The few areas that have experienced significant change are typically D2R Items taken place as a result of the free-to play model whichat best is a lateral move. The game have to throw out everything that worked , and which players enjoyed in previous entries, but a greater attempt to bring things back to life would go a long way towards making D2R Ladder the kind of game that players will be playing for years to become.
Diablo has a straightforward satisfying loop: Kill enemies, collect loot, kill stronger enemies, repeat. With constant updates of brand new weaponry, armor and gems, players will never stop searching for that ideal gear loadout and ideal design. For some, that's enough and it doesn't matter what shape the game's activities take, as the core loop has a strong enough draw.
Others will find the sameness of a lot of the missions of the game. Although the main objective is fascinating enough, throwing the occasional simple puzzle on players to get them to think slightly, Bounties Rifts and the rest of the goals all have the same thing: go to place, kill something, go to the next location. If the player isn't impressed by this loop then the game may not offer much to them at this point.
Each of D2R Ladder's six classes are fun and distinct from one the other. It's as much of an thrilling experience to raise the dead as the Necromancer like it would be to buy diablo 2 resurrected items smash skulls as an Barbarian. Unfortunately, there's only as plenty of variation and variety within these classes. The primary issue is the skill list that is too small and linear.