1. "Out of Energy" Cries:
Are downright ridiculous. In one of the interviews, it was mentioned that the design team wanted to make everything feel perfect for the classes, such as making players feel every hit the Barbarian makes as a brutal smash. So why then does he simply say "Not enough Fury!"?... My big badass hulking monster of a hero that attacks with tree trunks and drinks blood just told me that he isn't angry enough to hurt the demon THAT badly. Maybe just lay back for a little bit.
Or in the demon hunter's case: "I'm a cold-hearted Demon Killer whose life has been ruined by demons so I hunt them blah blah... But I don't HATE them! Oh gosh no, that'd just be too in-character for me. Instead I'll just shoot the weaker arrows at them."
All the "Not enough (energy)!" cries need to be changed to match the characters' personalities/themes.Discussion thread: http://us.battle.net/d3/en/forum/topic/5578591654
2. Mana and Arcane Power are way too similar:
I dig the fact that every class has a different resource. Fury and Spirit are similar but one slowly goes down while the other slowly goes up. The Demon Hunter rocks its own thing (which I love). However Arcane Power and Mana are both the same thing.
The only 3 differences I can find:
A) Mana values and Skill costs scale as you level, whereas Arcane Power has set values
B) Wizard Primary abilities don't cost anything, but Witch Doctor primaries do
C) Mana regenerates slightly slower than Arcane Power
Why these don't make the energies nearly different enough:
A) Unless you do an unorthodox build/armor set, your mana pool and skill costs will scale up on the same line, meaning that whether level 5 or 30, one skill will always take roughly the same percentage of your mana pool. Therefore it's no different from Arcane Power, which will always take roughly the same percentage of your mana pool due to non-scaling numbers
B) Yes, Witch Doctor primaries cost mana, but it's so insignificantly small that the regen covers up the cost. Really. Poison Dart and Flaming Skull are both 10 mana at lvl 60. So the primaries might as well not cost anything.
C) Though Mana regenerates at a *slightly* slower rate than Arcane Power, there's more regen armor for mana simply due to the fact that it's mana, making the slight difference even more insignificant.
There needs to be a lot more distinction between them
Towards the beginning of the game, waypoints are used in all the wrong ways (imo of course). Inside houses and such. I realize Diablo 3 is NOT Diablo 2, but it seems like it took the team until late act II or early act III to realize how waypoints should be used, and they never went back and fixed things. Out of all the waypoints in Act I, when/if I ever want to go back and farm areas in act I, I will only use less than half of the waypoints simply because a lot of them were there for nothing more than "go back to town then come back and continue your quest." Waypoints, like in diablo 2, should be used for larger maps that are several maps past the previous waypoint, around a lot of monsters or some farmable area, or some other reason players would want to actually use the waypoint after they're done with that quest. There's seems to be no pace to it either (sometimes theyre one after another and other times it skips for a long time)
4. Why are jewels' names white?
They blend in with crappy items way too easily. Instead, they need to pop out like the runes did in diablo 2 with that mustard-orangey color.Discussion thread: http://us.battle.net/d3/en/forum/topic/5594212353
5. Diablo fight:
I already made a big post giving constructive feedback on the Diablo fight. Here's the link because it's too big to just quote for here (warning, spoilers) http://us.battle.net/d3/en/forum/topic/5149542175#1
6. Skill Cooldowns:
Why do skills' cooldowns activate just from being moved on the action bar? Their effects don't trigger and it isn't the same as switching spells mid-fight. Is there any proper justification for this? It's no longer an issue on Normal difficulty, but on Nightmare and up, it's still there.
7. The Monk:
At the time of writing the only classes I've played past lvl 30 are Monk and Witch Doctor and all of my thoughts on the Witch Doctor are just my personal opinions on which skills are more fun, so I didn't want to make an entire "class" section just for the Monk.
I have 3 issues with the monk, though the middle one may or may not be my personal opinion on the skills (not sure since several people have agreed with me, but I understand that many people play many different ways).
1. The skills don't vary enough. For example, everyone I've talked to and myself only use 2 of the primary attacks -- each with one specific rune -- because they're just much better/more fun (the first primary with the teleportation rune and the long-range primary with the extra-range rune). No real complaints with the diversity in Secondary, Defensive (1), or Focus (3).
2. Technique skills (2). Dashing Strike is useful on occasion, but he often ends up on a random side of the enemy where you wouldn't expect him to be so there's a minor delay in continuing to attack the target, ultimately rendering the Root effect null. It also just feels.. not as strong as it should be. Exploding Palm is really useful for bosses/champions/rares, but when fighting normal demons (typically in big packs) it's hard to keep up with which one you want to hit with it, who's been hit with it, etc. There's also only 2 of the 6 versions of the skill that make it ANY use at all in normal use (when there's a ton of enemies, not one specific enemy you're focussing on). Sweeping Wind, to me, seems like SUCH a short cooldown. I don't want to have to pop the same buff before every single engagement -- it isn't fun. I don't want to have to CONSTANTLY watch my 6-second CD to make sure I don't lose a decent not over-the-top buff. There's 2 fixes to this. It could have reduced damage and longer duration, making it another aura/mantra, or it could undergo more serious changes and become an actually fun ability. (see more in the next point)
3. Mantras (4). I hate these. I really do. I -LOVE- the skill system because it makes every skill slot important, every skill viable at some time or another, etc. So why are FOUR of my 21 (almost 20%...) Active Spells instead just Passive buffs I have to re-conjur every now and then? That's no fun at all. I think it would be MUCH more fun if there was a 6th type of abilities -- meditation, zen, idk -- and the monk should have a slightly different Passive set-up from the rest (like the Demon Hunter has a different energy set-up, which is awesome). Instead of giving the monk 3 Passive Skill slots and 14 skills, instead give him 2 Passive Skill slots (10 and 30) with 10ish passive skills and make the lvl 20 Passive Skill slot instead a Mantra slot. The 4 mantras would move to here and could still have runes, but this way we wouldn't have to have boring no-fun PASSIVE skills in our Active skill list. That just makes less skills to choose from and one of our 6 skill slots no fun at all.
8. Barbarian War Shouts expiring:
I love the fact that when a Monk Mantra expires, there's a nice visual and sound effect to make it obvious. GREAT idea! :) So... Can we get this for Barbarian War Shouts too?
9. "Rare" Mobs and unfair encounters:
Currently, I'm in act 2 on nightmare difficulty. I'm not even in the hard stuff yet (or shouldnt be) and already I see at least one Rare mob on every map I go through! It's defying its name
Also, there needs to be some way to stop unfair encounters. I love the randomization aspect of Diablo games -- not just the maps and items, but the encounters too -- however randomization always leaves extra room for things to go wrong. For example, I've run into 2 Champion packs right next to each other multiple times, sometimes even with a "rare" spawn fairly close too, so I run into him when kiting!
EDIT: I just played a game where I got SEVEN (7) Champion packs on one map -- counted, not exaggerated -- AND FOUR (4) "Rare" spawns. AND the 4 rares were in two groups where both times one was RIGHT next to another one. I realize this is a very very small chance of happening due to the randomization, but I was playing on NIGHTMARE, not inferno! There needs to be a cap system for situations like this! Make it a low cap for Normal then raise it for each difficulty and keep it out for Inferno. But come on.. Nightmare shouldn't be this hard, even if it's a fluke.
10. Boiling Oil in act III:
This is really minor, but I'm trying to report everything that the team may have overlooked. While I LOVE the destructible environments and thing it's an excellent addition to Diablo III, I think it's very stupid that we can destroy the "Boiling Oil" containers on the fort in Act III. 2/3 of the Act is just trying to keep it fortified, and these things were used in castles back in the day for fortification, so it doesn't make any sense, especially since they're all over the place.
11. Breath of Heaven:
One of the runes for Breath of Heaven (the monk healing spell) called Blazing Wrath increases the player's damage by 15% for 45 seconds. Since the duration is fairly long, this turns into a buff rather than a nifty feature that might turn the tide in battle when youre in trouble (i.e. in need of a heal). Balancing numbers aside, the duration on this should be dropped down to 10 seconds or 15 at the MAX. With Mantras already, monks really shouldn't have another buff to keep up. Lowering the duration (and increasing the effectiveness to balance it) would effectively make this rune into how I described it above rather than a must-have like the game is supposed to avoid.Discussion thread: http://us.battle.net/d3/en/forum/topic/5578591859