Just returned to it with the new loot system.
Then went back to D2.
In fairness, I didn't mind the new system once I realised that the difficulty level descriptions are completely wrong and that you need to play on Master to get something close to the old Inferno difficulty, but this alone is symptomatic of the issue: the patch seems designed exclusively with competitive long-term players stacked with legendary gear in mind, and completely wrecks balance everywhere else in the game.
Personally I find Diablo a bit tedious once you hit level 60 and like to start new characters and accumulate new gear. It was already hard to start from scratch with artisan levels and gold being pooled between characters; rather than add an option to disable this feature, they've now forced
pooled paragon levels on you if you dare to exceed level 60 (as I have with one character) - starting with a 'blank slate' is gone for good. Fine to have the option to pool these levels if you want it, but they really should offer an option for those who don't (or who just want the challenge of an all-new character without infinite funds and instant access to stat bonuses and advanced crafting recipes).
I'm getting about one piece of legendary gear per session per character, and rare items are anything but. Almost all are precisely tailored so that they're either direct upgrades of what I'm already using, or something I can replace existing stuff with. After only a few hours in two sessions I have a level 17 Demon Hunter with a legendary crossbow and nearly all her other items rare.
I can see that for players with full legendary kits who want to find upgrades, well, occasionally, this is a very good change, but at lower levels it kills the whole feel of exploration and indeed most of the point. Let's make no bones about it: Diablo is a game that requires essentially no skill beyond deciding on initial ability selection; it's not even important to be that fast at button-pressing since most abilities at higher levels clear the room for you. It's all about the character's gear. If I can rely on pretty much always getting the best gear I need from any random fight, where's my incentive to carry on?
I used to relish the challenge of fighting through dungeons with suboptimal equipment in a quest (in a meaningful sense of the word) to find a valued weapon upgrade or a new class-specific item I can use. Indeed it was basically the point of the game. It also kills variety when you hardly ever see items belonging to other classes, or ones with abilities you can't use (my wizard is already tired of getting Reptilian X of Focus after Reptilian Y of Focus after Reptilian Z of Focus). Going back to my level 60 character, the very first rare drop I got upgraded his hard-won bow, while a drop or two later I was able to give his Enchantress a weapon that dealt five times as much base damage as the one it replaced.
Yes, the old D3 system was a bit too stingy with useful gear, and returning to D2 I found that that system too gave more useful drops more frequently, but the new one goes too far in the other direction - in my view, further from the mark in its overgenerosity than vanilla D3 was in its miserliness.
Since you have to play on such a high level for a challenge even with a new character (a brand new Normal Wizard killed the Chancellor with Ray of Frost before he ever had a chance to teleport. I finished Act IV with my Hardcore Wizard also on Normal - she got careless and was both hit by fireballs and punched by Diablo a few times, taking no detectable damage), you also uplevel ridiculously quickly (sure, there's an experience boost at the moment, but levelling should not be that quick - my new Demon Hunter hit level 3 on Master before even getting inside Tristram's gates); you very soon get to a point where you hit your desired abilities and stay there.
This is a particular shame since the patch has really bolstered the actual variety of available drops and added the much-missed ability-specific bonuses of past games' items (boosts to Hydra, Ray of Frost etc.). Although in a game where all abilities give meaninglessly high damage multipliers (4200% etc.), getting a further 11% boost to damage output from an item doesn't cause you to treasure it quite as much as in D2. It's also made class abilities more interesting and I suspect distinctive. Feature-wise it's now almost exactly the game it should be, but particularly with an expansion around the corner they really shouldn't have made the game nearly unplayable for anything less than highly-optimised, max level characters.
On top of all that, for some reason there are a whole bunch of new 'easy-mode' additions - you can now upgrade artisans to level 10 with no crafting materials required, there are new semi-permanent experience wells, and power globes dropping all over the place substantially boost characters' abilities.
No longer will you find INT as main stat on a sword while playing your Barb or STR while playing your DH.
This speaks to a design flaw with the stat system - there should be more incentive to "off-stat", rather than loot rewards than reduce the chances of doing so. As any class, I want INT items because they improve my resistances. But Strength and even Dexterity is essentially useless as a secondary stat - I basically never want Strength items when not a Barbarian (which is why the Crusader is a good choice for a new class - someone else who uses Strength is much more important for the game than someone who uses Dexterity or Intelligence).
You can also abort any in-game dialogue with ESC (not sure if that was the case before?), so you don't have to listen to Asmodeus or Diablo rambling like a little child anymore.
You could always both do this and skip the cutscenes the same way.