If I'm correct, I recall an interview with Jay Wilson on runestones, and how they effect skills. Somewhere in one of the interviews he said something to the extent that runes would initially be blank, and only have a rank. Once you socket the rune in a skill, it would then take on attributes of that skill.
I've been hearing from a few people that runes are going to be skill based only, and no longer socketable in items. Is this true?
I think it would be cool if you could give an item a skills effect from a rune that you socketed it into... lets say, the wizards arcane orb skill. On hit, 5% chance to cause an arcane explosion. Or perhaps from the Witch Doctors horrify, on hit fears enemy. Imagine the barb plowing through his enemies with whirlwind, having a bunch of arcane orbs proc along the way. That would add alot more customization to the game as well, having cross classed skills in your weapons. Or cross classed skills in your skills, if that makes sense...
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I learned there are troubles of more than one kind. Some come from ahead, others come from behind. But I've bought a big bat. I'm all ready, you see. Now my troubles are going to have trouble with me. -- Dr. Seuss
If I'm correct, I recall an interview with Jay Wilson on runestones, and how they effect skills. Somewhere in one of the interviews he said something to the extent that runes would initially be blank, and only have a rank. Once you socket the rune in a skill, it would then take on attributes of that skill.
I've been hearing from a few people that runes are going to be skill based only, and no longer socketable in items. Is this true?
I think it would be cool if you could give an item a skills effect from a rune that you socketed it into... lets say, the wizards arcane orb skill. On hit, 5% chance to cause an arcane explosion. Or perhaps from the Witch Doctors horrify, on hit fears enemy. Imagine the barb plowing through his enemies with whirlwind, having a bunch of arcane orbs proc along the way. That would add alot more customization to the game as well, having cross classed skills in your weapons. Or cross classed skills in your skills, if that makes sense...
I think it would be cool if you could give an item a skills effect from a rune that you socketed it into... lets say, the wizards arcane orb skill. On hit, 5% chance to cause an arcane explosion. Or perhaps from the Witch Doctors horrify, on hit fears enemy. Imagine the barb plowing through his enemies with whirlwind, having a bunch of arcane orbs proc along the way. That would add alot more customization to the game as well, having cross classed skills in your weapons. Or cross classed skills in your skills, if that makes sense...
Cool idea, could be hard to balance tho. Also, who knows what gems/jewels/crafting etc are gonna be able to do.
Who said they can be socketed to weapons? It's not 1 rank (there's still 7 ranks of rune) but you're right it's like an un-identified rune then you bind it to any spell that you like then it will unlock whether it's crimson, indigo, etc. and will also have a prefix for the added randomness.
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I love all loot fest kind of game! I will be playing all of them for the next few years. Loot fest games I'm looking forward to: LotR: War in the North,Torchlight 2,Borderlands 2 and of course Diablo 3.
I like the new changes. In the first playthrough with every character, you'll test out all the rune 1-2 rank skills. You'll be able to see what runes you want in each skill, and perhaps know what skills you want end game.
It not only is down to choosing which skills you want, end game, but which skills AND rune effects you want in the end game, combined with gear.
It adds another layer of depth for the "perfect" character as well with the random attributes to runes.
(Also, if you are in the game simply to make cash, it adds another variable. Do you just sell rank 7 runes, or, do you socket the runes into a skill, and then sell that rune with the skill + random affix)
One question, lets say you get a crimson rune when you socket a rune into lets say magic missle. Now is the rune now attuned only to magic missle or is it just a flat crimson rune? So could I unsocket it and put it into arcane orb with a crimson effect?
One question, lets say you get a crimson rune when you socket a rune into lets say magic missle. Now is the rune now attuned only to magic missle or is it just a flat crimson rune? So could I unsocket it and put it into arcane orb with a crimson effect?
Nope, it's a magic missile rune forever. That means that on higher-level runes, you need to be SURE of what skill you're putting it in to.
One question, lets say you get a crimson rune when you socket a rune into lets say magic missle. Now is the rune now attuned only to magic missle or is it just a flat crimson rune? So could I unsocket it and put it into arcane orb with a crimson effect?
Nope, it's a magic missile rune forever. That means that on higher-level runes, you need to be SURE of what skill you're putting it in to.
Oooooh well that throws a wrench in my spokes, not so sure I like this system anymore.
I like the new system. I think it will help provide a stable economy and prolong its stability. You can't just get a lvl 7 rune and say, alright.. now im done.
You have to search for that lvl 7 rune with 40/15 on it now ;] i imagine that will be a pain but rewardful!
One question, lets say you get a crimson rune when you socket a rune into lets say magic missle. Now is the rune now attuned only to magic missle or is it just a flat crimson rune? So could I unsocket it and put it into arcane orb with a crimson effect?
Nope, it's a magic missile rune forever. That means that on higher-level runes, you need to be SURE of what skill you're putting it in to.
Oooooh well that throws a wrench in my spokes, not so sure I like this system anymore.
Well, when it comes down to it, if you can put a rune into any skill to find out what it was, but then take it out and put it anywhere else, there really wasn't a point to it being blank in the first place, was there? Just think of runes as "unidentified" now, and it should feel a bit more familiar and Diablo-ish to you.
That's kind of cool, but it kind of isnt, what if I know the exact rune type I want in a certain skill? I have a 1 out of 5 chance I'm going to get the effect I want, I could be tossing level 7 runes in said skill all day trying to get the color I want.
I think it would help things if you can level up a skill rune while your using it, it is essentially the same effect, your ''specializing'' the skill when you socket it, but your still not necessarily getting the color you want, therefor randomizing builds.
but if you could do this earlier with lower level runes, and level up the rune as you use it or craft into it then you don't eliminate the strategy process of going after a certain color rune for said skill, so you wouldn't 'waste' that level 7 rune you found, but instead planned earlier, and leveled up your level 4 rune to 7.
That's kind of cool, but it kind of isnt, what if I know the exact rune type I want in a certain skill?
/snip
so you wouldn't 'waste' that level 7 rune you found, but instead planned earlier, and leveled up your level 4 rune to 7.
I like to think of runes as small charms. You pick one up, "ooh, hope this is a good life one" and low and behold it has +20 life and some other mod that is completely useless. This is the equivalent of a lvl 5 (or 6) rune of the type you want. It's good, it basically gets the job done, but its not perfect. Level 6 and 7 runes will be 'prestige' items and provide another item to search for that will motivate you to keep playing the game (as long as you are enjoying yourself).
Think of a blank lvl 7 rune as an un'id'ed small charm, and it doesn't seem so bad. Worse comes to worse, you buy a lvl 4 or 5 version off the AH (either one) and be on your merry way.
edit: also, if you could level up lower level runes, there would be absolutely no demand for, or even reason to pick up, lvl 7 ones.
Who said they can be socketed to weapons? It's not 1 rank (there's still 7 ranks of rune) but you're right it's like an un-identified rune then you bind it to any spell that you like then it will unlock whether it's crimson, indigo, etc. and will also have a prefix for the added randomness.
I don't recall if anyone said anything about socketing skill runes in items, just thought it would be an awesome idea
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I learned there are troubles of more than one kind. Some come from ahead, others come from behind. But I've bought a big bat. I'm all ready, you see. Now my troubles are going to have trouble with me. -- Dr. Seuss
Makes sense. They didn't mention commonality though did they?
Also, paranoia:
They only show those three cause they're the primary colors right? Do we still have 5 rune types?
My my my... how exciting!
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I learned there are troubles of more than one kind. Some come from ahead, others come from behind. But I've bought a big bat. I'm all ready, you see. Now my troubles are going to have trouble with me. -- Dr. Seuss
What if they added a runecrafting system like d2? You know, put an indigo, and then an alabaster in a helm, and wallah, "Blah Blah Helm of Blah Blah." Then the effects could scale with the rank of runes that you socket them with O.O
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I learned there are troubles of more than one kind. Some come from ahead, others come from behind. But I've bought a big bat. I'm all ready, you see. Now my troubles are going to have trouble with me. -- Dr. Seuss
What if they added a runecrafting system like d2? You know, put an indigo, and then an alabaster in a helm, and wallah, "Blah Blah Helm of Blah Blah." Then the effects could scale with the rank of runes that you socket them with O.O
I have no source for this but I could swear they wanted to avoid a runeword system, which seems to be what you're saying?
And as far as I'm aware, artisans=cube crafting recipes 2.0.
I've been hearing from a few people that runes are going to be skill based only, and no longer socketable in items. Is this true?
I think it would be cool if you could give an item a skills effect from a rune that you socketed it into... lets say, the wizards arcane orb skill. On hit, 5% chance to cause an arcane explosion. Or perhaps from the Witch Doctors horrify, on hit fears enemy. Imagine the barb plowing through his enemies with whirlwind, having a bunch of arcane orbs proc along the way. That would add alot more customization to the game as well, having cross classed skills in your weapons. Or cross classed skills in your skills, if that makes sense...
http://www.youtube.com/watch?v=l2hZxhXCBP8&feature=relmfu
There you go my friend.
Stay awhile and listen.
Cool idea, could be hard to balance tho. Also, who knows what gems/jewels/crafting etc are gonna be able to do.
It not only is down to choosing which skills you want, end game, but which skills AND rune effects you want in the end game, combined with gear.
It adds another layer of depth for the "perfect" character as well with the random attributes to runes.
(Also, if you are in the game simply to make cash, it adds another variable. Do you just sell rank 7 runes, or, do you socket the runes into a skill, and then sell that rune with the skill + random affix)
Nope, it's a magic missile rune forever. That means that on higher-level runes, you need to be SURE of what skill you're putting it in to.
You have to search for that lvl 7 rune with 40/15 on it now ;] i imagine that will be a pain but rewardful!
I think it would help things if you can level up a skill rune while your using it, it is essentially the same effect, your ''specializing'' the skill when you socket it, but your still not necessarily getting the color you want, therefor randomizing builds.
but if you could do this earlier with lower level runes, and level up the rune as you use it or craft into it then you don't eliminate the strategy process of going after a certain color rune for said skill, so you wouldn't 'waste' that level 7 rune you found, but instead planned earlier, and leveled up your level 4 rune to 7.
I like to think of runes as small charms. You pick one up, "ooh, hope this is a good life one" and low and behold it has +20 life and some other mod that is completely useless. This is the equivalent of a lvl 5 (or 6) rune of the type you want. It's good, it basically gets the job done, but its not perfect. Level 6 and 7 runes will be 'prestige' items and provide another item to search for that will motivate you to keep playing the game (as long as you are enjoying yourself).
Think of a blank lvl 7 rune as an un'id'ed small charm, and it doesn't seem so bad. Worse comes to worse, you buy a lvl 4 or 5 version off the AH (either one) and be on your merry way.
edit: also, if you could level up lower level runes, there would be absolutely no demand for, or even reason to pick up, lvl 7 ones.
Makes sense. They didn't mention commonality though did they?
Also, paranoia:
They only show those three cause they're the primary colors right? Do we still have 5 rune types?
I don't recall if anyone said anything about socketing skill runes in items, just thought it would be an awesome idea
My my my... how exciting!
I have no source for this but I could swear they wanted to avoid a runeword system, which seems to be what you're saying?
And as far as I'm aware, artisans=cube crafting recipes 2.0.
I would probably laugh harder if they said 5 was too many and redundant.