Saturday, April 6, 2013

Dota 2


6/10


A long time ago, I was playing warcarft III on my laptop Pentium 4 laptop. It had a hard time running the game because it did not have a real graphic card, but it was still a lot fun. I would play the game online via the automatic match making system on good old Battle.net. When I was bored of the vanilla game I would play custom maps. Starcraft and Warcraft III came with great map editors which allowed to completely change the rules of the games within custom maps. A map would be automatically downloaded upon joining a custom game that featured.

The community was very creative and many new genres were born. There were a lots of survival maps, evolve maps, racing, sniper maps, board games,  ect And map creators were able throw-in their own ideas as well as drawing ideas from their peers. Some ideas were great and original and gave birth to their own sub-genre, like tower defence maps.

Warcraft 3 was a RTS where you controlled leveling (RPG style) heroes (as well as building your base and your army). A lot of custom maps put more focus on the heroes and less on the base and on the armies. Armies, creeps(mobs), and bases would exist only for the sake of leveling your heroes and crush your enemies.

What was innovative on the RPG front  in Warcraft 3 and in these maps was that your character would go from level 1 to the maximum level in within the time of game (30-60 minutes). In comparison traditional RPGs have your character slowly level over the course of long campaingns (30+ hours). Making strategic choices for a character is what the fun is all about in RPGs, and its even more fun if you make these choices every 2 minutes instead of every 2 hours.

Also these map often brought a competitive and team work aspect which make the experience much more intense for the player.

 Replay value is ensured by a very large selection of heroes but you'll want to play a the same few heroes lots of times to master their usage in battle and make a difference and win your games.

The most popular "hero battle" map became "Defence of the Ancients" or DOTA. It had a wide selection of carefully balanced and original heroes (in character, in their abilities and use in combat). I'm pretty sure that at some point DOTA became much more popular than vanilla Warcraft 3 as it was becoming harder and harder to find games via the match making system but there was always hundreds of DOTA game listed and these would often attain the maximum number of players in a matter of seconds.

The market was limited to those owning a copy of Warcraft 3 but after few years people realized that this untapped genre could become very popular. Many "MOBA" games (WTF, worst video game genre acronym ever, the only thing is it rhymes with DOTA really)  games were announced. The fact that the free to play business model was becoming increasingly popular probably helped.

I won't waste anymore of my time explaining this read these wikipedia articles if you want:


The Good

The graphics are better than those of Warcraft 3.
The game is free to play.
The game is not pay to win.
Its practically a port of the Warcraft 3 mod, you'll find that the game plays exactly the same, and that 90% of the times the existing heroes of DOTA 1 and their abilities were copy pasted into the game. To this day they are still releasing Heroes of the original map (once every few months or something).
Steam integration is excellent, I got dragged into the games because my friends were playing.


The Bad

Getting a game started takes forever. There are many steps and if anyone disconnects or fails to "accept" or to load the map, its back to square one. For some unexplained reason, even if  my filters are very wide (all game modes) it can take me more than 10 minutes to be matched with other players. After the match making part players have 10 seconds to click the "accept" button. If one of the 10 players fails to click in time, everything is cancelled and its back to square one. After that the game loads the map. THE ONLY ONE MAP. If a player fails to load and connect withing TWO FRIKING MINUTES (everyone else must wait that amount of time) its back to square one. Lets just say that its rare and happy occasion when I use the match making system and it works on the first time. On average it takes me 20 minutes to successfully start a game with strangers and once it was over 20 minutes. These problems should be easy to fix, they come bad designs. First, the match making is broken, they should fix it. Second, THE ONE MAP OF THE GAME should be already loaded from the hardrive, it should have loaded while we were all waiting for the matchmaking system to match us. Then if a player fails to connect or respond after 20 seconds it should be replaced with an other player searching for game INSTEAD OF SENDING BACK THE 9 OTHER PLAYERS BACK TO THE MENU.

Backward logic. You might think that attacking the enemy soldiers all the time and pushing combat zone into the enemy territory is the right thing to do.WRONG. The right thing to do is to only give the finishing blow. This will give you the gold of killing the enemy unit without pushing the combat zone into the range of the enemy tower where you would not be able to give the finishing blow and gain gold. Actually its even better if you get you get your own troop dead to prevent the enemy heroes to gain gold and experience. So that's the game in DOTA, get the finishing blow on enemy or allied soldier while also fighting the enemy heroes. People  even bring monster from the forest to intercept and kill their own soldier to put the enemy heroes at a disadvantage.

The game is full of tricks and secrets. I feel that this is intentional to put newer player at a disadvantage. The game has a "Secret Shop". My experience with secret shop in Warcraft 3 custom map was when a cheater would edit a map and insert a secret shop he could exploit to give himself an advantage. DOTA and DOTA 2 have their own legit, official secret shop. Also the are many unwritten rules that experience players will take advantage to get out of a situation without a scratch where a new player would have lost all his hit point for example: While in the range of an enemy tower, if it attacks you pretending to attack one the soldiers on you side will make the tower target an other unit (and probably save your life or allow you to attack other heroes within the tower's range). Video Link. Other tricks. So basically the game is rigged to give experience an much greater advantage than what they would normally have in a fair game (where all the rules are known by each players).

The game is not welcoming to newer player. To give an example a friend I play with who loves the game, but does not give a damn about the game's complexities, has still not understood how the shop interface works and how to complete a recipe, the secret shop does not help there. He attacks the creeps when he wants to and gets killed by the towers all the time. We played about 20 games. He still has fun with because we are all friends, but in a public match he would be hated and people on his team would complain to him all the time.

Also I took screenshots in the game but cannot find them on my steam profile or on my harddrive. Sooooo no screenshot for you DOTA2.

Conclusion

I play the game with friends once in while, because its accessible (free to play) and we can all play together. However I don't like the community and what has become "acceptable" in this game. The more I learn about the tricks of the game, the less I want to play it. I decided to review the game now even if its in beta because the things I don't like are unlikely to change and I probably won't be playing the game when it releases. I think Valve should not have tried to port the game and bring the bad logic to the new game. The should have taken the good stuff and let go of the what makes the game unwelcoming for new players.







Wednesday, January 2, 2013

Underscan problems with certain games and ATI Catalyst Control Center

So, I recently installed Windows 8 on a new SSD drive and re-installed my steam games from the backups I had made, and to my horror most of them did not take the whole screen in full screen mode: there were big back borders on each sides of the screen. I remember that I had the problems before in Vista but only when games were running using directx 10. I did not know why and did not bother as most games at the time could run using directx 9.

For the information here is my setup:
Philips LCD sreen with overscan turned off => HDMI cable => DVI adapter => DVI port of the graphic card.

My windows desktop resolution is set at 1920x1080@ 60Hz
And overscan is set to 0% in ATI's Catalyst Control Center (CCC)

This configuration worked perfectly and filled the entire screen in Windows. In half my games, using the same resolution as the desktop would fix any border problem but in the other half there was a big black border.

Turning on the overscan on the screen while these games were running only diminish slightly the black borders. And it made the image slightly blurry.

So I searched on the web saw that many people had similar problems, there were many solution recipes but the first few I tried failed solve the problem for me.

I finally stumbled on this wiki article which made me understand the problem: each resolution AND framerate COMBINATIONS have their own settings in ATI catalyst control center. You can only see the configuration for the combinations which is currently selected in Windows Desktop. In some games you can't select the frequency in the settings and they probably chose 50Hz randomly.

So my current configurations was:
1920x1080@ 60Hz : The configs I had carefully selected in CCC.
1920x1080@ 50Hz: Bullshit configurations I had never seen in CCC.

The solution was to go in the advanced settings for my screen in Windows, switch to 50Hz. Then open CCC, (I could see that the overscan was at its default value), ajust all the settings (putting the overscan at 0).
Then I changed back my windows resolution to 60Hz but when I would start those 50Hz games, they would take the full screen correctly.

Sunday, October 14, 2012

Trine


6.5/10

I got the game for cheap on steam at some point. Only got to play recently. To sum it up, Trine is a platformer with physics and puzzle elements. You can swap between 3 characters at anytime: the rogue, the wizard and the warrior. The rogue has a hook and bow. The warrior has a shied, a sword and eventually a hammer and can lift heavy objects. The wizard can spawn objects and use telekinesis. You gain experience points and find items that boost their ability. The skill point that you allocate might give you an edge to go trough an area but usually there are multiple solutions to each puzzles.

I said "puzzles" but the levels are more like an obstacle course. I don't remember anything mind blowing  like in Braid. You usually just need to find a way to pass through. Monsters spawn on your way; they are not very challenging on their own but they could put you in a bad spot if you're not careful. The spawning stops for a while when you kill a bunch. There are just a few areas in the game where you really have to fight special monsters. Also you'll find items in chests. I almost passed by my first chest without looting it, the graphics are pretty and all, and I thought it was just part of the background. There are many chests and experience potions in hidden areas which require a little bit more work and exploration to find.

My favorite character is the rogue because it can just zoom around like Spiderman with the hook which seemed to be the fastest way to go trough many areas. Also at some point, I would kill monsters faster at range with the bow than in melee with the sword. I remember that an item that poisons arrows made a big difference.

The game was quite enjoyable while it lasted, the graphics are beautiful and the story is like a fairy tale. I think that physics adds a nice touch to the platformer, but I was not impressed; many other games out there have cool puzzles that must be solved using physics mechanics. Also sometimes I felt like the controls failed me but maybe its just me being a sore loser. It took me about 7 hours to complete the game, and I'm sure its possible to finish it a lot faster on your first run if you don't bother to kill so many monsters as I did.




Sunday, September 30, 2012

Guildwars 2


5/10

I got dragged into Guildwars 2 by some friends. My expectations were not high but I feel like the game did not deliver. My main character is approaching level 40 and I'm bored of the repetitive gameplay already. It seemed a good idea to tie the skills to the weapon types, but after little while you've tried all the different skills of the different weapons types your character can use and then you are going to use the same skills for the rest of the game ... You get to choose "utility" skills on the right side of the skill bar but most of your attacks are tied with your weapon. You also get to spend traits points in different trees to enable different passive skill. You can change the passive skills that are enabled in a tree but you can't reinvest these points in a different tree without spending an important amount of money, which is unfortunate because I would have like to try different trees at the beginning of the game but could not afford it. Since your attack skills are bound to your weapon, I think it would better if we could just change your passive for free, that way when you find a good weapon, you can pick the passive that match best this weapon and skills.

Like I said, I picked the game because me and my friend wanted to play together, thankfully we got the game in the first week while it was possible to change servers at will (but they were saying that there was going to be a fee for this in the future). Also there is nothing in the game that makes it easy and enjoyable to play with your friends in PvE: the game has many story lines and areas for the different levels in the game, as well as different starting area, and no way to teleport to your party. There are waypoints in the game but they need to be unlocked with each characters (and cost coppers to use!).The players of a party which are in the same zone as the party leader will get dragged into quests and events but a player who is far away has to run over there. I spent at least 30 minutes to join my friend once because they were questing in a cold area where every monsters on my way would chill/cripple me, so I had no choice but to kill everything on my way. Also when I run away from combat, I feel like my character is automatically slowing down... Each zone has a queue when its too full so you might end-up having to wait even after you reach the location where your friends are.

Many mechanics of the game don't feel polished. For example there are two ways to inflict damage in the game: normal damage and conditions (dots). Normal damage is boosted by power (raw damage stat), precision (chance to crit) and critical damage. Condition damage is boosted by the "condition damage" stat which is not displayed in your character sheet, except for a tooltip. Also some weapons have all normal damage skills, some have only dot skills, many have a mix of normal damage and dots, which is just bad in my opinion, because most of the the time, if you just spread your stats between condition damage and normal damage stats, you are just going to do half the damage you were supposed to do ( or maybe took the time to calculate everything and managed to find a good compromise?). Anyways, from my own experiments, many weapons skills felt suboptimal what ever choice were made with my class, leaving just a few working solutions where I would focus on just one damage type. It was very effective in the game but very boring.

In a way, it feels like completely different teams made Guildwars 1 and Guildwars 2. Some good feature of guildwars 1 were just not present in the game. I'm not talking about gameplay element which they might have decided to do differently in Guildwars 2. For example in Guildwars 1, you could start the game before it had downloaded completely, and it would download the zones closer to you in the background, if you went in a zone that was not yet downloaded you would get a longer loading where the zone is actually download by the server. And it did not take too much time to download a zone/map from the server. For guildwars 2 I had to wait until the entire 14 Go was downloaded before I could start the game. Why? Did they somehow lose the code of the first game? Also one of the selling points of guildwars 1 was that there were no shards, you could instantly switch instance (for a town) if you wanted. In guildwars 2, presumably because of "World vs World" PvP you can't even have different characters on two servers. Both games were launched with claims to attempt to change the MMO genre, and to bring innovative ideas, but its as if they got amnesia between the two iterations of the series and came up with different ideas each time.

The innovation that comes with Guildwars 2 that I like is the way that the events happen in the map. There are no large team raids in Guidwars 2, instead events pop-up regularly in zones and players are called by NPCs to come and help. This is a success, there is ususally more than one event happening at the same time in a zone and players will rally and help each other. Each zone has many different events and this adds a lot of replayability. It can be anything from escorting an NPC to a giant monster attacking a town. The giant boss fights and wars with the local mobs were a lot of fun (but I'm still bored of using the same skills sequence over and over).

It looks like they also put a lot of efforts in the story line system of the game: at the beginning of game and as the game progresses you make different choices witch dictates the story of your character. You'll get a completely different story, end up in completely different zones, by making different choices (maybe you even get different end bosses?). It looks like they put a lot efforts there and it could add a lot of replayability .. unfortunately I barely did half of my story line and am already bored by the repetitive game-play. On a side note, I remember that before the release of guildwars 1, developers claimed that the action would be more fast-paced and responsive than in most MMOs. This ended up being complete bullshit, as guildwars 1 felt quite laggy. I don't remember excatly how much, but I remember homing un-dogeable projectile and rubber-banding on the other side of a wall. Guildwars 2 is quite the same if not worse. It feels like a turned based rpg running on the server side with the client doing its best to compensate. Sometimes monsters hit me before I see them spawning, sometimes I open a combat with a stun and follow with an other skill, only to realize 2 seconds later that it did not happen, and that the server decided that the monster stunned me first.

I would say that the economy of the game is completely broken for anything that is not end game. I would blame the crafting leveling system for that. People craft with the intention of being able to get endgame gear, but to reach that level you have to craft soooooo much of the earlier levels crappy items. Almost anything that is craftable and that it not endgame you can get from the trading post for 1 more copper than the value you get from selling the item to an npc (which the minimum price, and so there is no reason to buy items from NPCs! just buy everything from the trading post!). For some items and equipment I'm pretty sure that if you count all those that have been crafted you would get a number that is far higher than the number of players in the world. Lets say that it takes 10 units of material "y" to create equipment "x", "y" is likely to be ten times more expansive that equipment "x", and the only reason why people still craft equipment "x" and pay for "y" is to level up their crafting profession.

A lot of things that happened in the first weeks after release gave me a very negative opinion of Arena.net. People have been permanently banned  for swearing or for finding bugs in the game. What ever your position is on free speech, at the end of the day someone paid 60$ for the product, and I think that if you don't want that person to play your game anymore, just a few days after he bough it, he is entitled to get a refund. After reading some of their press release on these subjects, I was disgusted by how they think of their customers.


Sunday, August 26, 2012

How To Get Speed And Precision Out Of A Razer Mouse

So I've had this the DeathAdder Razer mouse for a while now and it took me quite some time to figure how to configure it properly. After buying the mouse I could not see any difference in precision compared to my old ordinary cheap mouse and I thought I got ripped. This is me trying to draw a spiral in MSPaint with my old configuration:
I was telling myself : how is this even possible this mouse is supposed to have such a high resolution. Why is it jumping so many pixels?

So you can test it yourself in paint if you want. If you have the same problem I might have the solution. I'll follow with the guide for those who don't care for the rest of my story.

How-To

Just so you know I did only test this with Windows Vista but I personally do not expect any difference with other Windows version. To follow this guide you'll need the newest drivers (Razer Synapse Configurator 2.0) and the Windows mouse panel open.
 

  1. Try to draw a spiral in MsPaint just to be able to compare precision later.
  2. In the windows mouse configuration panel (Not the Razer one), in some tab lower the speed of the mouse to 2 or 3 notches higher than the minimum, your mouse should be very slow right now. Don't worry we'll come back to that later. Improve mouse precision should be disabled (more on that later). Apply the changes but don't close the window yet.
  3. In the Razer Configurator turn up the DPI and polling settings to the maximum (to get the maximum resolution). I prefer no (as in zero) acceleration personally.
  4. Now go back to the Windows mouse configuration and adjust the speed to your liking. Apply.
  5. Draw an other spiral in paint. Compare.

The Problem

So the problem was that the windows configuration of my previous mouse was still in the windows panel. The speed configuration there was at the maximum and the only way windows makes a slow mouse fast is by skipping pixels.

When I plugged in my new Razor mouse I did not think to go back in the windows settings, I was just playing with the configuration in the software provided, and after setting the speed to my liking I still did not have any precision. No matter what configuration I put in the Razer software, Windows already decided it was going to skip pixels.

About Increasing Precision in the Windows panel

I tried it, it gave good precision results but while gaming it felt like there was deceleration in the mouse when I was trying to go too fast. So I did not like it.

Hibernation problem

After I updated in to the new driver, my computer would wake up immediately after I hit the hibernation button in windows. To solve this problem go in the device manager in windows and in the properties of anything mouse related, uncheck the check-box that  allows to wake the computer.

Razer DeathAdder Mouse Review

Let me tell you that if I had not found a way to configure this mouse I would have made a pretty negative review. At least now the precision is working. I was so frustrated earlier, I really thought the product was a scam. Now I can say that I like the precision/speed, the two buttons on the left side and the wheel. However the two main buttons are so long (half the mouse's length) that if I advance my hand too much on the mouse, it triggers unwanted clicks. With my hand size the mouse becomes quite uncomfortable in the position that does not provoke those unwanted clicks. Maybe someone with either a larger or smaller hands would find it more comfortable and practical. I think its the combination of  the long buttons and the round shape in the middle that makes it bad. Overall I do not recommend it. After paying so much, I expected more comfort than with my older cheap mouse. I would give it 5/10.

Sunday, August 12, 2012

Diablo III: Inferno Cleared

Inferno Clear

So I had stopped playing mostly but once in a while a would play with friends. Alone none of us was really able to do well in act 4, but with two monks with mantras and my barb with WarCry we were able to steadily advance. Once in a while we would still face a boss we would not be able to kill and that was frustrating.

We finally killed Izual and before our next session I decided to bypass the rest of the game using Sprint. I then tried Diablo alone and killed him successfully on my first try.

At our next gaming session, my friends were just glad that I could share the way-point with them and we killed Diablo together. Let me tell you that Diablo is a lot easier than the randomly generated bosses that you find in Act 4 (and Act 3 maybe ?).

Wicked Wizard

After that I stumbled on the wind-up wizard site and that gave me the motivation to try the Wicked Wind/Critical Mass combo. Basically you stack Energy Twisters on monsters and it makes the cool-downs of your other skill to replenish very fast. With enough monsters it allows to maintain Frost Nova and Diamon Skin permanently.

Without much investment I was able to steamroll Act 1 and Act 2 of Inferno. Right now my wizard is stuck in act 3, and it would require a bit of farming to get enough resists to be able to go through act 3.

The build is a lot of fun so we'll see if the upcoming patch will be able to get me back into the game.

Farming Act 1 (Not as quick as with my DH but a lot more fun)




Saturday, July 21, 2012

Diablo III: The Infernal Farming Game

It's been one month since my last post. So what happened?

Act 1 Inferno

I beat act 1 shortly after my last post. In terms of difficulty act 1 inferno feels like it should it feels like the next step after Hell difficulty. My Demon Hunter was not and is not built as a glass canon but I had to be careful with some monsters who could kill me in one shot like the beast with a charge ability.

I tried the first part of Act 2 after beating Act 1 and as I had heard it was much harder than act 1. Even in Hell I thought that Act 2 was painfully annoying compared to Act 3 and Act 4. So I did what every body does in inferno: I farmed Act 1.

At first it was fun, I was still getting use to nephalem valor and  I was upgrading my gear a lot. I farmed act 1 to the point where nothing was able to one shot me and I could take down the butcher under two minutes easily without being touched.

I would do lots of areas of Act 1 to kill bosses. Whee I ran out of good zones for bosses I would kill the butcher and start an other game. Items that were not upgrades were either sold to the merchants (item level bellow  61), salvaged or sold to the auction house. At some point the price for a single essence did rise to 2k gold!

Act 2 Inferno

Act 2 was a pain in the a** again. I did alternate advancing into Act 2 and farming Act 1.

Act 3 Inferno

So I started to advance into Act 3 after finishing Act 2 when something very disturbing happened: I died in one shot to a single mob. You have to understand that I had farmed for weeks and I had not built my DH as a glass cannon. I compromised getting dps and spent millions on equipment with hight armor and all resists. I also had twice the discipline as a normal Demon hunter with +10 on each crossbow and my cape. I had thought I'm going to do this the right way I want to be able to take a few shots. But what was the point?

That's why so many demon hunters end up building glass cannons, because it seems so ineffective to try to do anything else. After all you got all that dodge potential and you can turn yourself invisible but even with a high investment in gear mobs will still one shot you.

Its incredible what you can do with the right gear but the amount of farming necessary is just beyond me. Here's an interesting video of a demon hunter who can tank Inferno: http://www.youtube.com/watch?v=3kBLJQuIEyY

I will never do this because at that point I just stopped playing my demon hunter.

Here is a photo of my DH. I usually used a more defensive helmet but found the skull recently and thought it looked good.

Next

So what did I do next? I rolled a Barb. From my experience its much easier to play with the Barbarian than the demon hunter. And for a lot cheaper you can do a lot more.

To level a character fast the trick is to search on the auction house with - level requirements. That way you can equip a level 60 weapon at the end of nightmare for example, blast throught the Nightmare and Hell.

When I reached inferno followed this guide:

Yes, with only 400k worth of gear, this guy managed to finish inferno. Keep in mind that there has been a lot of gold inflation since then and that the price of life on hit items did rise a lot.

I did manage to buyout gear almost as good as in the video for 1 million at the time, and in one weekend I managed to advance  into Act 3 Inferno and I killed Ghom without any problem, while there was monk running in around in room because he was not able to stand in the fumes without dying.

It sounds fun but for one million I could only afford to have a low dps (13k). And killing bosses alone takes a looonnnnng time. I would say that alone I was able to kill 50% of the rares and champions of Act 3. But with my friend monk around we were able to kill almost all bosses, sometimes one of us would die or have to run (me most of the time, except for Ghom). We were both using skill to buff each other and reduce the damage of enemies. The build I used with the most success had furry and vengeance only as damage dealing skill all the rest were defensive abilities. The monk was doing most of the killing when we played together. My WarCry with the last rune was quite usefull to him and I always use it anyways.

I don't think I will finish inferno. For this to be enjoyable I would to have more chances to crit but gear with good stats, high armor and hight resist and critical hit chances is waaaaay too expansive.

With only 5% base chances to crit, a lot of build are not possible. A lot runes give something when you crit.

Not Fun Anymore

Yes, its not fun for me anymore so I stopped playing.

No sense of progression

The main problem I think is that there is no sense of progression after Act 1 inferno. 99.99% of items that drop are wothless junk. Where ever you are in inferno you find items between level 50 and 63. Common! 50!!!?? That's around when you finish nightmare! And when you move to Act 2 and Ac3 you just get a higher ratio of items above level 60 but monsters have 2 or 3 times the health and damage. So most people just farm Act 1.

If Act 1 dropped only level 60 items, Act 2 level 61 items and so on, then it would be fun playing. But I guess they just wanted to make good drops very rare to force people to use the auction house.

Also what's the point of white items after normal? Its just a pain to have to drop them on the ground when I accidentally picked one.

Plans and crafting

What a failed opportunity. If only good plans dropped more often, I could have tried to craft. That would have given me the illusion to be doing something, to progress. But I only found only a few "fine" plans for other classes. As for ordinary "Exalted" plans, I would probably not have tried them because they would be a waste, but I only found the shield and the mail anyways. I FOUND THE SHIELD SEVEN TIMES! WTF! WHERE ARE THE OTHER PIECES WHY NOT DROP A DIFFERENT PLAN EVERY TIME.

Also they should just have removed the gold cost on crafting, the value of ingredients would rise and the market would balance itself automatically.

To much crowd control on bosses

Some bosses can immobilize characters permanently in inferno. Also some abilities like fear are buggued with some monsters. For example, the dot of fire horadric construct would trigger "fear" multiple times per second. I was using juggernaut so the boss could not kill me because of the 15% life gained. My barb was just stairing at the wall and I was waiting for the enrage to kick-in and kill me.

I recall reading somewhere that bosses should not have more than one control ability but Blizzard does not recognize many of the crowd control  abilities as crowd control.

Enrage timers

What a stupid idea. Your having an epic battle with boss. You  are about to finish it, the programmer, a sore loser, comes in and says, that's enough, you die. That's just not fun! That's not even logical.

Bad Nerfs

They decided that some things should just not be as good in Inferno. Many skills and item affixes become completely useless because they just don't pass the minimum requirement for inferno: they just do nothing. For example if a skill has a knockback value bellow  21 it will just not work at all on bosses in inferno.

In the mean time some affixes like critical hit chance and life on hit are king.

Here is a screenshot of my wizard. I just finished Hell with him and equipped some stuff I had found with my DH and Barb. I don't really play him seriously.