"The rhythm on PC is tactactactactactac - you're clicking the mouse, you're telling your character where to go," said senior level designer Matthew Berger. "On console, the rhythm is very different. It flows more, because you're constantly repositioning your character with the thumbstick; you're really never stationary on console, whereas on PC you're a lot more stationary ... When you're playing on the PC, you're not really looking at your character as much, you're kind of focusing on the cursor. Whereas on console it's the exact opposite, you're drawn in."
That constant motion is the crux of the problem here. The camera in console versions of Diablo 3 is a bit more zoomed-in than its PC counterparts, and when combined with the thumbstick evade, players are presented with a game that is similar, but plays out much more frenetically than its computer counterparts. Bringing that same freedom of movement to the PC game would break its balance.
"[I]f I let you use the controller on the PC, then I have to let you use the user interface that goes with it," Berger told Eurogamer, "and if I give you the roll and I haven't throttled the number of enemies attacking you because the mouse-and-keyboard players can handle all those enemies, but with a controller you have too many guys ... The games have really been structured to take advantage of their environment and their ecosystem, so in the same way it would not be a good fit to put a mouse and keyboard on the console."
"It wouldn't work," Berger added.