OK, so yesterday when I read that runes would be grey and would only be "revealed" when attached to a skill I thought quite honestly that it was one of the worst ideas I had heard yet.
But the more I think about it the more I like, and the more I think it perfectly aligns with the type of game that Diablo 3 will be.
D3 is not WOW. It is not really a game for theorycrafting and min/maxing the perfect build although that did happen somewhat eventually in D2. To me Diablo 3 at its core is a roguelike game, and the addictive gameplay is possesses is derived from the continuously evolving and changing approach to playing the game happens as you play the game.
When you were playing D2, you would continuously adjust or change the way you played (unless you twinked) based upon the ddrops you got and the items you found. You may have started out thinking of going as a Javazon, but then you found this great bow so you went to a bowazon etc..
Well the rune system takes that to a new level. They are random so when you use one (especially if they are pretty rare as they should be) it is a decision you made and it will change the approach you take to playing. As you play you will go through many different builds as you are not entirely in control of the buiild itself and I think that will add a tremendous amount of flavor and fun to the game. Couple with all the gear drops and especially it hardcore mode, it will give each play through a completely different texture and flavor to the experience and will make the game incredibly replayable.
I really hope they stay with this change, as it will be met with resistance, but I also think it will make it a better game and a more enjoyable one for all players once they start playing.
well at first i was all against because i didnt understand exactly what they wanted to do so of course i wasnt for downgrading myself on a bad gamble luck.
Now that i understand it fully, i think its a really awesome idea. I didnt like the idea of finding tons of rune but they were doing nothing really. What i mean is , you play in the later act in hell and you drop a crimson rune rank 6 , you already got a rune rank 6 in meteor for exemple but in no other spells the crimson wasnt what you wanted like modification. So in youre bank was 201 rank 1 crimson rune , 104 rank 2 , 90 rank 3 etc. Because once you have one in the spell you want, there is no insentive to change.
With the system they are proposing, it make me wanna do diablo run to drop a better rune for my spells!
Im not so sure you read it right but they haven't made this change, its only theoretical. And if it works better than the current system (which I doubt will happen) THEN they will implement it. And I doubt that will happen because the current system works great, the theoretical system i believe will run into balancing issues with drops: because they'll need to put enough drops out for people to experiment with the randomness but they cant put too many out to make runes cheap. I also think this means some skills will never end up being runed as you are going to try to put every single rune into your favorite skill until you get the rune you want.
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Blizzard used to care about releasing Diablo III, then they all took an arrow in the knee...
Although im open to this idea, if they keep the current rune system i will be equally as please. The system Jay Wilson talked about (i remind you that its not in the game yet) leaves alot to luck. This leads me to think that people may be inclined to put very high prices on specific skill runes when someone rolls 8 runes without luck.
And how often did you feel lucky in D2?
Thats the only thing i cant think of that i wouldnt like about this system. But im eager to see if it does indeed get implemented or not.
I'm all for this system, just have a question...not sure if its been clarified. How will higher level runes be obtained. Simply dropped, or can a Artisan combine runes for you (1+1= lvl 2 rune)? If thats the case, the if you "reveal" the rune's said property, then do you need the same type rune, or can you mix/match? Might ease the idea of "rolling" multiple of the same if they can be either "wiped" or combined.
I think if this system is going to work, the mechanic of clearing the rune back to its generic form would be viable, but thats left for testing to decide.
because the current system is.. When you drop a crimson rune and you wanted one for youre magic missile, you put it in. The only time you will change it is for another rank. Once you got a rank 7, youre done, no more toying around.
the new system will drop gray random rune. Now youll want to upgrade a spell, youll have to choose because you dont know wich color it will be. So you put it in youre magic missile. You dont receive a crimson but an alabaster but the stats are really great on it. Now youre like .. hmmm... do i try it out. So you kill a couple mosnter with it, making you test that specific rune. If you say "yeah i like it" then you keep it. If you say "ugh it sux" you equip the last one you had. Now at the end game, even if you have crimson rank 7 , you can find another crimson rank 7 but with better stats, making you do more runs to find them
I would change 1 thing about the current theory for runes J. Wilson talked about and that is to have runes hold a base type such as indigo or crimson ect. But, I would have them more like finding a magic item in the game. You know what type of item is it just not that bonus stats. This way I don't go around plunging in every rune i find trying to get the rune I want for 1 skill only to make it useless for other skills if it's not say the alabaster rune for the effect I wanted. I think this will cover the effect they want and take some of the rage inducer out of it. What do you guys think?
Example: I find a crimson rune drop. I pick it up and I know it's crimson. But I don't know the bonus stats on it. I put it into a skill I want to have the effect crimson gives and find the bonus stats I get. From there I can keep it till I find another crimson and test it's stats or I decide the crimson I had in it has better stats and go back to my old one. This give me the option of placing the rune in another skill that is unruned just to have it runed (?) or to test it's effect on the other skill.
Is there a way for me to submit this idea to Blizzard?
Just to note: nothing has changed. This new idea is exactly that, an idea and a theory. It hasn't been programmed into the game at all. I'm sure it will eventually to be tested internally, but if anything seems odd they'll scrap it.
Rollback Post to RevisionRollBack
The final test of the Serpent's Form takes place in "The Pit of 12 Vipers." The initiates are not told about the 13th.
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But the more I think about it the more I like, and the more I think it perfectly aligns with the type of game that Diablo 3 will be.
D3 is not WOW. It is not really a game for theorycrafting and min/maxing the perfect build although that did happen somewhat eventually in D2. To me Diablo 3 at its core is a roguelike game, and the addictive gameplay is possesses is derived from the continuously evolving and changing approach to playing the game happens as you play the game.
When you were playing D2, you would continuously adjust or change the way you played (unless you twinked) based upon the ddrops you got and the items you found. You may have started out thinking of going as a Javazon, but then you found this great bow so you went to a bowazon etc..
Well the rune system takes that to a new level. They are random so when you use one (especially if they are pretty rare as they should be) it is a decision you made and it will change the approach you take to playing. As you play you will go through many different builds as you are not entirely in control of the buiild itself and I think that will add a tremendous amount of flavor and fun to the game. Couple with all the gear drops and especially it hardcore mode, it will give each play through a completely different texture and flavor to the experience and will make the game incredibly replayable.
I really hope they stay with this change, as it will be met with resistance, but I also think it will make it a better game and a more enjoyable one for all players once they start playing.
Now that i understand it fully, i think its a really awesome idea. I didnt like the idea of finding tons of rune but they were doing nothing really. What i mean is , you play in the later act in hell and you drop a crimson rune rank 6 , you already got a rune rank 6 in meteor for exemple but in no other spells the crimson wasnt what you wanted like modification. So in youre bank was 201 rank 1 crimson rune , 104 rank 2 , 90 rank 3 etc. Because once you have one in the spell you want, there is no insentive to change.
With the system they are proposing, it make me wanna do diablo run to drop a better rune for my spells!
And how often did you feel lucky in D2?
Thats the only thing i cant think of that i wouldnt like about this system. But im eager to see if it does indeed get implemented or not.
I think if this system is going to work, the mechanic of clearing the rune back to its generic form would be viable, but thats left for testing to decide.
I'll do it!
1-make you try more
2-make you strive for more
because the current system is.. When you drop a crimson rune and you wanted one for youre magic missile, you put it in. The only time you will change it is for another rank. Once you got a rank 7, youre done, no more toying around.
the new system will drop gray random rune. Now youll want to upgrade a spell, youll have to choose because you dont know wich color it will be. So you put it in youre magic missile. You dont receive a crimson but an alabaster but the stats are really great on it. Now youre like .. hmmm... do i try it out. So you kill a couple mosnter with it, making you test that specific rune. If you say "yeah i like it" then you keep it. If you say "ugh it sux" you equip the last one you had. Now at the end game, even if you have crimson rank 7 , you can find another crimson rank 7 but with better stats, making you do more runs to find them
Example: I find a crimson rune drop. I pick it up and I know it's crimson. But I don't know the bonus stats on it. I put it into a skill I want to have the effect crimson gives and find the bonus stats I get. From there I can keep it till I find another crimson and test it's stats or I decide the crimson I had in it has better stats and go back to my old one. This give me the option of placing the rune in another skill that is unruned just to have it runed (?) or to test it's effect on the other skill.
Is there a way for me to submit this idea to Blizzard?