In the comment section someone said that we should stop complaining and start making suggestions. Here are mine for Demon Hunters which is the class that i understand the best:
Elemental Arrow:
You use this build with Kridershot (EA generates 3-4 hatred) and Augustine's Panacea (More effects for each rune) in your off-hand. This legendary combo itself can be combined both for Marauder's and Unhallowed Essence and with LoN (not as effective).
Chakram:
You use this build with Sword of the Ill Will (Chakram damage is increased by 1.4% for each point of hatred you have) and Spines of Seething Hatred (Chakram generates 3-4 hatred). Works with both sets as well.
The problem they both have is that these skills become a generator/primary skill (you are not going to be using a primary generator when your spender can generate resource itself) but not completely. EA and Chakram don't work with the next things: Simplicity's Strengh, Depth Diggers, Hunter's Wrath.
These 3 items all affect primary skills that generate resource, but both skills work as a semi-secondary-generator. This is not the same for Karlei's point or The Gavel of Judgment for Barbs as these legendaries makes them RETURN resource not generators themselves. Why can EA/Chakram work with UE 6pc bonus (which clearly says "generators") but not these other legendaries? They act like secondary skills and they don't at the same time making them trash tier builds.
Spike traps:
This is a separate problem as there is no set that buffs them so you are forced into LoN with this build:
The Demon's Demise (legendary hand crossbow) makes the spike traps explosion trigger an additional time. And that's all it gives, it doesn't even come with spike traps damage %.
Trag'Oul Coils (legendary bracers) allows you to deploy spike traps twice as fast and they get the impale rune (Crowd control but no damage)
As you can see this is just very underwhelming in the 40.000% damage increase meta.
This skill can be fixed adding a specific quiver for spike traps. We have things like "bolas now explode instantly" or "hugering arrow has additional 25% chance to pierce" which are completely useless effects while we could have an useful one for spike traps.
I suggest something like "Spike traps deal 100% damage per spike trap you have deployed" (Max is 5 with Custom Engineering) "Spike traps recharge time is reduced by 80-100%" that way you could actually use them as a hatred spender. "Spike traps trigger for free (does not remove the trap) when you deploy another spike trap" this would be affected by Demon's Demise and they would make a nice combo.
Just overall balance some things please not just for Demon Hunters but for other classes as well.
So a couple days ago i saw this post: http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/224710-useless-stuff-all-over-the-place?page=2#c23
In the comment section someone said that we should stop complaining and start making suggestions. Here are mine for Demon Hunters which is the class that i understand the best:
Elemental Arrow:
You use this build with Kridershot (EA generates 3-4 hatred) and Augustine's Panacea (More effects for each rune) in your off-hand. This legendary combo itself can be combined both for Marauder's and Unhallowed Essence and with LoN (not as effective).
Chakram:
You use this build with Sword of the Ill Will (Chakram damage is increased by 1.4% for each point of hatred you have) and Spines of Seething Hatred (Chakram generates 3-4 hatred). Works with both sets as well.
The problem they both have is that these skills become a generator/primary skill (you are not going to be using a primary generator when your spender can generate resource itself) but not completely. EA and Chakram don't work with the next things: Simplicity's Strengh, Depth Diggers, Hunter's Wrath.
These 3 items all affect primary skills that generate resource, but both skills work as a semi-secondary-generator. This is not the same for Karlei's point or The Gavel of Judgment for Barbs as these legendaries makes them RETURN resource not generators themselves. Why can EA/Chakram work with UE 6pc bonus (which clearly says "generators") but not these other legendaries? They act like secondary skills and they don't at the same time making them trash tier builds.
Spike traps:
This is a separate problem as there is no set that buffs them so you are forced into LoN with this build:
The Demon's Demise (legendary hand crossbow) makes the spike traps explosion trigger an additional time. And that's all it gives, it doesn't even come with spike traps damage %.
Trag'Oul Coils (legendary bracers) allows you to deploy spike traps twice as fast and they get the impale rune (Crowd control but no damage)
As you can see this is just very underwhelming in the 40.000% damage increase meta.
This skill can be fixed adding a specific quiver for spike traps. We have things like "bolas now explode instantly" or "hugering arrow has additional 25% chance to pierce" which are completely useless effects while we could have an useful one for spike traps.
I suggest something like "Spike traps deal 100% damage per spike trap you have deployed" (Max is 5 with Custom Engineering) "Spike traps recharge time is reduced by 80-100%" that way you could actually use them as a hatred spender. "Spike traps trigger for free (does not remove the trap) when you deploy another spike trap" this would be affected by Demon's Demise and they would make a nice combo.
Just overall balance some things please not just for Demon Hunters but for other classes as well.