boom
http://us.battle.net/d3/en/blog/6923456/104_Systems_Preview-8_10_2012Highlights:
-in inferno, regular enemies are getting a 5-10% health increase, will be four times more likely to drop magic items.
-elite mobs/champion packs will have their health reduced by 10-25% and they're working on fixing affixes
-GF/MF will no longer "average" together if you're playing multiplayer; you'll get the full benefit of whatever your bonus is
-monster health bonus in multiplayer games is a flat 75% across all difficulty levels now (was 110% in Inferno)
-item level 61 and 62 weapons will be able to roll damage all the way up to the high end of level 63 weapons
-new set of stronger affixes for two handers to compensate for losing offhand stats/modifiers
-removing Enrage Timers and the “heal back to full” behavior from Champion and Rare monster packs (suck it WoW)
-reducing repair cost on high end items by 25%
-improving legendary items (this will get it's own blog entry in the coming weeks)
-major class changes coming (also going to get it's own blog entry)
Color me cautiously optimistic. I'd still like some way to make crafting better/actually meaningful, but everything mentioned here is a positive change as far as I'm concerned.
edit: oh shit, last line: "P.S. We’re getting rid of the Invulnerable Minions monster affix."
I'm actually kind of torn- in acts 1 and 2 my Wizard could deal with inv minions. Venom Hydra and the piercing orb rune for Shock Pulse made them a serious pain but they could be dealt with... for melee classes I'm sure they were just a fucking nightmare though. Shielding is bad enough, so I guess this is good news.