Posted as "spell rune" just to avoid confusion, never know when somebody will post an idea for a runeword from D2...
Anywho.
In case you don't know about the new rune system, runes are now being used to influence spells. Runes will enchance spells by adding power, range, or even special attributes like a multiple hit.
Anyways, with the possibilities that have opened up with runes, what kind of rune would you like to see ?
Think of things like the types of effects it will add, will it just add damage ? Will it double the range of the spell ? Will it lower casting time ? Or will it add a special effect, like multiple shots ?
I'd like to see a rune that doubles the radius of the spell, like having a lightning bolt that is double wide, making the spread bigger. This could also work with the Witch Doctor's firebomb spell, adding even more radius to that spell ^^.
Anywho, post away !
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Quote from "Sixen" »
"One in every 10 million people can potentially have a headache from this pill." God forbid she is the 0.000000001% of having a headache.
"Change Element" Rune: This rune change the element of the skill to another one.
Fire <--turns into--> Frost
Lightning <--turns into--> Disease
Physical <--turns into--> Arcane
Skills like barbarian cry would be considered "physical" and would change to "arcane". For exemple threatening shout decrease physical damage dealed, with that rune it would looks like a arcane nova and would decrease magical damage dealed.
Teleport could change into Leap and Leap Attack would change into a teleport + attack skill lol.
That rune would change the own nature of the class thats why it should be considerable rare. Also it would naturally underused because you would use one slot that could improve your skills only to change the element to avoid some very resistent dude. For exemple, a arcane wiz could change one of his skills into physical damage to avoid arcane resist monsters.
"Shield" Rune: That rune decrease the effect of your spells to give you a special shield effect.
Ex: Fireskull would deliver much lower damage however it gives you a fire shield that increase armor and damage attackers with fire. Hydra would summon a one headed hydra, but the two other heads stays with you, hitting enemies at distance. Barbarian melee attacks would increase his survival power in different ways (+armor, damage absorbtion, resistances, evasion, hp regen).
Shield Skills would become Heavy Shield skills, that would have its effect greatly amplified, but have a draw back like decrease movement speed or consume alot of mana/rage.
Oh, I really like that first idea, ita! It would probably make balancing really, really hard, but it would basically make a billion new skills. And if their looks changed, too, that would be awesome.
"Change Element" Rune: This rune change the element of the skill to another one.
Fire <--turns into--> Frost
Lightning <--turns into--> Disease
Physical <--turns into--> Arcane
Skills like barbarian cry would be considered "physical" and would change to "arcane". For exemple threatening shout decrease physical damage dealed, with that rune it would looks like a arcane nova and would decrease magical damage dealed.
Teleport could change into Leap and Leap Attack would change into a teleport + attack skill lol.
That rune would change the own nature of the class thats why it should be considerable rare. Also it would naturally underused because you would use one slot that could improve your skills only to change the element to avoid some very resistent dude. For exemple, a arcane wiz could change one of his skills into physical damage to avoid arcane resist monsters.
"Shield" Rune: That rune decrease the effect of your spells to give you a special shield effect.
Ex: Fireskull would deliver much lower damage however it gives you a fire shield that increase armor and damage attackers with fire. Hydra would summon a one headed hydra, but the two other heads stays with you, hitting enemies at distance. Barbarian melee attacks would increase his survival power in different ways (+armor, damage absorbtion, resistances, evasion, hp regen).
Shield Skills would become Heavy Shield skills, that would have its effect greatly amplified, but have a draw back like decrease movement speed or consume alot of mana/rage.
Italofoca, I hope you know how much I love you.
God damn, your posts rock ^^.
Anywho.
I love the change element idea, it would make it so much easier to get past immunes later in the game, and would add a HUGE element of diversity to the game.
Hell, maybe they could even retexture the spells to make lightning bolt into a plague bolt.
Could have flies and sludge instead of white lightning.
The shield rune is also a great idea, could function to provide any class with defensive skills.
One skill I would like to see this with would be teleport.
You could teleport, then perhaps have a bonus that knocks back any nearby monsters, and heals 50 or so health upon teleportation.
Reminds me of that skill concentrate from D2 for the barb, such an underused skill...
Another good way to use that type of rune would be to combine it with defensive shouts, to add an even bigger defensive element to them.
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Quote from "Sixen" »
"One in every 10 million people can potentially have a headache from this pill." God forbid she is the 0.000000001% of having a headache.
"Change Element" Rune: This rune change the element of the skill to another one.
Fire <--turns into--> Frost
Lightning <--turns into--> Disease
Physical <--turns into--> Arcane
Skills like barbarian cry would be considered "physical" and would change to "arcane". For exemple threatening shout decrease physical damage dealed, with that rune it would looks like a arcane nova and would decrease magical damage dealed.
Teleport could change into Leap and Leap Attack would change into a teleport + attack skill lol.
That rune would change the own nature of the class thats why it should be considerable rare. Also it would naturally underused because you would use one slot that could improve your skills only to change the element to avoid some very resistent dude. For exemple, a arcane wiz could change one of his skills into physical damage to avoid arcane resist monsters.
"Shield" Rune: That rune decrease the effect of your spells to give you a special shield effect.
Ex: Fireskull would deliver much lower damage however it gives you a fire shield that increase armor and damage attackers with fire. Hydra would summon a one headed hydra, but the two other heads stays with you, hitting enemies at distance. Barbarian melee attacks would increase his survival power in different ways (+armor, damage absorbtion, resistances, evasion, hp regen).
Shield Skills would become Heavy Shield skills, that would have its effect greatly amplified, but have a draw back like decrease movement speed or consume alot of mana/rage.
Sick idea! but if this is implemented i think it should be a very rare rune to aquire
I'd love to see runes that increase my ability to utilise the new physic engine. For instance, if I crit someone with my fireball then going flying back for ages, for if I kill someone with it their body explodes with limbs flying everywhere and the fireball keeps going on. I don't know, just little runes to increase the visual carnage you can cuase.
Italofoca, your idea is great. I'd be happy even if the changes were superficial (ie. just change the way it looks) so everyone would have a far more personalised and diverse skill set.
Can you lets say you find a rune that increases spell damage.
Now do you just attach that rune to one of your spells and that spells will have more dmg as long as the rune is there or is it a temporary effect.
Ok what i mean is are these rune effects permanent or temporary.
I think they're "permanent" as long as you have the rune equipped to the skill. Like an inventory item. I don't think we've ever had timed items or anything. Maybe charges or such, but those could be repaired, and that is something that's getting taken out, I think I read a while back.
Erm, so, for the topic's sake, yes, I think they're permanent. I don't believe we have anything to believe otherwise, really, unless I missed an interview somewhere.
Not sure whether I read it or not, but I was under the impression so long as the rune was attached to the skill, its effect will be there (ie. permanent). Once that rune is removed or changed, the effect will be removed or changed, so you can't stack runes. I think there is a blue post by Bashiok that answers some of these rune questions, I could be mistaken though.
Telekinesis.. There's gotta be at least a handful of cool things you can make Telekinesis do if you put a rune in it. Pick up multiple items at once, bigger knockback effect on enemies, throw an enemy at another enemy, throw objects at enemies..
And how about a rune that makes you cast multiple smaller slow time bubbles around everyone in the party? Or cast them on monsters instead of on you.
Man, I never even thought of that.
I wonder what a multiple-hit rune would do if you put that in there...
I really hope they let telekinesis pick up enemies and objects to throw, would make SUCH good use of their new physics engine.
The larger knockback effect would be quite interesting too, you could line up enemies and take them out bowling alley style ^^.
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Quote from "Sixen" »
"One in every 10 million people can potentially have a headache from this pill." God forbid she is the 0.000000001% of having a headache.
I would enjoy a run that would give a "trample" or "overrun" or "chain" kind of effect.
In the event the spell kills a monster, it keeps going, or recasts.
So say a magic missile hits and kills a monster, instead of having it just stop there, have it keep going.
If a lighting bolt kills a monster it would jump off and hit 1 more monster chain lightning style.
Or say the witchdoctors firebomb lands right on a monster and the explosion kills the monster, have the firebomb fly off at an odd random tangent and blow up again.
For a frost or arcane type nova spell if it killed a monster, a new nova would cast from that monster.
Not particularly good for tough monsters that don't die easily, and even worse if their spread out, but devastating against weak monsters that die in 1 or 2 hits...especially in large groups.
Imagine having a high level char then going to a low level area and casting arcane nova in the middle of a fallen camp and watching every single fallen within the nova die and spawn a new nova, and then the ones that die from that spawn a new nova too in a giant chaint till their all dead!
Forgot all about this thread, and since it's still under the "thread necromancy" threshhold...
Let's try to get this discussion going once more ^^.
@tubesocks - I don't think we'd get something like this, sadly the runes are only for skills, not weapons.
A secondary rune would be nice to have, to make skills a different colour though :D.
@Kaanin - I'm not too sure about that, if it was triggered by simply killing a monster then recasted a full power spell, it would be much too overpowered. This is because essentially, you could obliderate a mob of similar monsters with one cast. I'd prefer a rune that takes any leftover damage, and casts a spell using that leftover damage, not a new, full power spell.
As for my ideas since I last posted...
What about a rune that increases the force behind a skill? Essentially adding a knockback effect.
For example, attatching this rune to a magic missile would add physical force to the missiles, either pushing back, or throwing back monsters based on the level of the rune.
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Quote from "Sixen" »
"One in every 10 million people can potentially have a headache from this pill." God forbid she is the 0.000000001% of having a headache.
Rune of Pillaring Fire-When attached to a skill after the use a pillar of fire will erupt out of the ground and consume the enemy. I'll give you a few examples as some of you may think that it could be totally unbalance if a barb attaches it to a war cry or something.
Example of single spell-Lets say a witch doctor throws a fire bomb at an enemy. After the fire bomb a pi.llar of fire would come out of the ground and consume the monster for a nice amount of damage finishing it off.
Example of AoE type of spell-Lets say a wizard cast down umm what is that move meteor of showers or something similar? Well lets say she uses a AoE spell on alot of monsters. Each monster would erupt into a pillar of fire but the damamge would be vary weak. You would probably have to continually cast to kill unlike the withc doctors single kill.
Idk im just throwin somethin out there.
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If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
Examples are from D2 because that is all we know...
Some of these may be common but
Rune effects
-Shorten the recast delay time
-multiply damage of spell
-add chain affects (I like recast with leftover damage idea)
-cost less mana (fury.???)
-channel damage to health example: spell does 10% less damage but now 5% is converted into restoring health for you (spell ll)
-for shield like spells teleport moster away when the hit you.
-+skill, why not just level it up without a skill point
-link skills, put a rune in one skill and it asks you want other skill you want to be casted simulatiously with it (other skill from you skill tree that you have invested at least 1 point in)
-reroll, take best. Eg. you have lightingbolt that does 1-1K damage you roll 500 the rune makes it reroll say you get 300 it takes the higher of the 2.
-decrease monster resistance to it (whatever damage type it does it decrease enemy res) eg. fire -5% fire res, arcane -5% arcane res etc.
I can cleary see a "speed" rune.
It decrease the cooldown, the cast time. increase the speed of missiles and other stuff like ww. Not the most creative one but...
I nice rune would be a "luck" rune.In offensive skills This rune increase the chance of health orbs and item drops but only if you finish him using the skill. In defensive skills it would buff your chance of avoid a attack or something...
One thing that I would like to see remain out of the runes is flat damage/defense enhancers. It just sort of smacks of a lack of ingenuity and creativity.
Something that I think would be cool, would be runes that link certain skills together.
Hammer-Cleave link. Links your cleave and Hammer of the Ancients abilities, Making your hammer ability strike two targets, but it's damage is reduced. The amount reduced decreases as your cleave skill increases.
That is sort of a dull example. Its sort of like a selective synergy. I was thinking of the D1 elemental spell when i thought of this, and how it took the fireball spell, and gave it a homing mechanic. Something that does that, either by linking skills or just adding effects would be pretty awesome.
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So get busy living, or get busy dying! ~Mudvayne
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Anywho.
In case you don't know about the new rune system, runes are now being used to influence spells. Runes will enchance spells by adding power, range, or even special attributes like a multiple hit.
Anyways, with the possibilities that have opened up with runes, what kind of rune would you like to see ?
Think of things like the types of effects it will add, will it just add damage ? Will it double the range of the spell ? Will it lower casting time ? Or will it add a special effect, like multiple shots ?
I'd like to see a rune that doubles the radius of the spell, like having a lightning bolt that is double wide, making the spread bigger. This could also work with the Witch Doctor's firebomb spell, adding even more radius to that spell ^^.
Anywho, post away !
Fire <--turns into--> Frost
Lightning <--turns into--> Disease
Physical <--turns into--> Arcane
Skills like barbarian cry would be considered "physical" and would change to "arcane". For exemple threatening shout decrease physical damage dealed, with that rune it would looks like a arcane nova and would decrease magical damage dealed.
Teleport could change into Leap and Leap Attack would change into a teleport + attack skill lol.
That rune would change the own nature of the class thats why it should be considerable rare. Also it would naturally underused because you would use one slot that could improve your skills only to change the element to avoid some very resistent dude. For exemple, a arcane wiz could change one of his skills into physical damage to avoid arcane resist monsters.
"Shield" Rune: That rune decrease the effect of your spells to give you a special shield effect.
Ex: Fireskull would deliver much lower damage however it gives you a fire shield that increase armor and damage attackers with fire. Hydra would summon a one headed hydra, but the two other heads stays with you, hitting enemies at distance. Barbarian melee attacks would increase his survival power in different ways (+armor, damage absorbtion, resistances, evasion, hp regen).
Shield Skills would become Heavy Shield skills, that would have its effect greatly amplified, but have a draw back like decrease movement speed or consume alot of mana/rage.
Italofoca, I hope you know how much I love you.
God damn, your posts rock ^^.
Anywho.
I love the change element idea, it would make it so much easier to get past immunes later in the game, and would add a HUGE element of diversity to the game.
Hell, maybe they could even retexture the spells to make lightning bolt into a plague bolt.
Could have flies and sludge instead of white lightning.
The shield rune is also a great idea, could function to provide any class with defensive skills.
One skill I would like to see this with would be teleport.
You could teleport, then perhaps have a bonus that knocks back any nearby monsters, and heals 50 or so health upon teleportation.
Reminds me of that skill concentrate from D2 for the barb, such an underused skill...
Another good way to use that type of rune would be to combine it with defensive shouts, to add an even bigger defensive element to them.
Sick idea! but if this is implemented i think it should be a very rare rune to aquire
And The Heavens Shall Tremble...
Italofoca, your idea is great. I'd be happy even if the changes were superficial (ie. just change the way it looks) so everyone would have a far more personalised and diverse skill set.
Can you lets say you find a rune that increases spell damage.
Now do you just attach that rune to one of your spells and that spells will have more dmg as long as the rune is there or is it a temporary effect.
Ok what i mean is are these rune effects permanent or temporary.
Erm, so, for the topic's sake, yes, I think they're permanent. I don't believe we have anything to believe otherwise, really, unless I missed an interview somewhere.
summoning runes that make your pets bigger and stronger =3
runes that add random status affects to your damaging spells (like wizard lightning spells)
Be my Buddy =^.^=
Man, I never even thought of that.
I wonder what a multiple-hit rune would do if you put that in there...
I really hope they let telekinesis pick up enemies and objects to throw, would make SUCH good use of their new physics engine.
The larger knockback effect would be quite interesting too, you could line up enemies and take them out bowling alley style ^^.
In the event the spell kills a monster, it keeps going, or recasts.
So say a magic missile hits and kills a monster, instead of having it just stop there, have it keep going.
If a lighting bolt kills a monster it would jump off and hit 1 more monster chain lightning style.
Or say the witchdoctors firebomb lands right on a monster and the explosion kills the monster, have the firebomb fly off at an odd random tangent and blow up again.
For a frost or arcane type nova spell if it killed a monster, a new nova would cast from that monster.
Not particularly good for tough monsters that don't die easily, and even worse if their spread out, but devastating against weak monsters that die in 1 or 2 hits...especially in large groups.
Imagine having a high level char then going to a low level area and casting arcane nova in the middle of a fallen camp and watching every single fallen within the nova die and spawn a new nova, and then the ones that die from that spawn a new nova too in a giant chaint till their all dead!
Be my Buddy =^.^=
Let's try to get this discussion going once more ^^.
@tubesocks - I don't think we'd get something like this, sadly the runes are only for skills, not weapons.
A secondary rune would be nice to have, to make skills a different colour though :D.
@Kaanin - I'm not too sure about that, if it was triggered by simply killing a monster then recasted a full power spell, it would be much too overpowered. This is because essentially, you could obliderate a mob of similar monsters with one cast. I'd prefer a rune that takes any leftover damage, and casts a spell using that leftover damage, not a new, full power spell.
As for my ideas since I last posted...
What about a rune that increases the force behind a skill? Essentially adding a knockback effect.
For example, attatching this rune to a magic missile would add physical force to the missiles, either pushing back, or throwing back monsters based on the level of the rune.
Example of single spell-Lets say a witch doctor throws a fire bomb at an enemy. After the fire bomb a pi.llar of fire would come out of the ground and consume the monster for a nice amount of damage finishing it off.
Example of AoE type of spell-Lets say a wizard cast down umm what is that move meteor of showers or something similar? Well lets say she uses a AoE spell on alot of monsters. Each monster would erupt into a pillar of fire but the damamge would be vary weak. You would probably have to continually cast to kill unlike the withc doctors single kill.
Idk im just throwin somethin out there.
If you want to arrange it
This world you can change it
If we could somehow make this
Christmas thing last
By helping a neighbor
Or even a stranger
And to know who needs help
You need only just ask
Some of these may be common but
Rune effects
-Shorten the recast delay time
-multiply damage of spell
-add chain affects (I like recast with leftover damage idea)
-cost less mana (fury.???)
-channel damage to health example: spell does 10% less damage but now 5% is converted into restoring health for you (spell ll)
-for shield like spells teleport moster away when the hit you.
-+skill, why not just level it up without a skill point
-link skills, put a rune in one skill and it asks you want other skill you want to be casted simulatiously with it (other skill from you skill tree that you have invested at least 1 point in)
-reroll, take best. Eg. you have lightingbolt that does 1-1K damage you roll 500 the rune makes it reroll say you get 300 it takes the higher of the 2.
-decrease monster resistance to it (whatever damage type it does it decrease enemy res) eg. fire -5% fire res, arcane -5% arcane res etc.
Just some ideas.
It decrease the cooldown, the cast time. increase the speed of missiles and other stuff like ww. Not the most creative one but...
I nice rune would be a "luck" rune.In offensive skills This rune increase the chance of health orbs and item drops but only if you finish him using the skill. In defensive skills it would buff your chance of avoid a attack or something...
Something that I think would be cool, would be runes that link certain skills together.
Hammer-Cleave link. Links your cleave and Hammer of the Ancients abilities, Making your hammer ability strike two targets, but it's damage is reduced. The amount reduced decreases as your cleave skill increases.
That is sort of a dull example. Its sort of like a selective synergy. I was thinking of the D1 elemental spell when i thought of this, and how it took the fireball spell, and gave it a homing mechanic. Something that does that, either by linking skills or just adding effects would be pretty awesome.