-I personally like Nephalem Valor, however I feel like it's implemented kinda wrong, or at least, for the wrong reasons. Like, it urges people away from changing skills every 10 seconds, which I like. And it encourages slightly extended farming/grinding runs, which I also like. However, with only 5 stacks to cap it, it does seem like a chore to get them more than an actual bonus.
I think they should keep NV, however put it on tasks that take longer. For instance, finish all the Bounties in an Act, and you get 1 stack that stays with you until you leave the game, regardless of switching skills. No idea on what 1 stack of that could be worth, but it might be a good idea. Granted, if they did that, then people would think Blizzard is "forcing" people into longer runs, and they'll feel they're "gimping" themselves on shorter focused runs, so...eh, Blizzard can't win. Probably best to take it out then. I'm okay with it.
I do wonder what it'll do to key and organ farming. Those two things require 5 stacks to in order for them to work, but if NV gets removed...will those things drop without needing 5 stacks? I guess that could be a healthy change. I don't tend to mind getting stacks before I take on Keywardens, for instance, it does feel like a bit of a warmup, especially if I'm choosing a harder MP than I usually play on (and if white and elite mobs are too much, the KW might be way too much)...but I have to admit, the NV time limit on uber boss battles and that sucky feeling of not having enough stacks on a KW kill? I won't miss those one bit, :-)
-In regard to Pickup Radius, hopefully if they do reduce it, it's not as bad as it was a few patches ago. I remember it was so bad, people could be STANDING on coins and globes and still not pick them up. So I don't mind them reducing it, but as long as they tweak it enough that the base Pickup Radius is working right.
I do, however, think the value of it on items is something that should still appear as an option. After all, if you don't care about it for whatever reason (maybe globes don't factor in to your survivability), you'll be able to enchant it off your gear for something else. But people who like Pickup Radius on their gear should have it as an option.
Keep in mind, though, that currently, Paragon Points can be allocated to Pickup Radius, so even if you don't have much on your gear and/or they reduce it, you can still boost it with Paragon Points in your Adventure Tab. So even if they remove it, you can still get some back.
And I personally like how Pickup Radius meshes with Witch Doctor skills. I actually hope they do that with other classes and skills. For instance, the distance Mantras effect, Crusader Laws, maybe even some attack skills.
I feel that the Designers are going about this in a completely wrong way.
Shoe-horning someone into something, because you had a artificial idea of UNAVOIDABLE IS GOOD, is not a good concept. That is very, very, very poor idea.
The more you limit a player in terms of just making damage unavoidable, the more you limit their skill - the more we walk towards "Numbers versus numbers". And in all Honesty, Diablo 3 already HAS PLENTY of that. Compared to the whole "skill" mechanic of it.
I mean, was hit detection not enough? Was unfair deaths by DC on HC or simply getting clustered enough? Was physical collision detection not enough?
Why on EARTH, would you POSSIBLY, imagine - that stacking up more of these horrendous, limiting concepts whom people do not like to begin with (Find me a person who likes getting physically BLOCKED) - is then a good idea to iterate on? You don't build a better idea on taking a dumb idea and then reinforcing what's dumb about it in hopes of it leading to something good.
That's literally just being plain dumb in the creative process. Or stagnant i suppose would be a better wording.
And how does "I play a build which literally means i will get one shot" convert into "feels unfair"? You think someone would build JUST glass cannon WITHOUT knowing that? Who in their bloody right mind just jumps the gun and does not think about defensive in such a way? The people who PLAY glass cannons, WANT to play glass cannons. You are literally taking away more and more skill based things - because it does not fit into your idea of constructed rules and plain badly designed skills.
"Hm, we have a lot of things that can really punish players. Let us buff the thing that makes that EXTREMELY HARD (without a skill check) to avoid" - You literally, don't get it Blizzard. You can't force someone to eat cake 500 times and then EXPECT that person to say "It now tastes good". They will puke from it.