As far as our offensive stats go nothing is changing. We were going to be stacking ATK because you could never get enough PRE to make it worth it. PRE's value went up with ATK, but ATK's was so much better that it was stupid to even consider PRE, it was going to be ATK and Vitality or whatever it was before. Now we get Dodge and increase in ATK from DEX. And crit look like it MAY be worth going after now to a certain degree. Although with Crit I think it will go the route of WoW and it will never be as good as other stats so it still won't be stacked, but we'll have to wait and see.
If they are smart, this actually won't have an effect on our choice for builds. I realize they removed the Mystic, but there were enchants that were for say a 2h mace, that returned AP for wizards, and Bow enchants that returned mana for WD's. I'm pretty sure I saw a melee weapon enchant that returned hatred as well. While they are getting rid of the Mystic, they could very easily re itemize the gear to have this kind of stuff anyway. Especially since they already have to change it all. So we could end up with a Dagger or a 1h Sword that had Dex on it for melee DH. Or a 2h mace that had INT for wizards.
Personally I think that the melee DH was no where near as viable as a melee wizard, DH's are just much squishier without as many mitigation abilities as a wizard has, but I can understand the "its fun for some people" and agree that they should do their best to keep that possible.
I do think that the additional bonus to INT is really really weak compared to the rest. WD's and Wizards are getting screwed, and I think it would be much better to add some small amount of magical damage mitigation from it instead, but IDK Armor is going to do what defense did before and reduce both magical and physical damage, so it would seem a little redundant, but as it is its really lame.
I was the most upset about their removal of the Mystic though, and their reason was garbage, because it totally added another dimension of customization. But whatever, I think it was more about a difficulty with balance with the Mystic than lack of customization, but again we'll probably never know, I just hope it comes back in the expansion.
The possible really bad thing about the stat change could be that if it stays how it was and every piece of gear can have any stat on it, we could end up getting a Bow with STR on it and no DEX. I don't think it's likely because it sounds like they are making them base stats that will always be on our weapons and gear that is meant for us, but its a concern.
As far as the cube goes, I'm not happy, but I get why, and it makes sense, same with the white items thing. I do think that it is a little true though that if they aren't going to be worth vendoring, and won't be giving us mats, there isn't much reason to have them at all, the whole "it makes the better gear that much better" is kinda lame.
I do however, completely disagree with the Scroll of Identification thing. Before it added a sort of paradox at times. If you ran out of them out in a dungeon, you ultimately ran into the times when you had a full inventory, and there was an item that you weren't sure if it was going to be better or not, and had to sort of take the risk either way, or go back to town. Now you just drop an item, identify, and decide. They should just take the hidden stats out completely, and show us what it is when it drops. I liked the scrolls but keeping things hidden just to make us cast an identify is lame.
There was one clarification that came with these changes that I hadn't heard about before. Apparently you can put default attack on alt-X and it will switch in for your left click (might have been right click.) This clears up the whole issue with fundamentals, and thrill of the hunt, and makes them both much better, it also had vast effects on my Wizard build, but that is not for this thread. Fundamentals is not as good of a return as Virtuoso though, so I still wonder if it will be worth it, you'll get more damage per your hatred generated, but you'll get more utility out of using a better generator.
There was also a comment about this, from the article, talking about why they making it a potion specific button, and not letting people use it for default attack. And that was that there was no situation in end game when you couldn't sustain enough damage regen from natural regen, or generators, and there was no reason to use those passives at end game. So I honestly think they will be taken out or modified in light of this. Or it means that they are going to be a leveling passive that gets replaced when we're moving into inferno.
Edited by Sasukekun on 1/23/2012 2:32 AM PST