1. Loot system:
There has always been a decent amount of mystery behind the way loot is generated and how dependent it is on magic find and other key factors. I've tested extensively in my time playing with different setups, builds, and i documents a good number of what I've found. But after all the analyzing I've done the only thing i can determine is that there is in fact something that modifies loot based on the damage of the character to modify, or not cripple those who truly build with dps. I assume this was a sort of way of balancing, and keeping in check a quality experience even for those who don't stack magic find. It seems that the more damage done, either in a spree of life before a death, or total damage done to a monster plays a key roll in determining what I get from that monster. I am in by no means suggesting it is the only factor, i simply think there was a safeguard little script to encourage dps builds. Unfortunately what that's doing is negatively impacting your tanks, and your low dps control builds which can serve great rolls within groups. in keeping the kill spree consistent. I'm not asking you to admit this, I'm simply asking you to analyze what this system is doing to loot for your tanks, which sometimes is more expensive to gear for than straight dps. A good example would be the easy of attaining 70k dps as a DH with sharpshooter, but the complete sacrifice of sustainable life or defensive stats. The way this is done is hurting your player base DRASTICALLY, and i would think a modification to this system would be a good idea in the attempt to preserve the dwindling player base you have.
2. Disambiguation of system: Now I know the last thing anyone wants to do is give away their loot system, and how that's generated. I'm not suggesting you do that. I do however think it is a good idea to consider revealing a little more -officially- of how the system works with the stats shown on items. Because you have an RMAH where you facilitate the sale of intangible items, that you don't even fully explain how they work. I think the RMAH is an interesting idea, and i think it can work very well, but in order to sell someone something, even if it's intangible, i feel you have a burden of explaining exactly what all of the stats on the item do. Only then is your system not completely defunct as a marketplace. I would start with explaining % elemental dmg and how that horrible labeled stat works, and maybe consider diving lightly into how experience mods on items apply to a 60 + seeking paragon. And if you feel super giving, and maybe wanna raise your level of disclosure with your playerbase, you should talk about magic find, and how that really, doesn't make as much sense as you say it does.
3. Graphics Reductions: Ok, I know you like your pretty game, but we're smack in the middle of an economic crisis worldwide, and there are -alot- of people playing your games on sub par machines. I know you don't want to support them officially, and I understand why. I do however think you would drastically increase your customer base, and life of your RMAH, and our social world in-game if you offered very basic tweaks to turn off extra particles. I don't need to see my neighbors wand glowing, I only care that my axe and my dagger have those pretty effects. I also don't want to be crippled when the 2 frost-shard-nados wizards are blowing up the screen. I also don't give a *** about the demons fighting in the bottom of act 3, honestly, wtf. They just do the same damn thing -over, and over and over-. This may be very easy to do. I know games from the the 90's that had the ability to tweak the graphics down. Everquest did it, what makes it so hard to do in 2012? This will help you, I hope you consider it.
4. Please add a menu option to report someone for macro'ing: I realize this is incredibly controversial. But I think you would benefit greatly from knowing how many people are actually doing this, and I have absolutely no problem telling you when I see it. Macro and scripting applications are actually the roots of alot of your problems, Someone choosing to obey the rules shouldn't be penalized because they know how to run an mf swap script and chose not to. Those are your rules, and it seems like you care -nothing- about them.
5. Izual: Izual still doesn't drop boss loot and since he's the 2nd last boss in this game, and arguably one of the most annoying boss battles, it would be nice to feel a little more rewarded and see a loot table that actually cares if you took the time to get 5 nv stacks. This is clearly just an oversite, and incredibly pathetic 5 patches into a game already. Please fix this.
6. Fast-Fast Mobs: Ok this is also, clearly an oversight. So you base -all- abilities on the movement speed of the monster. You don't say this anywhere, but I know you do. My forked lightning sparks travel farther when ym movement speed is on, I can see how you did it. Unfortunately when you did was you gave a modification to elites that makes them faster. Less, faster mortars is more challenging. That is ok, however when you already have a fast mob, and you make it faster, and you potentially give it other abilities, like icebombs, you start getting a bit ridiculous. To top it off, you actually increase the attack speed of mobs when there are more people in a game together. You don't say that anywhere I've found, but it is -definitely- happening. Maybe you never thought to sit down and actually consider what the outcome of a system based entirely movement and attack speed, but you have to consider what you're subjecting your game fans to, and it looks completely chaotic and not well thought out. I suggest removing "fast" from any elite at all. Create a new affix that simply hits twice as hard, forcing people to kite. And think of more creative ways to fight, rather that just keel over and die when you get fast mortar fire chains on an already fast mob, toss in evasive mob strategies rather than direct confrontation AI, like the stuff you use for morlu incinerators and you're just being rude to people.
I genuinely like your game. I am a casual player that has alot of free time, but only in shorter bursts, so i like that i can get on and have some level of achievement in 40 minutes, rather than having to do some sort of MMO raid. Your game was designed for people like me, and i like my character, the build, everything. But it's just really quite sad to see a game so tailored for me dying off so young in it's possible life because people just don't care enough to make very basic changes. I like this game, and I want it to do well, Please start listening to people and actually try to fix something you've clearly invested -alot- of time and capital into, it just doesn't make any sense. I know the only reason a good game company like you hasn't addressed it is because it hasn't been brought to the right person attention. It's really stupid though, so please give this to the people who can look at something and realize how ridiculous it is and hopefully do something about it. Before you lose your playerbase.
I guess it just feels like you hyped this game up, everywhere. You do interviews at IGN, and if you truly believe the things you say about it on camera then you're treating a Lamborghini worse than I would treat a Ford Escort, and I seriously wonder about the games I should expect to see from you in the future.