1) You said you're inherently okay with players stacking certain stats over others. If this is the case, why did you nerf IAS?
One of the biggest issues we discovered with IAS was that it actively limited build diversity. While IAS was pretty strong on its own, when coupled with certain gear and skill combinations, it simply became too alluring for a lot of players to ignore. So, instead of seeing an increase in gear and skill diversity over time, what we actually saw was more and more players shifting to IAS-focused builds almost exclusively. On a scale large, it was crippling experimentation and skill diversity.
A lot of players think we reduced the value of IAS because it made characters too powerful. While that's not a totally unreasonable conclusion to jump to, it's definitely not true. We don't think "doing a lot of damage" or "doing too much damage" is enough reason for us to nerf something outright. IAS was an outlier -- it's not that it made characters too powerful, but rather that it caused a few builds to become vastly superior to others. On top of that, it introduced a ton of bugs just due to how fast characters were attacking when stacked to its upper limits.
The initial iteration of IAS was flawed in many ways. So, in effort to promote skill diversity and remove several game-impacting bugs from the environment, we reduced the value overall. We're fairly happy with where IAS is right now, as well as skill diversity in general (though we're going to need to do some additional skill balancing to bring it up to where we want).
2) So, when are you going to nerf Critical Hit Chance and Critical Hit Damage affixes?
We've no plans to nerf +Crit Chance or +Crit Damage. While +Crit Chance and +Crit Damage are very strong right now, there's nothing inherently wrong with something being strong. As mentioned above, players doing too much damage is not enough reason for us to bring out the nerf bat. Neither affix is having a negative impact on build diversity (we're seeing a pretty good balance overall), and there aren't any technical issues with them being stacked to higher values. It's something we're keeping an eye on of course.
1. I disagree with you when you say IAS decreased build diversity. I play a monk and I felt like I could use any skill instead of just fists of thunder when I had a lot of IAS. The other attacks are dreadfully slow unless you have a 1.5 speed weapon or better and let's face it, it's no fun to find a nice hammer and say "meh, it's too slow to use".
2. I also disagree with this statement. Again, as a monk I feel pigeonholed into using crit. I also feel like I have to use sweeping wind with the cyclone rune because it's a factor of x better than any other dps ability. Then to increase the number of crits I feel pigeonholed into fists of thunder AGAIN to maximize the amount of crits I can get in a short period of time. Of course, as a monk it's nearly required to have breath of heaven and the invulnerability talents. Not to mention it would be terrible not to have a mantra (usually evasion if you don't have gear and conviction if you do have gear). That means I have a whole ONE slot that I can be creative with, woohoo!
But seriously, the other classes may have the problems you stated in these paragraphs, but I feel monks are the exact opposite.