The purpose of moderation is to keep discussions clean and on topic, however moderators are very lax on this forum and so what happens is that everything goes on until both agree to stop or one of them leaves the thread.Quote fromwhy? so when someone has something to say about the announcement of starcraft 2 at WWI in korea, they have to make a new thread about it? That makes no sense to me.
What would otherwise happen is either posts being directly edited by mods or simply deleted.
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Each charater will have to select 6 skills from, currently, a pool of 21*5=105. And while you will be losing out on minute differences in the skill department, it looks as of crafting your gear and modifying that with various gems and enhancements will still allow people to customize their characters quite a lot.
The instant respect is a little worrysome, but I'm not sure how much yet.
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Honestly I haven't played with either, but I think it's a good change. We'll see whether it works.
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Diablo was likely looking for a strong mind to possess, not a strong body: Albrecht is tranformed into a demonic form way larger than his human size.
Albrecht was also abducted by Lazarus himself and drawn into the labyrinth.
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Imprisoning them again in new soulstones is not needed or favorable I think.
Perhaps he was too weak, Diablo wanted a strong host and Leoric was the strongest he could find until the warrior came along. There is also some hints from the D2 manual that Lazarus might have already been touched by Mephisto while he served as a priest in Kurast, which would explain how Lazarus knew where Diablo was and perhaps also by how easily he seems to have succumbed to Diablo. Since Mephisto would then already have touched his mind, perhaps his body would no longer be suitable for Diablo as a host.
Doomscream is pretty right about this. There doesn't seem to have been a really good alternative either. Why simply killing them wasn't a good idea isn't quite explained: perhaps the Horadrim couldn't kill them (unlikely seeing as they did beat all Three before capturing them) or perhaps killing them would in effect just send them back to Hell on way or another (an explanation I favor) or something else entirely.
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A part of the Prime Evils was indubtably still contained in their respective soulstones, and it likely hurt their powers to keep it away from themselves. Likewise, if a part of the stone remained after the death of a Prime Evil, it could perhaps have been used to bring them back. If I were Tyrael and I realized I had been fooled into using the soulstones for the benefit of the Three, I would have them destroyed even if I didn't know for sure that they were a potential threat in and of themselves.
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"I am so weak, my enemy is so powerful, I can never win, I've failed... No wait, I'm not beaten. He's is in fact really weak and I'm super strong, even though I just used up all of my energy. RAAAARGHH! Victory!"
I guess that's fine every now and then, but the problem with these novels is that theyr suspense is largely based around these encounters, and there are so many of them. Normally a book could throw this free card at a reader without much notice, because suspense is generated elsewhere and it only happened once anyway. But in the fights against Malic, Gulag, Lilith, Lucion, Inarius, Tyrael, even Gamuel.
As a work of fiction in and of itself I think the books are mediocre, but it's probably due to the strange nature of how video game novels are created. I've never read anything else by Knaak so I can't really make any sort of judgement on his skill as a writer in general, but the author isn't really given creative freedom, and the people coming up with the story (or what has to be in it at least) aren't writing the book, so it's probably not that easy to coordinate. Besides, I don't think it was ever the intention for the Sin War novels to become works of fiction of the level of Lord of the Rings and similar series.
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I think you and others incorrectly correlate forced public builds with not only an easier pvp environment, but also an easier time of theorycrafting in D3. This I believe is not the case, and I will try to explain why. It's a theory that really is a form of pseudo-economic reasoning, but nonetheless I find it quite applicable to this situation.
Different people. You and me migth blabber about whatever inferior build we have, but at least I will be nothing special in the PvP environment (can't speak for you), because we do not intend to be at the top of the ladder. Other parts of the game, perhaps a social forum, will be comparatively more important to us. But if you're in the game to win, you will always want to give your opponent as little information about you as possible. So top players will be far more likely to turn their toggle off. They will primarily do this to prevent people from looking at them specifically, but when many people start to do this it will affect the information available through the hypothetical D3 armory as a whole: It will stave off the flow of information from some of the people who will be the very best in figuring out how to build a character effectively.
Here's where I think the confusion arises between my opinion and yours, and it's something I didn't really touch on before. There is a difference in how community knowledge will be spread depending how how easily build information is shared.
If build information is not public at all (everyone has it toggled off) then information between players can only be shared by choice and a little by actually encountering said character in battle. The spread of information becomes fractured, de-centralized and harder to get a grip off. This reduces the effective available information for everyone. So when you try to make a build, it's true that you will have to make it yourself. But you will not only have a less information about your opponent, but about builds in general. The aggregate knowledge about builds for the Diablo community as a whole will develop slower.
If build inforamtion is public (everyone has it toggled on) then suddenly you have a lot more information at your disposal. Knowing that Blizzard is making is easy for external sites to track data nowadays (leading to pages like wowprogress.com quickly rising to prominence) this will give the Diablo community a fountain of knowledge. Ideally, information about total builds currently used, builds used by high-end players and other things will be easily overviewed online. This causes the aggregate build knowledge of the community to rise.
And this is important. Because not only will you know what builds are popular, but your opponents will as well. And as the aggregate knowledge and information available to the community rises, the gaming environment will grow more complex, because with each passing day with more build variations will have to be accounted for, and the more public display of information guarantees that everyone has the opportunity to use this information.
So while this will highlight effective builds more easily to less dedicated players, it will still provide high-end players with a clear advantage: they will be able to take the greater amount of common knowledge and apply it to their theorycrafting. Which in turn will spread and be used by the collective community.
Keep in mind that this is not instant, and it is not an analysis on a personal level. Good players will be able to stay on top, but with greater information spread they will have to work harder to continuously improve their game, or be overtaken by someone else.
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