To move discussion on to something different, in the past 5(?) or so months since I last had a go at the game has the balance started shifting away from being designed away from screwing over ranged and/or squishy characters? Love the game, played it a lot but I just can't bring myself to play it again since my preferred playstyle is basically intended to not be viable.
Before anyone jumps on me for that comment (I don't expect people to here, but I know for a fact if I said that on the official forums I'd be instantly dogpiled), my main character has been each time I've played a full glass-cannon fireball witch (hey, it's fun). Started in closed beta, had no real problems with that build once I'd played it a lot and I was probably the only high-ish level person doing such a thing, certainly the only one without minion totems (I used dual shock nova totems of all things, required some damn good positioning to use well). Running maps was a matter of knowing how to position, how to place totems correctly, how to advance safely, how to utilise all my spells and where one slip meant dead. And that's not counting some absurd things I ran across (flicker strike map boss that could 1-shot me was hilarious, I managed to kill him only dying once but that was damn hard). Wasn't easy, but enough experience meant I got good at doing all of that and eventually I could do most stuff without too much worry.
Skip forward ages to about when act 3X came out and I figure I'll jump into the game again (starting from scratch, same-ish build but I had to relent to skele totem since dual was no longer possible, thus my previous strategy was rendered invalid) and the shift in design was damn obvious. Non-expansion act 3 wasn't bad at all in that regard actually, Piety took a few goes before I figured out how to do her safely but overall it was fine. Act 3X and some of the new maps? That shit got rediculous. The new maps weren't that bad, except for boss areas full of mobs that you have to take a portal to, so it's basically a check of "can you survive being dropped into the middle of 20-ish enemies" which for a character designed to kite and not take hits means dead. But whatever, I can trade bad maps away, fine.
The real problem is a bunch of enemies introduced that force you to be in melee range (no, being a ranged character is not fun when you run into the bubble guys, it simply isn't) and others that punish you for trying to take the style of avoiding being hit rather than tanking the damage. The prime example of both of these being Dominus, the worst-designed fight I've ever seen because his final form is basically "you stand within my melee range or die in 2 seconds, btw my minions will swarm you as well and you can't run away from them this time because of blood rain". Like ugh, the only way I could beat that fight solo was to drag him down the stairs to the arena entrance by dying repeatedly, and then distract him to face the other way from you so I could actually attack without being swarmed from all directions.
That... was much rantier than I meant to make it, sorry, but I was pretty upset to see the balance with regards to character builds go so heavily towards "be tanky and melee or go away", when it didn't used to be anything like that.