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Inventory management is horrendous. Your inventory very quickly overloaded with all the kinds of crap you pick up throughout the game, including but not limited to armor, weapons, scrolls, charms, non-stackable keys, quest items, and so on. Including the Horadric Cube as an inventory supplement adds relatively little extra space at the cost of more dicking around and probably exacerbating the Tetris system. I don't really see the Tetris problem being an issue at all except that the inventory is so damn small (and the bank too!). And charms! I really, really can't imagine what they were thinking when they added charms to the game. It's as though they got together at a design meeting and concluded that inventory management was too much fun pre-LOD, and had to be made even shittier, and so they did.
Solutions: Bigger inventory, and dedicated space for charms that exists outside of the inventory proper.
And then there's the issue that Diablo 2 very strongly encourages hoarding many types of items to supply your small army of characters (less due to specific dropped items than due to the large number of crafting and socketing options), but does extremely little for you in terms of managing this huge pile of loot. You're stuck starting a game with a (hopefully trustworthy) friend and tossing a bunch of crap onto the ground. Which can then just poof out of existence if the game crashes for whatever reason. One of relatively few things that Titan Quest brought to the table was a "shared bank" that could exist as a transfer buffer between characters on the same account. Blizzard should do that. And probably also increase the character-to-character trade space.
Moving on to a resource that's a little more relevant to gameplay... potions. I might as well just group health and mana together, because they both rely extremely liberally on chugging giant numbers of potions. Health in particular has few restoration options for caster characters other than potions; melee characters can rely a little more on life leech but will often be stuck eating them anyway. And there's really no cooldown on health potions or rejuventation potions, so it's entirely feasible for Blizzard to design challenging encounters around players burning through them, as there's effectively no healer role in D2 (nor should there be). It's a little bit stupid and not very fun.
Mana potions might be construed as even more obnoxious, given that they govern your ability to use every single one of your skills. Particularly awful for melee classes who aren't able to benefit from mana leech, either through circumstances or through lack of gear (which you basically won't have until you've actively collected it on a higher level character). And then there's a paladin aura that increases mana regeneration by 1000%. So... I'd say mana isn't a very well-considered resource, overall.
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