To be honest I really didn’t like the rune stone skill idea in the first place. And following D3 progression trough the "years" (LOL years) I have to say I have never been very comfortable with the physical item skill runes.
It was really, you were bound by the game mechanics to play endlessly times and times again just to farm for runes to have the possibility to change your build - this would take ages...
This switch in the skill system is maybe the best thing Blizz ever change in the game since it was announced.
Now why do I think this way - remember rune words? I think they will have a smashing comeback in the next D3 expansion or patch after release, as this will give an additional modification options to your build.
And the old rune skills system was just cutting short that mechanics. The new one simply incorporates the old one benefits and adding that additional option for later implementation of additional systems.
What OP is suggesting is too complicated and can hurt the game future design modification. I have said this lot in the past 2-3 months in this forum - Blizzard is making now the base D3 game that they will later expand, modify, tune etc. and make it viable and playable in the next 10 years
PS:
Be prepared for the announcement of the Rune Words system, together with the Talisman.
In other words, this new system sucks until they patch in good stuff later? yep, band aid fix.
To be honest I really didn’t like the rune stone skill idea in the first place. And following D3 progression trough the "years" (LOL years) I have to say I have never been very comfortable with the physical item skill runes.
It was really, you were bound by the game mechanics to play endlessly times and times again just to farm for runes to have the possibility to change your build - this would take ages...
This switch in the skill system is maybe the best thing Blizz ever change in the game since it was announced.
Now why do I think this way - remember rune words? I think they will have a smashing comeback in the next D3 expansion or patch after release, as this will give an additional modification options to your build.
And the old rune skills system was just cutting short that mechanics. The new one simply incorporates the old one benefits and adding that additional option for later implementation of additional systems.
What OP is suggesting is too complicated and can hurt the game future design modification. I have said this lot in the past 2-3 months in this forum - Blizzard is making now the base D3 game that they will later expand, modify, tune etc. and make it viable and playable in the next 10 years
PS:
Be prepared for the announcement of the Rune Words system, together with the Talisman.
In other words, this new system sucks until they patch in good stuff later? yep, band aid fix.
+1 for band aid fix, I couldn't find a better word to describe this system.
there is a difference between simple and stripped.
Heres what I think about leveling to get runes. If im leveling to get a new run all the way to 60. Then the runes i get closer to 60 better be pretty badass and make me want to use them. This is my problem. Because if they put runes in the game the way we wanted them when they were still items then we will have to wait to 60 to get some of those runes.
Instead of being able to get runes prior to 60 and still get the rune effects that we wanted. This is kind of forcing people to get to 60 or they might not get to experience the rune effects they want. I think they overly accepted the peoples wants to have something rewarded every time they leveled to fuel them to 60 and pushed it on the runesystem as a way to fix any problems with the runes that they had. Because as far as I know, equipping and changing out runes was probably one of the biggest problems when they were still items.
People cried that they wanted some kind of reward for leveling, so blizzard gave them the runes. I don't think that was a good idea. 60 will be a long strenuous task that a lot of people won't reach. It wont be D2 99 but it will still take a while.
I see no justification for a lot of the changes they have made, except to appease to a casual audience who will likely quit the game at normal and that will only take a few days, two weeks tops. I don't think blizzard wants to focus on their core audience who made them who they are today. And they are following the business bandwagon of focusing on the casual player.
i agree, making it too easy to be pro.
I think you've got the wrong end of the stick on this one. Blizzard is in fact making it really really hard to be "pro" (if you want to use that term, which I think sounds jerky and elitist"). Think about it - with the old system even some 12 year old twerp could get a really good character just by grinding and getting good runes. This new system gives us a way more level playing field, meaning that your power in the game is linked much more strongly to your skill which is a way better indicator of how "pro" you are . Of course, it's an rpg so there'll still be some improvement from grinding as you find better gear and gems, but the key is to have >just enough< grinding. I think this new system is closer to optimal. It makes sense to me that the power of your skills should be set by your level and your skill as a player, but that the power of your gear should be linked to how long you've been grinding for. Making the effectiveness of your skills linked to how long you've been grinding for leaves way less room for actual skillful play to make a difference.
I do, after seeing some streams it seems characters are a lot more fun and balanced to play early in the game now. And I completely understand (and agree with) Jay's reasoning for not wanting runes to be items.
i accept that they no longer want the runes to be part of the item hunt or have affixes or have ranks... ok,
but i want just one thing, allow us to pick our rune effects each level up instead of auto unlock.... just that.
I like the new rune system. While I would rather have the runes be items still, it is still a good change. But not the greatest. It lets you feel more powerful in Normal than what you probably should. But I am not a fan of the new carebear skill system. It is annoying having to arrow through multiple pages just to find the skill I want.
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In other words, this new system sucks until they patch in good stuff later? yep, band aid fix.
+1 for band aid fix, I couldn't find a better word to describe this system.
there is a difference between simple and stripped.
I think you've got the wrong end of the stick on this one. Blizzard is in fact making it really really hard to be "pro" (if you want to use that term, which I think sounds jerky and elitist"). Think about it - with the old system even some 12 year old twerp could get a really good character just by grinding and getting good runes. This new system gives us a way more level playing field, meaning that your power in the game is linked much more strongly to your skill which is a way better indicator of how "pro" you are . Of course, it's an rpg so there'll still be some improvement from grinding as you find better gear and gems, but the key is to have >just enough< grinding. I think this new system is closer to optimal. It makes sense to me that the power of your skills should be set by your level and your skill as a player, but that the power of your gear should be linked to how long you've been grinding for. Making the effectiveness of your skills linked to how long you've been grinding for leaves way less room for actual skillful play to make a difference.
I believe it has room for improvements, though, as this thread on the official forums suggests: http://us.battle.net/d3/en/forum/topic/4079619768
but i want just one thing, allow us to pick our rune effects each level up instead of auto unlock.... just that.