Bliz: control freaks or all about the items? Hmm...so now we know that passive traits are separated out from active skills and charms go into a dedicated talisman. Stat points are allocated automatically and a strict lvl cap of 60. So, for better or worse, all of this is in the direction of pretty rigid contraints on characters. No passive vs. active dominated skill choices, high dex/high vit builds, inventories full or empty of charms etc. One argument in favor is that it helps balance the game (with, say clvl 100 characters dominating content designed for clvl 60 chars). Another, much less convincing argument, is that it stops new players from gimping their characters. So is that what Bliz is mostly aiming for --- controlling game balance? But the other side of this is that a huge part of the customization (after which class and skills you pick) is from items: equipment, charms (for stats?), runes for skills. And with a more or less fixed number of slots for each item type, it seems like the quality of the items you possess is going to be crucial. So is Bliz trying to make the game an item game?