Ryve00, first welcome, second your right, but to some that could be considered a flaw. Hardcore players already have lost gear, which is a result on their failing. Having to work up to regain their original strength isn't the question here. The idea is how much work is someone willing to do over and over again.
For you it may be just fine, but maybe your demographic isn't large enough to meet Blizzard's quota of acceptable, btw that means by general way we define things it is an accept concept that it isn't acceptable. To them they want to fix some issues. Like what do people really have to look forward to from 30 to 31? How hard will rune progression be for players in hardcore mode.
Notice I used progression there, it was your statement that people would be able to get the Ruin they wanted, but may not be able to get the Ruin progression they needed. So it is a question of how much of the game do you want to have dependent on luck?
I think they are just trying to reach an acceptable degree of random.
But I told you so... I told you exactly why the runestone system would not work, and I was called a noob and flamed to no end.
Ohh now dont feel bad, there are some serious drawbacks to always being right. For example, life has very few cliff-hangers.
PS: To all the people crying about the removal of a terriblly broken runestone system, and discussing how to fix the new runeskill system, I would just like to ask you one thing. WTF are you talking about? Fist off Its not broken, it replaced a broken system, and now they finally have a system that fking works!! Secondly, given the short time frame til launch do you actually think they will replace this idea? Hint: No
I want to ASK YOU WTF ARE YOU TALKING ABOUT... If you replace a broken system with a broken system it's still a fail. The original was broken because it produced useless items to no end, the new system is broken because it doesn't allow you to choose what skill build you really want until you unlock every single rune at level 60, which is around the end of Hell mode, which they said casual players won't finish. So both are broken in my opinion and both are fixable in my opinion. Because you fail to see both are broken you sir are also fail.
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Not even Death will save you from Diablo Bunny's Cuteness!
I want to ASK YOU WTF ARE YOU TALKING ABOUT... If you replace a broken system with a broken system it's still a fail. The original was broken because it produced useless items to no end, the new system is broken because it doesn't allow you to choose what skill build you really want until you unlock every single rune at level 60, which is around the end of Hell mode, which they said casual players won't finish. So both are broken in my opinion and both are fixable in my opinion. Because you fail to see both are broken you sir are also fail.
I'm fine with not being able to choose my runes. It gives you an exciting meta-goal to work toward that rune that sounds really awesome while also putting limitations on you to figure out what the best set of runes+skills are based on what is available to you at the time. In this way you develop a lot more intimate familiarity with your runes than if you had just chosen the "best" ones starting at level 1.
A bit masochistic? Perhaps.
I also have to assume that at some point they realized balancing the game for players having access to every possible rune type throughout all difficulties was a nightmare. That's on them, though. Lazy bastards. Obviously cutting corners to get this game out!
I want to ASK YOU WTF ARE YOU TALKING ABOUT... If you replace a broken system with a broken system it's still a fail. The original was broken because it produced useless items to no end, the new system is broken because it doesn't allow you to choose what skill build you really want until you unlock every single rune at level 60, which is around the end of Hell mode, which they said casual players won't finish. So both are broken in my opinion and both are fixable in my opinion. Because you fail to see both are broken you sir are also fail.
I'm fine with not being able to choose my runes. It gives you an exciting meta-goal to work toward that rune that sounds really awesome while also putting limitations on you to figure out what the best set of runes+skills are based on what is available to you at the time. In this way you develop a lot more intimate familiarity with your runes than if you had just chosen the "best" ones starting at level 1.
A bit masochistic? Perhaps.
I also have to assume that at some point they realized balancing the game for players having access to every possible rune type throughout all difficulties was a nightmare. That's on them, though. Lazy bastards. Obviously cutting corners to get this game out!
Not masochistic, I want choice. there is no better rune or anything. It depends upon how a person plays. I love ray of frost, but I want it to be the one that makes a vortex around me instead. I can't do that till lvl like 33. Now someone else may want to use the one that increases DoT, they get to use that at lvl 15 i believe. It's bullshit really. It's unfair. At least with the original way I was allowed a choice, of which I wanted to use an when. This one I have to wait... Pointless really. At least let me choose which rune I want to unlock.
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Not even Death will save you from Diablo Bunny's Cuteness!
I've personally been having trouble even evaluating the rune skill system because the beta is just too damn easy. I wish I could manually crank up the difficulty just to have my character truly tested. Everything I kill is with relative easy so it's making little difference how I'm configuring my abilities. Like if it had an option in D2 where I could just /8 players the game or something that would be nice. I'll actually just stand there in the middle of a bunch of monsters trying to get killed and I'm all, c'mon...kill me already!
So for these reasons I really can't say yet how I feel about the rune system. I do know, however, that if you type the phrase, "Video games." in a multiplayer game, all people ever do to respond is "?"
Entity, I totally hear you that you want the maximum amount of choice right here right now. Well think about the old system for a second, the minute you hit 30 and beat the game, you would have no more real character progression. To me that was horrid, I felt so bummed about the lack of character advancement in the game. Now with the new system I get that. For you it may be done by 33 but I'm not sure about that.
Now on another note your limited with what choices you have... well now you can explore those options more. If you got your little circle ray of frost going on your first rune well you would be happy. Now lets look at the new setup. You use Ray of Frost, and you're digging it, then you get one ruin and well might as well right? Well you start using it and figure it is ok, then you get the next one and it is a really fun effect. So you are using this ruin pretty much nonstop and then you finally get the ruin you've been waiting for at 33... but it doesn't feel as cool as the other one. Dang now you've adventured and explored other options that the original system had but didn't promote or really encourage in the original setup.
Entity, I totally hear you that you want the maximum amount of choice right here right now. Well think about the old system for a second, the minute you hit 30 and beat the game, you would have no more real character progression. To me that was horrid, I felt so bummed about the lack of character advancement in the game. Now with the new system I get that. For you it may be done by 33 but I'm not sure about that.
Now on another note your limited with what choices you have... well now you can explore those options more. If you got your little circle ray of frost going on your first rune well you would be happy. Now lets look at the new setup. You use Ray of Frost, and you're digging it, then you get one ruin and well might as well right? Well you start using it and figure it is ok, then you get the next one and it is a really fun effect. So you are using this ruin pretty much nonstop and then you finally get the ruin you've been waiting for at 33... but it doesn't feel as cool as the other one. Dang now you've adventured and explored other options that the original system had but didn't promote or really encourage in the original setup.
Except now for some builds you'll have to wait till your 60 to even try them. It's fail. Blizzard has said it before, they want casuals to experience the entire game by 30, which is when you finish Normal. The extra difficulties are for hardcore players as the difficulty increases quite a bit over the normal section.
You had plenty of character progression from 30 to 60 in the old system. You had new ranks of runes to look for to increase the power of the runes you like (note: you've already played around with all the runes you wanted and have picked skills you want to focus on, this new system DOES NOT ALLOW THIS), you had new item affixes appearing in later difficulties, you had more challenging encounters, you had better crafted items to find, you had higher level gems dropping, etc etc. There was plenty of character progression. It just wasn't all just handed to you for free. You had to go and find the items. you know, the point of the entire game past the Normal difficulty?
You can toot that this system is more player friendly and helps the apparently army of noobs who will be playing, but it's the opposite. Even blizzard knows those people that need the new locked, hold my hand at every turn UI, will not be playing past Normal. Well in the old system, starting act 2 (they could have had it as early as 2/3rds of act 1 if they wanted) runes started dropping and are fairly common since they are rank 1. You can play around with all the different combos and have fun with the build and skills you like and you finish the game at 30ish. Thats it. As a casual player, youve see it, experienced all the content and are happy.
Well in this new system? You look at the eye sore skill UI and see that cool rune effect you want, but now... you gotta make your way to 60 or 48, or 58 or whatever much higher and harder difficulty to even TRY it. But, being a casual player you probably won't play much past normal as the difficulty curve is just not your thing. I guess it's tough love for you casual. Half the game has been moved to difficulty levels you'll never play.
Skill and Gears combo system is always the major issue to make the game. I have not played any game that has very good system like Asheron's Call. Maybe few of u have played it before, I love how the system are... You can build any skill from lvl 1 with exp points. Say if u need 100 exp to get level 2 Sword Mastery, so u have to kill some monster to get that amount of exp.. then u click to level up. and then level 3 Sword will be 250 exp and so forth. For an example, you found a Frost Sword that requires 10 sword mastery to equip it. Just need to have balance between skill and gear to advance through the game in my opinion..
classes having basically 100 sepparate skills to use 6 at any time and 3 out of 18 passives sounds like more then enough variables to me to keep the fun alive for years. i just wish we could choose which rune we unlocked per level. then the system would be perfect.
with all this QQing on the main forum i for see another big change to the system within 3 weeks
I haven't seen the QQ amount to much yet. You got to remember, everyone on these fan sites is a small minority of the playerbase, and an outlier at that. The opinion of these sites hardly reflects the general consensus.
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I see quite a few people voicing concerns about their game experience up to 60, but isnt that only a small fraction of the game? Sure gameplay would be rather the same between people of the same class at low levels, but is that really much different than the old system? Not that I can tell, and as you level you continually unlock new abilities. Just seems like a moot issue.
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
But I told you so... I told you exactly why the runestone system would not work, and I was called a noob and flamed to no end.
Ohh now dont feel bad, there are some serious drawbacks to always being right. For example, life has very few cliff-hangers.
PS: To all the people crying about the removal of a terriblly broken runestone system, and discussing how to fix the new runeskill system, I would just like to ask you one thing. WTF are you talking about? Fist off Its not broken, it replaced a broken system, and now they finally have a system that fking works!! Secondly, given the short time frame til launch do you actually think they will replace this idea? Hint: No
I want to ASK YOU WTF ARE YOU TALKING ABOUT... If you replace a broken system with a broken system it's still a fail. The original was broken because it produced useless items to no end, the new system is broken because it doesn't allow you to choose what skill build you really want until you unlock every single rune at level 60, which is around the end of Hell mode, which they said casual players won't finish. So both are broken in my opinion and both are fixable in my opinion. Because you fail to see both are broken you sir are also fail.
I dont believe this is true. Firstly Diablo is not the type of game you play once and never play it again and secondly you dont need to replay it on a harder difficulty if you dont want to. If you want to get to a higher level then u replay certain acts. I embrace the challenge of playing Hell mode however, being a casual gamer myself, if i find it to be too time consuming to get to the next checkpoint i will most likely replay other acts which i can complete quickly.
But I told you so... I told you exactly why the runestone system would not work, and I was called a noob and flamed to no end.
Ohh now dont feel bad, there are some serious drawbacks to always being right. For example, life has very few cliff-hangers.
PS: To all the people crying about the removal of a terriblly broken runestone system, and discussing how to fix the new runeskill system, I would just like to ask you one thing. WTF are you talking about? Fist off Its not broken, it replaced a broken system, and now they finally have a system that fking works!! Secondly, given the short time frame til launch do you actually think they will replace this idea? Hint: No
I want to ASK YOU WTF ARE YOU TALKING ABOUT... If you replace a broken system with a broken system it's still a fail. The original was broken because it produced useless items to no end, the new system is broken because it doesn't allow you to choose what skill build you really want until you unlock every single rune at level 60, which is around the end of Hell mode, which they said casual players won't finish. So both are broken in my opinion and both are fixable in my opinion. Because you fail to see both are broken you sir are also fail.
The current system is fine, in fact its better than fine, its tony the tiger GREAT!!!
There are no runes in the game that are game breaking....To say that this system is flawed because you don't get a certain rune til a certain level is the same as saying the WD is flawed because he doesnt get horrify until 55. It makes no sense at all....
Rollback Post to RevisionRollBack
One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
But I told you so... I told you exactly why the runestone system would not work, and I was called a noob and flamed to no end. It was simply mathematically impossble, and there is no workaround for math.
Ohh now dont feel bad, there are some serious drawbacks to always being right. For example, life has very few cliff-hangers.
PS: To all the people crying about the removal of a terriblly broken runestone system, and discussing how to fix the new runeskill system, I would just like to ask you one thing. WTF are you talking about? Fist off Its not broken, it replaced a broken system, and now they finally have a system that fking works!! Secondly, given the short time frame til launch do you actually think they will replace this idea? Hint: No
First, bravo, but many people called this and were flamed. I'm glad that someone else thought the rune system was flawed. I'm not entirely sure, however, if their quick fix was a fix at all. The UI isn't terribly appealing, and, from what I've seen, it looks very simple. I have faith in them though. I know they will change this to something more beautiful by the time the game is released.
Srsly is it so hard to understand the new skill system clearly has drawbacks. Good lord with people Q.Qing about the old system with inventory. You have a shared Stash FFS with ur other characters. Im sry if that didnt make any sense to u ppl or seemed like a damn huge hassle.
The new system doesnt give u FULL CUSTOMIZABILITY until u hit lvl 60 or so(End-Game) which blizzard has been trying to so-called provide us with. So unless u hit higher levels u dont have full access. Don't get me wrong i aint 1 of those noobs who are dying to get lesser challenge out of the game. I'm just saying that Blizzard kinda slapping their own face. And for goodness sake its a rushed implementation.
It might not seem obvious to some ppl out there but seriously start opening ur eyes and see things for what they really are. And like some other guy mentioned a few posts back removing runes as drops just meant lessen economy and less item farming. Well if u guys don't like farming to make awesome characters, D3 is not the game for u cuz u're just some wanker who's too damn lazy to do any damned thing and shld just play some casual game.
Now don't get me wrong both systems have flaws but any1 who says the new system is good or btr than the previous ones deserves a slap in the face.
Srsly is it so hard to understand the new skill system clearly has drawbacks. Good lord with people Q.Qing about the old system with inventory. You have a shared Stash FFS with ur other characters. Im sry if that didnt make any sense to u ppl or seemed like a damn huge hassle.
The new system doesnt give u FULL CUSTOMIZABILITY until u hit lvl 60 or so(End-Game) which blizzard has been trying to so-called provide us with. So unless u hit higher levels u dont have full access. Don't get me wrong i aint 1 of those noobs who are dying to get lesser challenge out of the game. I'm just saying that Blizzard kinda slapping their own face. And for goodness sake its a rushed implementation.
It might not seem obvious to some ppl out there but seriously start opening ur eyes and see things for what they really are. And like some other guy mentioned a few posts back removing runes as drops just meant lessen economy and less item farming. Well if u guys don't like farming to make awesome characters, D3 is not the game for u cuz u're just some wanker who's too damn lazy to do any damned thing and shld just play some casual game.
Now don't get me wrong both systems have flaws but any1 who says the new system is good or btr than the previous ones deserves a slap in the face.
I see quite a few people voicing concerns about their game experience up to 60, but isnt that only a small fraction of the game? Sure gameplay would be rather the same between people of the same class at low levels, but is that really much different than the old system? Not that I can tell, and as you level you continually unlock new abilities, thus drastically increasing the number of viable playstyles. Just seems like a moot issue.
There are no runes in the game that are game breaking....To say that this system is flawed because you don't get a certain rune til a certain level is the same as saying the WD is flawed because he doesnt get horrify until 55.
Your argument makes no sense at all.
Ohh and with the old system, sure you could have every single ability you THOUGHT you wanted for your build, but chances are you would have absolutely terrible runes for the longest time. With the new system you might have to experiment a bit, but you could still use something similar to that build and not be gimp.
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Anybody else think it's about time for a release date? Like, seriously. No more like "Well, I guess I can wait..." ... I'm at that, "It's time" point.
Runes just implemented, it's February 20th, a Monday, and almost March. If this game is coming in the next two months, it's time.
You mean Runes were just removed from the game.
What were runes to begin with, I'm a little unclear?
If I read correctly there were over 3,000 runes in the game, ranks 1-5 or something, and each level did the same thing visually to the ability but made it a little more powerful, and those visual effects were like, maybe spark out differently, or turn red, or look like a glowing crystal instead of a circle, or make a fireball skip a little longer below blowing up. Which is what they do now, you just don't have to watch for them to drop off bosses, you instead have to actually play and level your character.
In Diablo 2, Runes were limited items used to modify existing gear or to make runewords, the runes in Diablo 3 were never remotely close to that concept. Whoever thought up the idea of the original idea for runes in Diablo 3 (just like those 9,000,000 varities of gems) should have been fired.
No mass collection in a Hack n Slash, kthx. I'm not catching all the Unowns and putting them in my PokeBox.
In Diablo 2, Runes were limited items used to modify existing gear.
In Diablo 3, Runes were limited items used to modify existing skills.
I see a big similarity there.
The new system only solves some storage problem and drop table balancing.
And have the following problem.
- Runes are no longer items used to customize your character.
- If you want a specific rune on a skill you may be lucky and get it at level 10 or you may be doomed to wait until you reach level 50+.
- There are no more rune levels, once you get a skill and a rune effect one it there is no way to improve it other than getting new weapon. So there are less alternative to improving your character.
- The new system is more linear and gives you less customization.
Possible solution, mix the 2 system together.
We get the items from the old system back but as consumable item. Once you use a rune on a skill you unlock that rune for that skill.
Result:
Lvl 10 character find lvl 1 indigo rune: Wow cool I found a rune :), but wait where do I put it, which skill do I unlock first? (Eventually this player will find/buy all low lvl rune and unlock them for all his skills)
Later at lvl 60 the above player find lvl 7 indigo rune now he have to decide again which skill he want to improve.
In short with this system players have to make important choices all the way from lvl 1 to 60 and behind. Of course eventually there will come a moment where we will unlock max lvl rune for all skills but that will take some time and they can always add new rune lvls with expansions.
Either way as long as the game somewhat works when they release it, ill be happy. Its bound to be constantly changing with patches and updates, eventually it'll morph into something that works and that most people like.
WoW was buggy at the beginning and the game systems is not what they were at first.
Srsly is it so hard to understand the new skill system clearly has drawbacks. Good lord with people Q.Qing about the old system with inventory. You have a shared Stash FFS with ur other characters. Im sry if that didnt make any sense to u ppl or seemed like a damn huge hassle.
The new system doesnt give u FULL CUSTOMIZABILITY until u hit lvl 60 or so(End-Game) which blizzard has been trying to so-called provide us with. So unless u hit higher levels u dont have full access. Don't get me wrong i aint 1 of those noobs who are dying to get lesser challenge out of the game. I'm just saying that Blizzard kinda slapping their own face. And for goodness sake its a rushed implementation.
It might not seem obvious to some ppl out there but seriously start opening ur eyes and see things for what they really are. And like some other guy mentioned a few posts back removing runes as drops just meant lessen economy and less item farming. Well if u guys don't like farming to make awesome characters, D3 is not the game for u cuz u're just some wanker who's too damn lazy to do any damned thing and shld just play some casual game.
Now don't get me wrong both systems have flaws but any1 who says the new system is good or btr than the previous ones deserves a slap in the face.
I see quite a few people voicing concerns about their game experience up to 60, but isnt that only a small fraction of the game? Sure gameplay would be rather the same between people of the same class at low levels, but is that really much different than the old system? Not that I can tell, and as you level you continually unlock new abilities, thus drastically increasing the number of viable playstyles. Just seems like a moot issue.
There are no runes in the game that are game breaking....To say that this system is flawed because you don't get a certain rune til a certain level is the same as saying the WD is flawed because he doesnt get horrify until 55.
Your argument makes no sense at all.
Ohh and with the old system, sure you could have every single ability you THOUGHT you wanted for your build, but chances are you would have absolutely terrible runes for the longest time. With the new system you might have to experiment a bit, but you could still use something similar to that build and not be gimp.
So answer me this. Which is more fun?Level up and be automatically given new skill runes(im talking abt skill runes not skills mind u) or level up, farm the runes and make ur skills stronger? I guess what we're missing out with the new system is the fact that ur supposed to become stronger gearing up as u level. Imagine Blizzard rewarding u btr equipments just because u leveled up. Its like spoon-feeding IMO
Neither, the current system in place. I do not want to have to farm to be able to use the skills I want to play the game. However, seeing as I want to experiment anyways, I have absolutely no problem with the current system.
You people seem to think you have this perfect build in mind, and you won't need to stray from it. Well sorry, but only a complete idiot would think he has everything figured out because he starred at the skill calculator for a few hours. That means absolutely nothing in practice. Heck, we don't even know how some of these skills function in game, yet you think you have your perfect build already to go? BS BS BS!
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Neither, the current system in place. I do not want to have to farm to be able to use the skills I want to play the game. However, seeing as I want to experiment anyways, I have absolutely no problem with the current system.
You people seem to think you have this perfect build in mind, and you won't need to stray from it. Well sorry, but only a complete idiot would think he has everything figured out because he starred at the skill calculator for a few hours. That means absolutely nothing in practice. Heck, we don't even know how some of these skills function in game, yet you think you have your perfect build already to go? BS BS BS!
I never said i have the perfect build in mind... And u still get to try out ur skills with the old rune system. U can always put a lower tier rune to see the rune effects. Higher tier runes just enhances the effect. And seeing that the lazy bum u are i won't blame u. Hey some people like it easy I don't blame them. And as i said in my original post i said both systems aren't perfect both have flaws. I'm just baffled by how people think this current iteration is good because clearly its still flawed much like its older iteration... I just prefer the older one cuz it requires u to actually work for it much harder.
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For you it may be just fine, but maybe your demographic isn't large enough to meet Blizzard's quota of acceptable, btw that means by general way we define things it is an accept concept that it isn't acceptable. To them they want to fix some issues. Like what do people really have to look forward to from 30 to 31? How hard will rune progression be for players in hardcore mode.
Notice I used progression there, it was your statement that people would be able to get the Ruin they wanted, but may not be able to get the Ruin progression they needed. So it is a question of how much of the game do you want to have dependent on luck?
I think they are just trying to reach an acceptable degree of random.
I want to ASK YOU WTF ARE YOU TALKING ABOUT... If you replace a broken system with a broken system it's still a fail. The original was broken because it produced useless items to no end, the new system is broken because it doesn't allow you to choose what skill build you really want until you unlock every single rune at level 60, which is around the end of Hell mode, which they said casual players won't finish. So both are broken in my opinion and both are fixable in my opinion. Because you fail to see both are broken you sir are also fail.
I'm fine with not being able to choose my runes. It gives you an exciting meta-goal to work toward that rune that sounds really awesome while also putting limitations on you to figure out what the best set of runes+skills are based on what is available to you at the time. In this way you develop a lot more intimate familiarity with your runes than if you had just chosen the "best" ones starting at level 1.
A bit masochistic? Perhaps.
I also have to assume that at some point they realized balancing the game for players having access to every possible rune type throughout all difficulties was a nightmare. That's on them, though. Lazy bastards. Obviously cutting corners to get this game out!
So for these reasons I really can't say yet how I feel about the rune system. I do know, however, that if you type the phrase, "Video games." in a multiplayer game, all people ever do to respond is "?"
Siaynoq's Playthroughs
Now on another note your limited with what choices you have... well now you can explore those options more. If you got your little circle ray of frost going on your first rune well you would be happy. Now lets look at the new setup. You use Ray of Frost, and you're digging it, then you get one ruin and well might as well right? Well you start using it and figure it is ok, then you get the next one and it is a really fun effect. So you are using this ruin pretty much nonstop and then you finally get the ruin you've been waiting for at 33... but it doesn't feel as cool as the other one. Dang now you've adventured and explored other options that the original system had but didn't promote or really encourage in the original setup.
Except now for some builds you'll have to wait till your 60 to even try them. It's fail. Blizzard has said it before, they want casuals to experience the entire game by 30, which is when you finish Normal. The extra difficulties are for hardcore players as the difficulty increases quite a bit over the normal section.
You had plenty of character progression from 30 to 60 in the old system. You had new ranks of runes to look for to increase the power of the runes you like (note: you've already played around with all the runes you wanted and have picked skills you want to focus on, this new system DOES NOT ALLOW THIS), you had new item affixes appearing in later difficulties, you had more challenging encounters, you had better crafted items to find, you had higher level gems dropping, etc etc. There was plenty of character progression. It just wasn't all just handed to you for free. You had to go and find the items. you know, the point of the entire game past the Normal difficulty?
You can toot that this system is more player friendly and helps the apparently army of noobs who will be playing, but it's the opposite. Even blizzard knows those people that need the new locked, hold my hand at every turn UI, will not be playing past Normal. Well in the old system, starting act 2 (they could have had it as early as 2/3rds of act 1 if they wanted) runes started dropping and are fairly common since they are rank 1. You can play around with all the different combos and have fun with the build and skills you like and you finish the game at 30ish. Thats it. As a casual player, youve see it, experienced all the content and are happy.
Well in this new system? You look at the eye sore skill UI and see that cool rune effect you want, but now... you gotta make your way to 60 or 48, or 58 or whatever much higher and harder difficulty to even TRY it. But, being a casual player you probably won't play much past normal as the difficulty curve is just not your thing. I guess it's tough love for you casual. Half the game has been moved to difficulty levels you'll never play.
polarducky
I haven't seen the QQ amount to much yet. You got to remember, everyone on these fan sites is a small minority of the playerbase, and an outlier at that. The opinion of these sites hardly reflects the general consensus.
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I see quite a few people voicing concerns about their game experience up to 60, but isnt that only a small fraction of the game? Sure gameplay would be rather the same between people of the same class at low levels, but is that really much different than the old system? Not that I can tell, and as you level you continually unlock new abilities. Just seems like a moot issue.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
I dont believe this is true. Firstly Diablo is not the type of game you play once and never play it again and secondly you dont need to replay it on a harder difficulty if you dont want to. If you want to get to a higher level then u replay certain acts. I embrace the challenge of playing Hell mode however, being a casual gamer myself, if i find it to be too time consuming to get to the next checkpoint i will most likely replay other acts which i can complete quickly.
The current system is fine, in fact its better than fine, its tony the tiger GREAT!!!
There are no runes in the game that are game breaking....To say that this system is flawed because you don't get a certain rune til a certain level is the same as saying the WD is flawed because he doesnt get horrify until 55. It makes no sense at all....
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
First, bravo, but many people called this and were flamed. I'm glad that someone else thought the rune system was flawed. I'm not entirely sure, however, if their quick fix was a fix at all. The UI isn't terribly appealing, and, from what I've seen, it looks very simple. I have faith in them though. I know they will change this to something more beautiful by the time the game is released.
The new system doesnt give u FULL CUSTOMIZABILITY until u hit lvl 60 or so(End-Game) which blizzard has been trying to so-called provide us with. So unless u hit higher levels u dont have full access. Don't get me wrong i aint 1 of those noobs who are dying to get lesser challenge out of the game. I'm just saying that Blizzard kinda slapping their own face. And for goodness sake its a rushed implementation.
It might not seem obvious to some ppl out there but seriously start opening ur eyes and see things for what they really are. And like some other guy mentioned a few posts back removing runes as drops just meant lessen economy and less item farming. Well if u guys don't like farming to make awesome characters, D3 is not the game for u cuz u're just some wanker who's too damn lazy to do any damned thing and shld just play some casual game.
Now don't get me wrong both systems have flaws but any1 who says the new system is good or btr than the previous ones deserves a slap in the face.
I see quite a few people voicing concerns about their game experience up to 60, but isnt that only a small fraction of the game? Sure gameplay would be rather the same between people of the same class at low levels, but is that really much different than the old system? Not that I can tell, and as you level you continually unlock new abilities, thus drastically increasing the number of viable playstyles. Just seems like a moot issue.
There are no runes in the game that are game breaking....To say that this system is flawed because you don't get a certain rune til a certain level is the same as saying the WD is flawed because he doesnt get horrify until 55.
Your argument makes no sense at all.
Ohh and with the old system, sure you could have every single ability you THOUGHT you wanted for your build, but chances are you would have absolutely terrible runes for the longest time. With the new system you might have to experiment a bit, but you could still use something similar to that build and not be gimp.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
In Diablo 2, Runes were limited items used to modify existing gear.
In Diablo 3, Runes were limited items used to modify existing skills.
I see a big similarity there.
The new system only solves some storage problem and drop table balancing.
And have the following problem.
- Runes are no longer items used to customize your character.
- If you want a specific rune on a skill you may be lucky and get it at level 10 or you may be doomed to wait until you reach level 50+.
- There are no more rune levels, once you get a skill and a rune effect one it there is no way to improve it other than getting new weapon. So there are less alternative to improving your character.
- The new system is more linear and gives you less customization.
Possible solution, mix the 2 system together.
We get the items from the old system back but as consumable item. Once you use a rune on a skill you unlock that rune for that skill.
Result:
Lvl 10 character find lvl 1 indigo rune: Wow cool I found a rune :), but wait where do I put it, which skill do I unlock first? (Eventually this player will find/buy all low lvl rune and unlock them for all his skills)
Later at lvl 60 the above player find lvl 7 indigo rune now he have to decide again which skill he want to improve.
In short with this system players have to make important choices all the way from lvl 1 to 60 and behind. Of course eventually there will come a moment where we will unlock max lvl rune for all skills but that will take some time and they can always add new rune lvls with expansions.
WoW was buggy at the beginning and the game systems is not what they were at first.
So answer me this. Which is more fun?Level up and be automatically given new skill runes(im talking abt skill runes not skills mind u) or level up, farm the runes and make ur skills stronger? I guess what we're missing out with the new system is the fact that ur supposed to become stronger gearing up as u level. Imagine Blizzard rewarding u btr equipments just because u leveled up. Its like spoon-feeding IMO
You people seem to think you have this perfect build in mind, and you won't need to stray from it. Well sorry, but only a complete idiot would think he has everything figured out because he starred at the skill calculator for a few hours. That means absolutely nothing in practice. Heck, we don't even know how some of these skills function in game, yet you think you have your perfect build already to go? BS BS BS!
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
I never said i have the perfect build in mind... And u still get to try out ur skills with the old rune system. U can always put a lower tier rune to see the rune effects. Higher tier runes just enhances the effect. And seeing that the lazy bum u are i won't blame u. Hey some people like it easy I don't blame them. And as i said in my original post i said both systems aren't perfect both have flaws. I'm just baffled by how people think this current iteration is good because clearly its still flawed much like its older iteration... I just prefer the older one cuz it requires u to actually work for it much harder.