Diablo 3. In a weird way I admire them for having enough guts to make such big changes - from visuals to core mechanics. But virtually none of those changes work for me. Ranking them, the #1 disappointment is the changes to leveling - you "level up" constantly, and by eliminating stat customization and making all "skills" swappable at any time, they have effectively removed the RPG element entirely.
Now, I can hear the objections already but bear with me: because the game autolevels character stats, your only way to customize then is via equipment. Because the skills can be swapped at any time and primarily interface with stats you don't control except through...equipment, they become an extension of the stats and thus an extension of equipment. In other words, all "builds" are really the equivalent of swapping guns in Unreal Tournament. Ok, that's a bit hyperbolic, but... Kinda true in a strict sense. Basically the RPG component has been reduced to discovering what gear combo you like in any action game, but smeared with a thick vaseline layer of numbers and screen visuals to obfuscate that.
Now why is the leveling up constantly a problem? Well the "strategy" has been pushed from traditional RPG stat and skill trees to experimenting with weapon combos (physical in the form of actual gear and virtual in the form of "skills"). But by continually leveling it discourages a rich experimentation process, because you always have something new to try. In my experience, the most thought comes about late in the game or on a replay, when no new skills are coming and NOW you can take stock of your arsenal in its totality and assess combos that work best for you.
Now, it's not the end of the world. I've beat it several times now and it's fun. But it's not Diablo. I recently replayed Diablo 1 (GoG) and that game feels constrained in many ways and YET is more atmospheric and forces you to make decisions with ramifications.
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