How is everyone feel about the runes just being a part of you leveling up? I thought having them be a part of the item ecosystem was a much better idea. Was there any insight from Blizzard as to why they changed this?
Why would anyone want to use standard skill when "rune" skill is much more powerful.
Even in the old systems, Blizzard said you'd never want to leave a skill un runed if you could help it.
On topic, I actually really like this changed, I was very upset about it at first but I looked into it changed my mind. Theres more skill divsersity and all skills are viable throughout the entire game.
I am ok with gear being the major factor of customization, and not skills.
Ah... so you just get a "different" rune for each level. But then everyone could potentially have the same skills then yea? I mean if you see someone else using a combo you like there's no reason why you couldn't also have it. Am I right?
i just have the simple question for anyone at blizzard who is thinking, whats the point? what we have here is runes for abilities that we already have, we dont collect materials or runes we just have them. Why not just make them there own skill?? it just seems like a big old cover up for what they call failure. its just (seems) like an empty game, we have items, materials, gems and thats it. it seems too empty. way to empty. my next question will runes still have levels?
How is this a change from before? Or from any game really?
If you see someone with a nice build in wow you could just go to armory and copy paste it?
And with all the diversity i think most people are gonna use what they think are the best themselves, ofcourse there are gonna be builds people copy but that wouldv'e happened with the old system too.
Now you just don't have to go farm the runes you were gonna copy.
Well that's the problem isn't it? D3 is no longer really any different. Having runes as items gave farming a big incentive. Now not so much... it wouldn't have happened in the old system as easily because getting the same kind of runes wouldn't have been easy. You'd be forced to make the best combinations with what you had.
i just have the simple question for anyone at blizzard who is thinking, whats the point? what we have here is runes for abilities that we already have, we dont collect materials or runes we just have them. Why not just make them there own skill?? it just seems like a big old cover up for what they call failure. its just (seems) like an empty game, we have items, materials, gems and thats it. it seems too empty. way to empty. my next question will runes still have levels?
Runes will not have levels.
Whats the point? Phat lewtz and getting your Black smith up to par. I mean, when it came down too it, d2 was all about loot and baal runs, d3 will also be about loot but no baal runs, there is actually incentive to explore the world (champs having better drops than bosses)
but.... when they were items, they still weren't rare.. you could still easily find a level 7 rune of the type you needed...so that part of it has not changed, if someone wanted your build, they could still get it easy.
The only thing I thought sucked was the fact that the runes were going to give you DE materials for enchanting. Now that that's gone it doesn't matter anymore.
I just don't like being forced to wait till X level to play the build you want rather than letting you decide which rune to unlock. If Blizzard thinks certain runes are inherently better or cooler than others and thus decided to make them late unlocks, then frankly they failed to make sure all runes were compelling.
i just have the simple question for anyone at blizzard who is thinking, whats the point? what we have here is runes for abilities that we already have, we dont collect materials or runes we just have them. Why not just make them there own skill?? it just seems like a big old cover up for what they call failure. its just (seems) like an empty game, we have items, materials, gems and thats it. it seems too empty. way to empty. my next question will runes still have levels?
Runes will not have levels.
Whats the point? Phat lewtz and getting your Black smith up to par. I mean, when it came down too it, d2 was all about loot and baal runs, d3 will also be about loot but no baal runs, there is actually incentive to explore the world (champs having better drops than bosses)
well thats the thing, we know what the economic of D2 looked like. it was runes, now its just materials (blacksmith...ect) and loot. Now i'll just say after playing wow for multiple years, anything that you make sucks to a great degree vs what you find. so it sums up to items and gems. Now i'm no oppose to this too much because i played basic diablo 2 for a long time but this seems like its going to feel empty fast.
I think its a good thing.
I'd rather have a lot more items in general than having to manage hundreds of runes in my inventory.
And since there is 3 more equip slots in the game (compared to D2) its just normal that they went this direction.
But its not perfect.
In my opinion, the cooldown for being able to use a newly assigned skill/rune and the one for changing it again should be different.
They could lower a bit the cooldown for using your skill and add a lot more time to the cooldown for changing it back.
Why? Because if you know you'll be stuck with a skill for a while it'll encourage thinking about it twice before you make a choice and will make it so you're more likely to have a prefered build that you'll stay with instead of changing it every minutes. And this way it could ease "some" of the pain of the "no permanent choice ragers".
but.... when they were items, they still weren't rare.. you could still easily find a level 7 rune of the type you needed...so that part of it has not changed, if someone wanted your build, they could still get it easy.
I think this comment was ignored. I think about it each time this comes up. Most of the time I feel the people upset about the runes not being drops are the rng lovers who enjoyed the uniqueness of their luck/gameplayed, unfortunately that wasn't the case for runes. It will still be that way for the gear, so I'm unsure why people are so upset?
well thats the thing, we know what the economic of D2 looked like. it was runes, now its just materials (blacksmith...ect) and loot.
Yes, this is a good thing, with materials, loot and gold, (mainly gold) being the currency, theres less scams and clearer trade values. It was much harder for a new player to tell whether or not they were getting an equal value from their trade. How many pgems for a jah? How much for IK?
Now i'll just say after playing wow for multiple years, anything that you make sucks to a great degree vs what you find. so it sums up to items and gems. Now i'm no oppose to this too much because i played basic diablo 2 for a long time but this seems like its going to feel empty fast.
Comparing d3 to WoW isnt the most solid analogy, however, you also know that in WoW, the stuff you make helps you get the stuff you want via drops. You hit end game, craft/buy a bunch of dps/tank/heal gear so you can run dungeons to get better gear.
In diablo 3, it appears the level 10 blacksmith could possibly serve the same function, the items he gives will give you a head start in hell/inferno so you dont die instantly, so you can farm champs and get even better loot.
Here's the reason I think they changed the Rune System:
There would be either 4200 (with 7 ranks) 3000 (with 5 ranks) or 35/25 runes (with no skill specific runes) depending on how they implemented the runes. So you either have way too many runes or only like 35. Both cases present problems. 4200 runes is way too many and the runes you'd find could possibly determine the build you use. If they decided to only go with 35 runes I think it would probably be too few. The runes have to drop frequently enough so that you can actually use them but then once people get the 6 runes they need they'll just put everything on the AH and eventually it'll get flooded with the runes. They would have to make the higher level runes extremely rare to avoid this, but I guess they felt like that created a lack of continuity in the game. In other words, there wouldn't be a steady progression to improving your character, it would just be a massive leap assuming you got lucky and the right rune dropped. But most of all, the vast majority of players would never get to use the higher level runes if they were extremely rare.
I guess they decided that it was easier to completely scrap the rune ranks than deal with this... which is pretty lame in my opinion.
I would've liked to see some kind of system where you have to collect a variety of items in order to unlock each rune rank.
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This make the standard skill useless.
Why would anyone want to use standard skill when "rune" skill is much more powerful.
Even in the old systems, Blizzard said you'd never want to leave a skill un runed if you could help it.
On topic, I actually really like this changed, I was very upset about it at first but I looked into it changed my mind. Theres more skill divsersity and all skills are viable throughout the entire game.
I am ok with gear being the major factor of customization, and not skills.
Well that's the problem isn't it? D3 is no longer really any different. Having runes as items gave farming a big incentive. Now not so much... it wouldn't have happened in the old system as easily because getting the same kind of runes wouldn't have been easy. You'd be forced to make the best combinations with what you had.
Runes will not have levels.
Whats the point? Phat lewtz and getting your Black smith up to par. I mean, when it came down too it, d2 was all about loot and baal runs, d3 will also be about loot but no baal runs, there is actually incentive to explore the world (champs having better drops than bosses)
The std skill was always useles....in fact it was more useless before because you could run your ability w/ w/e you want right off the bat.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
I just don't like being forced to wait till X level to play the build you want rather than letting you decide which rune to unlock. If Blizzard thinks certain runes are inherently better or cooler than others and thus decided to make them late unlocks, then frankly they failed to make sure all runes were compelling.
well thats the thing, we know what the economic of D2 looked like. it was runes, now its just materials (blacksmith...ect) and loot. Now i'll just say after playing wow for multiple years, anything that you make sucks to a great degree vs what you find. so it sums up to items and gems. Now i'm no oppose to this too much because i played basic diablo 2 for a long time but this seems like its going to feel empty fast.
I'd rather have a lot more items in general than having to manage hundreds of runes in my inventory.
And since there is 3 more equip slots in the game (compared to D2) its just normal that they went this direction.
But its not perfect.
In my opinion, the cooldown for being able to use a newly assigned skill/rune and the one for changing it again should be different.
They could lower a bit the cooldown for using your skill and add a lot more time to the cooldown for changing it back.
Why? Because if you know you'll be stuck with a skill for a while it'll encourage thinking about it twice before you make a choice and will make it so you're more likely to have a prefered build that you'll stay with instead of changing it every minutes. And this way it could ease "some" of the pain of the "no permanent choice ragers".
I think this comment was ignored. I think about it each time this comes up. Most of the time I feel the people upset about the runes not being drops are the rng lovers who enjoyed the uniqueness of their luck/gameplayed, unfortunately that wasn't the case for runes. It will still be that way for the gear, so I'm unsure why people are so upset?
Yes, this is a good thing, with materials, loot and gold, (mainly gold) being the currency, theres less scams and clearer trade values. It was much harder for a new player to tell whether or not they were getting an equal value from their trade. How many pgems for a jah? How much for IK?
Comparing d3 to WoW isnt the most solid analogy, however, you also know that in WoW, the stuff you make helps you get the stuff you want via drops. You hit end game, craft/buy a bunch of dps/tank/heal gear so you can run dungeons to get better gear.
In diablo 3, it appears the level 10 blacksmith could possibly serve the same function, the items he gives will give you a head start in hell/inferno so you dont die instantly, so you can farm champs and get even better loot.
There would be either 4200 (with 7 ranks) 3000 (with 5 ranks) or 35/25 runes (with no skill specific runes) depending on how they implemented the runes. So you either have way too many runes or only like 35. Both cases present problems. 4200 runes is way too many and the runes you'd find could possibly determine the build you use. If they decided to only go with 35 runes I think it would probably be too few. The runes have to drop frequently enough so that you can actually use them but then once people get the 6 runes they need they'll just put everything on the AH and eventually it'll get flooded with the runes. They would have to make the higher level runes extremely rare to avoid this, but I guess they felt like that created a lack of continuity in the game. In other words, there wouldn't be a steady progression to improving your character, it would just be a massive leap assuming you got lucky and the right rune dropped. But most of all, the vast majority of players would never get to use the higher level runes if they were extremely rare.
I guess they decided that it was easier to completely scrap the rune ranks than deal with this... which is pretty lame in my opinion.
I would've liked to see some kind of system where you have to collect a variety of items in order to unlock each rune rank.