Patch 1.0.5 Is Now Live
Patch 1.0.5 is now live in the US region, and will be up later in the rest of the world. If you need to check up on any information for 1.0.5, simply check out our guide (Select a section below), or the final 1.0.5 patch notes below!
Diablo III patch 1.0.5 is now live in the Americas. Check out the full patch notes below to learn about all the latest changes. Important: Please note that you will not be prompted to download patch 1.0.5 until the patch is live in your home region. If you are logging in from a European or Asian client, you will need to wait for this patch to release in that region before it can be installed. Additionally, if your home region is the Americas, you will be unable to log into Europe or Asia using Global Play after patch 1.0.5 is live until those regions have also patched. Diablo III Patch 1.0.5 – v.1.0.5.12480
New System: Monster Power
Similar to the "Players X" command in Diablo II, Monster Power is a system designed to give players more control over how challenging enemies are in each difficulty. With this system, players can choose to increase the health and damage of monsters according to different "power levels" and in return they'll receive scaling bonuses to experience as well as boosts to Magic Find and Gold Find which will stack above the 300% cap. The option to increase Monster Power will be available to all players starting at level 1 in the Quest Selection window, and can be adjusted separately for Normal, Nightmare, Hell, and Inferno difficulties. For more information on how to enable and use Monster Power, click here! New Event: Infernal Machine
The Infernal Machine is a device that will allow level 60 players to battle "uber" versions of some of Sanctuary’s most nefarious bosses. While the rewards for defeating these bosses will be great, some assembly is required. Only the most powerful Nephalem can unlock the secrets to building the Infernal Machine, but once forged the device can be used to open portals to special encounters featuring not one, but two bosses which have been augmented from their original versions, both in terms of difficulty and appearance. Defeating each boss pair will provide players with extra items and gold, as well as a chance to find components for a new Legendary ring. For more information on the Infernal Machine event, click here!
General
Resplendent Chests will now operate similarly to Elite packs in Inferno difficulty:
When players open a Resplendent Chest, they will receive a reward based on how many Nephalem Valor stacks they have active at the time
Opening a Resplendent Chest will grant one stack of Nephalem Valor
Major in-game events will now grant one stack of Nephalem Valor when completed by a level 60 character in Inferno difficulty
If completed in a multiplayer game, all eligible characters in the party will receive the buff regardless of whether they participated in the event or were close to the event's location
Major in-game events in Inferno difficulty that involve a special chest or Unique monster will now also drop additional loot for every stack of Nephalem Valor a player has active at the time of the event’s completion
Several events have had Unique monsters added to them for this purpose
Experience Shrines can now appear in Inferno difficulty
Two new shrines have been added to all difficulty levels:
Empowered Shrine – Increased resource regeneration and reduced cooldowns
Fleeting Shrine – Increased movement speed and pickup radius
Followers, pets, and summoned creatures will no longer attack enemies that are in an idle state unless the player is within 10 yards of the enemy (note: Hydra heads and Sentry turrets are not affected by this change)
The Watch Tower spawn has been moved from the Northern Highlands to the Southern Highlands
The reduction of snare effects against Elite monsters has been reduced (in the player’s favor):
Normal: 20% to 0%
Nightmare: 30% to 15%
Hell: 40% to 25%
Inferno: 40% to 25%
Crowd control effects will now be affected by diminishing returns. To learn more about how diminishing returns will work in Diablo III (and why these changes are an overall buff to player CC), click here!
Auction House
Search parameters will now save when switching between the gold and real-money auction house
An option to display Auction House toasts including sales and expirations has been added to the Social options menu
Players can now search for +Damage on off-hand items
User Interface
An additional sortable column has been added which will allow players to sort returned results by one of their indicated Preferred Stats
To switch between Preferred Stats, right-click on the column and choose from the available drop-down menu
The Preferred Stat list is now sorted alphabetically
An "X"-out button has been added to allow players to quickly reset individual Preferred Stat filters
A "Search for Similar" option has been added for items in the Sell tab
Right-clicking on items in the tab and selecting “Search for Similar” will automatically populate the Search tab with that item’s stats as well as perform a search for all items currently up for auction that have similar stats
Bug Fixes
When claiming stackable items from the auction house, the claimed items will always attempt to fill out partial stacks completely before moving to an open slot in the stash
The color-coding for the "Quality" drop-down menu for Pages & Recipes has been updated to match the color-coding for all other categories
Fixed a bug that was causing the minimum value for the Spirit Regen affix to not filter items correctly
Battle.net
The "Friend of Friend" feature for finding and adding Real ID friends is now available for Diablo III
A new item delivery system has been added that will allow Blizzard to send license-based items directly to players (for example, Collector's Edition rewards)
Achievements
An Achievement button has been added to the in-game navigation tray
Players can now link Achievements in chat
Banners
Players can now customize their banner in-game while in town
Each banner reward type now has sub-categories organized by the content they were rewarded from (Hardcore, Crafting, Challenges, etc.)
New unlocked banner rewards are now highlighted so they can be found more easily
Chat
Players can now change font color (per channel) and size
Clicking on items linked in chat will now provide a comparison tooltip based on what you are currently wearing
Several additional improvements have been made to in-game chat to increase usability
Multiplayer
Leaving a multiplayer game will no longer remove you from the party
This means that players can leave the game to browse the Auction House or switch characters without being removed from the group (picking a hardcore character or a character not eligible to go back into the game, however, will disable the "Resume Game" button)
To leave a party while in-game, right-click on your hero portrait and select "Leave Game & Party"
To leave a party while in the hero screen, right-click on your hero and select "Leave Party"
Bosses
General
Bosses will now drop improved loot the first time they are killed in each difficulty
All characters have had their "first kill" status reset for all bosses in the game
Azmodan
Bug Fixes
Azmodan should no longer be able to cast Flame Meteors or continue channeling his Laser attack while stunned
Classes
General
Defensive bonuses provided by certain class skills have been reduced. To learn more about these changes and why they were made, click here!
Increased Critical Hit chance is now based on the amount of Fury the player has when Hammer of the Ancients is activated:
For every 5 Fury a player has, Hammer of the Ancients has a 1% increased Critical Hit chance
Skill Rune – Smash
The radius of Smash has been slightly increased to help resolve an issue that caused Hammer of the Ancients to occasionally miss targets immediately in front of the player
Skill Rune – The Devil's Anvil
Movement speed reduction increased from 60% to 80%
Attack speed no longer influences the cost of Whirlwind. The end result is that the cost discrepancy between slow weapons and fast weapons has been greatly reduced.
Skill Rune – Blood Funnel
Healing increased from 1% to 2% of Maximum Life per Critical Hit
Every 7 seconds, your next Hatred spender roots all targets hit by it for 2 seconds. Enemies can only be rooted once every 7 seconds. (This does not affect Sentry.)
Illusionist should now reset the cooldown of Archon: Teleport when it procs
Crafting
Crafting materials can now stack to 500
Jeweler Designs that drop in the world will now show up as Rare quality (yellow) to make them more visible on the ground
Crafting reagents can now be converted up to the next highest level at the Blacksmith at a ratio of 10:1
Tomes of Training can be converted up to the next highest level at the Blacksmith and Jeweler at a ratio of 10:1
Salvage now uses the required equip-level of the item instead of the base item level to determine what components the item will be salvaged into
Example: If an item is an iLevel 60 and has a reduced level requirement of 52, the item will salvage into Hell crafting materials instead of Inferno crafting materials
This is being done to accommodate the change of item affixes rolling at the monster's level rather than the item's level (detailed further in the Items section below)
Bug Fixes
Fixed a bug where crafted items were not displaying the correct Required Level to equip them
Reflect Missiles has been replaced with Missile Ward:
Missile Ward reduces incoming damage from ranged attacks by 6%
Bug Fixes
Magic Find and Gold Find values inherited from Followers should now respect the 300% cap
Followers will no longer run in place or run slowly when players perform abilities that augment their movement (ex: Leap, Teleport, Vault, etc.)
Fixed a bug that would sometimes cause followers or quest NPCs to attack idle creatures (such as treasure goblins) if they were the closest target
Items
Affixes on items will now roll their level based on the level of the monster killed rather than the item's level (this applies to all items including random affixes on Legendary and set items)
The location of Legendary items will now be marked by a column of light as well as a ping on the mini-map the first time they drop, and a new sound has been addedClass-specific items will now drop more often
The chance for Legendary and set items to drop has been doubled
Items below iLevel 58 no longer drop in Inferno difficulty
Square-quality gems no longer drop in Inferno difficulty
The cast time for identifying Rare items has been reduced to 1 second
The cast time for identifying Legendary items has been increased to 4 seconds
Lore books will now appear light blue instead of green when dropped on the ground
Monk class Skill bonuses can now roll on shields
"Extra Health From Globes" now also benefits health potions
Bug Fixes
The order in which you equip gear with a Legendary affix to add bonus Elemental Damage will no longer cause your damage output to change
Mara's Kaleidoscope can now correctly roll 3 random affixes in addition to its 3 fixed affixes
Fixed a bug with Nagelring and Unity legendary rings which caused them to not drop
Fixed a bug where Mempo of Twilight could not roll 170-200 of a primary stat
Monsters
Additional health per monster in multiplayer games has been reduced from 75% to 70%
Damage and health of monsters levels 50-63 have been reduced to coincide with the addition of Monster Power
Elite modifiers have been changed slightly at higher levels:
The minimum stun duration required for most Elites is now 0.65 seconds (up from 0.5 seconds); stuns less than 0.65 seconds will have no effect
The minimum stun duration required for Rares and bosses is now 0.85 seconds (up from 0.5 seconds); stuns less than 0.85 seconds will have no effect
Sand Shark AI has been improved:
Sand Sharks can now use an “Under Sand Attack” while burrowed, which causes the Sand Shark to charge to the player and do a 10-yard radius earthquake-like attack for low damage
Sand Sharks can now walk toward you while above ground, which gives players more time to DPS them
Skeleton Fire Mage fire pools, Wood Wraith spore clouds, and Oppressor fire breath attacks should now do reduced damages to pets and followers
Two-handed skeleton executioners have had their escape radius reduced
The "coolup" has been increased on the Fallen Lunatic's suicide power from 1-3 seconds to 2-5 seconds, giving players a more predictable time to kill them (or run away) before they explode
Lacunis now have a cooldown on their combo attack
Treasure Goblins will now play a sound whenever they become aware of a player
Bug Fixes
Damage caused by the Reflects Damage affix can no longer be dodged
Fire Chains monsters should no longer link with burrowed monsters (if a monster burrows while linked with Fire Chains, the link will be removed)
The explosion effect of a dying Molten monster and the damage done by the effect should now always occur at the same time
Monsters with the Desecrator affix will no longer occasionally cast desecrator pools on players more than 50 yards away
Damage done by the Arcane Sentry beam attack should now properly sync with the beam graphic
Heralds of Pestilence will now abort their ranged attack if the player uses a power to make themselves un-targetable while the attack is casting (or "winding up")
Rare Heralds of Pestilence will now spawn minions
Arcane Enchanters will now properly reduced their damage based on a players Damage Reduction Against Elites modifier
Flying Moloks can no longer go invisible and become untargetable
The following monster types can now spawn as Rares and Champions, allowing certain achievements to be completed:
Mallet Lord
Skeletal Sentry
Skeletal Raider
Skeletal Marauder
Armaddon
Armored Destroyer
Subjugator
Dust Imp
User Interface
You can now change the icon for each tab in the shared stash
The intent of this feature is to allow players the option to visually customize their stash tabs to better reflect its contents
Bug Fixes
Switching from a weapon to a shield in your off-hand will no longer cause your Damage stat to display less damage than your character actually deals in combat
Bug Fixes
Shrines will now buff all players that are within the shrine’s radius or in the same level area
Nephalem Valor stacks are now restored whenever a player rejoins the last multiplayer game he/she was disconnected from
The damage stat in the Hero page should now display the appropriate values when switching main and off-hand weapons with a shield
Fixed a bug where buffs on other players weren’t displaying correctly in the party UI
Fixed a bug that was causing players to not be able to rejoin a multiplayer game if they switched to a character that was saved to a difficulty level not yet unlocked by the other party members
Fixed a crash that could sometimes occur when mousing over the tooltip for crafting materials
Removed the initial tick of damage from fire trenches in Keep Depths and slightly reduced the radius
Acts:
Act I
Act I - Realm of Chaos: The cut-scene no longer hangs on a black screen when you begin the Realm of Chaos encounter
Act I - Defiled Crypt: Loot can no longer fall inside the chest upon completion of the "Matriarch's Bones" event
Act I - The Festering Woods: It is no longer possible for loot to fall inside the broken pillar bases.
Act III
Act III - Stonefort: It is no longer possible for the first soldier during the event "Protect and Serve: Protect the soldiers raising the catapult" to be killed by monsters before reaching the winch
Act III - Rakkis Crossing: Captain Haile can no longer be killed during "Blaze of Glory: Talk to Captain Haile"
Act IV
Act IV - The Pinnacle of Heaven: Tyrael is now present in the cutscene during "Prime Evil: Climb to the Pinnacle of Heaven in the Silver Spire"
If you are experiencing technical issues with the patching process, connecting to Battle.net after installing the patch, or errors while playing a newly-patched game, please visit our support site or post in the Technical Support forum for assistance.
Bosses will now drop improved loot the first time they are killed in each difficulty
All characters have had their "first kill" status reset for all bosses in the game
This is huge, especially having it reset now. But, still, I just did half of Act 1 and it's clear the game is designed to be played on MP2 or higher. MP1 just doesn't deliver enough "free loot". Then again, MP2+ you are running back to town so much; they really needed to put the cube back in. It's silly.
MP1 is way way difficulty than the 1.0.4 Inferno... wasnt 1.0.4 it supposed to be like mp2~3?
You're kidding? MP1 is ~ 1.0.4 inferno (a little more health) but incoming damage is way down. Mp2 is more health than 1.0.4 inferno but it's just slower. Damage isn't significantly higher.
Some of elite affixes seem to act like they are on crack the higher MP you go. Wallers especially.
I know this is probably negative but after playing for about 30 minutes I realized I was still only playing to find gear to sell to buy gear I could use. I just can't enjoy that at this point. I hope it's more fun for everyone but it's such a weird game to play after having left it for a month and played other games. I bet pvp will add some flavor, but I think it'd be hard to argue that an auction house (not RM, just having an auction house) altered the item hunt of the game to a large degree.
They keep working towards the game it probably should have been at release. They had a huge amount of talent and capable people backing this project. I think they got too caught up in refining the game systems over just making things fun and exciting.
I know this is probably negative but after playing for about 30 minutes I realized I was still only playing to find gear to sell to buy gear I could use. I just can't enjoy that at this point. I hope it's more fun for everyone but it's such a weird game to play after having left it for a month and played other games. I bet pvp will add some flavor, but I think it'd be hard to argue that an auction house (not RM, just having an auction house) altered the item hunt of the game to a large degree.
They keep working towards the game it probably should have been at release. They had a huge amount of talent and capable people backing this project. I think they got too caught up in refining the game systems over just making things fun and exciting.
Personally i think Bliz spends like 90% of their time sniffing their own farts.
This was supposed to be a "overall buff" but this is ridiculous, I was able to take the butcher with some ease yesterday and today I can't get close to kill him, my wizard is sad
MP1 is way way difficulty than the 1.0.4 Inferno... wasnt 1.0.4 it supposed to be like mp2~3?
You're kidding? MP1 is ~ 1.0.4 inferno (a little more health) but incoming damage is way down. Mp2 is more health than 1.0.4 inferno but it's just slower. Damage isn't significantly higher.
Some of elite affixes seem to act like they are on crack the higher MP you go. Wallers especially.
MP1 is way way difficulty than the 1.0.4 Inferno... wasnt 1.0.4 it supposed to be like mp2~3?
are you doing act 1? It may seem harder to you due to act 1 monster now being lvl 63. act 3/4 is easier until mp 2-3
in 1.0.4 I was able to kill elites and stuff without any diff, now they are hitting hard and mortars are always almost killing me .. lol
but now I realize that mp1 is easier than 1.0.4 but this is related to act3, so act3 mp1 is easier than 1.0.4 was ... thats the reason of act1 is a lot harder than it was before the patch ... not sure if you got the point
So nothing wrong with mp1 ... I was just making some confusion
I'm waiting for patch release here in EU (undergoing).
Reading once again the release notes I'm curious to check how my characters will fare.
Guess I'll try and fine tune my skill selection as I adjust to the changes.
Yeah, the notes were confusing about the relative power of MP 2-3 being equivalent to Inferno 1.04. They should have clarified by stating MP 2-3 is equivalent to 1.04's Acts III and IV Inferno, as opposed to generalizing all of 1.04 Inferno together.. IE: MP 2 in Act I would be about the same as 1.04 Act III.
Rollback Post to RevisionRollBack
Oh pitiful shadow lost in the darkness,
Bringing torment and pain to others.
Your damned soul wallowing in your sin.
Perhaps... it is time to die.
Simlilar to what other's have posted above - I was pretty excited for this patch. I had been playing D3 consistantly since launch, but set the game down when MoP came out.
Today, I went back to it to try out the new stuff. I loaded up MP level 7 - started act 1 and played.
It was fun to play a different act. I got 2 legendaries to drop in 2 hours. (both garbage)
After two hours, it was raid time in wow. I logged out and that was that.
So.. I looked forward to Diablo 3 more than I can explain. I was one of those "check D3 news 10 times a day" people back in development. But after playing two hours in this patch, and especaily after a long break from the game, if I'm honest with my self - its just not that fun to grind in this game.
Everyother game in this genre has had an immportant mechanic to battle the bordem that comes up - roll a new character. I've come to the conclusion (personally) that the freespec/skill system is ultimately the thing that is going to keep me from playing D3, at least as consistantly as I hoped pre launch, long into the future.
I still plan to play this patch more, and I still plan to play PvP - and I'm sure I'll get the itch to farm up some more amazing gear too from time to time - but for now, I too have that feeling that D3 has about run its course for me
Bosses will now drop improved loot the first time they are killed in each difficulty
All characters have had their "first kill" status reset for all bosses in the game
So I ran Act 1 last night, trying this out. Off the skeleton king, I got 1 yellow and a bunch of blues. I do better from a normal elite pack than that. "Improved loot" .... hardly. I also killed the key dude in the fields of misery and got the key. Then I got bored and quit. LOL.
I played for 10 mins and realized its still not fun. I think I'm done with D3 =/
That's how I felt as well, sadly. This game has some nice, smooth gameplay, but other than that it feels so hollow and driven by a misguided sense of what is enjoyable to the genre and the Diablo series. The lengthy cooldowns, restricting run speeds, lack of incentives to explore the maps for anything but champ packs, taking control of the camera during the boss fights (like Diablo so he can explain the obvious), and on and on. I'm getting nerd ragey. Time to do something else :/
I played for 10 mins and realized its still not fun. I think I'm done with D3 =/
That's how I felt as well, sadly. This game has some nice, smooth gameplay, but other than that it feels so hollow and driven by a misguided sense of what is enjoyable to the genre and the Diablo series. The lengthy cooldowns, restricting run speeds, lack of incentives to explore the maps for anything but champ packs, taking control of the camera during the boss fights (like Diablo so he can explain the obvious), and on and on. I'm getting nerd ragey. Time to do something else :/
Love the patch. They reduced the need to use the AH, I never found any legendaries or set items and I found two within my first hour, MP levels are nice (variety of how easy/hard I want the game), having actual CC and working snares is great too. PvP will be nice sadly we must keep waiting for that but overall every patch makes the game much better. I feel the game is worth grinding for again.
Lengthy cool downs? Every class has the potential to reduce cool downs (not sure about monk never played far with one).
The run speed is a sad panda.
You need incentive to explore the maps? There wasn't any in D2 I just did it for the sake of having fun, same in D3.
The boss fights are lame they put a WoW spin on it... oh well.
Rollback Post to RevisionRollBack
Playing Diablo since 97. I know nothing and having nothing good to say, I be a troll.
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Patch 1.0.5 is now live in the US region, and will be up later in the rest of the world. If you need to check up on any information for 1.0.5, simply check out our guide (Select a section below), or the final 1.0.5 patch notes below!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Important: Please note that you will not be prompted to download patch 1.0.5 until the patch is live in your home region. If you are logging in from a European or Asian client, you will need to wait for this patch to release in that region before it can be installed. Additionally, if your home region is the Americas, you will be unable to log into Europe or Asia using Global Play after patch 1.0.5 is live until those regions have also patched.
Diablo III Patch 1.0.5 – v.1.0.5.12480
The latest client patch notes can be found here.
Visit our Bug Report forum for a list of known issues.
Table of Contents
New System: Monster Power
Similar to the "Players X" command in Diablo II, Monster Power is a system designed to give players more control over how challenging enemies are in each difficulty. With this system, players can choose to increase the health and damage of monsters according to different "power levels" and in return they'll receive scaling bonuses to experience as well as boosts to Magic Find and Gold Find which will stack above the 300% cap. The option to increase Monster Power will be available to all players starting at level 1 in the Quest Selection window, and can be adjusted separately for Normal, Nightmare, Hell, and Inferno difficulties.
For more information on how to enable and use Monster Power, click here!
New Event: Infernal Machine
The Infernal Machine is a device that will allow level 60 players to battle "uber" versions of some of Sanctuary’s most nefarious bosses. While the rewards for defeating these bosses will be great, some assembly is required. Only the most powerful Nephalem can unlock the secrets to building the Infernal Machine, but once forged the device can be used to open portals to special encounters featuring not one, but two bosses which have been augmented from their original versions, both in terms of difficulty and appearance. Defeating each boss pair will provide players with extra items and gold, as well as a chance to find components for a new Legendary ring.
For more information on the Infernal Machine event, click here!
General
If you are experiencing technical issues with the patching process, connecting to Battle.net after installing the patch, or errors while playing a newly-patched game, please visit our support site or post in the Technical Support forum for assistance.
(1.0.5 chars)
Ha. Bagstone.
are you doing act 1? It may seem harder to you due to act 1 monster now being lvl 63. act 3/4 is easier until mp 2-3
You're kidding? MP1 is ~ 1.0.4 inferno (a little more health) but incoming damage is way down. Mp2 is more health than 1.0.4 inferno but it's just slower. Damage isn't significantly higher.
Some of elite affixes seem to act like they are on crack the higher MP you go. Wallers especially.
They keep working towards the game it probably should have been at release. They had a huge amount of talent and capable people backing this project. I think they got too caught up in refining the game systems over just making things fun and exciting.
Personally i think Bliz spends like 90% of their time sniffing their own farts.
JUST MY OPINION
in 1.0.4 I was able to kill elites and stuff without any diff, now they are hitting hard and mortars are always almost killing me .. lol
but now I realize that mp1 is easier than 1.0.4 but this is related to act3, so act3 mp1 is easier than 1.0.4 was ... thats the reason of act1 is a lot harder than it was before the patch ... not sure if you got the point
So nothing wrong with mp1 ... I was just making some confusion
Reading once again the release notes I'm curious to check how my characters will fare.
Guess I'll try and fine tune my skill selection as I adjust to the changes.
Bringing torment and pain to others.
Your damned soul wallowing in your sin.
Perhaps...
it is time to die.
Sweet!
Today, I went back to it to try out the new stuff. I loaded up MP level 7 - started act 1 and played.
It was fun to play a different act. I got 2 legendaries to drop in 2 hours. (both garbage)
After two hours, it was raid time in wow. I logged out and that was that.
So.. I looked forward to Diablo 3 more than I can explain. I was one of those "check D3 news 10 times a day" people back in development. But after playing two hours in this patch, and especaily after a long break from the game, if I'm honest with my self - its just not that fun to grind in this game.
Everyother game in this genre has had an immportant mechanic to battle the bordem that comes up - roll a new character. I've come to the conclusion (personally) that the freespec/skill system is ultimately the thing that is going to keep me from playing D3, at least as consistantly as I hoped pre launch, long into the future.
I still plan to play this patch more, and I still plan to play PvP - and I'm sure I'll get the itch to farm up some more amazing gear too from time to time - but for now, I too have that feeling that D3 has about run its course for me
That's how I felt as well, sadly. This game has some nice, smooth gameplay, but other than that it feels so hollow and driven by a misguided sense of what is enjoyable to the genre and the Diablo series. The lengthy cooldowns, restricting run speeds, lack of incentives to explore the maps for anything but champ packs, taking control of the camera during the boss fights (like Diablo so he can explain the obvious), and on and on. I'm getting nerd ragey. Time to do something else :/
Love the patch. They reduced the need to use the AH, I never found any legendaries or set items and I found two within my first hour, MP levels are nice (variety of how easy/hard I want the game), having actual CC and working snares is great too. PvP will be nice sadly we must keep waiting for that but overall every patch makes the game much better. I feel the game is worth grinding for again.
Lengthy cool downs? Every class has the potential to reduce cool downs (not sure about monk never played far with one).
The run speed is a sad panda.
You need incentive to explore the maps? There wasn't any in D2 I just did it for the sake of having fun, same in D3.
The boss fights are lame they put a WoW spin on it... oh well.