Diablo 4: 9 Changes Blizzard MUST Make
7. More Varied Level Design
Procedurally generated environments only help stave off repetitiveness to an extent.
Diablo 3's humble beginnings in Tristram to the final endgame assault on Heaven might have delivered on the eye candy but really, it was only the paint job that changed - nothing else.
Once each zone had been repeated ad nausea in Rifts and their Greater counterparts, making a beeline from point A to B required little brainpower beyond face-rolling your keyboard. It's a shame, too, as those instances where a little critical thinking actually was required made for a tenser adventure.
Dungeons especially require the lion's share of Blizzard's attention for Diablo IV. Wailing on hellspawn is always fun, but so's surmounting concealed hazards or ambushes that require, you know, actually working together in order to see the sunlight rise on another day.