Let me get this straight: yes 2.4 and 2.3 previously have added some amazing features, like the cube, new zones or the improved UI, but still this game has some fundamental flaws which I will now talk about. Build Diversity / Set Dependency The issue of a lack in build diversity and sets are intertwined. Sets are so uber-powerful that you basically have to equip one if you wanna be efficient. Sets also require and/or compel you to use certain skills, which basically funnels everyone into the same build(s). Yes, there is LoN, but Wyatt mentioned that they only want LoN to do T10 speed rifts. GR pushing only works for a few classes, namely those who are having legendaries that support a single skill – which brings me to the next point Boring Legendaries Currently the most powerful legendaries are those with special affixes that only buff a single skill by insanely increasing its damage, reducing/removing resource costs or reducing/removing cooldowns. After all they are just extensions of 6 piece sets. No PvP PvP arenas were a big selling point of the game and were already implemented as you can see in the video down below. The main reason - according to the devs - why we don't have PvP is because there are so legendaries in the game like Aether Walker that would be totally OP in PvP. But may I remind you that PvP in Diablo 3 was planned as being a completely separated game mode from PvE?! That means that skills in PvP could have other effects or numbers than in PvE: a skill could deal x% damage in PvE, while dealing y% damage in PvP. Same goes for items; legendaries or sets could have their numbers or effects changed to be balanced in PvP. [Controversial] Resource Management / Redundant Primary Skills Many builds have legendaries & sets available that reduce/remove resource costs, so they can spam their spenders, which causes Primary skills to be completely redundant. I know many people like that they can spam their skills, but than the resource orb on the right is totally unnecessary. Imo the accumulation and the right time to spend your resource is an integral part of mastering this game and I honestly would say that some of the fun was taken away because the devs want us to have infinite resource. [Sidenote] Paragon System Many people have already talked about it and made very good suggestions how to improve the paragon system so that the discrepancy on the leaderboards doesn't get to big - so I'm just including it here just for the sake of having mentioned it.