I basically agree with everything the OP said, but I'll likely go over some of them in more detail and give a nod to others - as well as expand on some of the things I've noticed in the game as a whole. Overall, it was an interesting patch. For starters, one thing I can say is I wish y'all would post the patch notes during downtime. It's a little thing, but it gives the community a bone and lets us pick them apart early. Unless you're planning to change things last minute, there isn't any reason to avoid it. That said, let's dig into some of the meat. I definitely agree with Severex in regards to stats. Hard caps are never fun for anyone, same with DR. If we want to go with a whacky build, let us. That was one of the fun things of DDII. Crazy attack speed builds were hilarious to see in action. (But more on that later) Regardless, one of the biggest issues I personally have with stats is there's no transparency. You give us this big arbitrary number, say for example +423.11 crit damage.. which is.. what, exactly? That tell us nothing. Sure, we can click on the 'stats' tab to see where we're getting all of those numbers from. But that still doesn't tell us anything. Are we really going to be forced to rely on people actually doing the math and breaking down the algorithms to figure out what does what, and the most optimal builds? Come on guys, you should know better. Knowing how much each point/handful of points adds to a certain stat would be beyond amazing. Give us actual hard numbers and percentages. If you think it would confuse people, have it squirreled away in a stat menu somewhere. But at least give us the option. XP Progression. I think you're well aware of the issues with it, but it can't hurt to be mentioned again. Hitting a brick wall so early in the content? It isn't fun. In DDI, you only -really- slowed down beyond.. what was it, level 70 I think? Which was fine, because by that point you were done with everything and working on gearing up for Nightmare and the like. Here? We're just starting on Hard mode. It's very jarring. It feels less like an attempt at balance and more like you just wanted people playing for longer, and this was definitely not the way to go about it. People will always go for the most optimal way of leveling, and in this case that's spamming 70+ runs of Betsy Easy Campaign. It's not the most miserable thing I've done, but it's up there. As far as downscaling.. this is a tough subject, because I understand what you're going for, but I do agree with Severex overall. Part of the fun of DDI is seeing how strong we've grown, how powerful. To just run lower level content and laugh as we one-shot everything. (Again, more on this later..) But now? We don't get that sense, really. Our stats are nerfed in higher difficulties, everything is nerfed when we're in lower maps.. It makes it all feel kind of awkward, and like we're punished for advancing. But on the other hand, being able to play with lower level friends and not completely breaking the content is kind of nice. My suggestion would be to take out the current downscaling system, but give us a 'mentor' system in place. An -optional- downscaling, so we can lower ourselves to our friends levels/stat range, and play together.. without forcing it on us. Not everyone wants to be nerfed to that degree, and sometimes it's fun to just go back and see how far we've come. Matchmaking: Yep. We need a server list. We also need a better way of telling if people are in a game on that map already. The whole system is a little awkward, at the moment. We know you're proud of your social tavern and the like, but.. urgh. Convenience shouldn't always be given over for "gameplay". Inventory: Yeah, the scroll speed is also. In fact, I've found the mouse speed in menues in general is kind of awful and really not smooth at all. In game it's fine, but outside of that it feels super clunky. Suggestions.. 4, 5, 6, yep yep and yep. ESC not closing windows is particularly aggravating. For 7 & 8 I'm actually fine with the systems as they are currently, so no comment. 9 & 10, yep. EVERY cinematic should be skippable. I'm sorry, but no one wants to sit through that god awful 'victory' or 'random chest' cinematic. Just let us see what we got and get out to the next level. Bugs: The pathing. That's basically all I need to say for this. It's still super awkward in some spots, but I know y'all are working on it. Also, on.. Siphon Site Hard Mode, I believe? We only played it once, but the map had 9 waves. 8 was nothing but fliers that dropped a ton of mana, and 9 didn't have anything spawn. We eventually had to exit out. Not getting any dailies at all. Shellium when. As far as my own suggestions.. I think we need better customization options in Onslaught. Just picking a specific slot is not enough, particularly for the difficulty. As it is, there's no reward for the risk. The loot scales terribly from round to round, and the ilvl stays the same as the map.. So by the time you can do 2-3 rounds, you're ten levels or better ahead of it - thus making the loot absolutely worthless. I can go do the first map of hard difficulty and get ten times the amount of gear, a lot of it upgrades, for less than half of the difficulty. So why bother with Onslaught? For the monthly pet? Ehhh. I think being able to pick 'Tower Defense', 'Hero Defense', 'Hero Offense', or 'Tower Offense' would help a fair bit. But -something- obviously has to change. Balance in general needs work. When Nightmare is just three Squires sitting in an Aura? That's an issue. Where is the Apprentice supposed to fit in? His barricade is useless, and his ice tower feels very mediocre when it doesn't have an innate freeze chance. (But once more, more on that later) Regardless, if you're looking to make everyone able to solo the game.. That's currently impossible. Personally I don't solo or ever intend to, and I don't honestly care if you cater to the solo crowd or not. (Sorry, soloers) But you've mentioned multiple times you -want- to, in which case.. well, currently they can't. So either everything needs to be possible to solo, or you need to mention some things are not meant to -be- soloed. Still, either way 'Three Squires Blocking' is not a tactic I want to see as the meta. It's boring for everyone involved, and sure as hell not interesting at all. I know you've always had problems with balancing, but this is particularly egregious. Every Hero should have their spot. To me, the "best" hero comp should be one of each. That seems like the point of the game, doesn't it? Four heroes against the world? As it is, Monk and Apprentice are kind of left out. Squire is tanky and has the block, has the best barricades, and usually to always has the best towers. The resists helped a bit, but in the end don't seem to make a huge difference. Huntress is at least somewhat useful as a DPSer, even if it doesn't feel all that great. So I guess I should get to some of my other issues. Attack Speed. I know, I know. It's a hot topic, and you removed it for a reason. But crit? It doesn't feel good. We don't see the results, it isn't noticeable, and we have no idea what stacking it does because we don't see the percentages. Attack Speed? We very obviously saw results. It was obvious in the animation, in the DPS (Consistently!) and on the 'stats' of the tower itself. Now? We just.. kind of have to hope crits go off. RNG is not a good system when it comes to defenses. That, and we lose a lot of our customization options, I feel. It isn't viable to stack crit like it could have been for Attack Speed. I'm aware that it solved a lot of the animation and balancing issues y'all were running in to remove it, but -removing- fun content to make it -easier- for the devs? It's a bad habit, and one that's going to come back to bite you. People play the game to have -fun- and when you remove things that they enjoy? It sets a very bad precedent. Even if you had to tweak things more individually, or nerf things here and there.. It would have been a better option than removing Attack Speed altogether. Very poor choice. On another note, Hero DPS. It -also- feels rather sad. In DDI, you got a good weapon, some amazing stats.. and you literally mowed down entire waves. It felt great! You felt powerful, and strong! You were truly at the top of your game. ..And you still got stomped by Nightmare. After all, you couldn't be everywhere, and a lot of it came down to your build and defenses. That's the way it -should- be. But here? Hero DPS feels.. bland. The weapons are boring and single-shot things, and the Slayer passives were very much a letdown. Even with a ton of DPS and an amazing weapon, you're still sitting there plinking away to take out a single mob. Better if you can consistently crit them, but urgh. It's not at all the same. It lacks a sense of fluidity and enjoyment, to me. It feels slow and somewhat cumbersome. The next topic I want to talk about is Skill Spheres. I know, kind of late at this point. But while I'm talking about everything.. It's an interesting idea, but the way it's implemented is kind of rough. Unfortunately, those of us that were here before that system was added will always be comparing it. Is that fair? Maybe not. But at least to see, the older system was far superior, far more interesting, and gave us many more options. Once upon a time, my Apprentice could freeze things solid, knock things up, and double blast them with my fireblast towers all at once. Now? I have to pick -one- of those options. It feels like a serious downgrade no matter how I look at it. Again I can only imagine it came about because of balance issues, but -removing options to make it easier to balance is a poor idea- because you lose customization. You're making us pick a very narrow field, and inevitably what happens is one thing becomes the 'best', with no room for any of the others. Before? I could change it up each map, focus more on one area and less in another. It was -nice- to be able to do multiple things. A lot of my love for my Apprentice was a combination of the knockup on the Earth towers and the Freeze of the Ice. That's no longer an option. I do really like the Skill Sphere system, and I think the passives they provide are quite nice. Even if the way they unlock with the XP progression is a bit of an awkward mess. Personally, I still would rather have seen it added -in addition- to the original talents. Alas. I do think you're going to have to do something about it, but that's just my opinion. Ubers, in particular, feel all but useless. Especially for being level 50 "Uber" Spheres. They seem to be consistent downgrades. Why even bother with them? Sorry guys, I know you're trying and we do appreciate all of the work you do. But it definitely still needs work. Beyond that? We need a better way to tell if an item is an upgrade or not than going through hundreds of items at a time. The ipwr system is kind of garbage and poorly implemented. A lot of people just equip the highest level items they have to advance, caring naught for stats. It hard gates us from content, particularly if we're waiting and trying to find specific stats. But that's not what I wanted to get into. We need a way to set 'stats we consider important', so we can look solely for those. Seeing an item -with nothing but red stats- and an upgrade thumb is.. so incredibly saddening. We get it, the ipwr is higher.. that doesn't make it a better item. Give us a system that lets us customize what we're looking for. Again, it always comes back to customization. For that matter, give us an option to only see drops of a certain rarity, or for drops to automatically go to various bags or into the trash. (I don't ever loot anything below blue right now, but as it is they get in the way) If nothing else, give us the option to 'hide' those. Notice I never say it should be one way or the other. Always, always, always -options-. Being able to mix and max accessories and skins would be a great boon, as well. On -that- note.. Why are all of the Apprentice skins terrible? The Monk is getting amazing outfits left and right, and we get.. A farmer? Really? Can we get something that -looks- like a proper, powerful Apprentice? Please? Not all of us like silly skins, and so far I've found the Apprentice ones lacking. The accessories at least allow for some decent options. Admittedly, the last couple of ones are more cosmetic and ease of use complaints. The only other thing of note I can think of at the moment is being able to set bags for where items go. IE, click on an icon and select 'Food', or 'Legendaries', or multiple things, even. Let us organize things a bit better. That, and please fix the bag bugs where it forces you down to the last one opened instead of at the top. -_- This has gone on entirely longer than I expected though, and I apologize it's kind of rambling in spots. Overall I think the patch had some really good ideas, just a lot of it was poorly implemented. You've come a long ways since the DDII doors first opened, and I truly adored DDI. The instant I heard of the sequel I was watching it, and I look forward to seeing where you continue to go. Keep up the work, guys. A final thought.. Why can't we 'open a new tab' on a previous page of a thread and have it go to that page? It always just takes me to the top root of the forums.