Runestone System

  • #1
    Now that the previous runestone system is scrapped, i wonder what Blizzard will potentially come up with. The Unattuned runestones were a creative idea but if you think in depth then in wasn't an implementaion that would have worked out due to the fact that it's all random, you would ultimately be trying to get the rune you wanted and saving the runes you had previously gotten for other situations that you encountered e.g PvP, Inferno, etc..

    I think that even with the point of runes taking up a good amount of space in your inventory, the 5 runes and 7 levels all divided up between normal, nightmare, hell, and inferno was a great idea, because no matter how many ideas you come up with to reduce the space you take up people are always gunna wanna hoard runes and valuable items. The systems they have being able to sell, AH, and convert them into rune dust for whatever they have planned is a great way to cut down on how many runes you have..

    So do you think that Blizz should stick with 5 runes and 7 levels and divide them between the difficulties or scrap that idea and implement a whole new idea for the rune system?
    All for One, and One for None
  • #2
    I don't know what they hope a good system will be for runes seriously.

    How runes work, the basics, 5 types that change your skills based on the type and different power, this won't change. What they are working out is more how you get them, like the unatuned system.

    What makes me wonder is what they are expecting with all this. No matter what system they do, people will still know what rune does what and will seek them. There will still be a high number of things to know and getting every runes you want will take some time. I thought the unatuned system was crap and I'm happy they got rid of it. For me the only question is how much they want to restrict people with rune swapping, and that is up to them to decide that. They can give you full freedom to swap your runes around or they can make it so that you cannot remove a rune from a slot (but can replace it).

    What I'd like them to do now is make them drop with a type and level by monsters. 7level across the 4 difficulties and 5 types. Say you kill a skeleton and he drop a red thing called Crimson rune level 4.
    You then put this rune on a skill to modify it.
    Then there is options:
    -Either the rune cannot be removed (but can be replaced) and you can't reuse it. If you swap skill either the rune is saved or the rune applies to the new spell in that slot.
    -If the rune can be removed there is two choices:
    *It is attuned to the spell and cannot be used on another spell. I like this idea but I think it would bloat the inventory if you want to keep all your runes. A better solution would be a rune book where you keep them.
    *It is not attuned and can be put in another spell. You wouldnt need to keep more than 5x6 runes with this strategy, on the other hand you never commit.
  • #3
    I have a feeling that it might end up like gems and you have to combine multiple lower level runes to get a higher, or the highest, level gems. This would be fine with me, but I also think that it's pretty uncreative and is recycling the same thing they have.
    Click image
  • #4
    Quote from argile_cruiser

    I have a feeling that it might end up like gems and you have to combine multiple lower level runes to get a higher, or the highest, level gems. This would be fine with me, but I also think that it's pretty uncreative and is recycling the same thing they have.


    I hope they don't go for that idea. As you said, gems are already improved that way, and so the gems are to crafting items as runestones should be to dropping legendaries. You need a mix of improving items and hoping for that rare and awesome drop.
  • #5
    Quote from Ayr_Izaelle

    I don't know what they hope a good system will be for runes seriously.

    How runes work, the basics, 5 types that change your skills based on the type and different power, this won't change. What they are working out is more how you get them, like the unatuned system.

    What makes me wonder is what they are expecting with all this. No matter what system they do, people will still know what rune does what and will seek them. There will still be a high number of things to know and getting every runes you want will take some time. I thought the unatuned system was crap and I'm happy they got rid of it. For me the only question is how much they want to restrict people with rune swapping, and that is up to them to decide that. They can give you full freedom to swap your runes around or they can make it so that you cannot remove a rune from a slot (but can replace it).

    What I'd like them to do now is make them drop with a type and level by monsters. 7level across the 4 difficulties and 5 types. Say you kill a skeleton and he drop a red thing called Crimson rune level 4.
    You then put this rune on a skill to modify it.
    Then there is options:
    -Either the rune cannot be removed (but can be replaced) and you can't reuse it. If you swap skill either the rune is saved or the rune applies to the new spell in that slot.
    -If the rune can be removed there is two choices:
    *It is attuned to the spell and cannot be used on another spell. I like this idea but I think it would bloat the inventory if you want to keep all your runes. A better solution would be a rune book where you keep them.
    *It is not attuned and can be put in another spell. You wouldnt need to keep more than 5x6 runes with this strategy, on the other hand you never commit.


    ya i definitely agree with what you're sayign and where you're coming from, i think the unattuned system was most def one of the biggest wastes of time to implement because even putting 10 minutes of thought into it you could come up with way more cons than you could pros. i dont think it takes a game developer to see the flaws within that system, i do hope they stick with the rune sytem across the difficulties because that was a good way to keep things in check and keep the flow of runes somewhat low, i think they are on the right path just need to stick with what they have and improve.. if they said their first idea of runestones was able to keep the inventory from overloading but wasnt the best idea, and their second idea for runstones was great but it had an inventory problem why dont they find a way to meet in the middle of both, ultimately ending the issues they have with runes.. obviously im not saying its as easy as a snap of the finger but they for sure have the intelligence to accomplish that..
    All for One, and One for None
  • #6
    I don't think Blizzard will do anything to deter or limit trading runes between characters on the same account or with other players (just seems to go against their core principles). However, I could see them getting creative with ways to alter the usefulness of runes after they've been socketed by a character into a specific skill. I think the unattuned system as it was seemed clearly too drastic in terms of randomness, etc., but they could still make it somewhat unattuned - sort of like a hybrid of the unattuned system and the model previous to it. For starters, I think the player should know the color and level of a rune the moment they pick it up. From there, I could see Blizzard perhaps having random affixes that generate once a rune is socketed that either benefit the character class of the character socketing it and/or adding a benefit to the runestone specific to the skill into which the runestone is socketed. This way, sawpping it to another character on your account could still be done but the runestone would be limited in its benefit on the second character on the account (unless, of course, you move the runestone to a character of the same class and/or use the runestone in the same skill). Such affixes would also alter "resale value" when attempting to sell/trade them to other players and add variety to the marketplace. Perhaps they could also add a function to the mystic to remove these affixes for a fee that increases each time the affixes are removed from a runestone. If the cost of removing the affixes become undesirable or you want to get rid of it for any other reason, you'd still have the option of breaking it down for raw materials as well as selling/trading it. Full disclosure - I haven't given any of this that much thought. I'm just thinking that Blizzard probably would want to make runestones of the same color and rank different enough that swapping them between characters on an account and between players is made more interesting but not so random that getting what you want becomes unnecessarily frustrating. I just hope they do things in a way that doesn't make finding runestones of different colors/ranks uber-difficult (aside from perhaps the best ones). I'm on board with making the very best gear very hard to find. Runestones don't really rise to that level of importance to me. I'd hate to be steered toward using skills based on what runestones I had rather than choosing the skills that best fit my desired style of play. That sort of steering doesn't seem like it would add to the enjoyment the game to me.

    I guess what else is a bit strange is that whatever they choose might very go untested in the beta since runestones currently seem like they'll drop until after the content provided in the beta. In a way, I guess it's cool that we'd all get to experience that sub-system at the same time at launch. I'm sure they'll test the crap out of it in house whatever they decide to do.
  • #7
    i like your creativeness, the only flaw i see with the mystic part is that, people will be searching for the affix that best suits their class and will ultimately have all their runes a certain affix in order to benefit them in the best way possible which isnt such a bad thing just limits creativity.. the system now has affixes that benefit their class but if you take one affix off and add one that you like it will ultimately have like eg. +10 attack +10 attack
    thus not creating any variation but i do understand where you're coming from and what you mean, its a good idea, i hope blizz makes up their mind sooner than later, because if they implement another useless and very time consuming system again it will only delay the game and all the release date trolls will be once again upset, as will i for them not using common sense to understand what system will best suit everyone.. even if its right under their noses
    All for One, and One for None
  • #8
    I had a thought a while back after hearing about Blizzard scrapping the unattuned system, of why not have something like having both the unattuned and normal runes drop, You have your base line limit of up to 7 ranks of normal runes, and then the same 7 ranks of unattuned runes, however as the unattuned are random, should give a additionally bonus as an incentive to use them. For example, a level 7 rank rune will increase the skill damage of say Bash by 100% weapon damage, where as the level 7 unattuned rune will give an increase to Bash by 135% weapon damage, Ultimately given the player reward for risk of not know which colour rune it will be assigned too, as well as a significant jump to be worth risking the time farming and trying to get the actual rune you want assigned to your skills. Still has its flaws, but seems more rounded than what we have been shown by blizzard.
  • #9
    I'm insanely glad they chose to scrap the unatuned system. Diablo is based on gear runs, and I love that. But the idea of running hell or nightmare over and over to get a rune that IDK what it does and once it's used it can never be used on anything else sounds like a load of crap.

    Don't lock the runes, let me switch them out and between skills like originally planned. Maybe to create a reason to grind for them add a random affix to the rune, but don't make me grind and grind for a rune that I might not ever use or want.
  • #10
    very glad they dropped their new idea. i much prefer the original. then again i obviously have not been able to test the system

    Thanks Caniroth for the awesome sig!
  • #11
    I think a big issue currently with any rune system they incorporate is people are looking at it from an investment and item value angle more then what they are actually implemented for and thats spec variation.

    Don't think about the runes in the sense of how valuable they are, more so at the options they open up to how you can play the game.

    For example, bag space reasoning etc, it should be a point that you don't horde runes, it should be you seek out the specific runes you want to use with the build you want to play, sure store away some random ones you get and don't plan to use or throw them on the AH, but I don't think you need to be saving every single one "just in case"
  • #12
    http://us.battle.net...ic/3765088817#3
    Hi
    i was just watching BlizzCon2011 -diablo 3- Open Q&A Panel and this guy asked really good question about the rune storage issue at 19:00 http://www.youtube.com/watch?v=_OnYQ9UCSP8

    i right away thought of some sort of solution, at least this is an idea i will throw
    for each skill we could have a panel for rune choices, and we could actually store those runes in the panel- insuring we won't have to store it in our inventory.

    i just threw this idea into paint and here is what i got... this is just a first attempt at this so give it some thought and see if u can improve it

    http://img855.images.../runeidea1.png

    So the idea is that each skill has its panel of rune storage and you can collect runes there. it would save alot of inventory space specially when switching runes for different types of runs (u will still need to be at Nephalem Altar)

    the other idea is that u need a leaser rank of the rune equipped in order to progress to higher rank. Lets say u found Rank 7 Alabaster Runestone, to equip it u must have Rank 1-6 already in your rune panel.

    after switching your skill, the panel switches to ur skill set, i.e. Blinding Flash will have its own panel with runes which u set into it.
    u can also freely remove runes, but the rune will permanently adjust to its skill set as it suppose to.

    the only problem would be selling such many runes in auction house... cuz for each skill u would have 35 different possibilities of rune modifiers...

    well...this is just first thing came to my mind after watching Q&A, give it some thought and throw in ur own ideas... we'll see how it goes


    something's wrong with image link
    here: http://img855.imageshack.us/img855/5445/runeidea1.png
    ';.;'
    coming soon?
  • #13
    I'd be perfectly fine with a system that locks a rune into whatever ability you choose, and is destroyed when another rune type or rank replaces it. It's sorta like the talent glyph system in WoW (well, how it used to be with losing glyphs when you changed them). That way, you can farm runes as you go through your runs and choose between upgrading what you have or selling it off. The unattuned idea was crap.
  • #14
    Lets all just be honest, the unattuned idea was NOT crap, neither was the original idea. They were all clever yet different systems. Had the game come out 2 weeks ago with EITHER of those systems, we would have LOVED it, And I doubt anyone would be bitching about unattuned system.
    You all are in the same mindset as Jay wilson that there are features in D3 that NEEED to be fixed before release, this is false!! The game will never be perfect, no such thing, but it has long been ready to be played.
    Blizzard used to care about releasing Diablo III, then they all took an arrow in the knee...
  • #15
    Quote from youwillneverknow

    Lets all just be honest, the unattuned idea was NOT crap, neither was the original idea. They were all clever yet different systems. Had the game come out 2 weeks ago with EITHER of those systems, we would have LOVED it, And I doubt anyone would be bitching about unattuned system.
    You all are in the same mindset as Jay wilson that there are features in D3 that NEEED to be fixed before release, this is false!! The game will never be perfect, no such thing, but it has long been ready to be played.


    the unattuned was clever but it indeed wasnt good, it made the player do exactly what blizz didnt want them to do, have a shit load of runes in their inventory, look at the videos of emulators showing off the unattuned system, the game being perfect and trying to figure out what is a better system then the unattuned sytem are two totally different things, cuz if you read every post here no one asked for it to be perfect if anything they said they liked the first rune system more than unattuned.. and if you think about it the first system was ten times better then unattuned, you have no idea what rune you're going to get, and you'll be putting ruunes into skills until you get the rune that you actually want, evidently having a bunch of runes in your inventory to take up space, and if the unattuned system didnt NEED to be fixed then they would have kept it and not scrapped it.. so you're protecting a system that has already been removed
    All for One, and One for None
  • #16
    Quote from youwillneverknow

    Lets all just be honest, the unattuned idea was NOT crap, neither was the original idea. They were all clever yet different systems. Had the game come out 2 weeks ago with EITHER of those systems, we would have LOVED it, And I doubt anyone would be bitching about unattuned system.
    You all are in the same mindset as Jay wilson that there are features in D3 that NEEED to be fixed before release, this is false!! The game will never be perfect, no such thing, but it has long been ready to be played.


    Of course I would have liked the game... I still think it was a bad idea. This trial and error mecanic was pure garbage "oh new rune, let me put it in a skill and pray it gives me the type I want. Oh it doesn't oh crap *throw rune away*" or "let's try, crap I wanted Red I got black but i would have liked black for my other skill". I never understood why they thought it would be a cool system.

    For me there is nothing to be fixed, I am happy with the original idea, put that into the game fix bugs, RMAH issues and release the game that's all I'm asking.
  • #17
    I like the current system which is displayed on the D3 website. That you need runedust (obtained from salvaging runestones) for all the mystic enchantments. This provides players with a reason to keep collecting all runestones they find.
  • #18
    Drop: 1-2 normal; 3-4 nm; 5-6 hell; 7 inferno
    Stacking by type and level. Crimson lvl 1 runes stack with other crimson lvl 1 runes.
    No attuning. You can put runes in and take it out whenever you want, and it is always "just" crimson rune
    Affixes: You could add affixes to your runes by salvaging other runes and adding rune dust to your rune. So lets say you found new crimson rune, and it's now lvl 3 instead of your old 2. You salvage lvl 2 rune into dust, mystic apply it on your new rune, and you get random(!) level 2 affix.

    Getting level 7 rune (dropped very rarely) with level 7 affix, that is useful (e.g. attack) would be almost impossible (lots of farming or luck required)

    This system probably has many issues, but it's what just popped to my head ;p
  • #19
    Why dont they just make a system where you put a rune on a skill and the "crimson" slot will be filled with that "crimson" rune. Once you get a better rune (same type) you can take it out (with costs) and put the better rune in it. You can just swap between the different runed effect when you found all the runes. This way it's like unlocking everything slowly and making it better with higher runes. This way you solve the inventory problem what is going to happen anyway if you want to have the different effects to standby.

    When you take out the lvl 3 rune for a lvl 4 rune you can't use that rune on a different skill, but you can sell it or salvage it. They aren't going to solve the problem any other way, because people will want to have all types of effects on a skill standby in case the suddenly feel the urge to use them.

    The only problem, but that's also with the other solutions, is that it's going to be very long before you have found all 5 runes for all skills to fill them all at level 7.

    Somebody please post this on the diablo3 forum of blizzard so a blueposter (or bashiok) can reply on this.
    Thank you.
  • #20
    Was just strolling by the items page in the official Game Guide, noticed a few changes in the Runestone Page. As the game guide does draw info from the game, one can assume this is "currently being worked on". Either way, I might as well share my findings, though I don't know how recent these changes are.

    First of all, atm, runestone ranks 1-3 are divided between normal-hell, 4-7 in inferno. They don't appear to be like gems, as they can be salvaged for Runestone Dust (also no artisan can combine them at least not yet]). This dust is only used for Enhancements atm, but could possibly be used for something more as hinted by this new item "Runestone Core".

    Also worth noting, although unrelated, the CE dyes are now included (as well as Angelic Wings) in the Game Guide.
    By reading the flavor texts, one can imagine how they might potentially look;

    Cloud for "light glow", and Smoke for "dark gas".

    If this is already part of the "general knowledge", I'm sorry for repeating it. If not, discuss!
    "I just wish Jay Wilson would stop delaying the game to personally draw pictures like these."
    -bashiok
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