They might do more damage, some of them may even change the skill slightly so it looks different. From the most of what i have seen on youtube, these skills only change the color of the skill. From red to green to orange ect... none of them actually add anything cool or different, besides stats obviously. Thoughts?
Some of them are useful for adding elemental damage or changing the element the skill deals damage as.
Assuming the runes still work the same way as they used to:
http://www.diablowiki.com/Hydra
If you're a wizard and all of the skills you like and want to use do the same type of elemental damage in their basic form, you can use the runes to diversify your damage types, making monsters with certain resistances or weaknesses easier to handle.
A number of other skills add a knockback effect to skills that don't have one, or remove knockback from those that do. This is nice because you can change a skill to better meet your play style, whether it be keeping foes away from you or trying to stay up close and personal.
http://www.diablowiki.com/Gargantuan
The different runes can either make your huge zombie buddy into a more effective tank, a better damage dealer, or a super effective, but short lived damage dealer.
A lot of them seem fairly superficial, but when you use the runes in conjunction with other runed skills and passive abilities, you can produce a great synergistic effect. Granted, this is all speculation on my part since I haven't actually played the game, but it seems like there is a lot of potential to really enhance your character's effectiveness.
Are you looking at the recent ones (from patch 13) or older ones, like in those preview videos (with meteor, etc.)?
And they've always said that about 3-4 of the runed skills would kind of remain the same, with only a few completely reworking the way the skill works (like Arcane Orb becoming a "nova"-type skill instead of a projectile). As far as graphics goes, yes the changes might be simple but are very noticeable in-game imho.
I mean, to me it feels like different runes have completelly different gameplay purposes. Barbarian's Bash for instance, is a decent single target ability at first. With the first rune, it doubles the amount of Fury generated, which is absurdly useful if you really enjoy using those more powerful skills. Onslaught adds 2 "reveberations" after the initial "shockwave" of the skill, higly increasing it's single target damage (and it looks damn cool).
And we don't have access to a lot in the beta, but some skills have fairly significant effects added to it. The Demon Hunter's Strafe has a rune that adds homing rockets (probably making it a lot better for long distances and single targets) and one that adds grenades while Strafing (which makes it a lot better for AoE control against swarmers).
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Assuming the runes still work the same way as they used to:
http://www.diablowiki.com/Hydra
If you're a wizard and all of the skills you like and want to use do the same type of elemental damage in their basic form, you can use the runes to diversify your damage types, making monsters with certain resistances or weaknesses easier to handle.
A number of other skills add a knockback effect to skills that don't have one, or remove knockback from those that do. This is nice because you can change a skill to better meet your play style, whether it be keeping foes away from you or trying to stay up close and personal.
http://www.diablowiki.com/Gargantuan
The different runes can either make your huge zombie buddy into a more effective tank, a better damage dealer, or a super effective, but short lived damage dealer.
A lot of them seem fairly superficial, but when you use the runes in conjunction with other runed skills and passive abilities, you can produce a great synergistic effect. Granted, this is all speculation on my part since I haven't actually played the game, but it seems like there is a lot of potential to really enhance your character's effectiveness.
And they've always said that about 3-4 of the runed skills would kind of remain the same, with only a few completely reworking the way the skill works (like Arcane Orb becoming a "nova"-type skill instead of a projectile). As far as graphics goes, yes the changes might be simple but are very noticeable in-game imho.
I mean, to me it feels like different runes have completelly different gameplay purposes. Barbarian's Bash for instance, is a decent single target ability at first. With the first rune, it doubles the amount of Fury generated, which is absurdly useful if you really enjoy using those more powerful skills. Onslaught adds 2 "reveberations" after the initial "shockwave" of the skill, higly increasing it's single target damage (and it looks damn cool).
And we don't have access to a lot in the beta, but some skills have fairly significant effects added to it. The Demon Hunter's Strafe has a rune that adds homing rockets (probably making it a lot better for long distances and single targets) and one that adds grenades while Strafing (which makes it a lot better for AoE control against swarmers).