Biggest problem with DaD is how changes are made in a vacuum. MDB from Magic Power is halved, yet Iron Will still grants 75 MR, +10% MDR cap, and Knockback Immunity.

Just a thought I had about one of the many problems with IM's balancing philosophy. Patch #80 brought about changes to Magical Damage Bonus gained from Magical Power, essentially halving how much damage you get per point of Magical Power in the beginning and mid-point of the curve. This has made reaching decent magic damage borderline impossible unless you're playing end-game lobbies. Most people just seem to aim for the True Magical Damage cap of +10 with a Mana Sphere and then build around making the Mana Sphere a bearable casting implement by pumping MS/Cast Speed and Action Speed.

While this has made magic less problematic for the other classes (which I think is a good thing), it has only worsened the problem of Barbarians just being unkillable. All magical damage classes now have 50% less Magical Damage Bonus than previously, but Barbarian hasn't lost any survivability despite that. Being a magic damage caster is now more spacing reliant than ever, with you needing to stay out of reach longer to get more spells out to make up for the damage you no longer have - but Barbarians with Iron Will can't practically be kited that long anymore, because they have complete Knockback Immunity.

It's just such an obvious sign that these changes are only being considered individually, and not in the context of balance changes made in prior patches.