Guest Article: Runewords—a Change to PVP

Posted 26th Jun 2009 10:54 AM by Flux

Player vs. Player combat has changed enormously since Diablo II was released nine years ago, back in June 2000. The expansion added 2 new classes and countless new items, subsequent patches overhauled the skills and spells, but the biggest changes have come from new items, especially from the super-powerful Runewords added in recent patches. In addition to allowing for far higher defense, damage, and other stat boosts, the runewords (and some uniques) have added the “oskill” modifiers, giving all characters the ability to use skills that were formerly the exclusive property of one character class. The biggest impact of all such items has come from the Runeword armor Enigma, which grants the teleport skill to any character who wears it.

Enigma made a big difference in PvM play, chiefly by making magic find runs quicker and easier, but it had an even larger effect on PvP play, totally changing the balance of character interactions. No longer were Sorceresses uniquely gifted with the escapability their low hit points and defense mandated. Now every character can teleport, making the formerly competitive melee battles a thing of the past, and (essentially) forcing anyone who wished to be competitive at PvP to use their own Enigma.

In this guest article Sepi returns to the subject of PvP (that he discussed in a previous guest article). He’s been at PvP since the days of D2C, and in this article he discusses the evolution of head to head play in D2, and weighs in on the pros and cons of Enigma and other skill-granting items. Enigma changed everything… but was it a good change?

Click through to see the article and join the discussion.

Runewords: a Change to PVP

The Early Days

If you’re like me, and spent time PvPing during the early days of Diablo 2, you may remember the domination of sorceresses and their teleportation and bowazons spamming Guided Arrow across the screen. The good old days of Thunderstorm tracking you and Frozen Orbs everywhere. And don’t forget the Novas. Ah, memories. If you played a barbarian, you pretty much chased people until you died, and you rarely saw a good necromancer due to a lack of survivability. I guess one could have spammed Bone Prison and then hoped his opponent was too stupid to break out of it. Fist of Heaven paladins were always decent, but otherwise paladins were not the best duelers in anything other than melee.

PVP required a change. Certain classes and builds were too dominant, while others were rather useless.

Patch v1.09 and v1.10

Time passes. We’re moving fast here. The expansion launches, and we are introduced to the surprisingly popular trap assassin. A small change hits PVP as Lightning Sentries fill Blood Moor. The true change derives not from the inclusion of the assassin and druid, but the addition of game-changing runewords.

At first the runewords are not so powerful. ‘Fury’ balrog-blades are the best and consequently most popular runeword. That may not sound true, but I promise it is. Around this time Diablo II is also plagued with hacks, like Wizard Spike rings and super enhanced ‘Fury’ blades and bows with way more than six sockets full of 40/15’s. It is a strange, somewhat fun time. ‘Silence’ bows are also good, but for PVP Windforce remains king, or queen. Despite all this, runewords bring a nearly instant change to Diablo II.

Sometime later arrives patch v1.10. Here’s where things get somewhat silly and more interesting. More confusing, too. Runewords like ‘Exile,’ ‘Breath of the Dying,’ ‘Call to Arms,’ and of course ‘Enigma’ take the game by storm, not to be confused with Thunderstorm. (We already went over that.) I confess that I quit between v1.09 and v1.10—the hacks were too much for me. Rejoining shortly after the patch, I quickly entered a PVP game and found every class teleporting and accordingly destroying me. As a barbarian without ‘Enigma’ or any of the other amazing runewords, I was rendered harmless. I even Whirlwinded a sorceress and didn’t kill her. It was quite distressing.

I still remember chasing a smiter. I was about to Whirlwind him to death, when he suddenly teleported. It was one of those “WTF” moments. Maybe I should have read the patch notes.

The Goods, the Bads, but not the Uglies

As suspected, runewords completely changed PVP, starting primarily with ‘Enigma’ and its ability to give teleport to any and every class. Soon enough almost every competitive non-melee duel consisted of incessant teleporting. And of course we cannot forget ‘Chaos’ claws lending assassins the barbarian’s Whirlwind ability, and the handful of runewords that grant different paladin auras. (Many of these: ‘Faith,’ ‘Dream,’ ‘Insight’ and more came a bit later, if my memory is correct.)

Like stats, runewords have an upside and downside. Like all competitive players, I abused runewords and used them as much as possible, testing every possible combination. I even had one of those necromancers with the glitched ‘Dream’ and ‘Dragon’ mercenary. While I did use runewords, I gradually saw the negative aspects they brought to Diablo II—aspects that are still very much part of the game.

In the old ages, back in my day, you see, long before ‘Enigma’ and all those darn contraptions, when you had to walk five or ten miles, uphill, to reach Blood Moor, melee duels were far more popular because every class could not teleport at will. We didn’t see amazons with the Fanaticism aura or sorceresses with Conviction. (Poor paladins, having to battle their own auras in almost every duel.) Despite the handful of runewords and their auras and skills and somewhat crazy procs, ‘Enigma’ was nonetheless the main force behind the change to PVP, and even PVE to an extent. Magic-finding became much easier for every class now that everyone could teleport. Soon all classes became fully capable PVP’ers, and with the addition of other runewords, a plethora of never before seen PVP archetypes emerged from the catacombs. You know, where you’ll usually find Andariel.

Bonemancers became amazing, as did elemental druids and hammerdins. Diablo II became a deeper game, while losing some of its diversity as a result. Skills define a class, and when you give those skills to other classes, the original class suffers. Teleport was obviously meant for sorceresses. They are defensively weak and need the ability to survive. When you give teleport to every other class, the sorceress is weakened. Granted, teleport was too powerful to begin with and something needed to be done. Was ‘Enigma’ the right answer? I don’t think so.

The Verdict

I’ll say it right now. While I used ‘Enigma’ because I wanted to be competitive, I never liked it. The same goes for every runeword with a skill attached to it. I’m an advocate of fair and balanced PVP—and PVE for that matter—that most importantly requires skill and knowledge of all classes, their strengths and weaknesses and so on. ‘Enigma’ and other runewords were good for PVE, even great, but in PVP they were quick fixes to encourage game play, a way to rekindle the fans. The fans wanted something new and shiny, so Diablo II became a chaotic mess of runewords and teleporting paladins. PVP was still fun, true, but at the expense of class distinction.

Somewhere in all that pandemonium certain classes became “broken.” Paladins. Cough. Cough.

Taking one amazing skill such as teleport and giving it to all classes will of course drastically change the game. Did anyone expect ‘Enigma’ to so drastically alter Diablo II? I don’t know, but I do believe will we not see a repeat in Diablo III. The D3 Team has said that Runewords will not return in Diablo III. This is a good thing if runes maintained their rarity, as no one would ever build a good runeword anyway. (I have played off and on since the beginning and found two Sur, two Ber, Jah, and Cham. That’s like one runeword per ten years.) Also, I really hope items will not have skills attached to them in Diablo III. While it’s a cool idea and it’s fun to see a druid with three auras changing around him, it destroys class distinction.

I’m sure many will disagree with me. Hell, sometimes I disagree with me, but I want to see each class as their own, separate entity.

Sepi




Opinions expressed in Guest Articles are those of their authors and not necessarily those of Diii.net.

Writers wanted! If you’re interested in writing your own guest articles, a column, or other editorial elements for Diii.net, get in touch with Flux.




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Comments

Page 1 of 3 pages  1 2 3 >
mouseman
Posted 26, Jun 2009 01:56 PM
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A very good article. Well written.

I agree with you. I don’t like that everyone can get BO or teleport. But I’m happy what I’ve seen so far in Diablo 3. They want each class to be a separate archetype and the customization comes from skill runes / skills, not from items as in D2 (not as much, at least).

BTW, could someone (flux?) write “the history of Diablo 2” ? This article did a brief job unfolding D2 PVP through the patches, but I’d like to see a somewhat complete history from 1.0 to 1.13 (when it comes). I liked Flux’s “ten worst bugs” etc columns but nothing ever gave the big picture. It’d fun to read what classes were popular in what patch and in what patch some items came etc. It could be like a series of articles (three or more?) explaining the changes somewhat in depth and reliving some game experiences. It would be really fun for me to read and I’m not the only one for sure.

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Kiroptus
Posted 26, Jun 2009 06:07 PM
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Enigma is the worst balance addition that ANY blizzard game has ever suffered. And CTA is boring and stupid, its pretty much the alternate setup of any character and it takes a lot of uniqueness out of the barbarian.

Yes I abused it with my summon necro as well but I still have wits to realise how harmful to the game it is. Those who think that those runewords didnot harm the game were those who were only concerned about their own character’s power rather than the balance of the game itself, people who like to exploit a broken game with an overpowered character rather than enjoy it (that means, a big part of the community).

Im hoping that something is done against Enigma, Infinity and CTA in 1.13, if nothing is done… well… I guess I will wait for D3 then, 1.13 is Blizzard’s last chance with D2 IMO. So many dimwitted additions and balance fixes that it just makes them seem that they just dont care at all for D2 (and they dont until they announced D3).

Ah, and PVP was bad before enigma cta and infinity but it just became a new level of stupidness with those runewords, it just made PVP look far more of an afterthought to the game (which it is, stated by Blizzard themselves, people need to stop saying its like the “focus” of the game, its not) but also as a bad joke from the developers.

Good article but needed more poison against the community IMO, its quite disturbing how many people actually support something as broken as Enigma, CTA and infinity. No wonder Diablo 2 is at its sad state now on Bnet, it used to be a good game but the awful additions from Blizzard and the kids from bnet who just saw that and thought “OH AWESOME! I am PALLY AND I CAN TELEPORT! I AM A SORC AND I HAVE CONVICTION! WHOOHOO! IM UBER!” instead of realising how broken it was.

Shame on Blizzard and the community for this.

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CombatShrine
Posted 26, Jun 2009 08:34 PM
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Agree 100%

At first I thought these items were awesome ideas, but the botters, dupers, and hackers have made them so widely available, that they are commonplace things now.

Enigma and Call to Arms are the worst offenders in my opinion. I had a 90 IK barb once. He once a wrecking ball. I asked a group if they needed me to come on an uber run. Their reply?

“Nah we don’t really need any barbs. We have a pally with a perf cta. If u got a necro we can use him though.”

Granted, my BO was obviously far greater than the CTA’s, but not enough justify me being in the group. That just sums up how the game has become. They need to reset the ladder, and completely redo all the runewords. “Power level adjustment” isn’t the real issue - keeping distinction among the character classes is what I want. No more skill-granting items. It was an idea worth trying, but it was a miserable failure. No more of it!

And for God’s sake, tone down the ‘Spirit’ runeword while you’re at it Blizz. I think you forgot a “Jah” rune in there somewhere for what it grants you :/

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CCCenturion
Posted 26, Jun 2009 08:57 PM
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I’m going to have to disagree on this one—not saying that the article got it wrong, but there are other ways of looking at it.

First off, if you miss the days when classes couldn’t use each other’s skills, there’s an easy answer: Low Level Duels.  When everyone is level 30, the new balance issues are no longer issues.

Secondly, I keep hearing people argue that the 1.11 runewords ruined the balance of the game. Yet as this article points out, before the addition of those runewords, only melee duels were really balanced, with Sorcs and Zons crushing the competition otherwise.  So it’s not like D2 was a very balanced game to begin with; the runewords just tilted the bias in other directions.  And I might add that it spread it out a bit better than before: sorcs lost teleport’s uniqueness but gained Conviction, so that’s a draw; necros became a viable PvP class, so that’s a win; Barbarians can teleport faster than other melee characters, so they don’t lose much; Zons are easier to dodge, but with Faith or Ice bows their attacks become more powerful…  I’d have to say though, that it is a bit silly just how much more powerful Paladins have become, especially with runewords like Exile that only they can use, and Spirit (shields), which only they can use at early levels.

I think that as long as everyone has to play by the same set of rules, the game is still pretty fair.  Sure, 9 of out of 10 characters is using some cookie cutter build designed around one runeword or another, but cookie cutter builds were inevitable, and there is still a big variety of cookie cutters that work.

To the guy with the 90 IK barb who found himself to no longer be king of the hill, hey, at least the new runewords gave you a way to improve your barb even more, although he wouldn’t be as shiny any more. 

Disclaimer: In offering a dissenting opinion here, I’m not trying to say that the other folks here are wrong; just that there is a bright side to the 1.11 runewords too.

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Kiroptus
Posted 26, Jun 2009 09:14 PM
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There was no bright side to those runewords. Its not a matter of “new builds becoming viable” its how PVP became a Enigma/CTA fest. Its almost a requisite to even compete with anyone. And lets forget PVP here, diablo2’s pvp is a joke, it was an afterthought. Lets look at the game as a whole and how it killed much of the uniqueness of the classes and added overpowerness to another (paladin anyone? Asn traps with infinity?). If the benefit was “some builds became viable in PVP” then its a very pitful benefit for the harm it did to the classes.

It was an AWFUL solution to a problem: Teleport.

Teleport was ALWAYS the most overpowered skill in the game. Even when it was sorc only, it only made everyone wanting to create sorceress to skip/rush/farm the game in no time with its uber skipping power. I mean… Diablo 2 was ALWAYS BASED AROUND TELEPORT! It would be a breath of fresh air to not see a stupid character (either sorc or not) teleporting like a twiching madmen through the game because thats the synthesis of the game through all those years, from launch to nowdays.

Instead of nerfing it and giving the sorc more tricks to deal with the nerf they just made the most lazy, stupid and amateurish solution that I have ever seen in a game: They gave the overpowered skill to everyone! They just kicked the bucket on Diablo’s balance, it was a big glaring and insulting message to all the community saying: “Screw this game! we dont care about this game! Enjoy its brokeness! Bye!” by Blizz’s part yet people loved the “uberness” their characters received…. If anyone thinks that Enigma was a good solution then we can receive 1.13 with open arms if it now also introduces a runeword which gives 13-k magic damage blessed hammers to everyone.

And I am talking about Bnet, I dont care about the SP part, I am talking of a whole community dedicated to farming loot and with so many people trading/farming for, to create an enigma was not that much of a deal in the MP enviroment. Dupes just made it worse but even with no dupes around, it would still be a pathetic and horribly unbalanced addition which everyone would aim for and so, everyone would eventually make one.

And CTA was ridiculous, so everyone wanted the BO buff because its a good buff… really? A whole CLASS has a whole skill tree dedicated to it, its no wonder its a great buff to the party but then everyone could use it while the barb was left ignored by the party now.

Sorry, aside from the momentary fun that those runewords can offer they harmed the game in a grotesque way.

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CCCenturion
Posted 26, Jun 2009 10:21 PM
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@ Kiroptus

All I’m saying here is that the glass is half full.  But there are a couple of things in your last post that I found very interesting.  You can’t say that Barbs had an entire skill tree dedicated to BO.  True, it is the one skill that every barb wants to max out, but a barbarian who gets good use out of all of his warcries will do much, much better in the game than one who only uses BO.  Besides, I play as a barb all the time, and as soon as people find out that I have level 30+ BO, everyone puts their CTAs away.  So CTA didn’t make the Barb obsolete in any way; it just gives parties the flexibility to play without a Barb.  As for duels, well, most duels are usually a race to see who can kill the other in 2-3 hits anyway, so if CTA makes them last a little longer, I really don’t see the problem. 

But what really caught me off-guard is how offended you seem to be at how Enigma affected PvM, and not just PvP!  So basically, you’re mad at how other people choose to play the game that they paid for with their own money.  It’s not as if Diablo is some MMORPG where you have to play with other people using Enigma; it’s perfectly easy to get together in games where nobody uses it, and then you can play the game just the way you want.  I don’t think the PvM argument holds any water at all.  Game balance is everything when it comes to PvP, but as far as PvM goes, if you don’t like Enigma then don’t use it, and play with friends who feel the same way.  It won’t change your playing experience a bit.

As for the idea of a whole community dedicated to farming loot, I’ve got news for you: finding the best loot has ALWAYS been the point of Diablo games.  It’s certainly not to just go around killing monsters, since everyone can do that.  Once you get your character to a high enough level, you don’t even need the best gear to beat the game.  It was that way in Diablo, it was that way in Diablo 2, and like it or not, it will probably be that way in Diablo 3.  The most richly developed aspect of this franchise is the thousands of ways for players to customize their characters.  Part of that has been from stat points, part of it from skill points, and the biggest aspect has been from collecting the best gear.  Playing the game straight through isn’t really that hard once you’ve done it a couple of times, and so it would get tedious after a while.  But treasure-hunting (or as the Necro puts it after killing the countess, treasure-FINDING) is the part of the game that really keeps people playing.  Anyone who knows what he’s doing can kill Baal in Hell difficulty.  But finding the most godly rare items anyone has ever seen is a very rare event, and that’s what keeps most people going.  What Enigma has done in that respect is shorten the time it takes to find that ultimate rare ring with perfect stats (or whatever item you choose) from years of playing down to simply a year or so.  Which is still a lot more time than any reasonable person should spend playing computer games, but that hasn’t stopped me yet!

I’m not trying to convince you one way or the other, since I see that you have pretty strong feelings on the subject.  But I don’t think it makes sense to get upset about how other people choose to play a game when it doesn’t have to affect the way you play.  I don’t think complaining about PvM is a valid argument, and the PvP argument is out the window as long as you keep duels between characters under level 65.

EDIT:  I will say one thing though, and that is that concerning other people’s activities that DO affect how you play the game, duping is an offense that I’d like to see people get jail time for doing.  If some guy is farming items at blinding speed with an Enigma-wearing hammerdin, fine, it doesn’t affect my game.  But if another guy is causing the server I’m playing on to lag so he can Xerox a stash full of high runes, I want his head on a stake!

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Synchrotron
Posted 26, Jun 2009 10:40 PM
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I agree 100% but there is one point that I would like to mention:

*RUNEWORD EXPENSIVENESS* (I hope this word exists lol, my english is not 100%)

Like what they did with SoJs and Ubber D, Blizzard added extremely expensive runewords like Last Wish hoping to make people use their stock of duped runes to make them.

I don’t have words to tell how this “solution” is STUPID! They didnt fix the dupe exploit and in the end all what they did was giving more power to the dupers because now they cold make their “almost exclusive” runeword because 99% of battlenet can’t afford 6 HRs for a single runeword.

I don’t know who is/was in charge of Diablo 2 updates but I can say that, whoever he are, a 5 years kid could think in better balance solutions than him.

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Kiroptus
Posted 26, Jun 2009 11:15 PM
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As for the idea of a whole community dedicated to farming loot, I’ve got news for you: finding the best loot has ALWAYS been the point of Diablo games

Exactly, which is why the decision to create an uber armor with the best skill in the game was retardly stupid.

Item hunting is what makes everyone play diablo even tho all those years, the problem is that something as enigma is WAY too valuable to be in the game. Even if it was a ZoD-ZoD-ZoD-ZoD runeword its still ridiculous that they believe that just because Jah and Ber are hard runes to find and craft, that Enigma was “balanced” due to its rarity. Its not, the ammount of item hunting people would do cant be balanced, people WOULD hunt for enigma and they would have gotten it even without the help of dupes. The only defense people seem to have in favor of enigma is that the game isnt balanced around dupes. Which is right, but the game is about massive item hunting and farming, to believe that an item like enigma would be have only 4-5 per server is completely delusional specially when we have things as countness runs and rushing characters for hellforge quest.

But what really caught me off-guard is how offended you seem to be at how Enigma affected PvM, and not just PvP!  So basically, you’re mad at how other people choose to play the game that they paid for with their own money.  It’s not as if Diablo is some MMORPG where you have to play with other people using Enigma; it’s perfectly easy to get together in games where nobody uses it, and then you can play the game just the way you want.  I don’t think the PvM argument holds any water at all.  Game balance is everything when it comes to PvP, but as far as PvM goes, if you don’t like Enigma then don’t use it, and play with friends who feel the same way.  It won’t change your playing experience a bit.

Sorry but this is BS. Bnet is a public enviroment, if all we have to do to avoid bad balance in the game is to play with friends, we might as well get rid of bnet and play only in Lan. A good game is supposed to be balanced and well-designed, specially a multiplayer one which will be played by thousands/millions of players. Diablo 2 is a complete and utter mess in PVP AND in PVM. The only use to get online is to leech xp and get rushes. You could now say it doesnt affect me because I “can play with friends of my playstyle”. No, my friends all have a common saying: “only noobs play the game”. Which is true, when we log in bnet we feel that diablo 2 isnt a game
to be played but rather a game to exploited due to all its open possibilities of exploting. Ask yourself, when did anyone made Khalim Will? Its probably in the single digits per server. Skipping a whole act so easily is an exploit. Its not intended, it is an overlook. You can love that you can skip another quest-item scavenging act but its an obvious exploit. Did blizzard care? No. Its not a matter if Act3 is fun or not, its indeed an annoyance to craft Khalim Will (like it is with the Hodaric Staff) but still 1/5 of their acts content is lost. Should I be the only lone sucker that will make Khalim Will? No, I will do that in SP but in Bnet noone will want to make Khalim Will with me because there is already a exploit that makes it easily skipable.


Once you leave open sources of exploits that leads to an easier way to play, then thats how a huge part of the community will want to play and you craft a bad community based on exploiting the game. Blizzard should have taken more care of D2 and stoped those overlooks/exploits ASAP but no, Diablo 2 is their black sheep, they really did let the game wither and nowdays there is even people defending TPPK and noting it as something intended from Blizzard, might as well be if we look past all the bad choices/bugs/overlooks that were ignored.

And yes, if there is a Hammerdin teleporting around and killing everything in 8ppl hell mode, it DOES affect my game, not only my game but the whole game itself, nobody seems to get the big picture here.

Its okay to have cookie cutter builds but what we have in D2 is just something so ridiculous that led to make a BOT for it. Cant anyone see how ridiculous this is? In this game, Diablo2, there is a character that can robotically beat the hardest part of the game ALONE. Robotically is the key word here. A part that in a balanced way of thinking, would require 8 characters to beat. 8people hell games. So much that all we have in to do in 8ppl hell baal runs is tag along the hammerdin, I dont even feel like casting my spells there as its just pointless and unnecessary.

Funny that in 1.10 beta people complained about the scaleable CE saying that such power made their characters look obsolete. Too bad no one noticied the hammerdin and enigma.

Whats the point of playing a COOP pvm game like that? I am not going to bother my friends all the time and create rules for myself and my friends I want to play a balanced game with a community, with the option that bnet offers me, its blizzard that has to stabilish rules and balance to the game so it can be played by the community in a non-explotiable and balanced way, not me. And they failed pretty badly in Diablo 2.

I believe the problem is that nobody noticies that Diablo 2 was intended to be Coop PVM game. And with such uber insults as Enigma, Infinity, Hammerdins, Global drops, PK, Rushes, Massive Xp leech etc… there is no incentive for cooperation. And I consider Diablo 2 my favourite Blizzard game but also easily their biggest balance, support and design failure. Nowdays I play WoW, but I wish I could still play D2 but bnet is such a cesspol now and everyone that were once great players left.

And I find its sad that it seems to some people that we, players, are the ones who should be enforcing a balanced and non-exploitable playstyle. Sorry folks its not us, it was Blizzard job to do that, its their game, their franchise, their community, its them who should be forcing people to play in a good way, eliminating exploits and imbalances. I am not going to be forcing people to play how I want, Blizzard is the one should be doing it so the game doesnt suffer. Its just that they just given up on it long ago.

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CCCenturion
Posted 27, Jun 2009 04:25 AM
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Now you’re basically just saying the same stuff as before, only sounding angrier. 
I guess the discussion is over.

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Kiroptus
Posted 27, Jun 2009 05:03 AM
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Nah, I am never angry, I am very calm its just that text in the internet may sound just more angrier than it actually is, already discussed this with my friends in a very calm manner.

Its just that noone has any argument in favour of Blizzard’s stance when it comes to balance and fixing of Diablo 2, there just isnt because its the truth, there cant be any discussion as it is a fact that Blizzard really mishandled Diablo 2 over the course of its existence. The final runewords: Enigma, CTA and Infinity were just the last blow that they wanted to deliver and they succeded.

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