TheExodu5 said:
Sure. Nothing but Buriza/Windforce bowazons and Frozen Orb + TS sorcs with bugged occy rings. Nothing but cow runs.
Post 1.10 has made Diablo a far better game. Ladder play to get away from all the glitched items. No more saving skill/stat points until level 80+.
It is strange that you make your argument on the basis of a lack of class variety.
1.09 was the last time that melee classes of any kind were more than just fringe classes. It's almost mind-blowing how bad they are now. Also, the lack of synergies made many more builds viable.
Classes that gained more variety in 1.10:
1.09 Paladins: Zeal.
1.10+ Paladins: Hammers, smite (limited use), zeal (sort of). It's sort of debatable whether or not 1.10 led to the betterment of the Paladin class as it also meant the return of the stupendously dull hammerdin build.
1.09 Necromancers: Fish. Relied heavily on corpse explosion to the degree that 1.09 necromancers were oriented entirely towards getting one kill so that they could use corpse explosion to get all of the others (see bloodimancers).
1.10+ Necromancers: Poison, bone, skeleton, fish, revive. One of the few classes even capable of a hybrid build anymore.
Classes that didn't:
1.09 Sorceresses: Basically any skill. Nova, fireball, blizzard, frozen orb, meteor, firewall (sort of), chain lightning, and lightning were all viable, which is still true now but the lack of synergies means that the amount of possible builds basically amounts to any possible combination of two of the above skills.
1.10+ Sorceresses: All of the above except nova, but build variety hampered greatly by the fact that lightning is a 100-point investment and fire is at least 60.
1.09 Amazons: Bow, java, burrito.
1.10+ Amazons: Java and greatly nerfed compared to 1.09. Bow is possible but well below average, even with amazing gear.
1.09 Barbarians: WW, support, Beserk, sing.
1.10+ Barbarians: Support. Other builds possible but really aren't very good.
1.09 Assassins: Due to the lack of skill synergies and the viability of traps, claws and kicks, there are so many viable 1.09 ways to play a 1.09 assassin that a specific build list would be pointless.
1.10+ Assassins: Traps, kick (limited, requires a specific and fairly rare piece of gear).
1.09 Druids: Werewolf, werebear, werebear/support. The entire elemental tree exists in 1.09 to make necromancers feel better about the fact that level 20 poison nova did 200 damage.
1.10+ Druids: Support, elemental. Elemental is alright I guess, but is like a bowazon in 1.10 in that it is simply not worth the gear investment. Really, the only use of a Druid nowadays is to provide an obscene health boost for the members of the party capable of actually killing things.
What you'll notice is that with the possible exception of the Necromancer (I played one in 1.09 and made it work, so whatever) there were no classes entirely relegated to support in 1.09. 1.10 has two. As well, the fact that most classes are pidgeonholed into a single element to do reasonable damage without great gear makes most classes that don't rhyme with "Borceress" extremely handicapped at dealing with immunes. This shouldn't be a problem but Hell hasn't had its immunities updated in a post-1.09 environment. Giving every monster (except quill rats) an immunity in hell is a mistake when almost every class is relegated to only using one element to attack with.
"Nothing but cow runs" is a legitimate complaint inasmuch as "nothing but baal runs" is a legitimate criticism of 1.10+. And now it takes exponentially more baal runs to level than it took cow runs in 1.09. At least people had to move in a cow run.
I will agree that the itemization was improved in 1.10, but the addition of Enigma was such an unprecedented game-changer that I don't really think Blizzard realized what they were doing. Teleport is such an important skill that making it only accessible for 6 of the 7 classes in non-charges form on an item that has literally no drawbacks but is also made of two high runes that people will never find is a ridiculous blow to balance.
Spirit and insight (as well as lore, but that's older) were great ideas because they gave low-level characters something to do with their runes that didn't suck. Hoto too, because it offered non-Sorceresses a +3 skills weapon. I also even like stuff like Bramble, Harmony and Infinity that offer specific bonuses to configurations that can take advantage of them.
It's also worth noting that the 1.11 runewords are great.
Sorry but LOD pre 1.10 was nothing more than D2 with 2 more classes and some new weapons. The weapons themselves were nothing more than stronger versions of the ones from D2.
I don't understand this complaint. Who uses lances in the expansion pack? Also, nonx is entirely rares-driven and the proportion of gear is much smaller than it is in the expansion.
KKRT: Vanilla has synergies. You can also play it in 800x600 if you have the expansion installed.