What Blizzard faced was one feature that fans didn't like Diablo 2 Resurrected Items, and that was primarily to support the technical underpinnings of another feature that users disliked. 

When the company reviewed and determined how to move forward with Diablo during the following months after the launch, they quickly concluded that Auction House was "doing damage to Diablo" According to Wilson. The problem was apparent in both the gold and real-money Versions of Auction House, as it caused a disruption to the gameplay of Diablo. 

Why bother hunting monsters and demons if you can just buy equally good or even better gear? However, the team was unsure whether shutting it off was even an option. The rationale was both pragmatic--their players' data revealed that a huge number of players actually using the feature and they didn't wanted to upset them. Also, it was legal, as it was mentioned on the box. 

Blizzard ultimately decided that both the real-money and gold Auction Houses were required to go, but it wouldn't be enough to simply leave an Auction House-shaped gap in the game's design. The team began planning the larger-scale overhaul. It would include suggestions from Josh Mosqueira, who initially joined the team to oversee console versions. He was later promoted to game director in 2013. 

The Auction House's departure would be followed by the complete overhaul of many of the game's fundamental systems, along with the release of console games and its debut (and the only) large-scale expansion Reaper of Souls. The most prominent feature of the game was to the loot system that Blizzard dubbed "Loot 2. 0"--a huge change intended to make loot drops more rewarding buy D2R ladder items. It was meant to signify the beginning of a new age in Diablo.