I still find it morally wrong that you are selling overpriced cosmetic skins to people who pay like 20 $ or 60 $ for a simple cosmetic skin in the game, WHILE at the same time making all items useless for Eternal players which contradicts the purpose of the Eternal Realm AND WHILE ignoring the wishes for a loot filter, that would, if implemented, actually improve players’ quality of life in this game and would prevent players from wasting a lot of time AND WHILE not delivering a feature with which players can save and load different builds (build = equipped gear + skill points distribution + paragon points distribution + class-specific settings) on the same char.
The expansion is way overpriced too. 40 $ for so little new content that you get …
I also want you to note that there were a lot of complaints about that there would be too many RNG things in this game, but instead of reducing RNG in this game, you even increased RNG in this game, e. g. with the new glyph mechanism that may make a try to level up a glyph fail, adding to the RNG on enchanting, tempering and masterworking, e. g. by adding so many lucky hit affixes and passive skills, e. g. by reducing the chance to get a mythic unique item, e. g. by only giving a player a random mythic unique now for 2 sparks while demanding from players who want to craft a specific mythic unique to buy the overpriced expansion, and so on.
Now you have basically RNG systems in every upgrade system and they can all make players’ try to improve gear and glyphs fail. This is bad game design.
You added mercenaries to the game who no one wanted and which contradicts that the hero controlled by the player should be in the center of the game.
You added a coop play thing (dark citadel) to the game and FORCE players to team up, what no one wanted and which contradicts that Diablo is a single player game in its core.
You halfed mythic drop chance for bosses that are not Duriel and not Andariel, contradicting your argument from last time that it would be good if all level 200 tormented bosses can drop mythic uniques with same chance, because it would add diversity to boss farming. Now you force players back into more repetitive boss farming again while at the same time reducing mythic unique drop chance considerably and while taking away the possibility to craft a specific mythic unique from players who did not buy the overpriced expansion.
And then you say you want to balance the game while adding even more and crazier multiplicative damage bonuses to the game that lead to exponential damage growth and therefore to an even more extreme sensitivity of damage output to little changes, which makes the game even more unbalanced and impossible to balance.
To develop the game in the wrong direction and to make players waste more time on repititive tasks and to give players more frustration by adding more fail potential to upgrade systems, all that makes the game worse.