#0 - July 7, 2010, 9 p.m.
Let's examine how this really differs from what we currently have:
Now:
Level 10, you spend a point on something that YOU CHOOSE (let's call it talent A)
Level 11, you spend a point on something that YOU CHOOSE (talent B)
Level 12, you spend a point on something that YOU CHOOSE (talent C)
Level 13, you spend a point on something that YOU CHOOSE (talent D)
etc.
Cat:
Level 10, you spend a point on something that YOU CHOOSE (talent A)
Level 11, THEY dictate a (latent?) talent given to you, THEY CHOOSE (talent Z)
Level 12, you spend a point on something that YOU CHOOSE (talent B)
Level 13, THEY dictate a (latent?) talent given to you, THEY CHOOSE (talent Y)
etc.
So... before, you could min-max the good talents and balance to maximize (what you thought were) the best talents for your build. NOW... They dictate half of your build, right? "Everyone gets these talents, based on your talent tree choice". Which sounds to me less like variety and more like uniformity, which is weird because they were preaching about how they wanted more variance in builds and how cookie-cutter-like it had gotten. Ummm, hello? Trimming the tree by ½ and making the other ½ mandatory sure sounds a whole lot more bland than before, especially if you cannot sneak into other trees. My god, that was the ONLY thing that made builds different from one another.
How does this promote diversity? Please explain that to me?
