What single thing do you hate the most about Diablo 3?

What I do:

  • I play Diablo 3 online in multiplayer mode and join random rift runs
  • This will put you in a random act (act3&4 share the starting point),
  • the starting point is used throughout a game session for things like selling, unidentifying, waiting, pathing to a new rift and similar

What I don’t like:

  • the atmosphere in startingpoint act3&4 reminds me alot of corona cases…
  • …in detail the npcs on the ground cough and hack loudly frequently, which is known to the news-watcher is a symptom of having corona in this very time
  • I usually enjoy games with sound on and can’t choose which act the game will start. In addition playing each act is necessary for a certain endgame reward which is used for crafting. Etc.

Feedback result:

  • this is for me a reason not to play the game

Thanks for reading and stay healthy

Thats a hard one
But i think I must say, the no skilltree part

6 Likes

Being forced to play 4 group games to end following the DPS without playing the game myself.

10 Likes

The over the top obsession with the need for speed.

This, exactly. This is what makes the game a boring chore.
I think this is a greatest flaw of all ARPGS - the very concept “to get best/more loot you must [just] kill faster”. In D3 realities this also applies to paragon, caldesans, cubing - making the whole process vomiting and encouraging people to run a bot.

10 Likes

To be fair, even PoE (True Diablo 2 spiritual successor) is doing that.

And for the single thing I hate about D3 is the follower not as good as D2 followers when it comes to DPS.

9 Likes

I couldn’t stand that the same item was looking totally different in different classes inventory and on it. I like to have clear apperiance of item. O don’t really remember if this concerns all of items but for example helmets looked different i’m sure. I think that armory, weapons should look the same on any kind of char. Begginer items should be modest, pro high end items can look better.

2 Likes

Campaign is too short, world is too small, not enough areas to explore and quest in. Whole game is too flat. Need more zones going up and down in areas, like in the vault (not just zoning between levels like in rifts), actually walking and navigating down tunnels and ramps and stairs. Seems like they will implement that in D4, but would be nice if they had done it with D3.

3 Likes

Wasted potential…

Ruining builds for reasons that make no sense at all. Lazy approach to balancing items (better nerf OP build than actually bring weaker ones to the level of the OP one)…

90-120 seconds cooldowns on skills, Billions of HP on trash mobs, THUD users running wild with no consequences, Abusing exploits, Ignoring players for years (auto pick up mats, ramaladnis gift to add socket to jewelry, auto close uber portals after killing them, followers to be actually more useful than just CC slaves - many suggestions been already made, more chances to upgrade gems etc) and the list goes on…

Telling us how we are supposed to play the game we payed money for and destroying anything that makes this game more or less FUN to play

It’s impossible to point only ONE thing in Diablo 3…

13 Likes

Picking one worst thing about D3 is pretty much impossible, because most of the problems in the game are strongly connected with each other (itemization, skill design, end-game, paragon etc.), but yeah, itemization probably has to be the “winner”.
It really manages to make even the other bad systems even worse.

Of course, itemization is a broad topic, and also consists of many different problems on its own.

9 Likes

Set dungeons are an abomination

21 Likes

It has only one form of endgame activity, and nearly all other content either serves to further that endgame activity, or offers minuscule reward and/or challenge in comparison to that endgame activity.

13 Likes

Damn that’s a difficult question.
I’ll name the top 5 things in no particular order.

1 Killing of Cain by a stupid butterfly and 90% of the story.
2 Speeddemon playstyle.
3 Forced multiplayer if you want to compete in solo play.
4 No PVP (yes technically you can, but in reality thats not PVP).
5 No real build creativity, sets and obvious legendaries determine the build.

There is more I dislike, but this is what first comes to mind.

Bonus dislike, it seems that the former Archangel, ancient being and supposedly wise turned into a complete moron when becoming human.
Listen for only a few minutes to the conversations that are supposed to be funny and try not to rip your hairs out.

16 Likes

Endless paragon grind.

8 Likes

That certain skills, like Wrath of the Berserker, Akarat’s Champion, Vengeance, Epiphany, but also skills like Ignore Pain or Iron Skin, do not start their cooldown first after their effects have expired.

If that would have been a feature from the beginning of either Classic D3 or RoS, it would not be possible in the first place to have 100% uptime on these skills, regardless of how much cooldown reduction you have and also many sets and items would not have been designed around these skills having a 100% uptime.

==========================

The next most annoying thing for me would be that Movement Skills like Leap, Furious Charge, Teleport, and Blood Rush do not have 2 charges on their base skill and a third charge on a rune like Dashing Strike does.

It would allow these skills so much more flexibility and utility.

4 Likes

The sassy speak.
I hate the sassy speak from heroes/demons/followers/NPCs.

Holy fudge do I hate that sassy speak.

10 Likes

Yeah indeed.

I mean, A-RPGs will always be about efficiency.
But D3 doubles (haha…) it, by making the whole game support the speed running mindset.

Limit the difficulty scaling greatly. Remove endless power grinds. Slow down movement speed a lot (or at least, make the speed come at a much higher dmg loss cost). Increase enemy difficulty (not just their HP…). Make combat more tactical. Get away from oneshotting screens of enemies. Add a survival bonus for staying alive, and not just graveyard zerg enemies (or “fish” for perfect GRifts).
Efficiency need to be more about playing well, and less about run speed.
And the difference between being efficient and not efficient need to be measured in <1000%, not <1000000000000000000% difference.

5 Likes

Itemization.

The loot hunt is boring af because all you ever do is hoping to get a slightly better version of the item you already wear since day 1 of the season. Also the class sets and overpowered legendary abilities are plain and simply bad for the game.

It feels like the implementation of the OP 1.10 runewords in D2 - just 10 times worse :joy:

10 Likes

I’d argue. Efficiency is just that very killspeed ratio. But this is not an axiom, this is not something unavoidable in an ARPG. It is just that drop is (always) balanced that way, but you can balance it totally different. I’m not sure D4 devs will do this - I think they are too… uncertain… about their abilities and ingenuity to make something radically new in the genre. But this doesn’t mean this can’t be done.

How about the new concept: “Hardest [instead of fastest] fights bring best loot ALWAYS”?

I tried. I campaigned for Executioner to work on the enchantress. At least the item would have some use. While it’s fair to say that might have made the enchantress the best follower hands down; that already belongs to the Templar.

if 10% on merc is too good (probably is) then lower it to 5%. If they wanted it to be an actually a player-usable item, it probably needed to be 18%, not 10%. As it stands, it’s not good for anything.

https://us.forums.blizzard.com/en/d3/t/bug-executioner-does-not-work-with-follower/759/8

4 Likes

I made a lot of suggestions for followers myself, including images… Of course they didn’t care…

FOLLOWERS

Asheara’s Vestments set redesigned:

Asheara’s Vestments

Set Bonuses:

  • Each time your follower deals damage your damage taken is reduced by 5% up to 25% and your followers benefit from your equipped legendary gems (2 pieces)
  • Your follower benefits and gains 100% more from your paragon points. Followers also gain access to all skills and their cooldown reduced by 50%. (3 pieces)
  • Gain all followers at once and increase their max damage by 10000%. Each time a follower hits an enemy you deal 7500% increased damage for 5 seconds. You can have one follower to fight by your side when in a party and the damage boost is lowered to 1000% for your follower and 750% for you. (4 pieces)

You can now fully benefit of all the follower only legendary item bonus if you equip the invulnerability item, the other two legendary items for followers would be either removed from loot pool or redesigned. From now on you play with ONE follower in parties with other players and with 3 at once when solo. A belt and bracers would be added to the set items, so you benefit from both your 6 pieces set and the Asheara set when playing solo.
All the damage boosts are additive not multiplicative. This set is intended for players who prefer playing solo rather than playing in groups and benefits both you and your followers.

Followers would also benefit from equipped set items (set rings, set amulet + ring or weapon + shield sets).

All followers now got additional 4 skills (4 per follower - 4 for Templar, 4 for Enchantress, 4 for Scoundrel). Followers had 12 skills instead of 8 in alpha or beta of Diablo 3. Here’s proof:

asdclan.files.wordpress.com/2011/05/followers.jpg

All followers skills got buffed or slightly changed:

The Templar:

Heal: Heals you, or the Templar for 386,224 Life. Your allies are healed for 193,112 Life.
Cooldown: 20 seconds

Intervene: Taunts enemies within 20 yards of you for 5 seconds when you are under attack.
Cooldown: 10 seconds

Intimidate: Enemy units are slowed by 80% for 5 seconds when they hit the Templar or are hit by the Templar. Does not stack with other slows.
Passive

Loyalty: Regenerates 12,874 Life per second for you and the Templar.
Passive

Charge: Charges a target, dealing 840% damage as Physical and stunning all enemies within 12 yards for 5 seconds. Stunned enemies receive 10% more damage.
Cooldown: 10 seconds

Onslaught: Delivers a massive blow to an enemy for 2400% damage as Physical. If the enemy dies from the blow you and your allies gain 25% increased movement speed for 5 seconds.
Cooldown: 10 seconds

Guardian: When an ally is low on health, the Templar will charge enemies near them, knocking them back and healing the ally for 364,766 Life.
Cooldown: 20 seconds

Inspire: Increase primary resource generation for the player. Mana: +14 per second. Arcane Power: +2.8 per second. Hatred: +2 per second. Wrath: +2.2 per second. Fury: +20% generated. Spirit: +20% generated
Essence: +20% generated. Reduces all your resource cost by 10%.
Passive

9th skill
10th skill
11th skill
12th skill

The Enchantress:

The Enchantress can now equip 1h-Wands and Sources too.

Charm: Charms an enemy to fight for you for 10 seconds. Every charmed enemy deals 75% of your total damage per hit.
Cooldown: 25 seconds

Forceful Push: Summon an Arcane explosion 8 yards around an enemy, dealing 1230% damage as Arcane and knocking back all monsters caught within it. Knocked enemies receive 5% more damage.
Cooldown: 6 seconds

Powered Armor: Buffs you, your allies and the Enchantress, increasing Armor by 10% and slowing melee attackers by 60% for 2 seconds.
Passive

Reflect Missiles: Buffs you, your allies and the Enchantress, reducing damage from ranged attacks by 15%.
Passive

Disorient: Cast a flash of light in an area, causing enemies to be disoriented for 3 seconds.
Cooldown: 8 seconds

Erosion: Conjures a pool of energy that deals 6600% damage as Arcane over 10 seconds. Affected enemies will also take 6% increased damage.
Cooldown: 25 seconds

Focused Mind: Gain a 40 yard aura that increases attack speed for you, your allies and the Enchantress by 6%.
Passive

Mass Hex: Lob a bulb of magical energy that hexes enemies in an area into chickens for 8 seconds.
Cooldown: 24 seconds

9th skill
10th skill
11th skill
12th skill

The Scoundrel:

The Scoundrel can now also equip two Hand Crossbows at once or one with a quiver.

Crippling Shot: Ranged attack that deals 560% weapon damage and slows the target by 80% for 6 seconds. Slowed enemies receive 5% increased damage.
Cooldown: 5 seconds

Poison Bolts: Ranged attack which instantly deals 1280% weapon damage, and inflicts 2400% weapon damage as Poison over 3 seconds.
Cooldown: 5 seconds

Dirty Fighting: Blinds enemies in front of the Scoundrel for 3 seconds.
Cooldown: 8 seconds

Vanish: The Scoundrel vanishes in a cloud of smoke when injured, reappearing after 4 seconds. While vanished, he will heal for 268,211 Life and you will receive 75% less damage when hit for 2 seconds.
Cooldown: 20 seconds

Multi Shot: The Scoundrel’s ranged attacks have a 75% chance to fire 3 bolts at a time. When activated, releases 3 bolts hitting for 660% weapon damage each.
Passive / Cooldown: 8 seconds

Powered Shot: Powerful ranged attack dealing 1530% weapon damage as Arcane within 10 yards around the target, stunning all affected enemies for 2 seconds.
Cooldown: 8 seconds

Anatomy: Increases Critical Hit Chance by 5.0% for the Scoundrel and his allies.
Passive

Hysteria: Whenever you or the Scoundrel strike a critical hit you both will go into hysterics, increasing damage dealt by 10% for 5 seconds.
Passive

9th skill
10th skill
11th skill
12th skill

Never had a chance to play alpha or beta of Diablo 3 so I can’t tell what the other skill were…

Oculus ring redesigned to increase Followers usefulness.


Oculus Ring

NEW Legendary Bonus (effect): - redesigned

Increases your followers attack speed by 25% and all damage by 5000% when playing solo and by 5% and all damage by 500% when in a party. While equipped by a follower an area of focused power is created on your location which increases your damage by 70-85% everytime your follower kills an enemy.

The duration of the circle would be 5 seconds. The damage boosts in is lower in parties to prevent too much “power creep”…


Azurewrath

NEW Legendary Bonus (effect): - redesigned

Deal 600-750% more cold damage (additive and benefits cold skills and weapons with cold damage as well) and have a 25.0%-30.0% Chance to release a freezing mist that freezes for 3 seconds enemies in 25 yard radius and deals 850%-1000% cold damage every second. While equipped by a follower your chance to freeze is increased to 40%, but the damage done by freezing mist damage is lowered to 220%-250% cold damage every second.

You’ll still get 10.0%-15.0% Chance to Freeze on Hit (lowered from 20.0%-25.0%), but you won’t get Cold skills deal more damage, because it’s already in the legendary bonus (effect). This could be an example of a weapon that not only benefits you, but also your follower.

All these changes would greatly benefit players who enjoy playing solo rather than in parties and would lower the gap between solo and group in greater rifts.

Here's a crazy idea I had about followers few years ago:

https://i.ibb.co/zrHsVyP/NEW-ENCHANTRESS.png

7 Likes