I also want people to come up with new Passives and Runes for existing abilities... I'll start.
And I'll try to update with community responses as I go. Thank you for the help!
Barbarians -Sword and Board"... When using a shield allows the user to block 15% more of the time on top of what the shield does. On top of this, when you successfully block, you retaliate for 50% weapon damage (this effect can crit).
Barbarian - Berzerk - Choke Up - While Berzerked, your attack speed is increased by an additional 20% (40% Increase overall) This runes would promote speed, healing, and fury generation, while, it may be too fast, it needs to come in 2nd in total damage output to a berzerker using INSANITY. But, with the added speed you get a bonus, but lose some dps.
Barbarian - Berzerk - Bloodlust - While Berzerked, you are healed for an additional 3% of the damage you deal (modified by .20 in Inferno)
Barbarian - Cleave - Onslaught On successful strikes, increases attack damage by 3% stacking 8 times to a maximum of 24% damage for 5 seconds... remember, each strike could or could not net you full damage on the first strike.
Barbarian - Cleave - Batten Down Successive strikes with Cleave will increase armor and resistances by 5% up to a maximum of 25% and will last for 7 seconds.
Old Passive Fixes
Barbarian - Boon of Bul-Kathos - Passive changed to (Reduces cooldown of all "Ancients" moves by .5 seconds upon successful crit)
Old Rune Fixes
Barbarian - Berzerker - Thrive on Chaos removed as this ability is now innate to all berzerker abilities similar to Archon for wizards... opens up a tremendous potential for using all types of berzerker abilities.
Barbarian - Berzerk - Insanity With the new innate Berzerk mechanic, Insanity's damage is reduced to 25% from 100% (similar to Archon) to make up for the extra time that players will be in Berzerk form.
Barbarian -Bash-Punish In desperate need of an icon...
Demon Hunter - Companion - Ferrets - This ability needs an icon to show that the move is active... these guys are very small and hard to see in a fight as well.
Weapons need to generate fury based on speed... I'll explain... Right now, slow weapons are completely one sided... 2H aren't really even considered as they are terrible fury generators... 1H weapons have great damage, great LS/ LoH potential and generate 50% more fury roughly... throw in "Into the Fray" on barbs, or Arcane power on crit, and you have nothing but love for dual wield type weapons. Slow weapons hit harder... which is great, but it certainly doesn't outweigh the gains from using dual wield...
The answer, allow slow weapons to generate more (resource) on hit than their counterparts based on attack slowness. This would balance the slow and fast weapons market. On top of this, allow for duel wielding of slow weapons for barbs and other classes and simply reduce all stats by 50%... it's pretty simple. For example, a barb with 2 1-handers will get 8 fury per swing from Bash... now, if that same barb is duel weilding 1 handers... they would get 8 fury + a % based on (how slow they are) ... for the sake of example we'll say 12 Fury/ swing... Now, the third example will be... if the barb is wielding one 1-hander and one 2-hander, he gets 8 on his first swing and 8+ (slowness%) on his second. The 2x 2H still gets the 15% increase to speed though... so it works nicely and doesn't discourage their use...
The great thing about this is that it balances 2H and brings them into the realm of good, opens up the 2H market, and also, allows for some neat combinations. So then, the choice becomes not about fury generation, but about what you think is "fun"... Slow weapons will still be slower and do more bone crushing hits. Another great thing is that it bring the shield game back into play... which, will work well with the new "thorns" mechanics coming. While wielding a shield you will still have a slower attack, but you will generate good fury (enough to use moves), while still dipping into your actual DPS a bit in place of beefiness... which I think is the overall point of shields... The top DPS will still be 2x 1H/ 2x 2H/ 1 1H x 1 2H/ 1 x 2H.... Shields will lag behind dps wise, but will provide a huge amount of defense, WHILE still giving good fury (resource) generation.
You wanted it simple Blizzard, and this is simple, and also allows for a great chance to make the weapons market boom, by allowing all types of builds, combinations, and fun! It would be so neat to see someone with 2x 2H Skorns (reduced by 50% stats NOT dps.. obviously bleed effects would also be cut in half.. but, that is the price of dual wielding :P)...
Allow (energy source) on crit for Barbarians to alleviate the use of "Into the Fray" and allow for more unique builds. Certainly, those who want it, can still use it, but those who want to use the other fun runes, certainly can! Perhaps 7.5 Fury on crit, or perhaps, 15 Fury on crit added to IK set for example...?
I would love to see gems count for (DOUBLE) when placed in 2H weapons... it only makes sense given the new affix rolls that are 2x the normal rolls as well. Yes, it would be 1 large gem cheaper to run with that build, but it might be a neat choice for people as they create more gems and want to keep their dps high without dumping 3 great gems for one that is marginally better... i.e. the 10% increase on green gems per tier.. :(
Monster Affix Fixes
Waller should no longer cause line of site issues... I've noticed that some attacks seem to go through while others do not... in a game based on making (1) set choice compounded with 5 NV stacks that you will lose, making this choice before going into a game in nonsense when you run into this stuff. I should impair MOVEMENT.... NOT ATTACK.
Frozen needs to chill ONLY and not FREEZE... being frozen while arcane beams or fire burn you alive is just stupid... it causes mandatory use of skills and that is a HUGE inhibitor to the fun and vitality of the game... when the orbs burst you will be chilled by % of your run speed... now, the 2 diverging forces that would change the game would be if the orbs will continue to just affect run speed, or, if they affect both run and attack speed. I'm fine with the latter, but take the FREEZE effect out... it's NOT FUN at ALL. Before you say L2P at me, listen to this... I'm not above dodging the balls, but when you are stuck in a spot WITHOUT Berzerk, you have no choice but to take it... but, here is the fun mechanic... let the balls chill you in place for a %, which can stack up to 5 stacks at one time.... so, if you are attacking and running at 100%... each orb that hits you freezes you for 10% slow to attack and run speed. I love the idea! It just sounds fun... I can eat SOME of the chills, but if you get too many you are certainly going to die from either being hit by another spell, or killed from lack of being able to heal yourself through attacks. It then goes from being frustrating to situational, challenging, and fun!