At this point I think we're all going to be forced to learn to live with or love the rune system that has been presented. Blizzard has at least shown significant improvements of their games with expansions. I'm sure that vanilla D3 will be fun enough even with its simplicity. But hey if someone wants to throw out an improved rune system then Bring it on.
Simply giving you runes based upon progression (boss kills, or whatever) would dramatically improve it. That's all it needs, IMHO. Handing them out like candy is very...unsatisfying.
They need to make you choose which rune to unlock at which level, It's fine if you have to get to 60 to unlock ALL rune types but the way it is now, just isn't fair. At least with the other system, the old one, I was allowed to choose which rune i wanted asap. Now though I'm forced into a progression that I don't like. If it were up to me, I'd bring back the old system make runes the way they originally were, just crimson, obsidian alabaster, etc and make them stackable and salvagable. Then the only way to make better runes is to find 5 rank 1's to get a rank two, then 5 rank two's to get a rank 3, So on and so forth. It'd fix every problem, not make it too complex and allow everyone to try every rune at act 2. Their design philosophy is, "let's give everything so the casual new players can see it, they won't make it to hell anyway." yet they put this new skill rune system in that says, "you only get to see all runes in all skills at level 60, so casuals... sorry but you're fucked unless you stay with this game and learn how to play." to me that just seems dumb, and counter-productive.
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Not even Death will save you from Diablo Bunny's Cuteness!
I feel that we should be given some sort of 'progression' for the rune system.
I am totally cool with Blizzard's latest rune implementation. From what I know, you simply need to ding a specific level to unlock a specific rune and that's it.
What Blizzard could do, is to make it such that when we unlock (example, for a Monk) a Crippling Wave rune (example, at character level 10), that rune would only be a lvl 1 rune. Then, as we level our toons, higher levels of that rune gets unlocked.
This way, we can have some sort of 'progression' for the runes, which will also make leveling more exciting.
That change would indeed be better (allow players points to unlock runes of their choice with each level up). However it's not really a huge deal if you intend to play end game because you said it yourself, same result in the end anyhow.
I find it a little unfortunate that rune ranks were taken out. I guess they decided it wasn't needed since they are no longer items, and a lot of players apparently hate the idea of runes having skill bars you level up with use while playing to 60, but I think that'd lead to a lot more unique builds than the current system which pretty much forces the same skills and random runes down all the players throats.
^ My original idea was that we keep the skill system exactly the way it is, but once you unlock a skill all the runes are, with it, unlocked at once. The current system doesn't really make sense seeing as how all the runes are the same "strength" or power, just to a different effect, yet someone in the blizz dev team had the brilliant idea to decide what order we unlock them.... to try and make us use all the skills in the game when we level up as new things will ultimately unlock with a skill and trick ourselves into a feeling of character progression... When in fact we're just unlocking random runes of the same power.
Hand out slightly weaker runes with level (Like the current system)
Everytime you kill a boss, your runes get more powerful (Limit 1 kill per boss per difficulty)
That way everyone gets runes, and progressing through the game makes them more powerful.
Honestly, I'd go for 75% of the power just for getting it, then 25% from killing bosses. That way hardcore players can MinMax, but people who aren't good enough to finish all the harder difficulties aren't screwed.
But I also like the current system. I just made this up to attempt to please everyone.
If the old system was 'Runes drop all the time' then there really was no point, other than potentially making you wait a bit to be able to access the ability you want. I am all for less junk cluttering up my inventory, as that is less trips I need to make back to town.
I also appreciate that every level you unlock something, it makes each level mean something other than just some minor stat boosts.
I think it looks pretty good how it is. They need to vastly improve the elective skill UI, so you can actually see what skills you have available quickly.
The rune system could benefit from some kind of rune leveling, like the more you use that skill+rune, the better you get with it. Then again maybe not... benefit from leveling might be fun enough, and more random leveling stuff might just make it seem more generic.
I don't think choosing your runes would be a good idea, everyone would just unlock the ones they want. I was kinda looking forward to having rune drops, and seeing what I could make with what I had, but I'll just have to do that with rune/item combos now (if possible). Hopefully they have some +%fire damage stuff (since items probably won't have any +2 hyrda skill bonuses or anything, making other +skill attributes would make sense), so my mage can pick skills and runes that deal fire and get a bonus to item dmg, otherwise +dmg is just too dang generic.
The only thing I could suggest to fix the new runeskill system is to give you all the rune choices the instant you learn the new skill. It is a little more taxing on the newer players, but the more...idk...emo players, can play around with the build they THINK they want a few levels sooner.
PS: I am fine with the current system personally, but I could live with the above as well. As long as we don't ever consider anything remotely on the same lines as the unattuned fail system I am fine actually, lol.
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One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
It's nice to see so many ideas being thrown around after the rune system changes. I hope some of them could be useful to Blizzard in actually making a better game for all.
I still think a basic system is enough because a lot of the stuff people keep suggesting are extended customization options that usually show up in expansions (there were no runes or charms until LoD, people seem to forget that).
There's speculation about +rune effects affixes in items, then you can look forward to new versions of Talisman/Charms and Mystic at least.
The problem is, the Runestone system was THE defining feature of Diablo 3. I don't personal believe it's acceptable to have to wait for an expansion to fix the system as it is now. It's basically so watered down that it has zero depth. You have 6 UI icons to click on. This is the extent of the depth of the system now.
Yea the current system is much less rng and more about how you pair up certain runes with skills. Even though I havent tried it out, theoretically it seems superior and much funner :). That being said, I would change a thing about the rune system.
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Most People Are Completely Ignorant To The Microscopic World Around Them -Me
I do not agree with the sentiment that you should be allowed to choose which runes to unlock when it's available. Let's be honest, everyone would first select the rune that they currently want for end-game action, and not care about anything else when the other options open up. If I had my choice on runes, you bet your sweet ass that they would be the runes in my sig.
It's not the rune system that is the problem. It's the people wanting their end-game rune choices (albeit lower ranks) at low levels to plow through content that is the problem and anything else is unacceptable.
Yea the current system is much less rng and more about how you pair up certain runes with skills. Even though I havent tried it out, theoretically it seems superior and much funner :). That being said, I would change a thing about the rune system.
How is it superior and much "funner"?? Can people posting this generic statement explain why?? Or is it just cool to have everything handed to you now without having to look for it in the late game?
Make me understand because i really don't follow.
IF blizzard decided that having to hold on to all this gear that drops is too much of a problem and decided to unlock gear as you level too, would you all think that was cool and more fun and super awesome system? Because this is basically what they did to runes.
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Let's brainstorm.
Things that we would like to see reflected in the rune system, keeping things realistic.
Me personally, I'd like to see runes (or an upgrade to our skills) drop in the world, someway, in some form.
Please try to be constructive.
Carry it away my friends...
I feel that we should be given some sort of 'progression' for the rune system.
I am totally cool with Blizzard's latest rune implementation. From what I know, you simply need to ding a specific level to unlock a specific rune and that's it.
What Blizzard could do, is to make it such that when we unlock (example, for a Monk) a Crippling Wave rune (example, at character level 10), that rune would only be a lvl 1 rune. Then, as we level our toons, higher levels of that rune gets unlocked.
This way, we can have some sort of 'progression' for the runes, which will also make leveling more exciting.
I find it a little unfortunate that rune ranks were taken out. I guess they decided it wasn't needed since they are no longer items, and a lot of players apparently hate the idea of runes having skill bars you level up with use while playing to 60, but I think that'd lead to a lot more unique builds than the current system which pretty much forces the same skills and random runes down all the players throats.
^ My original idea was that we keep the skill system exactly the way it is, but once you unlock a skill all the runes are, with it, unlocked at once. The current system doesn't really make sense seeing as how all the runes are the same "strength" or power, just to a different effect, yet someone in the blizz dev team had the brilliant idea to decide what order we unlock them.... to try and make us use all the skills in the game when we level up as new things will ultimately unlock with a skill and trick ourselves into a feeling of character progression... When in fact we're just unlocking random runes of the same power.
Hand out slightly weaker runes with level (Like the current system)
Everytime you kill a boss, your runes get more powerful (Limit 1 kill per boss per difficulty)
That way everyone gets runes, and progressing through the game makes them more powerful.
Honestly, I'd go for 75% of the power just for getting it, then 25% from killing bosses. That way hardcore players can MinMax, but people who aren't good enough to finish all the harder difficulties aren't screwed.
But I also like the current system. I just made this up to attempt to please everyone.
I also appreciate that every level you unlock something, it makes each level mean something other than just some minor stat boosts.
It's crazy we went from the ideas he talks about in this video to what we have now which is shallow.
http://www.youtube.com/watch?v=l2hZxhXCBP8
The rune system could benefit from some kind of rune leveling, like the more you use that skill+rune, the better you get with it. Then again maybe not... benefit from leveling might be fun enough, and more random leveling stuff might just make it seem more generic.
I don't think choosing your runes would be a good idea, everyone would just unlock the ones they want. I was kinda looking forward to having rune drops, and seeing what I could make with what I had, but I'll just have to do that with rune/item combos now (if possible). Hopefully they have some +%fire damage stuff (since items probably won't have any +2 hyrda skill bonuses or anything, making other +skill attributes would make sense), so my mage can pick skills and runes that deal fire and get a bonus to item dmg, otherwise +dmg is just too dang generic.
PS: I am fine with the current system personally, but I could live with the above as well. As long as we don't ever consider anything remotely on the same lines as the unattuned fail system I am fine actually, lol.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
The problem is, the Runestone system was THE defining feature of Diablo 3. I don't personal believe it's acceptable to have to wait for an expansion to fix the system as it is now. It's basically so watered down that it has zero depth. You have 6 UI icons to click on. This is the extent of the depth of the system now.
-Me
It's not the rune system that is the problem. It's the people wanting their end-game rune choices (albeit lower ranks) at low levels to plow through content that is the problem and anything else is unacceptable.
Battle.net Profile / Diablo Progress Profile
How is it superior and much "funner"?? Can people posting this generic statement explain why?? Or is it just cool to have everything handed to you now without having to look for it in the late game?
Make me understand because i really don't follow.
IF blizzard decided that having to hold on to all this gear that drops is too much of a problem and decided to unlock gear as you level too, would you all think that was cool and more fun and super awesome system? Because this is basically what they did to runes.