I notice that a lot of people is focusing on the AH discussion, but is ignoring the revamp rune system. If I'm correctly, I remember recently reading that runes are now completely randomized. So we will not be able to plan runes ahead of time. This seems to be a way bigger issue than the silly AH talk. We need more discussion about the runes. If anyone have any information to enlighten us about runes then please speak up.
Well, It seems to me once you start receiving runes(starts in act 2) they will drop frequently, frequently enough to learn what particular runes do to your specific skills that you choose. With this said you can either a keep farming runes and placing em in skills till you get the one you want and/or you can just go to the AH and buy the one you need.
I notice that a lot of people is focusing on the AH discussion, but is ignoring the revamp rune system. If I'm correctly, I remember recently reading that runes are now completely randomized. So we will not be able to plan runes ahead of time. This seems to be a way bigger issue than the silly AH talk. We need more discussion about the runes. If anyone have any information to enlighten us about runes then please speak up.
It seems very odd to me that Blizzard would have the different types of Runes be completely random. If its a Crimson, its more than likely gonna do the same thing to a specific spell everytime. What I can see, is that they may have meant that it will do random effects from different spells.
For example; it may cause spell 1 to slow the enemies on contact, but with spell 2, it could cause damage over time. Im pretty sure that what they mean by "random", is that an Alabaster will not always do a specific effect with all spells. Just a guess tho, like everyone else until solid info comes out
I feel a large reason for randomizing Rune stats would be to further increase the time, and effort it will take to find the perfect Rune for your build. If you're looking for a very specific level 7 Rune, chances are you're either going to have to bid for it in the AH given the rare occasion it appears, or farm A LOT. I honestly very much like this whole concept for multiple reasons. It will likely push back the inevitable build up of Runes (Along with any item for that matter) in the economy. If Runes drop identically, fact is there will likely be a faster build up of those Runes in the economy, even if the high level Rune are extremely rare. If they are randomized, a truly great Rune for your build (or any build) will be even harder to find come endgame, which I think is a good thing seeing as you'll be max level by the end of hell, so there should be multiple things keeping you moving forward from that point.
This is just one good fallout I can see happening from this choice, I'd list more but I have work in 5 hours and frankly and so overtired I don't even feel like sleeping.. I'll see if I can remember where I left off tomorrow.
“We act as though comfort and luxury were the chief requirements of life, when all that we need to make us happy is something to be enthusiastic about.” - Albert Einstein
Unless I am incorrect, runes are not random. While the way they affect spells might be different from one spell to another, a spell, let's say Z, with a level one 'crimson' rune inserted in it, will act like any other player's spell Z with a level one 'crimson' rune.
Yea, this is my biggest worry as well. Though I'll admit I'm a bit confused on how it will come out in the end. I like to get things myself more or less and runes in itself (to get level 7) will be a pain in the butt to farm, so after all those hours and days or weeks of getting a lvl 6 then 7 rune you FINALLY get it but its a crappy buff, what a waste(dont forget that you'll need for every skill and, possibly different types for each skill and if you can 'respec' as often as you would like then that's a lot of runes).
Also what did Jay mean by it will be an 'unattuned' rune? That it won't become an 'alabaster' rune till after I equip it to something and I won't know what it will turn into till afterwards? So I can get 20 runes but if I need an obsidian but they turn to alabaster to crimson to everything else but obsidian (and don't forget the stat buff as well) then things will get really crappy...
Rollback Post to RevisionRollBack
I agree with feminism. I don't think that it's right that for every dollar a man makes, a women gets 70 cents. Why do I only get 30 cents and some chick gets the rest?
As of right now (as far as we know) runes are still the same. The random idea is something that they still wanted to try as of the media event.
The understanding I got of the random idea is this:
-When runes drop, they are generic, with a level
-You drop them into a skill that you would like to use them with
-When you do, they turn into a certain rune for that skill (ie. maybe an obsidian, maybe an alabaster, but specific to that skill)
-In addition, they get a small charm-like stat bonus/effect
-After this, they cannot be used in another skill.
The idea being, that they would be randomized with the stat, and getting the perfect rune of type as well as a very beneficial stat to the class would take a while, as opposed to just finding a rank 7 rune of the type you want and using it.
I personally am dubious about this because it would be pretty frustrating to have runes repeatedly turn into crap. Jay said that they were planning on trying it, and they didn't know if it would work or if it would suck.
As of right now (as far as we know) runes are still the same. The random idea is something that they still wanted to try as of the media event.
The understanding I got of the random idea is this:
-When runes drop, they are generic, with a level
-You drop them into a skill that you would like to use them with
-When you do, they turn into a certain rune for that skill (ie. maybe an obsidian, maybe an alabaster, but specific to that skill)
-In addition, they get a small charm-like stat bonus/effect
-After this, they cannot be used in another skill.
The idea being, that they would be randomized with the stat, and getting the perfect rune of type as well as a very beneficial stat to the class would take a while, as opposed to just finding a rank 7 rune of the type you want and using it.
I personally am dubious about this because it would be pretty frustrating to have runes repeatedly turn into crap. Jay said that they were planning on trying it, and they didn't know if it would work or if it would suck.
So in this case would we find a rank 4 alabaster rune, or would we not know that the rune was alabaster till we put it in the slot? I was thinking that we would know it was an alabaster or an obsidian or whatever type first but not know the bonuses that get locked onto it when we apply it to the skill until we apply it then it would be locked for that skill.
I think you will know if it's an alabaster or a crimson rune when it drop but you don't know which effect it will apply to skill X until you put it in a such skill.
I also think if alabaster rank 1 applies "multishot" to skill X alabaster rank 7 also applies multishot to such skill.
Otherwise it will be just completely random and that would not be so good for customization.
Example: I'm playing and a rune drops, I collect it and all I know is that it's an Alabaster rank 1 rune. Can't know which random stats it has and can't know how it will affect skills.
To know how "Magic Missile" is affected by such rune I have to socket it.
I do so and now I can see that the effect applied to "Magic Missile" is "multishot" and that such runes also has a "+3 to strenght" modifier.
Also if I remove the rune it will not reverse to "unattuned" Alabaster with no stats but will be locked in "Magic Missile multishot" effect + "+3 to strenght" modifier.
I play a bit more and another rune drops, I'm lucky and it's also an Alabaster rune but this time it's a rank 5.
Since now I know that an Alabaster rune applies "multishot" to "Magic Missile" I substitute the previous one in order to shot more missiles but this time the "random modifier" is "+10% fcr".
So we have to experiment with low ranks to know how a rune type affects a certain skill.
In a couple of time there will be an online database for people who don't like so much to experiment with runes.
Also if I'm aiming for the "perfect Magic Missile Multishot" I'd like to get a rank 7 Alabaster rune with random modifiers like "x% fcr" or "y% enanched skill damage" which will be way more useful than an Alabaster rank 7 with "+1 to light radius" random modifier.
I think the only completely random stuff about runes could be the modifiers not the effects applied.
I think you will know if it's an alabaster or a crimson rune when it drop but you don't know which effect it will apply to skill X until you put it in a such skill.
I also think if alabaster rank 1 applies "multishot" to skill X alabaster rank 7 also applies multishot to such skill.
Otherwise it will be just completely random and that would not be so good for customization.
Example: I'm playing and a rune drops, I collect it and all I know is that it's an Alabaster rank 1 rune. Can't know which random stats it has and can't know how it will affect skills.
To know how "Magic Missile" is affected by such rune I have to socket it.
I do so and now I can see that the effect applied to "Magic Missile" is "multishot" and that such runes also has a "+3 to strenght" modifier.
Also if I remove the rune it will not reverse to "unattuned" Alabaster with no stats but will be locked in "Magic Missile multishot" effect + "+3 to strenght" modifier.
I play a bit more and another rune drops, I'm lucky and it's also an Alabaster rune but this time it's a rank 5.
Since now I know that an Alabaster rune applies "multishot" to "Magic Missile" I substitute the previous one in order to shot more missiles but this time the "random modifier" is "+10% fcr".
So we have to experiment with low ranks to know how a rune type affects a certain skill.
In a couple of time there will be an online database for people who don't like so much to experiment with runes.
Also if I'm aiming for the "perfect Magic Missile Multishot" I'd like to get a rank 7 Alabaster rune with random modifiers like "x% fcr" or "y% enanched skill damage" which will be way more useful than an Alabaster rank 7 with "+1 to light radius" random modifier.
I think the only completely random stuff about runes could be the modifiers not the effects applied.
This is actually the way that I hope that it is, it will keep the runes random and yet we still have some structure to the runes ie. knowing the basic change to the skill that said rune does. I didnt know if when we picked it up if it would say alabaster rune, or if it would just be generic rune and when we equip it it would say Alabaster rune. I am excited to see how it goes, is there going to be a lot of rune play in the beta? has anything been said about that?
Gah how is this hard to understand..
The rune will be plain when found. No alabaster or w/e just a plain rune.
When you put it into an item it randomizes one of the originally planned abilities (such as the ones alabaster and so on gave)
Along with that you get random stats placed on this item.
After this the rune is then LOCKED with these said abilities/stats forever. It CAN be unsocketed and traded though!!
So yes you can't PREPLAN with a unmade rune but you CAN buy one to your build/liking.
This is more diablo like due to the randomization of obtaining an item. Sometimes its good sometimes its not. But this way not everyone and their mother can just find this easily obtained rune and throw it in their skill and get what they want. You have to farm for runes and hope to get ur desired ability. Or go out and buy one to your liking.
Runes are Unidentified until used in a skill, then gain a "color" and grant a bonus.
The rune is then set, and must be used as is or traded.
How hard is this to understand? It is basic diablo drops that augment a skill instead of used on character as an item.
The issue is this:
Unless they balance all runes to be roughly equal in power per skill...one rune will be the best (multi-shot magic missile > MM dealing 100% more damage > etc).
Once you get a good rune collection, you augment every skill you have for your character and they are a really good jack of all trades that never has to focus one aspect ever.
Sorry folks for being slow but not all of us are born smart and not all of us are born in countries which has english as primary language.
This kind of post has been opened at least 5 times here since NDA lifting, so I guess there are plenty of slow people around. At least I'm not alone.
But thank you for clearing the issue, even if in a blunt way.
a m'attaste s'ai son!
back on topic: no stats, no skill points, maybe I can't even plan which rune I'll use in the future...if it's so I hope they can't make it work and let it be as it is.
It seems very odd to me that Blizzard would have the different types of Runes be completely random. If its a Crimson, its more than likely gonna do the same thing to a specific spell everytime. What I can see, is that they may have meant that it will do random effects from different spells.
For example; it may cause spell 1 to slow the enemies on contact, but with spell 2, it could cause damage over time. Im pretty sure that what they mean by "random", is that an Alabaster will not always do a specific effect with all spells. Just a guess tho, like everyone else until solid info comes out
That kind of random.
This is just one good fallout I can see happening from this choice, I'd list more but I have work in 5 hours and frankly and so overtired I don't even feel like sleeping.. I'll see if I can remember where I left off tomorrow.
Here is an interview from the Media Day w/ Jay Wilson: http://www.youtube.com/user/ForceSC2strategy#p/c/5C2F514ECED855CA/5/l2hZxhXCBP8.
Also what did Jay mean by it will be an 'unattuned' rune? That it won't become an 'alabaster' rune till after I equip it to something and I won't know what it will turn into till afterwards? So I can get 20 runes but if I need an obsidian but they turn to alabaster to crimson to everything else but obsidian (and don't forget the stat buff as well) then things will get really crappy...
The understanding I got of the random idea is this:
-When runes drop, they are generic, with a level
-You drop them into a skill that you would like to use them with
-When you do, they turn into a certain rune for that skill (ie. maybe an obsidian, maybe an alabaster, but specific to that skill)
-In addition, they get a small charm-like stat bonus/effect
-After this, they cannot be used in another skill.
The idea being, that they would be randomized with the stat, and getting the perfect rune of type as well as a very beneficial stat to the class would take a while, as opposed to just finding a rank 7 rune of the type you want and using it.
I personally am dubious about this because it would be pretty frustrating to have runes repeatedly turn into crap. Jay said that they were planning on trying it, and they didn't know if it would work or if it would suck.
So in this case would we find a rank 4 alabaster rune, or would we not know that the rune was alabaster till we put it in the slot? I was thinking that we would know it was an alabaster or an obsidian or whatever type first but not know the bonuses that get locked onto it when we apply it to the skill until we apply it then it would be locked for that skill.
I also think if alabaster rank 1 applies "multishot" to skill X alabaster rank 7 also applies multishot to such skill.
Otherwise it will be just completely random and that would not be so good for customization.
Example: I'm playing and a rune drops, I collect it and all I know is that it's an Alabaster rank 1 rune. Can't know which random stats it has and can't know how it will affect skills.
To know how "Magic Missile" is affected by such rune I have to socket it.
I do so and now I can see that the effect applied to "Magic Missile" is "multishot" and that such runes also has a "+3 to strenght" modifier.
Also if I remove the rune it will not reverse to "unattuned" Alabaster with no stats but will be locked in "Magic Missile multishot" effect + "+3 to strenght" modifier.
I play a bit more and another rune drops, I'm lucky and it's also an Alabaster rune but this time it's a rank 5.
Since now I know that an Alabaster rune applies "multishot" to "Magic Missile" I substitute the previous one in order to shot more missiles but this time the "random modifier" is "+10% fcr".
So we have to experiment with low ranks to know how a rune type affects a certain skill.
In a couple of time there will be an online database for people who don't like so much to experiment with runes.
Also if I'm aiming for the "perfect Magic Missile Multishot" I'd like to get a rank 7 Alabaster rune with random modifiers like "x% fcr" or "y% enanched skill damage" which will be way more useful than an Alabaster rank 7 with "+1 to light radius" random modifier.
I think the only completely random stuff about runes could be the modifiers not the effects applied.
The rune will be plain when found. No alabaster or w/e just a plain rune.
When you put it into an item it randomizes one of the originally planned abilities (such as the ones alabaster and so on gave)
Along with that you get random stats placed on this item.
After this the rune is then LOCKED with these said abilities/stats forever. It CAN be unsocketed and traded though!!
So yes you can't PREPLAN with a unmade rune but you CAN buy one to your build/liking.
This is more diablo like due to the randomization of obtaining an item. Sometimes its good sometimes its not. But this way not everyone and their mother can just find this easily obtained rune and throw it in their skill and get what they want. You have to farm for runes and hope to get ur desired ability. Or go out and buy one to your liking.
The rune is then set, and must be used as is or traded.
How hard is this to understand? It is basic diablo drops that augment a skill instead of used on character as an item.
The issue is this:
Unless they balance all runes to be roughly equal in power per skill...one rune will be the best (multi-shot magic missile > MM dealing 100% more damage > etc).
Once you get a good rune collection, you augment every skill you have for your character and they are a really good jack of all trades that never has to focus one aspect ever.
This kind of post has been opened at least 5 times here since NDA lifting, so I guess there are plenty of slow people around. At least I'm not alone.
But thank you for clearing the issue, even if in a blunt way.
a m'attaste s'ai son!
back on topic: no stats, no skill points, maybe I can't even plan which rune I'll use in the future...if it's so I hope they can't make it work and let it be as it is.