I bet there's a billion topics on this already but after a few days of thinking about it, I thought I'd post what's on my mind. I'll be posting the things that I like about it and the things that I don't like. Also, if you have any thoughts you'd like to contribute, please feel free
Firstly, when they first showed runes and how awesome they were going to make the skill look and perform, one of the things that was mentionned was that we'd need the higher level runes for inferno mode. I was really looking forward to this. The idea of needing those high level runes, doing multiple boss runs, trading and doing anything/everything to get these runes was something that had a lot of appeal. The reason for this was because it reminded me of the item grind found in D2. Hunting for keys, runes and unique elite items was something that I thrived on. On the flip side, the idea of runes, as opposed to items, being what determined entry into end-game isn't something that I liked. The game is focused on gear and it should be that way. So, all in all, I'm happy with the change. Furthermore, as much as I would have enjoyed rune hunting, I know that I'll still be doing hunting, just now it is only for items.
Secondly, I was also looking forward to having runes with additional bonuses such as +precision and attack. However, I think that the reason for cancelling this feature makes sense: it would cause our inventories to fill up with runes. I still feel that there is room for this, for instance, the mystic could have broken down runes into resources which don't take up space and these resources could have been used to reroll the bonuses on runes. For example, runes could be broken down into "rune dust" and would show up like gold (rather than take up space) with the mystic. Lower runes would break into 1 or 2 dusts and higher ones would break into 7-10 dusts. Rerolling a rune's stats would take 10 dust per rune rank. That being said, I think it would be very complicated and time consuming when really I'd rather be smashing monsters. Also, the way the rune system is now makes the characters completely customizable. If I wanted to make a completely random build, I could.
Do away with "runes". Call them something else.
Give the player the option of having all 5 "modifiers" or "abstracts(tm)" when they get the skill automatically or through purchasing them through a vendor or something for a (1 time or recurring.. Options here) gold sink.
If you're going to make the game casual and simple, just give them the option to choose which modifier they want for the skill when they level up. This makes it to where casual playere who only want to see the story have access or free right to choose which skills they want to use all the way through normal, which is supposed to end around level 30.
Leveling up this way is extremely rewarding.. & will drive the casual player to level further.
After 30? The casual gamer realizes he wants a change around 35 or 36.. No problem. S/he has 150 different skills to play around with in the higher difficulty of Nightmare. They try to give their previous efforts justice by skillfuly slaying monsters.. & then, they die. Their first heartbreak, & if they stick with it then, & great chance of a new hardcore gamer being born.
Hardcore gamers are going to level to 60, anyway. Making the last 30 levels stat increments, magic find, & quest rewards is not a big deal. Why?
You only need to level that class once. Leveling them is still going to be rewarding for this reason.
So, to summarize:
It's in my opinion that Blizzard should let us just have the modifiers. If they want to add a one-time or recurring fee for picking skills, I'm totally cool with that. Just let us pick which ones we want & stop insulting us with awkward skill unlocks.
P.S. I'm serious about not calling them runes for so many reasons.
Firstly, when they first showed runes and how awesome they were going to make the skill look and perform, one of the things that was mentionned was that we'd need the higher level runes for inferno mode. I was really looking forward to this. The idea of needing those high level runes, doing multiple boss runs, trading and doing anything/everything to get these runes was something that had a lot of appeal. The reason for this was because it reminded me of the item grind found in D2. Hunting for keys, runes and unique elite items was something that I thrived on. On the flip side, the idea of runes, as opposed to items, being what determined entry into end-game isn't something that I liked. The game is focused on gear and it should be that way. So, all in all, I'm happy with the change. Furthermore, as much as I would have enjoyed rune hunting, I know that I'll still be doing hunting, just now it is only for items.
Secondly, I was also looking forward to having runes with additional bonuses such as +precision and attack. However, I think that the reason for cancelling this feature makes sense: it would cause our inventories to fill up with runes. I still feel that there is room for this, for instance, the mystic could have broken down runes into resources which don't take up space and these resources could have been used to reroll the bonuses on runes. For example, runes could be broken down into "rune dust" and would show up like gold (rather than take up space) with the mystic. Lower runes would break into 1 or 2 dusts and higher ones would break into 7-10 dusts. Rerolling a rune's stats would take 10 dust per rune rank. That being said, I think it would be very complicated and time consuming when really I'd rather be smashing monsters. Also, the way the rune system is now makes the characters completely customizable. If I wanted to make a completely random build, I could.
What are your thoughts?
but why not just post this on the other threads that are already out there.
Give the player the option of having all 5 "modifiers" or "abstracts(tm)" when they get the skill automatically or through purchasing them through a vendor or something for a (1 time or recurring.. Options here) gold sink.
If you're going to make the game casual and simple, just give them the option to choose which modifier they want for the skill when they level up. This makes it to where casual playere who only want to see the story have access or free right to choose which skills they want to use all the way through normal, which is supposed to end around level 30.
Leveling up this way is extremely rewarding.. & will drive the casual player to level further.
After 30? The casual gamer realizes he wants a change around 35 or 36.. No problem. S/he has 150 different skills to play around with in the higher difficulty of Nightmare. They try to give their previous efforts justice by skillfuly slaying monsters.. & then, they die. Their first heartbreak, & if they stick with it then, & great chance of a new hardcore gamer being born.
Hardcore gamers are going to level to 60, anyway. Making the last 30 levels stat increments, magic find, & quest rewards is not a big deal. Why?
You only need to level that class once. Leveling them is still going to be rewarding for this reason.
So, to summarize:
It's in my opinion that Blizzard should let us just have the modifiers. If they want to add a one-time or recurring fee for picking skills, I'm totally cool with that. Just let us pick which ones we want & stop insulting us with awkward skill unlocks.
P.S. I'm serious about not calling them runes for so many reasons.
Yeah, & you're really bright.