You can play solo, you can play multiplayer. That's Diablo? People have soloed the world bosses. So, you see people in town. That makes it easier to find people to play with. Ignore them, if you want. "Oh, it breaks immersion to see people with silly names in the world." Look, if you can imagine that you're a 7 foot tall barbarian instead of a 5 foot manlet then you can imagine these names are of an exotic tongue, native to the land.I haven't researched it as much as I could have, but of things I have seen that turned me off:
MMO-lite gameplay (this is present almost everywhere, but main ones are the shared world, "world bossses" whose stats are completely out of par with the players and not meant to be tackled by a single person, etc)
A single offense stat?! OMG that's so mobile. It's not like fighters have been using STR for damage rolls since forever. There's actually a fair amount of depth to the damage calculations but the "bad" thing is that it's mostly all useful. The exception that comes to mind is "damage to close" and "damage to distant" since you might not do one of those but mostly everything you get on an item is useful enough you can pretty much not even bother to read them while leveling. Refinement probably becomes more important at end-game but uniques tend to have stats that support the legendary aspect so I guess you could complain that item upgrades are always stuff you want and that makes you mad, for some reason.Dumbed down stats, "single offense stat, make big number get bigger" design. This is very mobile-esque, and it's funny to look back at D3 and see people calling that dumbed down, when it was more complicated than here.
They're adding MORE customization. There are 2 "runes" to pick for each active skill. More could easily be added. The paragon board absolutely shits on D3 paragon system.The rune system/build specs are largely gone. Talent trees are fun and all, but if you are destroying a large amount of build customization to get there... well...
Again, this is just so Diablo. There have been legendary aspects on uniques since forever. Especially in D3 where you could extract them to wear as an item. Plus, D3 ended up being entirely based around set bonuses. There was no builds beyond taking the skills your set item added 10000% damage to.They bragged about putting game-defining abilities on legendaries. This honestly isn't good design. It sounds so at first if you think they are adding those game-changing abilities on TOP of the baseline game experience, but what they seem to have done instead is move core perks that were part of the rune system onto legendaries, so you aren't even properly playing your class until you get said legendaries. This is huge decline.
Did you have a better design in mind you could share?