- JKCL
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Member for 12 years, 9 months, and 3 days
Last active Fri, Apr, 11 2014 11:47:53
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Oct 31, 2013JKCL posted a message on Last Chance Contest: Win 2 BlizzCon Tickets!Best datamined info I read was all the passive unique qualities that might be in the game. I was skeptical that legendaries, etc, could be build changing, but reading through some of what they are proposing, I saw a few things that might make me think long and hard about putting on a new piece. Ex: guaranteed crit hits below a certain % lifePosted in: News
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Jay Wilson discussed an idea they were going to toy around with when they released the removal of skill points & the RMAH.
He said they were going to toy with the idea of runes dropping as "Unattuned" runes which basically are gray runes with no visible stats, only a level. Once you put that rune into a skill, it becomes "attuned" to that skill and that skill only. So, a rune put into frenzy is now only usable in frenzy. That rune also will become one of the 5 color runes we already know about (randomly, and gain the effects on that skill) and may gain another couple modifiers, again randomly.
He also discussed the idea of having an artisan able to wipe the rune back to an unattuned state.
Now, if this were to happen, it would make the high level runes you have really important and valuable to the skills they are in, and only those skills. If there's a huge cost to reattune the rune, do you risk re-rolling the rune in a new skill if you like what you have? It's another wealth gaining system, and I personally love the idea. I hope they implement this.
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This would be especially true if the new "unattuned rune" idea that Jay Wilson discussed comes to fruition. Yeah, you can change your skills on the fly, but there's no reason to until you're rich enough to have the correct rune for that skill with the better modifiers. Also, if you have a top of the line rune that you worked hard to get, are you going to swap away from that skill? No, otherwise you wouldn't have worked so hard for that rune.
Obviously, a ton of this will depend on the scarcity of upper level runes and the actual difficulty of hell/inferno. But these are things that Blizzard can easily balance for. I have to believe that they have truly thought this through.
Now, this doesn't address the legitimate problem of "why would I level a new witch doctor?" The "leveling" of the new one will actually be just finding the runes for that new "build" you want.
Similarly, hopefully your armor/weapons/gear will make changing skills at a whim harder as your gear isn't as effective anymore.
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If they'd tailor drops toward your character, that would undercut all of these things and remove the randomness that Blizzard has made its calling card. I was just watching the BlizzCon2010 Q/A and they really emphasized that it's a core part of their beliefs that a system that doesn't drop what you want is just as much a part of a well-designed random system as one that gives you the goods.
Making this change would be a deal-breaker in my mind.
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http://diablo.incgamers.com/blog/comments/fake-info-leaks-from-blizzard-irvine
At least claiming that there are major changes to major systems that people might not like is a bold claim. And this guy puts his name/rep/website on the line with it, so this will stick with him. It's not going out on a huge limb or anything, but it has been awhile since we've seen anything concrete about the game through video, so it's entirely possible.
I wonder what major changes to existing systems might have happened...?