I checked out the new runestone videos, and it seems like each runestone color has a certain theme to them. I like this a lot. Consistency between classes makes it easier to switch classes as well as understand how runestones work for other classes you don't play. You can better gauge the value of a runestone for other classes without having to know exactly what the runestone does for them.
Crimson - Increases the skill's damage.
Indigo - Increases the skill's area effect.
Obsidian - The PvP rune. Increases to survivability and utility against other players.
Golden - Reduces the skill's resource cost, but depends on class. e.g. increased Monk Spirit regeneration.
Alabaster - Afflicts enemies with a status effect (confuse, knockback, freeze, etc.).
All of these seem to be in addition to the normal damage.
Sorry if this is already known, but I didn't see it anywhere.
Personally I was VERY bummed to see the what the rune stones offered. Blizzard made them out to sound like these amazing skill altering skills that completely revamp your skill.
Problem is, theres maybe 1 rune stone that changes anything drastically and the others just look like different colors. Hopefully the game plays better than it looks im seriously sad... heck I never even post here.
5+ years development on just changing animation ? and small changes to numeric value? (Mana drain, Damage reduction, Increase AOE)
I don't know.... I just don't get why it took blizzard so long to get to where they are right now
Hope they have more dramatic game changing content still to be released.
I liked what i saw. The skills change, but keep their core the same. The runestones simply strengthen aspects of them.
We also only saw one level of the runes. The higher the level, the more impressive the results. I was bummed to see the Talisman go, but hopefully the testing was right and i'm a little paranoid.
Yeah that was awesome with the swirly vortex deal. I'm a big fan of how the runes affected all those except the poor witch doctor, who looked like his poison deal didn't have as cool stuff
The cluster arrow effects especially were awesome. I love the homing missles and the little life-stealy ghost monsters.
Wow I cant believe how many people are complaining, yes a rune gives slight animation difference, and number change, or in some cases like the ray of frost its almost a completely different spell, so what is the issue?
As for a spell being completely useless without a rune, yeah that's kind of a disappointment, but in the end you will probably have skill runes comming out of your Azz
as for people complaining about "Lower energy cost" rune effect yeah, that might sound bland, but who knows that might
really useful
HERES AN IDEA, SCRAP the lower energy cost rune effect, have THAT be the effect you get with no rune..... less effect? less energy cost, then it might come in handy, and give you a reason to use a skill un-runed in its natural form,
when that blow everything away a rune sucks down all of your mana or what have you, take the rune out of it, budda bing, useful skill without having to be runed
Reason for complaining is because if you have been keeping up with D3 Blizzard made runestones out to be this huge major game changing mechanic, but its nothing special. Nothing that warrants this long of development time for them.
The really sad part about the runestones it that they could have simply made all those runestoned skills real skills.
Reason for complaining is because if you have been keeping up with D3 Blizzard made runestones out to be this huge major game changing mechanic, but its nothing special. Nothing that warrants this long of development time for them.
The really sad part about the runestones it that they could have simply made all those runestoned skills real skills.
They are gamechanging?.. Did you not see or read the descriptions? Ray of Frost goes from a Ray of frost that deals X damage, To either :
Crimson - Beam increases in damage the longer it remains in use, to a cap.
Indigo - Wizard is surrounded by a swirling vortex of sleet, damaging any foes that come into contact.
Obsidian - Decreases beam damage, but increases reduction in target movement and attack speed.
Golden - Arcane Power cost reduced.
Alabaster - Enemies slain by Ray of Frost have a chance to leave an area of ice on the ground where they die, damaging other enemies if they move through it.
These are pretty different from the original. Hell the indigo rune makes a ray of frost into a vortex of frost which is pretty different.
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Personally I was VERY bummed to see the what the rune stones offered. Blizzard made them out to sound like these amazing skill altering skills that completely revamp your skill.
Problem is, theres maybe 1 rune stone that changes anything drastically and the others just look like different colors. Hopefully the game plays better than it looks im seriously sad... heck I never even post here.
You have to remember those are Rank 1 of the runes. And last I heard, there were 7 Ranks. So, things might get a little crazier as the ranks increase. Although they are basically just multipliers of the Rank 1 effect, it would be crazy to see the Cluster Arrow at Rank 7 shoot out like 15 life leech spirits.
They are gamechanging?.. Did you not see or read the descriptions? Ray of Frost goes from a Ray of frost that deals X damage, To either :
Crimson - Beam increases in damage the longer it remains in use, to a cap.
Indigo - Wizard is surrounded by a swirling vortex of sleet, damaging any foes that come into contact.
Obsidian - Decreases beam damage, but increases reduction in target movement and attack speed.
Golden - Arcane Power cost reduced.
Alabaster - Enemies slain by Ray of Frost have a chance to leave an area of ice on the ground where they die, damaging other enemies if they move through it.
These are pretty different from the original. Hell the indigo rune makes a ray of frost into a vortex of frost which is pretty different.
Agreed. If we take the first boss we saw (can't remember the name, the big thing that burst through the wall, the seigebreaker, I think) I can see Obsidian Frost Ray being used on the Seigebreaker himself, to slow him down, as his speed is his strength. When he dies, however, and you're overcome by lots of lower power enemies, Indigo Frost Ray could be viable, or, killing a couple of enemies with an Alabaster rune, cause the ice damage to take over, then switching to Crimson Frost Ray to finish them off. And this is the diversity with just one skill. I think what will be key is to have skills that specialise in different things at the same time, so you can do everything I've said above, but without having to change runes in the one skill on the fly.
Id rather they have these rune effects and keep things balanced, then get too overboard with how much a rune changes a skill, balance is key, but im glad to see some runes completely redo a skill, like the ray of frost one, not really being a ""ray"" anymore with what? indigo rune?
and im sure there are much more, with at least 1 to a skill that turns the skill into something different completely
Reason for complaining is because if you have been keeping up with D3 Blizzard made runestones out to be this huge major game changing mechanic, but its nothing special. Nothing that warrants this long of development time for them.
The really sad part about the runestones it that they could have simply made all those runestoned skills real skills.
They are gamechanging?.. Did you not see or read the descriptions? Ray of Frost goes from a Ray of frost that deals X damage, To either :
Crimson - Beam increases in damage the longer it remains in use, to a cap.
Indigo - Wizard is surrounded by a swirling vortex of sleet, damaging any foes that come into contact.
Obsidian - Decreases beam damage, but increases reduction in target movement and attack speed.
Golden - Arcane Power cost reduced.
Alabaster - Enemies slain by Ray of Frost have a chance to leave an area of ice on the ground where they die, damaging other enemies if they move through it.
These are pretty different from the original. Hell the indigo rune makes a ray of frost into a vortex of frost which is pretty different.
The problem is that the basic skill is now nothing. There is no Ice Beam because you need a rune for it to function well. In turn making the base skill a prerequisite to whats to come.
And really its just not that impressive I see skills like the ones in the video every time I play LoL or HoN and thats pretty sad.
I checked out the new runestone videos, and it seems like each runestone color has a certain theme to them. I like this a lot. Consistency between classes makes it easier to switch classes as well as understand how runestones work for other classes you don't play. You can better gauge the value of a runestone for other classes without having to know exactly what the runestone does for them.
Crimson - Increases the skill's damage.
Indigo - Increases the skill's area effect.
Obsidian - The PvP rune. Increases to survivability and utility against other players.
Golden - Reduces the skill's resource cost, but depends on class. e.g. increased Monk Spirit regeneration.
Alabaster - Afflicts enemies with a status effect (confuse, knockback, freeze, etc.).
All of these seem to be in addition to the normal damage.
Sorry if this is already known, but I didn't see it anywhere.
I think that's been sort of known for quite a while, but always nice to get things validated And the animations didn't hurt either ^^
As for character, still going for the wizard, as in D1 and D2 Probably a DH after that as an alt
Wushy
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"The woods are lovely, dark and deep.
But I have promises to keep,
And miles to go before I sleep,
And miles to go before I sleep." Robert Frost, 1923
Reason for complaining is because if you have been keeping up with D3 Blizzard made runestones out to be this huge major game changing mechanic, but its nothing special. Nothing that warrants this long of development time for them.
The really sad part about the runestones it that they could have simply made all those runestoned skills real skills.
They are gamechanging?.. Did you not see or read the descriptions? Ray of Frost goes from a Ray of frost that deals X damage, To either :
Crimson - Beam increases in damage the longer it remains in use, to a cap.
Indigo - Wizard is surrounded by a swirling vortex of sleet, damaging any foes that come into contact.
Obsidian - Decreases beam damage, but increases reduction in target movement and attack speed.
Golden - Arcane Power cost reduced.
Alabaster - Enemies slain by Ray of Frost have a chance to leave an area of ice on the ground where they die, damaging other enemies if they move through it.
These are pretty different from the original. Hell the indigo rune makes a ray of frost into a vortex of frost which is pretty different.
The problem is that the basic skill is now nothing. There is no Ice Beam because you need a rune for it to function well. In turn making the base skill a prerequisite to whats to come.
And really its just not that impressive I see skills like the ones in the video every time I play LoL or HoN and thats pretty sad.
Only one of these makes the skill less viable on its own and they can easily change that by making the base damage lower on the crimson rune and have it build up from a lower power to a higher power instead of starting damage half way. So really you could if you want keep the normal skill and it will be completely viable, not as effective of course being that a rune reduces cost which can help you alot in a big long boss battle, but it is viable
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Only one of these makes the skill less viable on its own and they can easily change that by making the base damage lower on the crimson rune and have it build up from a lower power to a higher power instead of starting damage half way. So really you could if you want keep the normal skill and it will be completely viable, not as effective of course being that a rune reduces cost which can help you alot in a big long boss battle, but it is viable
Maybe the higher damage rune gives it a higher energy cost and therefor balancing it?
like I said before, it might suck down your energy globe in a matter of seconds, in which case it could still be viable without a rune, if without a rune it costs less energy
the only thing that contradicts this is there is a ""reduce energy cost" rune.
but again, I think we will have skill runes comming out of our ears, so you wont be stuck with skills un-runed
unless there is a purpose.
The runestones originally had themes. That was why why they were originally called things like multi-strike, power, and energy. So, I am not surprised that a lot of them tend to follow this same pattern. However, they changed the names so that they were not limited to these themes. That way if they get an awesome idea, they could still use it without worrying about these groupings. But it only makes sense for playability that, in general, a crimson rune adds damage while a golden rune effects the resource. It just makes it easier to get an idea of what the effects in each one are at a quick glance.
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how long do you think it takes to animate stuff? Lets just randomly guess how much animating they would have to do to each skill in the game to make it look a little different for the runes. so lets say on avg per character they have 20 active skills. with those skills they each need 5 animations thats already 100 animations. Now thats just 1 character x that by 5 now... WOW 500 animations. so 500 animations while still fixing bugs/creating content and balancing no wonder it takes them awhile to release stuff...
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Crimson - Increases the skill's damage.
Indigo - Increases the skill's area effect.
Obsidian - The PvP rune. Increases to survivability and utility against other players.
Golden - Reduces the skill's resource cost, but depends on class. e.g. increased Monk Spirit regeneration.
Alabaster - Afflicts enemies with a status effect (confuse, knockback, freeze, etc.).
All of these seem to be in addition to the normal damage.
Sorry if this is already known, but I didn't see it anywhere.
when they realize this, they might change it again o.o
also I wouldn't try to some up what a rune does, its going to be completely different for each skill
ray of frost for example I just saw, the spell isnt even a ray anymore, it damages surrounding units o.o almost like a frost nova, no ray involved
i rlly like it.. makes u think "now i got this skill.. would be great with a indigo rune, gotta search one"
at the ray of frost example, it changes the skill but its something about aoe.. so it kinda keeps the indigo feel
Problem is, theres maybe 1 rune stone that changes anything drastically and the others just look like different colors. Hopefully the game plays better than it looks im seriously sad... heck I never even post here.
I don't know.... I just don't get why it took blizzard so long to get to where they are right now
Hope they have more dramatic game changing content still to be released.
We also only saw one level of the runes. The higher the level, the more impressive the results. I was bummed to see the Talisman go, but hopefully the testing was right and i'm a little paranoid.
The cluster arrow effects especially were awesome. I love the homing missles and the little life-stealy ghost monsters.
and the reason is
blizz dont have time.. that => THE REASONAs for a spell being completely useless without a rune, yeah that's kind of a disappointment, but in the end you will probably have skill runes comming out of your Azz
as for people complaining about "Lower energy cost" rune effect yeah, that might sound bland, but who knows that might
really useful
HERES AN IDEA, SCRAP the lower energy cost rune effect, have THAT be the effect you get with no rune..... less effect? less energy cost, then it might come in handy, and give you a reason to use a skill un-runed in its natural form,
when that blow everything away a rune sucks down all of your mana or what have you, take the rune out of it, budda bing, useful skill without having to be runed
The really sad part about the runestones it that they could have simply made all those runestoned skills real skills.
They are gamechanging?.. Did you not see or read the descriptions? Ray of Frost goes from a Ray of frost that deals X damage, To either :
You have to remember those are Rank 1 of the runes. And last I heard, there were 7 Ranks. So, things might get a little crazier as the ranks increase. Although they are basically just multipliers of the Rank 1 effect, it would be crazy to see the Cluster Arrow at Rank 7 shoot out like 15 life leech spirits.
Agreed. If we take the first boss we saw (can't remember the name, the big thing that burst through the wall, the seigebreaker, I think) I can see Obsidian Frost Ray being used on the Seigebreaker himself, to slow him down, as his speed is his strength. When he dies, however, and you're overcome by lots of lower power enemies, Indigo Frost Ray could be viable, or, killing a couple of enemies with an Alabaster rune, cause the ice damage to take over, then switching to Crimson Frost Ray to finish them off. And this is the diversity with just one skill. I think what will be key is to have skills that specialise in different things at the same time, so you can do everything I've said above, but without having to change runes in the one skill on the fly.
and im sure there are much more, with at least 1 to a skill that turns the skill into something different completely
The problem is that the basic skill is now nothing. There is no Ice Beam because you need a rune for it to function well. In turn making the base skill a prerequisite to whats to come.
And really its just not that impressive I see skills like the ones in the video every time I play LoL or HoN and thats pretty sad.
I think that's been sort of known for quite a while, but always nice to get things validated And the animations didn't hurt either ^^
As for character, still going for the wizard, as in D1 and D2 Probably a DH after that as an alt
Wushy
But I have promises to keep,
And miles to go before I sleep,
And miles to go before I sleep."
Robert Frost, 1923
Only one of these makes the skill less viable on its own and they can easily change that by making the base damage lower on the crimson rune and have it build up from a lower power to a higher power instead of starting damage half way. So really you could if you want keep the normal skill and it will be completely viable, not as effective of course being that a rune reduces cost which can help you alot in a big long boss battle, but it is viable
Maybe the higher damage rune gives it a higher energy cost and therefor balancing it?
like I said before, it might suck down your energy globe in a matter of seconds, in which case it could still be viable without a rune, if without a rune it costs less energy
the only thing that contradicts this is there is a ""reduce energy cost" rune.
but again, I think we will have skill runes comming out of our ears, so you wont be stuck with skills un-runed
unless there is a purpose.
Find any Diablo news? Contact me or anyone else on the News team