The important thing here is that the whole combat dynamic fits into the picture and also gives the player feedback. This also includes a believable mob scenario in the world. This must neither be just fodder, nor be set up inappropriately.
The fights themselves also need a valuable core aspect. So overloaded reaction tests and colorful crowded screens are not a benchmark for good combat. And difficulty itself is implemented playfully, it just has to become more and more unfair and overloaded. But that’s not the point.
Without a connection to the real world, it will all fizzle out. Without a hit feedback and that the enemies push you back like in D1 and partly D2, the fight will be very quickly only monotonous and that with all classes.
Likewise, a balancing is poison for a depth dynamic of the classes and a clear division, to develop correspondingly completely different combat roles, especially feeling and even within the class depending on the skill. And this is extremely important, otherwise everything is the same only other effects. We do not need that again, that was in D3 already a main criticism point and has made D2 so good, to start it again and again with a new char.
But if Blizz wants to give us an endgame competition game with item exchange for numbers, with some lousy seasons so destruction of the RPG way of development, it will be again only with a one-way street can be, because otherwise the concept of comparison does not work out. That is, the fight can only be for all Progress Feeling, ie monotonous and basically always the same weak and bad, no matter how you are Skilled.
If there is no hitstun when you are hit, this is just as bad, because you then feel no effect and glide like a ghost ethereal through everything… That’s just bad.
When I look at the videos of D4, the world is well done and then when the fight starts, it seems like a false situation. The feeling and the fight don’t fit together, it’s like a set-up.
One rather expects a D1 from the combat feeling and gets a much too overloaded and fast and feedbackless fight presented. Partly the effects don’t fit, because they don’t fit into the picture like the fire snake or the blood wave.
So the fight absolutely does not convince me and goes in the wrong direction.
Without dropping the balance madness, reflect on the RPG and the world and the way, we will again get a lukewarm air of combat as in D3… This will be a major setback for D4 if it stays that way… You don’t need to be a prophet, that’s exactly what will happen, because the combat like in D3 simply triggers nothing in you and blocks all the ways to somehow get something out of the class.
If then all again have any construction and degradation mechanics… that will never be enough.