I'm almost certain that unattuned will drop in addition to regular runes.
When the article on the change was first posted on Diablofans, I too got the impression that ALL runes were unattuned or plain, at drop. Later however, a mod changed it to ease up some confusion.
Wait, so all spells and abilities are based on weapon damage now? I mean, sure I can see why they did it, but it just doesn't sit right with me...Let's look at an example:
"I'll crush you with this mighty meteor, summoned from the sky!!"
"...oh wait, I forgot I had this dagger equipped"
*Meteor does 25 dmg*
*Zombie lives to see another day*
Is my example exaggerated? You bet! But still, I feel like it's taking the caster-classes in a wrong direction. I've always loved casters because you could essentially run around butt-naked and still be able to throw down chilling blizzards or waves of lightning and actually kill stuff - you wouldn't be as effective, but you'd feel pretty powerful.
Casters aren't supposed to be JUST as dependent on their weapon as melee-classes are, it completely goes against the caster archetype.
The %weapon damage across the entire skill board feels...lazy or rushed. Why not introduce actual + skills stats/dmg to items? I'd love to see a pair of bracers giving +dmg to all WD's 'vermin' attacks or physical real in general. The items introduced (especially the legendaries), seem somewhat sterile compared to the item database in Diablo II. Throwing in attributes that affect skills or skill-genres directly could fix the problem, with some skills not scaling, WITHOUT focusing all the attention on the weapon. Let more or all items share the load, so to speak.
@CurseYouAll
I can sympathize with the idea of 'some' casters having an unfair advantages in Diablo II, recovering your body being the most obvious one. But seeing as that isn't relevant anymore, it doesn't really justify the skill changes.
Wait, so all spells and abilities are based on weapon damage now? I mean, sure I can see why they did it, but it just doesn't sit right with me...Let's look at an example:
"I'll crush you with this mighty meteor, summoned from the sky!!"
"...oh wait, I forgot I had this dagger equipped"
*Meteor does 25 dmg*
*Zombie lives to see another day*
Is my example exaggerated? You bet! But still, I feel like this is taking the caster-classes in a wrong direction. I've always loved casters because you could essentially run around butt-naked and still be able to throw down chilling blizzards, waves of lightning and kill everything in your path - you wouldn't be as effective, but still you'd feel quite powerful.
Casters aren't supposed to be JUST as dependent on their weapon as melee-classes are, it completely goes against the caster archetype.
When the article on the change was first posted on Diablofans, I too got the impression that ALL runes were unattuned or plain, at drop. Later however, a mod changed it to ease up some confusion.
"I'll crush you with this mighty meteor, summoned from the sky!!"
"...oh wait, I forgot I had this dagger equipped"
*Meteor does 25 dmg*
*Zombie lives to see another day*
Is my example exaggerated? You bet! But still, I feel like it's taking the caster-classes in a wrong direction. I've always loved casters because you could essentially run around butt-naked and still be able to throw down chilling blizzards or waves of lightning and actually kill stuff - you wouldn't be as effective, but you'd feel pretty powerful.
Casters aren't supposed to be JUST as dependent on their weapon as melee-classes are, it completely goes against the caster archetype.
The %weapon damage across the entire skill board feels...lazy or rushed. Why not introduce actual + skills stats/dmg to items? I'd love to see a pair of bracers giving +dmg to all WD's 'vermin' attacks or physical real in general. The items introduced (especially the legendaries), seem somewhat sterile compared to the item database in Diablo II. Throwing in attributes that affect skills or skill-genres directly could fix the problem, with some skills not scaling, WITHOUT focusing all the attention on the weapon. Let more or all items share the load, so to speak.
@CurseYouAll
I can sympathize with the idea of 'some' casters having an unfair advantages in Diablo II, recovering your body being the most obvious one. But seeing as that isn't relevant anymore, it doesn't really justify the skill changes.
TOOOOOO LATE GUYS!
"I'll crush you with this mighty meteor, summoned from the sky!!"
"...oh wait, I forgot I had this dagger equipped"
*Meteor does 25 dmg*
*Zombie lives to see another day*
Is my example exaggerated? You bet! But still, I feel like this is taking the caster-classes in a wrong direction. I've always loved casters because you could essentially run around butt-naked and still be able to throw down chilling blizzards, waves of lightning and kill everything in your path - you wouldn't be as effective, but still you'd feel quite powerful.
Casters aren't supposed to be JUST as dependent on their weapon as melee-classes are, it completely goes against the caster archetype.
I'm sure there's an extra surprise in store for us, it's all gooooood.
Also, this Nekrodrac-guy is hilarious. Keep it up!
Looking at it in detail, I'm amazed at how well they've managed to stay so true to the artwork even in-game. Here's a great example:
These two guys are about to thrown down!
I feel like the artwork really shines through on that one, and I couldn't be happier!
Artwork on the Spectral Warrior is amazing - clean and to the point.
Is it just me or does the last in-game image look way better than anything we've seen previously, graphic-wise? The detail is crazy