Hate those as well, did a lot more harm than good for D2 in the long run.Quote from Zakaz
Fuck runewords, and fuck charms. The last this this game needs is more required items to min/max shit. Especially one that requires collecting more shit to craft with.
It was such a crappy and lazy solution to class imbalance: to give "everyone" (who had a shitload of time to waste, or didn't mind duping) access to some of the most OP skills, instead of actually individually balancing them.
Obviously it felt awesome to be able to use teleport as a Paladin and throw Hammers everywhere, but overall I feel like it completely butchered one of the original game's staple features (great rares and uniques, since some runewords made them obsolete, as well as uniquely flavoured classes that actually played differently).
I'm quite happy to see Jay and the rest of the team have played the previous games and were fans enough to realize how much runewords and charms screwed the game's balance (in both PvE and PvP).
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I did it for you
That said, I do agree. Runewords were the devil, and the bane of many an honest player. What I wouldn't mind, though, would be Rune-equivalent "Power Stones" or some such. They wouldn't be massive, strictly equal to Tier 6 or weaker affixes (you know, the same one +58 to a stat falls into) and be unique within each item (so no stacking three on a chest piece), but it would just be more interesting than seeing sockets and thinking of them as just base stats. Heck, you could even restrict each of these power stones to slots which could normally hold the affix, and it would still be a wonderful thing.
Take for example, right now a Radiant Star Emerald is the only real choice for a weapon (unless you REALLY need LOH for some reason)... but what would happen if a socketed wand could add a couple points of APoC? Resource abilities, lifesteal, CC affixes, Crit rate, Indestructable, Resists, technique affixes, and quite a few others might just prove to be interesting alternatives. Always on the lower end of the spectrum, of course, you'll never be able to make a 70 Resist-All Stone (though you might just get 15, or 25 to a specific resist)
Let me reiterate: these WILL NOT be able to combine into runewords (not that the 2-3 character ones were very much good anyway), and will never grant an otherwise-unusable ability to anyone. With all of that, though, all the mats needed for them are already in-game (just use the existing crafting mats, and you're golden). It can work.
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Here's the thing, though, I vastly prefer tossing a Spider Queen every 30 seconds (or a non-Splinter Dart every 10-ish) than keeping 4 of my 6 skills on cooldown at all times. It means that I can actually use my main cooldowns, and perhaps play with other spammables, instead of having to keep them all locked down.
I am REALLY a fan of this, if it wasn't obvious. I can go back to my hounds, back to my Slam Dance, back to having two attacks instead of just one offensive... perhaps even back to the Horde of Doom (Hounds-Garg-Army-Handler-Fortitude). I'll just have to play with it for a while to see how it runs.
To answer the topic question, the five-cooldown builds are gone for good. Good riddance.
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