Scaling content means there’s little power scaling variety, viable builds are very narrow so there’s not much build variety, the leveling curve is punishingly slow because they are trying to live service it, and seasons have lame rewards and boring features so far. Dungeon variety is nearly non-existent and poorly randomized with time wasting objective design.
Also it’s a Diablo game where none of the endgame content takes place in Hell.
TL;DR: Designing games as a live service means designing around time wasting and anti-player choices.