. Your character's power is determined not by what skills you decide to use or what build you choose to put together but on whether or not you find X or Y Legendary which will enable a certain build to work. You are bound by your drops, not your own character development choices.
In Diablo 2, all characters of a given class were generic in their early levels, and very much so. Then, as they progressed, they also developed unique traits. Some Barbarians became shout-oriented, some would decide to use throwing weapons and specialize heavily into it, while others would Whirlwind their way to overpoweredness. Even characters with suboptimal, simply flavorful specializations were played a lot.
In Diablo III, this flavor is lost. Your character can do it all. He can be good, bad, godly, mediocre, and do all of this within 15 minutes. All you have to do is click a few buttons here and there, and there you have it. There is absolutely no sense of permanence and no sense of uniqueness put into character development, and I am absolutely saddened by it.
With the advent of the expansion, the opportunity was ripe for such a change to character development philosophy. Maybe a feature could've been implemented to create a hybrid form of talent trees, whereby you could select only a few specific skills in each "category" of the default non-Elective Mode, or maybe a feature in which you could allocate a skill in a permanent fashion to unlock a cosmetic change to a given animation.
Or even a Synergy for each skill only accessible by permanently allocating that skill to your bar, I don't know. I have as many ideas as the next guy, and they're not all perfect, but they can't possibly be worse as far as character development than the current approach.
Let's not even talk about the fact that Wizards are carrying around massive Axes and Swords for DPS purposes (whose idiotic idea was this, by the way?), crushing flavor right out of the a class-based characters system. My naked Wizard can't kill a Normal difficulty Zombie with a Meteor, but the moment he decides to wield any rusty old sword, he turns into a slaughter machine.
The game isn't just about "endgame", because there isn't any of it. There is no PvP and no incentive to reroll. All we have is farming. Farming, farming, farming. More farming. Even Diablo II players didn't play to farm. They might've had an MF character for the sake of grinding boss runs, and they would do it for a few hours on end every other day (or even everyday, for some), but the bulk of your playerbase was rerolling constantly.
Start a Javazon, get her some decent gear. Get bored? Roll another Javazon, with Poison this time. Or maybe a Bowazon. Or a really straightforward Amazon with a thousand passives and heavy Deadly Strike/Open Wounds. You know what gives the game replayability? The fact that you're actually looking forward to leveling a new character, with new skills, using different items.
The drop rate for Titan's Revenge and/or Thunderstroke in Diablo II wasn't that high. In fact, it wasn't good at all. But you know what? It didn't matter one bit, because when you had it, it was valuable and it served a specific purpose for a specific character. It gave the item a personality because it filled a specific niche for the character it was going to.
You didn't sit on this one character pooping out different specializations on a whim, swapping items that suddenly become optimal for him, not remotely having invested any thought in its development and itemization goals as you leveled up. The "open-ended" skill system in Diablo 3 doesn't lend itself AT ALL to feelings of attachment to your characters. And yes, you ought to feel committed to your characters before you feel committed to your items.
It's mind-boggling that we're using the current system in a multiplayer game, and more so with all the potential that's there as far as gameplay goes. A stellar interface, amazing freaking responsiveness. This game has it all engine-wise, but it's lost all its flavor. All of it.
I am sorry for those people who think the "worst" about Diablo III is the fact that drop rates are low. Legendaries in Reaper of Souls are at least flavorful, and very much so. They just don't feel rewarding, because your character is just another piece of generic pixels, and you feel dissatisfied with the drop rates because playing has become no more than a never-ending farming run.
Enjoyment is absolutely nonexistent outside of your slot machine luck, so you feel like "winning" more often is the way to go. It really isn't. If your characters were meaningful, each and every one of them, you would focus on that more so than looking forward to that next orange light beam shooting up.