If they re-allocated how you improve your attributes, it's called change, not removal. Removal of stat customization would be removal of the stat system itself.Because you're wrong. Blizzard removed, not changed, but removed one aspect of how we can do customization. We can't customize our base stats anymore. The game does it for us automatically. That's called removal, not change.
O.K. Let's go with 100 levels and 5 stats per level. 500 stats. In this game, stats have a greater impact on your character's performance: for example, Willpower can be modified by a Wizard passive skill to grant massive bonuses to spell damage on top of what boosts it would originally do. While, let's say, an average Wizard distributes these stats evenly to equip quirky items such as plate and boost base HP through vitality, a glass cannon Wizard distributes most of his attributes on Willpower.Also: can you explain to me what problem removing base stat customization fixes? because I still don't get it..
Result - A Wizard that pumps Willpower rapidly rises against the damage:monster HP curve. Expense of HP or wearing plate you say? Who gives a **** about HP, the Wizard 1 shots everything it encounters.
Result of the Result - Blizzard has to account for this massive possible swing in power. A character that does elementary min-maxing of stats is suddenly light years ahead of others in terms of damage output, to the point of where it's supposed weakness becomes irrelevant.
My point is, attributes that have meaning and can be assigned absolutely freely leads to min-maxing, which leads to power levels of variety that some characters will be exponentially more powerful than other builds. When your game has the potential to have your a single character literally outdamage the rest of his team combined because of a specific min-max strategy, you have a balancing nightmare. The only way to avoid this nightmare is to either make attributes worthless again or greatly kill the variety in skills.
Axing the ability to freely assign attributes results in Blizzard being allowed to give these stats actual impact. They can actually have a character that has 50 more willpower than another character to be significantly different based on that difference alone and not worry about some smart *** breaking the game.
Let me rephrase it: by removing per-level-stat allocation Blizzard was freed up to make a vastly more varied skill system and improve the stat system itself. This is a less is more situation. This decision, essentially, allowed them GIVE you options for customization.
This is why I see views that they are killing customization as patently absurd. Yes, they could have figured out a way to keep base stat allocation and have it work with all improvements to the rest of the game. But the point is, it's ludicrously difficult. They sacrificed one aspect of the series so that the rest could improve manyfold.
It's called finding balance in what to keep and what to not keep. Slippery slope argument honestly isn't the best one against such a gray area. They need to streamline it to an extent. They aren't streamlining for sake of streamlining, they are doing it for sake of having good gameplay.They could leave those out as well. Should make for even easier balancing of everything.
For this concept to work there need to be items at every level that any character can equip that give enough boosts to make it worthwhile. It is the only way you can artificially work around the imposed penalties. I don't like the restrictions.