The simple answer is "no".
The complicated answer is this. I wanted one simple thing in RoS, which is basically the same thing I want in any ARPG, and that's many viable builds that rely on very different mechanics and synergies to work right. A Blade Fury Assassin will never gear or play the same as a Summoner Druid, who will never gear / play the same as a Zealadin. D2 got it right with how the subtle details really made the different builds unique and interesting.
D3 RoS doesn't offer that... not even close. Rather than playing off different immunities, different procs, different gearing archetypes, most builds seem to STILL go for the same endgame items and, "big surprise", many of the legendaries and builds used are the ones that just scale best with the system we all knew and loved from Vanilla D3, save ele damage.
So after my 6 week break I decide to check on the forums to see if the game is getting any better. Have the devs heard anything said about crit damage? 2h weapons? Gems? Anything at all that might actually involve doing work at the 2 year degree level to resolve? "Why yes Logos, funny you should ask that..."
Me 1: The devs added Greater Rifts!
Me 2: Cool! And?
Me 1: The HP of mobs inside scales exponentially.
Me 2: Oh god why?
Me 1: Oh and The Furnace was never actually addressed.
Me 2: How... what... so what is the point of making infinitely scaling HP mobs then?
Me 1: Well they planned on putting legendary gems in the game that also scale infinitely.
Me 2: Wait, so let me get this straight... there are going to be gems... with procs... that will scale so high to counteract the hp scaling on mobs, that the PROC on the gem will hit for 100x damage of the base skill it was cast from?
Me 1: Yeah, isn't it cool?
Me 2: Congratulations, you've just made this game Mafia Wars. Every skill on your bar might as well say "attack" because you're hitting for X billion damage, where the vast chunk of that damage is based on your Zynga account level... er legendary gem level. Neat. Yeah lolmath is fun.
Since I'm beginning to pull a Clint Eastwood, I'll reign in my multiple personality disorder for a second to ask one final question... Who the hell thought any of the above was a smart idea? I don't even... And to think that all I wanted was something simple, like reigning in all the damage multipliers a bit so skills are a bit easier to balance relative to each other... dare I say classes might be easier to balance relative to each other. Maybe the difference in builds would be around 15% efficiency vs 40% efficiency.
If any of this remotely goes live, I couldn't even begin to advise them on how to begin digging themselves out of this hole, not like they listened to me before or anything. I mean what the hell good is having "top minds" like myself on the forums (too late for that meme? Yeah I thought so...) if you're just going to screw up the math worse...
I mean one positive thing that was going to come out of the patch was less health from globes, and a buff to HPS on items and a 'once over" on healing skills. Sweet, that might have actually made the build I wanted to play semi viable for anything. But oh wait... damage on mobs for Greater Rifts scales infinitely too. Perma invincibility and chain CC or get lost will be the new mantra. So there goes THAT. What should I be looking forward to from this patch again?
Eh... sorry for being such a downer. Also sorry for just vanishing in game the way I did. I tried to log on for like a week and tell you I needed a break, but you got super busy and I just couldn't catch you while you were on. Then I tried to log on and just felt guilty for disappearing the way I did, so just... couldn't bring myself to do it.