We agree that it would be great to be able to view more than five of your active buffs, and we’re currently looking into solutions that would ensure players are able to view buffs that are important to them, while also keeping UI clutter to a minimum. Ideally, we’d like to avoid situations where a portion of your screen is overwhelmed by buff icons (for example, just having your buffs stack across the bottom of your bar) and we’re experimenting with different ways to present that information in a format that works well for Diablo III.
Nice, while we are on buffs, any chance of seeing buffs on followers? There is no way to tell whether they caught it or not. In fact, Tyrael, who can't die, while not showing my shout buff on the UI just like followers, actually shows it around his feet, even though he can't benefit from it, yet my follower who can die and can benefit from it, doesn't have it showing except in the character stat sheet.
Also, on the subject of follower icons, they could really do with something to show death, as it is now, there is just the health bar which can be at almost empty and look empty but the follower is still alive, or it could be dead, there's no real way of knowing whether to grab a health globe to save them or waste a health globe in trying to save them but they are dead, the dot on the mini map gets hidden by your own icon.
And, now that I mention health globes, after the 'detrimental to some builds/classes' stat which is health globe radius and its unity with gold radius as a stat, after the feedback given many times about how health globe radius actually ruins gear for some people, was there really any need to go and yet again put that same detrimental stat, at a full 20 yards, with a beneficial stat on the new shrines?
And while I'm ranting, please, please fix the three bugs with Furious Charge, the skill is paramount for the few reaction Barbs left, ignoring such a prominent and broken skill in a build that uses cooldowns to mitigate the affects of mob affixes while the barb population move more and more to a build that completely negates mob affixes is not doing build diversity and choice much good, not to mention the point of said mob affixes.
In fact, 1.0.5 takes another escape skill cooldown, leap-iron impact and while buffing it in a pack of mobs, nerf it to oblivion as an escape, right now, my most reliable escape skill in 1.0.5 is the new mob fear mechanic (which is awesome btw).