But if perhaps someone on the blue side can at least admit "yeah, it still needs more work, this is not where things will stay" and you say this very DIRECTLY, maybe people will be less upset.
While I'm unable to say one way or another whether "this is where things will stay," we're definitely not opposed to making additional changes. Iteration is big part of our design philosophy, and we will continue to make improvements to the game (maybe not forever, but definitely until we feel that everything is in a good place). For example, we're currently looking at a number of solutions for how to curb the popular practice of players swapping out their normal gear for Magic Find gear right before a kill to min/max their efficiency. In general, this isn't something that those players seem to particularly enjoy, but instead feel compelled to do because of how efficient it is.* Also, to be very clear, this practice is not intended. (The developer blog I was talking about previously will go into the solutions we're considering in much more detail.)
There will always be situations where our definition of "fun" and some players' definitions of "fun" will vary, but in general our goal when making changes like these is to improve the overall game experience. We might not always succeed, but this is what we strive for. For environment objects and destructible objects, it became an issue of players repeatedly choosing to avoid killing monsters in favor of smashing pots. Not because they particularly liked smashing pots or didn't particularly like killing monsters, but because it what was most efficient. We want you to kill monsters. We also want you to not have to worry about dragging along a separate set of Magic Find gear just for the sake efficiency gains. Did we succeed with these changes? Maybe. We think it was the right move, but it's only a day out from the patch and we're still waiting for all the feedback to settle.
By the way, when players say things like "Blizzard just wants us to play the game the way they want us to play it," that's both true and not true -- but maybe not in the ways that you think. We definitely encourage experimentation, exploration, and variety. We've seen a lot of interesting tactics and builds and play styles develop since launch, and we're still seeing players find new ways to progress their characters. And that's really freaking cool. What we don't want to have happen, though, and where we're most likely to step in make changes, is when a certain tactic or a single way to play becomes the ONLY way to play. (Treasure Goblin farming is a another good example of this. For most, it was fun mostly because of the rate of loot reward...but, you weren't really fighting all that much, and because it was one of the most rewarding tactics out there, that meant a lot of players were driven to play that way, even if they didn't want to.)
*I realize this not exactly what you were suggesting, but I wanted to make it clear that we're not opposed to making further changes to a specific mechanic if we feel that it's not where it should be.
Also, as an aside, will that blog post be going over the other changes as well, or merely trying to ease the blow from the radical changes which happened?
It'll be focused on Magic Find gear swapping only. We want to try to do more developer blogs in general, but have each blog be shorter and only address about 1-2 topics (rather than having a big wall of text that may or may get read completely).
*sigh*, the problem is, no one really believes at this point that where you guys think "just right" is is a very good place. People are worried that you will continue to make unpopular changes until, well, the game is just full of very unpopular changes. It's good that you're looking to "curb" certain issues, but perhaps focus on making Legendaries not stink so much first? Perhaps prioritize that above, say, nerfing attack speed without any recompense so people who sunk a lot of money into them feel like they wasted their time?
People feel like their concerns are being ignored in favor of other less pertinent endeavors, especially ones that seem to just make things more annoying and less fun for them without any logical balancing act to the change. Again, pointing to the attack speed. It rendered some very expensive gear I bought rather useless, since it was predicated on a high attack speed. Now that whole endeavor is largely moot and I see no further change to balance out such a high and dry situation.
Furthermore, while I sometimes like knowing I have a little MF percentage, I do not personally participate in the practice of swapping out magic find gear, never have. So the fact that I am now suffering due to you pursuing "curbing" this, while also suffering to changes to things like attack speed, well, it gives me pause. Especially considering that you already did things like splitting MF% up in group games, which a lot of people didn't like either. Seems like you're beating the issue with a dead horse while there's other bigger issues out there (or ones that have gotten worse with subsequent changes).
I also never avoided monsters to kill pots! I did BOTH. Now I will not be bothering with pots, but still, I think you're seeing these exploits but making changes under the presumption that a lot of people are doing it, and forgetting how it affects the play experience to people who are not. Now pots have no relevance, when having them PLUS killing monsters was fun.
And also, and I think this was established A WHILE ago by you yourself, the fact remains that whether it's Diablo 2 OR Diablo 3, people will gravitate to very specific play styles. I actually find it ironic that you made all these (in some cases unpopular) changes to make it so people would not pick just one style of play, when it feels like that is not only what's happening (due to your very non-challenging select any skill whenever you want plus runes system), but perhaps happening even moreso than with Diablo 2.
Suffice it to say, you guys have a lot of work cut out for you, so much that I don't even know if an expansion where you do every single decision right and it's the most awesomest thing in the world, could fix all this. But.....here's hoping.
P.S. "Our item pool philosophy is that you can break an urn and get the best item in the game - it's all a matter of chance. Running more difficult areas and taking on more difficult enemies will not always be the most efficient way to find upgrades."
Guess who wrote this? Unfortunately, even during development, the "philosophy" you guys have had has taken drastic and schizophrenic increases, and you've done it practically without flinching, no matter how much people pointed it out. I think people are being especially frustrated due to the level of contradictions they are finding in the decisions being made, since there was no non-dismissive explanation given to not make it seem ridiculous. It almost feels like a very "burn-worthy" episode of the Daily Show when he has massive amounts of new and old clips of politicians.