Do Witch Doctors really commune with the spirits or are they just Hearing Voices that describe their intuitions? At no point do the "spirits" tell them anything they couldn't have guessed on their own.
Is Inarius truly a bad Fallen Angel who deserves all his punishment by Mephisto for not sticking with his brethren, or is he the Only Sane Man who thinks that the whole 'Eternal Conflict' is tiringly stupid and should be put to rest forever?
Animation Age Ghetto: If any game uses any form of stylized graphics, expect people to dismiss it as being "kiddy". Also, complaining about the game not being "Dark" enough when the trailer featured a barbarian being ripped in half. Yes, totally for children. To elaborate, the game is dark and insanely gory. Large portions of Act I take place in an enormous torture chamber. The game is full of massacres, genocides and horrors. It's not the scariest game ever released by any stretch of the imagination, but just because the game's colors have a little saturation and waterfalls have rainbows over them doesn't mean the game is Diablo Lite.
The eponymous boss himself. Diablo's damage output is honestly pitiful, especially in phase one. In phase 2, the clones of your heroes he summons are more deadly than he is, and in phase 3, his most dangerous attack, a giant laser, is slow enough that it is easily dodged. To make matters worse, he will not shut up about how scary he is and how much despair you should be in. The Alternative Character Interpretation is that Diablo wasn't really weak, it's just seems nerfed to show how powerful the Nephalems really are.
Leoric the Skeleton King in theory would be a difficult fight, but its easy to tell what he will do pattern wise and simply move in and out to avoid it. Ranged characters in particular can cheese the fight without trouble, and while this was likely done as he is the first major boss, he goes down very easily still.
Arc Fatigue: The Zoltun Kulle part of Act II is generally agreed to be rather obnoxiously long. First you have to find his head, go through a dungeon to find a crucible for your new jeweler, go through 2 more dungeons to find Kulle's blood, find his archives, go through 3 MORE dungeons to get your hands on his body and then you finally get to fight him for the Black Soulstone.
Catharsis Factor: When it became clear that Adria was a killable story boss in Reaper of Souls, there was much rejoicing by players who couldn't wait to sock their fists into her face. Don't worry, the heroes also agree. If doing it once in story is not enough, there's always Adventure Mode to repeat that ad nauseam, and sometimes you get rewarded for it too. The achievement for killing Adria in co-op mode is even called "Group Therapy". Adria can also show up as a random Cursed Chest boss, giving players an impromptu chance to blast her into dust again.
Most players will look for items with Critical Hit chance and damage and attack speed (before 2.0) / elemental damage (after 2.0) (items that have all three attributes have even been given a specific name, "trifecta"). Anything that don't have those characteristics is treated as trash.
Look for a guide giving you a possible build for your character. Chances are that said guide lists Convention of Elements in the ring slot. Said ring cycles through all elements available to your character, giving a 200% damage boost to the selected element. If you time your attacks with the right section of the cycle, the damage boost is impressive — but it forces a playstyle that not all players like (waiting for the right element to come up before unleashing your strongest attack), in detriment of a more fluid, active playstyle. A common opinion about the subject is "the ring itself is fine, the lack of options is the problem": you may not like said playstyle, but there's not much more of a choice for your ring slot.
Another common component of many builds is the Endless Walk set, consisting of the Compass Rose ring and the Traveler's Pledge amulet. With both items equipped, you build up one of two buffs depending on your current state — up to 100% extra damage while standing still, and up to 50% damage reduction while moving. Since the Traveler's Pledge is also guaranteed to roll a critical hit damage bonus, it's not hard to see why the set is so popular.
Ring of Royal Grandeur is another common Ring in builds. It reduces the number of set equipment needed to trigger Set Bonuses by 1, down to a minimum of 2 pieces. This helps open up the way for a variety of mixed-set builds.
Gems don't see much diversity either. Your chest armor, pants, and off-hand item will always have a gem matching your character's main stat (rubies for the Strength-focused Barbarians and Crusaders, emeralds for the Dexterity-focused Demon Hunters and Monks, and topazes for the Intelligence-focused Necromancers, Witch Doctors, and Wizards), while your weapon always wants an emerald for extra critical hit damage. Helmets vary a little more depending on your build; diamonds help with cooldown reduction, while topazes reduce resource costs for skills, and amethysts can add extra life if survivability is a concern. Jewelry will always get legendary gems, and almost all builds will end up using at least one of the three Bane gems — Bane of the Powerful* Grants a damage bonus for a short time after killing elites, plus a flat damage bonus and damage reduction at rank 25, Bane of the Stricken* Increases the damage you do to an enemy each time you hit it with an attack, plus a flat damage bonus against bosses at rank 25, and Bane of the Trapped* Grants a damage bonus against enemies under control-impairing effects, plus an aura that slows nearby enemies at rank 25.
Pretty much all guides on Followers will tell you to equip their respective "Your Follower cannot die" tokens, as having a Follower who can always contribute is far more useful than, say, halving their cooldowns or allowing them access to all skills at once.
Maghda is a devout servant of Belial, the Lord of Lies, and the leader of vile demon worshippers known as the Coven. Once a compatriot to Adria, Maghda assumed control of the Coven by poisoning her masters after believing them to be lax in their devotion to the Prime Evils. She devotes the Coven to worship of Belial and appeases her master by torturing and mutilating thousands beneath King Leoric's manor. Tasked to retrieve Tyrael's shattered sword, Maghda forces the local goat men to assault the survivors of New Tristram and leads the slaughter of the village of Wortham to get the pieces. She personally tortures Deckard Cain and Leah to force him to remake the sword, and kidnaps an injured Tyrael to torture him to death as a sacrifice. Ultimately forced to flee east to Caldeum, Maghda provides a distraction for Belial by butchering the city of Alcarnus to lure in the Nephalem. While slain, Maghda's atrocities set the standard for what horrors the Nephalem would encounter throughout their journey.
Adria pledged herself to Diablo's service since first meeting Prince Aidan of Tristran after he imprisoned Diablo's soul within himself and became the Dark Wanderer. Starting off by burning alive her own father, she spent the time between the first and third games gathering up the power of the other Lords of Hell so she could use the Black Soulstone to bring about Diablo's rebirth in the body of her own daughter, an act that in the setting would damn Leah's soul to hell. Adria manipulated her daughter and all of her friends with the express purpose of inserting the Black Soulstone in her chest and allowing Diablo to devour her from within, manifesting anew to destroy the High Heavens and humanity as the Prime Evil.
Contested Sequel: Oh boy is it ever. There's been complaints that it's "dumbing down for casuals" because of more refined skill selection as opposed to skill trees, and that the graphics being more colorful is a bad thing. And that's not even getting into the always-online requirements.
The Witch Doctor. Since he uses voodoo and such, most of his spells can be understood, but some of the spell upgrades may push him into this territory. Example: He has a spell called Plague of Toads, which summons toads, you can upgrade to turn them into Flaming Toads or a giant toad that devours enemies. Oh that's not all; he can also allegedly summon undead bears. Even at the most basic level, the Witch Doctor seems to have been designed to embody Crazy Awesome. One of the rune upgrades to his very first attack (Poison Dart) is called Snake to the Face. The most logical step after acquiring that, of course, is to spit a FUCKING SNAKE at your enemies. All of them. Whether they be men, serpent, demons, undead, wild animals, cursed entities, giant spiders, beast races, machines, ghosts... Diablo. Go on. Spit a goddamn snake at Diablo. You know you want to, and by god you can.
Critical Backlash: Despite that it was bombed to lower than Big Rigs: Over the Road Racing (mostly by irate fans or haters), the reviewers loved it. And for that matter, judging by how many people consistently log on and play, seems that Blizzard did something right.
Critical Dissonance: The game received universal acclaim from professional critics, with favorable reviews from a big majority of them (it has an average critic review of 87%). The playerbase, however, was divided by what could be the biggest schism caused by any game in Blizzard's history (the playerbase ranks it as 35%). Most of the driving force for this schism seemed to be the bad launching day, the length of the game and features that ticked the fans off. The argument was not as dramatic as what happened with Mass Effect 3, but it was still very noticeable. This was largely due to the requirement of being online at all times, the subsequent server problems from overloading (the "Error 37" message even earned Memetic Mutation status), the controversial Auction House and severe lag spikes as well as many Game Breaking and server-crashing bugs that came with launch. Luckily most of these bugs were fixed in the first few weeks, but it was too little, too late in the eyes of many gamers.
The game continues the tradition with the various elite packs you will encounter on higher difficulties. Many of the monster traits these elites come with aren't too bad on their own, but in the higher difficulties, elites and their minions can have one to four (depending on your level) of these traits at once, and they will use them to their fullest extent to ruin your day, at times being even tougher to kill than end-of-act bosses if they get a particularly nasty combination of powers. To name just a few:
Arcane Enchanted enemies. These guys love to lay down these purple laser things reminiscent of those fire stick things from Super Mario Bros.. And they hurt if you get hit by it or if one spawns right under you when you can't get away (say, when you're locked down by a Jailer).
Jailers combined with any attack that does high damage over time, like a Desecration pool or a Blazing Guardian's fireball.
Shielding enemies are just a royal pain in the ass in general, but when combined with other screw-you-worthy powers, they can really ruin your day.
Mortar enemies can rain unholy hell down on you (which is very problematic if you're a ranged class), though they have a minimum range.
Molten enemies leave damaging pools of lava in their wake, making melee problematic at best, and explode upon death. Getting caught inside two or three of such explosions generally means instant death on Torment difficulty or higher.
Fire Chains enemies are connected by a fire chain that does nasty damage if you're caught between them. And these enemies often have another quality with them as they only spawn on higher difficulties.
Health Link elites are particularly annoying to deal with, as they share a single, hard to bring down life bar between them.
Vortex elites can yank you right into melee range, which can be aggravating if you're trying to keep away from them.
Desecrators create a glowing void zone that does damage to anyone near them, and is a particular problem for melee characters.
If an enemy mob has the Reflects Damage ability, you are not going to like being in melee with it. Full stop.
Frozen enemies periodically create random bursts of ice that freeze anything unlucky enough to get caught in the area of effect solid. The bursts are telegraphed, but the visual effects are relatively subtle, making them easy to miss in the heat of battle. This one's especially nasty if the enemy has another power that makes it harder to avoid the freezing or one that'll do a lot of damage to you while you're frozen and vulnerable.
Horde enemies, if their minions pick up other obnoxious abilities. You thought one Arcane Enchanted enemy was bad? Try eight.
Apart from elite packs, there's also the Desert Wasps from Act II. At a point where most enemies will be doing single digit damage, their ranged attacks will be doing several times that damage, and can hit multiple times since they fire multiple shots at once. Plus they are quick, retreat, fly over terrain, and fire at you. And never attack alone. If there's any consolation, their Bee Bee Gun attack is rather slow and easy to sidestep.
The Enraged Phantoms from Act V. While Wraith creatures from the other acts hit you once with their Soul Siphon attack, Enraged Phantoms hit you 5 times per single Soul Siphon. Apparently someone at Blizzard just coded in its damage without taking into account that it hits 6 times per attack. In other words, Enraged Phantasms currently do 5 times the damage they are supposed to. Not to mention their attacks can't be dodged, and they are fast and can travel through walls. They are able to one-shot characters who don't have problems with all other enemies in the same area, and players usually find white monsters of that type are more scary in terms of lethality than most elite packs. Strangely, when Blizzard reported they were considering some balancing, some players complained about it and called the ones who pointed the problem cry babies and carebears and told them to "get some better gear".
Designated Villain: Zoltun Kulle is universally reviled and introduced as "Torturer. Killer. Monster." Yet within the game he never does anything evil, keeps his word and gives very sound advice. According to his journals his main goal was to elevate humanity to a status that would free them from the influence of demons and angels, which is more or less what the protagonist is doing (although it's implied Kulle would have ruled over humanity to boot if he could). The only "evil" act mentioned in the game is his creation of the Black Soulstone, which the protagonists themselves seek and use with no qualms. However, supplementary materials claim he used his own wife's soul to create the Black Soulstone, which, if true, would definitely qualify as evil.
Disappointing Last Level: Act IV's Heaven level suffers from most of the same problems regarding Diablo II 's Hell finale, using only one type of environment and following a largely linear path. Heaven however has no town, so Bastion's Keep from the act beforehand is reused. Recitified in Reaper of Souls; Act V uses a new hub and has a decent variety of environments.
Though not exactly a villain at the moment (but perhaps will be a antagonist an X-Pack), the Knight Templar Angel Imperius seems to be heading in this direction given his badass armor design and the short but badass fight between him and Diablo at the beginning of Act IV.
Malthael thanks to his introduction, cool design, dark cloak, and dual-wielding scythes. His dominion over death and incredible power didn't hurt his cool factor either.
Torchlight II and Diablo III fans were at each other's throats since the moment both games started entering the final steps of development. Runic Games remained, for the most part, silent, but every new Blizzard announcement almost invariably lead to someone mentioning TL2 and triggering a massive Flame War. Now that both games have been out in the wild for a while, most people on either side will acknowledge the merits of the other, but the two games are just similar yet just different enough that it's tough to be a fan of both.
Some animosity developed between D3 fans and Path of Exile fans around summer of 2017, when Diablo III got the Rise of the Necromancer expansion that added only one new class and a few other things for $15, while PoE got the Fall of Oriath expansion that added six new acts and a bunch of other content, for free.
Friendly Fandoms: Despite the Fandom Rivalry, there are also many who play both D3 and Path of Exile, acknowleding both games' merits; D3 is seen as having more fluid combat, while PoE is appreciated for having deeper ways of building your character.
The Auction House, which essentially destroyed the point of the game; killing monsters and collecting loot. Why do that when you could just buy more powerful gear by either farming gold or buying it for real money? It didn't help that drop rates for loot were artificially low when the game started (i.e. you didn't get much loot, and almost none of what you got was for your character type). It was trivially easy to go to the auction house, look for an item, then sort by "lowest price" to find some generous soul selling something they didn't need for a pittance of in-game currency. Blizzard decided to close the Auction House for this very reason in March 2014, eventually creating a "Smart Loot" system that made drop rates more manageable.
Equip an item that causes all your other items to become indestructible. Enter a situation where normally your items' durability would be a limiting factor on how many tries you get. Laugh (or cry—unlimited lives and That One Boss who randomly spawned are not fun) because you now have as many attempts as you want on that dungeon.
The Witch Doctor is generally derided as being both extremely damaging and very safe. They only fall short of being completely game breaking because they tend to be a little slower overall then the other classes. Essentially, trading clear speed for Juggernaut status. Most players still feel they're quite over powered due to their ease of use compared to other classes.
The Pylons, from the Rifts and Greater Rifts. Essentially more powerful versions of shrines, finding one is enough to turn the tide of any Rift. They include the Power Pylon (Quad Damage), Shield Pylon (invulnerability), Speed Pylon (attack and move much faster, as well as knock enemies out of your way), Channeling Pylon (free spell casting and very quick cooldowns), and Conduit Pylon (constant high-powered electric damage to nearby enemies). They only last a few seconds each, but it's usually enough to clear out at least a few groups of Elites with ease.
There are several legendary items and set effects that have the perk "[Ability X] gains the effect of every rune." This is generally enough to start focusing an entire character build around, since the ability will invariably gain increased attack power and some sort of debuffs to the enemy.
The Necromancer is the most versatile class in the game by a wide margin. This, consequently, makes him able to handle every situation with ease. While nominally specializing in Ao E damage and pets, the Necromancer can easily switch out his build to favor tankiness, burst damage, lifesteal, or any combination of major archetypes to form several different viable builds. Where other classes mostly specialize in their archetypes, such as the Demon Hunter being various forms of Fragile Speedster, the Necromancer can basically build to whatever he wants and remain effective. Due to fluctuating Season gear changes he's never permanently on top, but using him in the story is a sure fire way to demolish anything incredibly difficult by midgame.
The Fallen Prophet enemy types. They do little to no damage on their own, as their attacks are weak, slow, and easy to avoid. But they can resurrect the Fallen-type enemies, which makes it a chore to clear out any sections where both Fallen and the Prophets appear. It leads to always going for this enemy type first just to make it less of a headache.
Leapers, sand worms, and dune threshers burrow under the ground and pop up randomly to say hello.
Various bird like enemies fly above your head, invulnerable, and divebomb you only when you engage the next enemy pack.
Shadow vermin come in tidal waves and will block you, allowing more powerful enemies to close in. And they're hard to see in the darker zones unless you turn on enemy health bars.
Lacuni Huntresses may not have much health, but they love to ambush you, come in packs, move fast, will easily close the distance between you with one leap, and attack very quickly. Sometimes they will stay far to throw a fire bomb that hurts a lot.
Enemy champions spawn with various randomized abilities, which sometimes negate the weaknesses of their type. For example, a slow and lumbering monster able to perform an One-Hit Kill which you're supposed to outrun may occasionally have a champion variant capable of teleporting.
Growing the Beard: The game had a very rocky launch, thanks to its always-online connection making the game outright broken for the first few days due to servers being overloaded. Even after those problems were cleared up, it still had troubles later on. Loot was deemed lackluster due to the presence of the Auction House, and the difficulty levels were fairly imbalanced; Normal was thought of as way too easy, while Inferno was so hard that it was nearly unplayable. Blizzard started rolling out patches to counter it by introducing Paragon levels and Monster levels, as well as making enemy levels now scale with the player. But the game really hit its stride once "Smart Loot 2.0" hit, which amped up loot strength and made the drops much more sensible; people who hadn't received a Legendary item in thirty hours were now swimming in them after thirty minutes. It was further amped once Reaper of Souls was released, which introduced new modes coupled with complete removal of the Auction House. In addition, it ended a lot of jokes about Blizzard's servers, since Reaper of Souls had a launch that went very smoothly.
An in-game (and fully intended) example: During Act 3, Leah's journal mentions how the spirits she's trying to keep trapped within the black soulstone are starting to wear on her, but comforts herself by remembering that once Azmodan is dead and captured, and the Black Soulstone is destroyed, she'll be herself again. At the end of the act, before the Soulstone can be destroyed, Diablo's spirit is freed from the stone and placed into Leah's body, turning her into the Prime Evil and the end boss of the game, whom the player must then destroy to save the day.
Another one: During Act 3, a runner from Westmarch reports that the king will send no reinforcements to fight imaginary demons. Tyrael harshly replies, "Perhaps he'll believe when his kingdom burns to ashes around him!" Guess what happens in Reaper of Souls...
Rise of the Necromancer received flak due to costing $15 yet not even having any new areas, Acts, or modes to go with the price tag; only a new class, extra stash tabs, and cosmetic options.note There are Challenge Rifts and a few new Adventure areas, but they are part of the 2.6.0 patch that is applied to everyone who has the game whether they have Necromancer or not.
It doesn't help that about a couple months later, competing game Path of Exile got an expansion pack of its own, The Fall of Oriath, that added a slew of new content (most notably, six new Acts bringing the game up to ten Acts) free of charge, making Blizzard look even worse and stoking the Fandom Rivalry between the two games' playerbases further.
The nature of the "Fallen Star" in Tristram is technically a mystery, but since it's revealed so early on few people still treat it as a spoiler.
Even though he was killed in the previous game, you fight Diablo at some point. Players might still spend much of the game wondering exactly how this comes about, except that...
Even outside the Diablo fanbase, most know about Adria's betrayal, and Leah being Diablo's daughter.
Loot Drama: This game has a different system: loot drops are exclusive to each player, and you literally cannot even see what other players get unless they pick it up and then drop it again, which makes it visible to everyone. This doesn't completely eliminate Loot Drama, but it does mean that if you do get some coveted item the rest of the party won't know about it unless you rub it in their faces. However, this is played straight in the console versions' same-screen couch co-opnote Vanilla Diablo III only; the console version of Reaper of Souls adds in the PC version's player-specific drops, though it's still all on the same screen, so everyone can see who got what, and some items such as crafting materials are still able to be picked up by anybody., due to the loot spawning on said screen for all players to pick up. It's especially bad if one or more of you are playing classes that either use the same weapons as others, or require the same stat boosts as others, or one of your party keeps getting all the best gear, etc.
Error 37. "Error 37.com" was created within an hour of the game going live. Twitter was flooded with messages about it (#error37), and the "Diablo III Midnight Launch" Facebook event's page was wall-to-wall Error 37 Memes. Explanation On the launch of the game, everybody had been receiving a error called Error 37 which basically prevented you from logging into the game... thus preventing you from playing the game. Again for emphasis, this occurred on launch day. Cue a coordinated counterattack where tons of gamers went to Metacritic in order to give reviews with scores of 0s due to the Game-Breaking Bug.
"Diablo III is not a single player game"Explanation When Diablo III's Always-On DRM was revealed, a massive fan outcry occurred, with the big majority of the complaints being that it was detrimental to their single player experience. Blizzard responded by saying that Diablo III was designed from the ground up to be a game you play with other people, in multiplayer, NOT in single player. This, of course, only fueled the flames even more, making the fans argue that they were being intentionally excluded. Their protests were proven to hold actual weight even after years since the game's release, as statistics show that most players only play solo and never bother with multiplayer.
"GLORIOUS!"Explanation Kormac, the Templar companion for single players, can say this after killing an Elite enemy. He's also very hammy and very quotable, so this line popped up a lot in player discussions.
"Aren't you Thankful?" The video-game company Blizzard.Explanation The way the company began treating their fans over the two years past this game's release has been... terrible, at best; especially in regards to their initial release and questionable patching of Diablo III. On the Battle.Net forums, one such Blizzard employee wrote in their post, "Aren't you thankful?" in an attempt to calm the Internet backlash that had been ravaging their Diablo 3 forums. It has now since become a traditional fanbase trolling answer between fans who disagree on the forums.
"5$" Explanation Tied to the "Aren't you Thankful" meme, a fairly persistent rumor started going around the fanbase that Blizzard would actually pay their fans FIVE dollars to write something good about Blizzard in their Diablo 3 forums. Simply writing "5$" as a reply to any thread that defends Blizzard on their forums, even if it was a genuine defend-post, became a growing joke towards those that attempt to defend Blizzard, as it implies that the defender just earned their five dollar bribe from Blizzard.
I promised Marko I'd protect him, and now he's dead.Explanation In Act I, one of the unnamed guards speaks of someone named Marko, presumed to be a comrade or friend of his, lamenting his death. Because this line is triggered a lot by players walking past the guard on their way to quests, it ended up becoming a meme among players. There's even a unique Undead boss named Marko who has the subtitle "AND NOW HE'S DEAD".
Adria is revealed in her betrayal to have crossed this long ago when it is revealed that she created Leah to be a host for Diablo and the other six Evils long ago by letting the human-bound Diablo impregnate her! To take it even further, due to how disoriented his host was this is implied to not be entirely consensual. In other words, Adria date-raped Satan's host body, with some help from Satan himself. The utter cruelty of the betrayal in question is also seriously damning for Adria, especially since it results in the death of one of the most sympathetic characters in the game and makes the entire fourth act of the game possible. This is also regarded an in-universe reaction: During the actual confrontation of Adria in the next act in the expansion, the heroes made it clear that by this act, Adria revoked her rights to live or call herself human and she doesn't have any places in the future that humanity will shape.
You know Maghda and the Coven are bad news from the get-go, but they really seal the deal when they capture Cain while the hero is searching for the broken shards of Tyrael's sword, then torture and kill him right in front of Leah. And that was after their destruction of the town of Wortham.
The Order's Inquisitors are revealed to have crossed this with their fabrication of the sins that Kormac was said to have committed. Kormac really didn't commit any crimes, much less anything worth the Cold-Blooded Torture they inflicted upon him to make him forget it all. And judging from Jondar's loss of loyalty to the Order soon after reading the "key words" that restored his own memory, Kormac isn't the first Templar initiate that they've done this to.
In Reaper of Souls, you and Kormac face down the Grand Maester during his sidequest, The Templar Reckoning, who crosses this in his proclamation by announcing his intent to start recruiting and "cleansing" people on a grander scale, putting every citizen of Westmarch and beyond through the horrible torture and brainwashing that Kormac and Jondar were put through in order to make them Templars. Not for nothing does Kormac call the proclamation in question "damning".
The game will always have to live with the history of its day-1 Demand Overload and the infamous Error 37, even though it's been years since the game's launch and server load has decreased dramatically since.
The Auction Houses left a long-lasting bitter aftertaste in many players due to the blatant pay-to-win nature of them, even over three years after they were shut down and drop rates boosted to compensate for their absence.
Older Than They Think: A console port that tweaks and streamlines gameplay mechanics for the controller format? This was held as a big deal for Diablo III, but in reality the classic PlayStation port of the original Diablo actually did this very same thing over a decade prior, and even turned the game into more of a straight up action title as a result despite being the same core game at heart. It's entirely likely that Blizzard drew inspiration from such an unusual port for this very reason.
She isn't even the boss of Act I, but come Act II, killing Magdha takes even higher priority than stopping Belial. Why? Because she kills Deckard Cain.
The game ups the ante. Not only is longtime fan-favorite Deckard Cain Killed Off for Real by the evil Maghda and her Dark Coven, but Leah, probably the most sympathetic character in the entire saga, who you have spent the entire game getting to know and love, is used by her own mother Adria as a vessel for Diablo himself to be reborn as the Prime Evil in the finale of Act III. Made even worse for players who only have the vanilla version of Diablo III, since Adria runs off after Diablo appears and isn't fought unless you get the expansion. Much like Maghda, the moment Adria's location is found out in Reaper of Souls, killing her is treated as a higher priority over Malthael's plot.
Leah's death is bad enough, but as you're closing in on Diablo during the final act, her ghost is the very first one that Diablo uses to taunt you. And that's only the beginning — he uses the ghosts of other characters, most of them sympathetic, as you're closing in, including Captain Rumford, Marius from the second game, Mira from way back in the first act, and even Deckard frigging Cain himself. Dick move, D-man. Dick move.
Finding Warriv's corpse is bad enough to Diablo veterans, but then you read his journal, and realize his life had been absolute hell ever since the events of II, and he had come to New Tristram to get help in finding the cause of his horrible luck, but instead found only death. What really makes this a punch is that Warriv was actually one of the most optimistic and idealistic characters in II.
The console ports are regarded as superior to the PC version, due to not having the always-online requirement, as well as having a UI redesigned to better fit console gameplay and local same-screen multiplayer.
The Switch port in particular stands out due to being the only portable version of the game and allowing for local wireless multiplayer. Pretty impressive given that the last time Blizzard made a game for a Nintendo system, it was a poorly-received N64 port of StarCraft I. While it does have to make concessions in screen resolution, running at 960p instead of 1080 in TV mode, it still runs at a smooth 60 frames per second 99% of the time. The only real problem is that the online multiplayer is a lot laggier and forces a loading screen if the player hosting the game quits out, and even then the game is perfectly playable in single-player.
Blizzard's announcement that the game was online-only, even for single player, did not go over well. The "always online" nature of the game especially since this meant that the game would be over for good once Blizzard decided to no longer support the Diablo III servers (at least one country can't play Diablo III because of Blizzard disabling their servers there). Exacerbated when the PC version of the game was updated to match the new features introduced in the console versions... except for the offline mode.
If you try to play the game in an internet cafe when the Internet at home is down, your Blizzard account will sometimes be locked due to the different login sequence. You will have to answer the safety question or enter the serial number to unlock your account. This is made for safety reasons, but most other players find it extremely frustrating.
Some of the elite monsters's abilities, including Fire Chains, Vortex, Shielding and those arcane sentries.
Prior to their removal in patch 1.0.4, Enrage timers were near-universally loathed by the fanbase. Ostensibly put in to discourage farming of elite mobs and bosses in higher difficulties, it made killing said mobs and bosses impossible for under-equipped players playing solo, as once the said timer activated, it was almost a guaranteed death. Fortunately, the timers for the elites was removed in a patch.
Prior to patch 1.0.8, the Guide Dang It! nature of the Auction House: since only adjustments to base stats were listed, you needed either pencil & paper or a third-party site to figure out whether the item you were considering would actually be an improvement over your current gear. You didn't do the math, you'd be likely to end up short some money for something inferior to what you already had.
Many people disliked the fact that only ten auctions per account were allowed on the gold Auction House — if you had alts or played AT ALL you would quickly exceed that limit, and combined with the limited character and joint character inventory it could be a pain. As a result, most gear you found was turned into Vendor Trash because it would take up too much space. That gear sold for so little, and giving it to the blacksmith to turn into items for him was pointless as most blacksmith items were terrible.
The announcement that the game would include various Auction Houses, including an Auction House that used real money caused quite a controversy in the fandom. The mere existence of the Auction Houses ticked off more than a few players, who felt that it took away the thrill of finding a really good item from a monster drop and replaced it with tedious gold farming or just buying items with real money. The real-money Auction House also got a lot of grief, since it let players substitute real-world money for competence at actually playing the game. You could just refuse to use the Auction House, of course, but players complained that the Random Drops were balanced so as to push players toward using it, especially at higher difficulties. While Blizzard fervently denied this at the time, the fact that they accompanied the Auction House closure with a patch that greatly improved the quality of dropped gear lends credence to such suspicions. When Blizzard announced that both the gold and real money Auction Houses would be removed from the game in March of 2014, many fans were quite happy with the news.
The Nemesis system for console players. Ever been killed by a monster in the game? Have any of your PSN friends ever been killed by a monster in the game? If they or you have been killed, there's a decent chance that your death will spawn a Nemesis, a powerful monster that stalks you/them until either you/they kill it, or it kills you. Neither of which prevents another Nemesis spawning at some later date. Particularly vexing in higher difficulties where it can kill you in a split second regardless of how super-special-awesome your gear is. And there's no way to disable it.
If you are in the middle of combat, the game does not allow you to change your skill loadout. Fair point, and that rule obviously includes boss fights, but also just being in a boss room before triggering the fight itself is counted as a combat situation.
In a multiplayer lobby, if someone attempts to enter a boss room or start a Greater Rift, all players will receive a dialogue box asking if they want to leave wherever they are and jump to the boss fight or Rift. Unfortunately, said dialogue box is in the middle of the screen and takes up a significant chunk of the screen, meaning that a player may accidentally click on "Accept" or "Cancel" (as they'd likely be fighting something at the time) and players might even get killed by whatever they're fighting due to the center of the screen being obscured. Also, each player has only 60 seconds to decide, which can be a problem if they want to change their skill loadout (which can't be changed in a boss room or a Greater Rift) or equipment (since they have to go back to town and go through their Armories or Stashes to do that).
In the Switch version, because of the way online multiplayer works on Nintendo platforms, if the game host quits, you have to sit through a ~10-second loading screen as the game switches hosts.
Strawman Has a Point: Lord Wyndon actually is the rightful heir to Westmarch. It's only when the Nephalem realize that he's a megalomaniacal tyrant who is making an already horrific situation even worse that they decide to put him down.
That One Boss: Thanks to the game's wide range of difficulty levels and the fact that you can change difficulty level any time before loading yourself back into the game, it's possible to simply sidestep this trope by going down a difficulty level or two, but for those who don't want to do that:
Izual has gone from a textbook Damage-Sponge Boss to a legitimate challenge. Sure, he does place visible ice bombs around the area which you can easily avoid... for naught, as he also has a move that freezes the entire area anyways. And since he's a Flunky Boss, both Izual and his goons will be beating down on you while you're still frozen.
In the harder difficulty modes, some of the randomly generated minibosses can be harder to fight than the actual bosses, especially if they get a nasty combo of abilities.
The game continues the tradition of murderous Act 2 bosses with Belial. Up until his fight most players really get around with just punching stuff until it falls over, and for the first half of the fight, it seems to be applicable. It's a perfectly reasonable standard boss fight with mooks, like every other boss fight to that point... But then Belial goes One-Winged Angel and becomes the first real enemy where that doesn't really work, turns into the equivalent of a World of Warcraft raid boss, complete with phases where he AOE spams the entire narrow platform where you fight him, and you are required to keep moving to avoid being instagibbed by his meteor spam. This comes without a warning and with absolutely no hint on how to counter it. Most people who steamrolled the game up to this point experience their first group wipeout exactly at this point. Even on Normal difficulty it's bad, especially for the squishier classes like the Wizard. Even after knowing what's coming it's a pain in the ass, because his Enrage is brutal, as it involves Belial using a more powerful, faster, spammier version of the meteor spam until the fight ends.
The Siegebreaker Assault Beast from Act 3 was this in previous versions, due to having a reflect damage effect that, at higher difficulties, will eat through your health faster than you can damage it.
Reaper of Souls has Adria, the second major boss of Act V, whose sweeping melee attacks hurt like Hell, who teleports all over the place, and who constantly spams blood-worms that explode into blood pools that do high damage when the player is in them.
Malthael may be the Final Boss in the main story, but in Adventure Mode, he's just a repeatably fightable boss, and when you do... yeah, unless you're strong, good luck with dealing with those constantly spawning mists of death that drains your life FAST if you stay in place, him going Spin Attack for constant DPS, the highly damaging Skull Spiral, summoning many enemies that likes to teleport and blast you off for high damage... If you're up to some extra achievements that requires you to kill him quick, he can get annoying.
That One Level: Patch 2.4 introduced Set Dungeons into Adventure Mode, four dungeons for each character class that can only be accessed if the player has six different pieces of the relevant armour set.note Or five pieces and a Ring of Royal Grandeur. Their mere existence is polarising - supporters like being made to think about how to play to the strengths of a given armour set, opponents hate the Timed Mission aspect and/or simply do not find them in any way fun - but even those who like Set Dungeons find some of them especially irritating.
Beating the dungeons requires completing one of two objectives (at least one of which will always require specifically targeted use of one or more of the abilities boosted by the armour set) and killing a minimum number of enemies without taking fatal damage; mastering them requires killing all enemies and completing both objectives in under four and a half minutes. For some dungeons, this simply requires the right combination of skills, while for others, a few extra items might be required, but they are otherwise easy to master with practice. However, most classes have at least one dungeon that is hair-tearingly frustrating to master.
For the Barbarian, the Wrath of the Wastes dungeon is the most detested, as one of the objectives is not taking physical damage for the entire dungeon. The other objective is casting Rend on ten or more enemies at once five times, so repeatedly getting into melee range of multiple enemies is a necessity. Add in swinging pendulum traps and enemies that run away when attacked and you have a recipe for pure pain.
The Crusader has the Roland's Legacy dungeon. Although the two objectives are easy enough to achieve, killing every enemy on the map is not, as the dungeon is enormous and most of the enemies are Imps that run away when you attack nearby enemies. Diablo discussion boards are littered with gamers venting their spleen about repeatedly having a single enemy left to kill as the timer expires and no idea where it is.
By and large, the Demon Hunter is viewed as having the easiest set dungeons; however, the Unhallowed Essence dungeon has a bad reputation owing to the need for kindness on the part of the enemy placement gods in order to hit 20 or more enemies with a single Multishot six times. Their slow speed means that low density cannot be countered by kiting as it can be in other dungeons where it is a problem. The Embodiment of the Marauder dungeon runs a close second not for difficulty - the map is reasonably sized and the objectives are quite easy - but for the frustration factor of getting hit by Rockworms and thus failing the objective to prevent enemies from getting into melee range. Even after the dungeon was tweaked so that the Rockworms appeared in fixed areas of the map, it's still easy to get tagged by one after standing still for a second too long.
The Uliana's Strategem dungeon is the most reviled of the Monk dungeons. Though Patch 2.5.0 softened one objective from detonating Exploding Palm on 21 enemies three times to 15 enemies four times, it still has a huge map in which it is easy to lose stray enemies, and the objective of taking no fire damage for the entire dungeon is mind-bendingly difficult without the ultra-rare Star of Azkaranth amulet.
Among the Witch Doctor set dungeons, the crown for most rage-inducing goes to the Helltooth Harness dungeon, which has both a very large map in which it is easy to lose stray enemies and enemy density that is often too low to set up the objective of killing 20 or more enemies with one Wall of Death four times without time-consumingly extensive kiting (which can be fatal without high Toughness).
Several dungeons lost their That One Level status, or at least had it diminished, in Patch 2.4.1.
The Might of the Earth dungeon for the Barbarian was once loathed for the tendency of two or more of the seven elites to spawn too close together to make it possible to complete the objective of casting Leap, Ground Stomp, and Earthquake in that order on each of the seven. In Patch 2.4.1, Blizzard re-designed the dungeon to make the elites spawn in fixed locations, making planning significantly easier.
Time was the mention of the Raiment of the Jade Harvester dungeon would make Witch Doctor players froth at the mouth with rage, as the dungeon was full of Writhing Deceiver enemies which would turn invisible for five or more seconds at a time, making it far too common to get to the end of the map with seconds left on the clock and half a dozen or more enemies left to kill that the player didn't even know were there. Patch 2.4.1 disabled the Deceivers' invisibility, so that now the map size and the clock are the main sources of frustration.
In Patch 2.4.0, the Wizard was widely viewed as having the game's most difficult collection of Set Dungeons. Raising the time limit from 4:30 to 5 minutes and making all enemies visible on the mini-map from the very start in Patch 2.6.0 made it easier to cover the very large maps and keep track of the many enemies in the Delsere's Magnum Opus and Vyr's Amazing Arcana dungeons, and the former also had the objective of casting Slow Time on 30 or more enemies three times to 20 or more enemies four times in Patch 2.5.0, reducing the enemy density threshold. Meanwhile, the Firebird's Finery dungeon initially required players to ignite 20 enemies in 3 seconds six times. Too little damage per second and the dungeon could not be finished in time; too much and the enemies would die before the required three fire skills could be cast on them to ignite them. Patch 2.4.1 changed this objective to igniting or killing 20 enemies in 3 seconds, so that now high damage is an asset instead of a liability.
Tier-Induced Scrappy: Witch Doctors are being loathed for being far tankier than both Wizards and Demon Hunters while somehow still dealing the most DPS out of the six classes, to the point where some players are calling the game Reaper of Witch Doctors. The fact that they are also the easiest class to learn does not help. Crusaders aren't much further behind after their buffs received in 2.0.5, though nowhere as game-breaking.
Vindicated by History: Big time - even beforeReaper of Souls, the overhauled loot system and the console versions seem to have done this.
Visual Effects of Awesome: Blizzard is well known for their excellent cinematic work, but Diablo III sets a high water mark not just for video games but for motion picture animation as well!
Win Back The Crowd: The Reaper of Souls expansion appears to be answering some of the fan complaints regarding the vanilla title, including an overhauled loot system, a darker art tone, randomized maps in the form of "Loot Runs", and the removal of the auction house.
Haedrig Eamon. He witnessed the murder of his father in front of his very eyes. Afterwards, he meets and marries his wife and moves to New Tristram, where she gets infected by the zombie plague and he's forced to put her down. Now his only reason for existence is to make sure he can provide the heroes with some decent weapons and armor.
Leah. What the poor girl goes through even before being made the vessel of Diablo himself by her own mother is enough to make you want to hold her and tell her everything will be all right.
King Leoric, at least before he was the Skeleton King. The last of his journal entries before becoming the Skeleton King reveals that his corruption was not one he did willingly. Rather, he confides in the journal that dark thoughts invade his mind but most significantly, he often finds that he can't control his own body and actions. Only a select handful of people know this; to the outside world, King Leoric is a monster.
They Wasted a Perfectly Good Character: Some fans argue that Leah died way too early to truly get invested in her character, and that the game didn't develop her enough regarding her origins as the daughter of Adria and Aidan/Diablo.
Deckard Cain's death could have been a real tearjerker given how he's been the longest lasted NPC throughout the Diablo games. However, his poorly executed final scene left a lot to be desired.
Minor, but when you start facing Azmodan's forces, you first face a Lord of Gluttony boss. Then you have to deal with a Maiden of Lust. The Enchantress confirms that, as the Lord of Sin, Azmodan commands demons for each of the Seven Deadly Sins, but Envy, Greed, Sloth, Wrath, and Pride are no-shows.
Ugly Cute: Many of the pets are these, such as the Living Gauntlet who serves as the cutest and friendliest Floormaster ever, Buddy the hound whose favorite pastime is "Fetch the Skull", and even a "baby' version of the Butcher! All of which are non-combatants who simply follow you and collect gold for you.
Woobie, Destroyer of Worlds: Lysa in Reaper of Souls. She was always jealous of Eirena and how everyone would fawn over her despite her own magical skills being exemplary, and when it seems like she's finally going to get recognition and love from the Prophet, he orders her to essentially kill herself to give more power to the woman she's always been in the shadow of. When you fight her, she's less like a demon worshipping traitor like Adria was, and more like a terrified, desperate girl whose desperate desire not to die and actually be noticed drove her to the demons' side. Even Eirena sympathizes with her.
Woobie Species: Ultimately humanity, formerly known as the Nephalem. Offspring of renegade angels and demons, the Nephalem were more powerful that either angels or demons combined. Unfortunately it was this reason, as well as the retribution that would come if the High Heavens and Burning Hells discovered this blasphemous co-mingling, that prompted the renegades (including the top angel Inarius, who would have been the father of the Nephalem) to call for their extinction. When the demon Lilith came to their aid and slaughtered the renegades, Inarius took his former lover and banished her to the void. Then he attuned the Worldstone (the main setting of the series) and proceeded to leech away his progeny's power until they became weaker and weaker through each generation, eventually becoming mortal humans. And of course it doesn't end there. When Lilith finally makes it back from the void, she tricks a human by framing him for the murder of two emissaries working for the Cathedral of Light and the Triune (both of whom were secretly led by the Prime Evils and Inarius to lure humanity to their side) and then, while disguised encouraged him to gather an army of Nephalem to fight the injustice of their oppression. When the ruse is revealed, she sends her human pawn near the Despair Event Horizon, and tries to use the nephalem army to crush all opposition. If you take this in another perspective, Lilith, the lone demon responsible for saving the nephalem from extinction, is now using them as puppets for the sake of gaining power. And to put even more blocks of salt into the wound, when the angels discovered Nephalem and their world, they made a vote on whether or not to eliminate all mankind. Only one angel saved them from extinction, and he would be responsible for giving power back to the human heroes leading to them ending the Great Conflict and saving Heaven and the mortal realm from destruction.