Also I was just thinking about this problem, but maybe it could work like this.
The game drops all 5 runes PLUS unatunned runes that have a random effect. So you have the chance to find all 5 regular runes, PLUS the chance to get an unattuned one that has the randomly selected effect to the power. I find this idea far more attractive, though still BAD, than the "Every rune is random" idea.
Also I was just thinking about this problem, but maybe it could work like this.
The game drops all 5 runes PLUS unatunned runes that have a random effect. So you have the chance to find all 5 regular runes, PLUS the chance to get an unattuned one that has the randomly selected effect to the power. I find this idea far more attractive, though still BAD, than the "Every rune is random" idea.
Just a thought....
If they were all random that would be really bad... now taking the player out of the decision making, causing a complete farmfest and headbanging nightmare, well beyond the ENJOYABLE farming we do on Diablo. Imagine wanting to place an Alabaster rune, and you get 5+ of another color in a row... yet you only see level 7 runes once a week(playful guess)?! I'd be ready to uninstall the game.
Also I was just thinking about this problem, but maybe it could work like this.
The game drops all 5 runes PLUS unatunned runes that have a random effect. So you have the chance to find all 5 regular runes, PLUS the chance to get an unattuned one that has the randomly selected effect to the power. I find this idea far more attractive, though still BAD, than the "Every rune is random" idea.
Just a thought....
If they were all random that would be really bad... now taking the player out of the decision making, causing a complete farmfest and headbanging nightmare, well beyond the ENJOYABLE farming we do on Diablo. Imagine wanting to place an Alabaster rune, and you get 5+ of another color in a row... yet you only see level 7 runes once a week(playful guess)?! I'd be ready to uninstall the game.
That's basically the same as seeing 5+ another colour drop in a row. What's the difference?
If you can change your runes freely can they also be sold freely? I'm trying to work out if you socket a rune in a skill then get bored and decide to sell it etc eventually everybody will have every rune they want and runes will be worthless after a while is that the case?
Le Pietre Runiche attualmente hanno effetto solo sull'abilità sulla quale vengono utilizzate
translation is roughly this: "runestones now only affect the skills in which they are used"
That was posted by Zhydaris in this post on the italian battle.net website.
Unfortunayely even in italian that's a cryptic sentence, could mean runes lock on skill or could also mean runes were previously able to affect something else in addiction to affecting skills (which to me seems not possible, never heard anything about it).
Basically it's as vague as possible.
If any of you is willing to ask blizz to clarify is welcome.
Also I was just thinking about this problem, but maybe it could work like this.
The game drops all 5 runes PLUS unatunned runes that have a random effect. So you have the chance to find all 5 regular runes, PLUS the chance to get an unattuned one that has the randomly selected effect to the power. I find this idea far more attractive, though still BAD, than the "Every rune is random" idea.
Just a thought....
If they were all random that would be really bad... now taking the player out of the decision making, causing a complete farmfest and headbanging nightmare, well beyond the ENJOYABLE farming we do on Diablo. Imagine wanting to place an Alabaster rune, and you get 5+ of another color in a row... yet you only see level 7 runes once a week(playful guess)?! I'd be ready to uninstall the game.
That's basically the same as seeing 5+ another colour drop in a row. What's the difference?
There would only be a difference if they get stuck to one skill as they get their color. Finding 5+ alabaster runes in a row when you need a obsidian is just bad luck, but you can sell the alabasters on the AH and get enough gold to probably buy what you want.
BUT if they drop unattuned, and you put them in a skill, hoping for an obsidian, but THEN it turns into an alabaster that's stuck in that skill, it may be much harder to sell if the alabaster rune gives an unattractive bonus to that particular skill.
Of course, all this is moot if you can get an artisan to unattune the rune, which would just add an extra, probably expensive step. It all depends on whether the rune is PERMANENTLY attuned to the skill or not.
If you can change your runes freely can they also be sold freely? I'm trying to work out if you socket a rune in a skill then get bored and decide to sell it etc eventually everybody will have every rune they want and runes will be worthless after a while is that the case?
(hope that made sense)
Yes. At the moment there seems to be no "runestone-sinks". Gems have the "gem dust" so they will likely be salvageable, but haven't seen anything similar for runestones.
This itself is one of the reasons why rune attunement is a good idea. It will decrease rune saturation.
Without skill attuned runes the maximum amount of runes you will ever need per character is 6 of each colour (no counting ranks). One for each active spell you can have. And having that many is probably overkill since you won't really use every runestone effect for all your skills.
If you can change your runes freely can they also be sold freely? I'm trying to work out if you socket a rune in a skill then get bored and decide to sell it etc eventually everybody will have every rune they want and runes will be worthless after a while is that the case?
(hope that made sense)
Yes. At the moment there seems to be no "runestone-sinks". Gems have the "gem dust" so they will likely be salvageable, but haven't seen anything similar for runestones.
This itself is one of the reasons why rune attunement is a good idea. It will decrease rune saturation.
Without skill attuned runes the maximum amount of runes you will ever need per character is 6 of each colour (no counting ranks). One for each active spell you can have. And having that many is probably overkill since you won't really use every runestone effect for all your skills.
For me that kind of sucks I was hoping for either like you suggested some sort of "disenchant" mechanic to keep up rune value or a system where at level 7 specific skill runes dropped for instance Alabastar demon hunter impale rune. This would make it nearly impossible short of trade and AH to collect all the runes you wanted and help keep up value. While runes will drop rarely in Inferno with so many players I can't see runes being worth much after a couple of months which to me is a shame.
To be honest I don't completely understand the system at this point, i've read too much contradicting info. I think it's smart to invest your treasured runes into skills of a given build. The addition of Unattuned Runes doesn't really impede this system, it just adds a random luck component. It will still be cool to find an U.R. and gamble it and hope for the best into your skill. They will simply be worth less than the definitive runestones. I think level 7 runestones will be up there with the most coveted items but it's still impossible to tell without data on drop rates.
Also I was just thinking about this problem, but maybe it could work like this.
The game drops all 5 runes PLUS unatunned runes that have a random effect. So you have the chance to find all 5 regular runes, PLUS the chance to get an unattuned one that has the randomly selected effect to the power. I find this idea far more attractive, though still BAD, than the "Every rune is random" idea.
Just a thought....
If they were all random that would be really bad... now taking the player out of the decision making, causing a complete farmfest and headbanging nightmare, well beyond the ENJOYABLE farming we do on Diablo. Imagine wanting to place an Alabaster rune, and you get 5+ of another color in a row... yet you only see level 7 runes once a week(playful guess)?! I'd be ready to uninstall the game.
That's basically the same as seeing 5+ another colour drop in a row. What's the difference?
You can at least chose what you're putting into your skill after they drop..
Also I was just thinking about this problem, but maybe it could work like this.
The game drops all 5 runes PLUS unatunned runes that have a random effect. So you have the chance to find all 5 regular runes, PLUS the chance to get an unattuned one that has the randomly selected effect to the power. I find this idea far more attractive, though still BAD, than the "Every rune is random" idea.
Just a thought....
I like this system. For example, all ranked coloured runes can drop, but so can all ranked uncoloured runes can drop. The uncoloured runes, when put in a skill, get locked to that skill, + a bonus.
For example, Wizard's meteor. Put a level 7 Crimson Runestone in there, and it does what it says in the skill calculator, which is, "Increase the damage of the meteor impact to 990% weapon damage as Fire and the molten fire to 143% weapon damage as Fire over 3 seconds."
If you get a level 7 uncoloured rune, put it in Meteor, it could do the same thing as above, but also give you an additional random stat bonus, such as faster cast rate, maybe 1050% weapon damage instead of 990%, increase the length of the molten fire damage, or give an attribute a boost.
If this occurs, then it is much easier for new players to decide what to get, but in the end game, the most valuable runes will be uncoloured level 7 runes, as they will have this random attribute on them, which could make a build so much better.
There seems to be some confusing regarding these unattuned runes so I'm going to make a try to explain them for those who haven't heard about it (feel free to correct me if I'm wrong).
This is just what we heard when Jay Wilson first dropped that they were experimenting with the runestone system.
All runes that drop is dropped in their Unattuned state. No colour attached. When you socket a skill with an unattuned rune, it would attune itself to that skill and get a random colour. So for example if you put a rank 3 unattuned runestone into the Wizard's disintegrate spell you would get a Rank 3 Crimson/Obsidian/Alabaster/Indigo/Golden Disintegrate runestone. The color is randomly assigned. After the rune is attuned it can only be used for that spell and none other. So if you chose to remove the rune it will still be a Rank 3 <whatever color it got> Disintegrate runestone.
They may of course have changed this a bit, for example they may just have gone with unattuned runes getting a random colour but not permanently devoting it to the spell you put it in. We don't really know yet.
As for if I like it or not I think it's a fair change. It would make runestone trading a bit more interesting and also adds more randomness, in the style of everything Diablo :).
that seems like a pretty stupid implementation. if they are going to be these "rare" items, i don't see any reason why they should be bound to the skill.. i can't think of 1 good reason for such a thing aside from 1. locking people into their builds which defeats the whole purpose of giving them freedom to begin with 2. create a large blackhole for gold because people will constantly have to pay artisans to remove the attunement ... both these reasons would be frustrating and just plain dumb
You now identify the rune to reveal a random affix, and the rest is as the old system was.
Cause we (almost)all know deep in our hearts that locking rank 7 runes as things we obviously don't want a hundred times would be frustrating as freaking hell.
In your inventory you already know if it's Indigo, Crimson or Alabaster etc.
You place it into a skill, then the rune will get a random AFFIX + PREFIX item bonus AND it will stick to Magic Missile (or whatever else skill) forever.
This way you already know what you are getting yourself into, but it will still help clean out the economy.
**** Pretty much same idea above me posted while typing ****
This idea is just so bad, the only good that can come from Jay Wilson's idea is a gold sink and super annoying one at that. I feel like Jay came up with this idea and everyone in the blizzard team was like this is a terrible idea, but no one stepped forward cause well Jay's the boss. Anyone who has had a dumb boss before knows what it is like to have to implement your bosses dumb idea and not agree with it. I just hope they come to senses and leave it out. It contradicts so many of the philosophies they have toward this game.
You can even keep everything except the random part and its not that bad.
1. Locks to the skill when used
2. has random attributes discovered after locking to skill
3. maybe even drops as grey and we have to identify it
But please NO making us lock it then find out if it was a good one or not. I don't wanna be paying a mystic 10 times to reset my runes just to get a crimson.
**** Pretty much same idea above me posted while typing ****
This idea is just so bad, the only good that can come from Jay Wilson's idea is a gold sink and super annoying one at that. I feel like Jay came up with this idea and everyone in the blizzard team was like this is a terrible idea, but no one stepped forward cause well Jay's the boss. Anyone who has had a dumb boss before knows what it is like to have to implement your bosses dumb idea and not agree with it. I just hope they come to senses and leave it out. It contradicts so many of the philosophies they have toward this game.
I'm pretty sure this is not how they decide things over at Blizz HQ...
They come up with ideas, discuss them, test them and either they keep them, scrap them or rework them. Jay Wilson was simply the one who presented it because he was being interviewed.
I think I may be the only one that likes the system with the unattuned runes.
We absolutely do not know how frequent runes will drop (especially in inferno) so if you have an "easy" way to get the runes that you want, you may have decked out your char faster than you would maybe want to and would quickly loose a goal to strife for.
Runes drop throughout your entire playthrough from normal to inferno and if you want one of your skills to do a specific thing, you have plenty of opportunities to use low level runes to change it. If a higher level one is not the one you hoped for, you can still keep the lower level one and put the higher in your stash or on the AH.
Basically I think we need to see the system for ourselves in action, test how it feels, how frequent runes are dropping etc.
Also dont forget the AH where maaaaaany runes will be put on, that are not wanted.
the point is that, there is absolutely no reason to have a player pay gold to "un-attune" a rune from a skill unless the goal is a gold sink or as a means to restrict the player from trying out different builds freely which is simply unnecessary and annoying. it has nothing to do with "striving" for any goals.
Im pretty sure someone said this already, but i dont have time to read 4 pages.
I quite like the idea of unattuned runes.. It gives an extra sense of excitement and randomization. However i think they should be more of a rare item type.
They should really have the normal runes that doesnt need to be identified but also have stats on them..however these stats will not be that powerful. (say, lvl 1-2 gives +1 attribute, lvl 3-4 gives +2 and lvl 5-7 gives +3)
Then there will also be unattuned runes as well which identifies when you place it in a skill. However these will have more powerful attributes connected to them making them more valuable. You can then unsocket these runes from the artisan and sell it on AH or whatever.
This way, you get to try all the different abilities through the normal runes (remember, not everyone will have used the calculator) .. and then strive to get a unattuned rune to your liking. This also makes runes more like items and more exciting.
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The game drops all 5 runes PLUS unatunned runes that have a random effect. So you have the chance to find all 5 regular runes, PLUS the chance to get an unattuned one that has the randomly selected effect to the power. I find this idea far more attractive, though still BAD, than the "Every rune is random" idea.
Just a thought....
If they were all random that would be really bad... now taking the player out of the decision making, causing a complete farmfest and headbanging nightmare, well beyond the ENJOYABLE farming we do on Diablo. Imagine wanting to place an Alabaster rune, and you get 5+ of another color in a row... yet you only see level 7 runes once a week(playful guess)?! I'd be ready to uninstall the game.
That's basically the same as seeing 5+ another colour drop in a row. What's the difference?
(hope that made sense)
translation is roughly this: "runestones now only affect the skills in which they are used"
That was posted by Zhydaris in this post on the italian battle.net website.
Unfortunayely even in italian that's a cryptic sentence, could mean runes lock on skill or could also mean runes were previously able to affect something else in addiction to affecting skills (which to me seems not possible, never heard anything about it).
Basically it's as vague as possible.
If any of you is willing to ask blizz to clarify is welcome.
There would only be a difference if they get stuck to one skill as they get their color. Finding 5+ alabaster runes in a row when you need a obsidian is just bad luck, but you can sell the alabasters on the AH and get enough gold to probably buy what you want.
BUT if they drop unattuned, and you put them in a skill, hoping for an obsidian, but THEN it turns into an alabaster that's stuck in that skill, it may be much harder to sell if the alabaster rune gives an unattractive bonus to that particular skill.
Of course, all this is moot if you can get an artisan to unattune the rune, which would just add an extra, probably expensive step. It all depends on whether the rune is PERMANENTLY attuned to the skill or not.
Yes. At the moment there seems to be no "runestone-sinks". Gems have the "gem dust" so they will likely be salvageable, but haven't seen anything similar for runestones.
This itself is one of the reasons why rune attunement is a good idea. It will decrease rune saturation.
Without skill attuned runes the maximum amount of runes you will ever need per character is 6 of each colour (no counting ranks). One for each active spell you can have. And having that many is probably overkill since you won't really use every runestone effect for all your skills.
For me that kind of sucks I was hoping for either like you suggested some sort of "disenchant" mechanic to keep up rune value or a system where at level 7 specific skill runes dropped for instance Alabastar demon hunter impale rune. This would make it nearly impossible short of trade and AH to collect all the runes you wanted and help keep up value. While runes will drop rarely in Inferno with so many players I can't see runes being worth much after a couple of months which to me is a shame.
http://huntersc.tv
I like this system. For example, all ranked coloured runes can drop, but so can all ranked uncoloured runes can drop. The uncoloured runes, when put in a skill, get locked to that skill, + a bonus.
For example, Wizard's meteor. Put a level 7 Crimson Runestone in there, and it does what it says in the skill calculator, which is, "Increase the damage of the meteor impact to 990% weapon damage as Fire and the molten fire to 143% weapon damage as Fire over 3 seconds."
If you get a level 7 uncoloured rune, put it in Meteor, it could do the same thing as above, but also give you an additional random stat bonus, such as faster cast rate, maybe 1050% weapon damage instead of 990%, increase the length of the molten fire damage, or give an attribute a boost.
If this occurs, then it is much easier for new players to decide what to get, but in the end game, the most valuable runes will be uncoloured level 7 runes, as they will have this random attribute on them, which could make a build so much better.
that seems like a pretty stupid implementation. if they are going to be these "rare" items, i don't see any reason why they should be bound to the skill.. i can't think of 1 good reason for such a thing aside from 1. locking people into their builds which defeats the whole purpose of giving them freedom to begin with 2. create a large blackhole for gold because people will constantly have to pay artisans to remove the attunement ... both these reasons would be frustrating and just plain dumb
So yeah, they are in. At least for now.
http://us.battle.net/d3/en/item/runestone/
Huge update to the official forums a few hours ago
Edit: I somehow missed the post above mine...
...not sure how...
Let Us pray....
That all this means is...
You now identify the rune to reveal a random affix, and the rest is as the old system was.
Cause we (almost)all know deep in our hearts that locking rank 7 runes as things we obviously don't want a hundred times would be frustrating as freaking hell.
Runes drop as loot and are already colored.
In your inventory you already know if it's Indigo, Crimson or Alabaster etc.
You place it into a skill, then the rune will get a random AFFIX + PREFIX item bonus AND it will stick to Magic Missile (or whatever else skill) forever.
This way you already know what you are getting yourself into, but it will still help clean out the economy.
This idea is just so bad, the only good that can come from Jay Wilson's idea is a gold sink and super annoying one at that. I feel like Jay came up with this idea and everyone in the blizzard team was like this is a terrible idea, but no one stepped forward cause well Jay's the boss. Anyone who has had a dumb boss before knows what it is like to have to implement your bosses dumb idea and not agree with it. I just hope they come to senses and leave it out. It contradicts so many of the philosophies they have toward this game.
You can even keep everything except the random part and its not that bad.
1. Locks to the skill when used
2. has random attributes discovered after locking to skill
3. maybe even drops as grey and we have to identify it
But please NO making us lock it then find out if it was a good one or not. I don't wanna be paying a mystic 10 times to reset my runes just to get a crimson.
I'm pretty sure this is not how they decide things over at Blizz HQ...
They come up with ideas, discuss them, test them and either they keep them, scrap them or rework them. Jay Wilson was simply the one who presented it because he was being interviewed.
the point is that, there is absolutely no reason to have a player pay gold to "un-attune" a rune from a skill unless the goal is a gold sink or as a means to restrict the player from trying out different builds freely which is simply unnecessary and annoying. it has nothing to do with "striving" for any goals.
I quite like the idea of unattuned runes.. It gives an extra sense of excitement and randomization. However i think they should be more of a rare item type.
They should really have the normal runes that doesnt need to be identified but also have stats on them..however these stats will not be that powerful. (say, lvl 1-2 gives +1 attribute, lvl 3-4 gives +2 and lvl 5-7 gives +3)
Then there will also be unattuned runes as well which identifies when you place it in a skill. However these will have more powerful attributes connected to them making them more valuable. You can then unsocket these runes from the artisan and sell it on AH or whatever.
This way, you get to try all the different abilities through the normal runes (remember, not everyone will have used the calculator) .. and then strive to get a unattuned rune to your liking. This also makes runes more like items and more exciting.