That came back in Diablo II too eventually in the form of rune words, and I don't think it really worked out too well in the end. I do think it actually could be designed and implemented properly; balanced, etc. but...
For me the more important question though is what impact does it have on the class you're playing and also our knowledge of the Diablo world? Is a class nothing more than someone who read from a book, or is holding a specific item? No, they're very specific and very iconic figures (heroes even) from very distinct styles and backgrounds. The characters we play are these concentrated images of their cultures, beliefs, etc. Everything they do resembles who they are and where they're from, and what does it mean to then piecemeal that out to any one who just happens to throw a couple runes in to an item.
It worked better in Diablo (1) I think. Conceptually it was a bit easier to digest just because of the basic pen and paper underpinnings, and the heroes were far more generic. It was also far less obtrusive.
In Diablo II though, for me anyway, it always undermined the uniqueness of playing a specific class, and also what it meant to be that character. Aside from everything else it caused.
I don't think has to do with outdated games speed or game engines but more to do with feel of a game and realism. Spells in D1 were realistic and in line with how a wizard would learn a spell based on most fantasy books written. It's more believable you would learn a spell from a scroll or book than via osmosis. I was always stoked to find a spell book or scroll in D1. If you strip away the realistic aspects of a game then you might as well go back to playing an updated graphically enhanced version of PAC MAN.
Actually Sorcerors in DnD taught themselves spells. I think Wizards were the ones who studied scrolls and books.
And this goes with the Runewords too, The Enigma and Cie thing. I think it is just wrong, of course Blizzard was trying to put some PVP stuff in the game without having to reprogram the skills mechanics but I would love to see them NOT coming back in Diablo 3.
What I would like to see though is Secondary Skills or Talents, learnable by a book or a item that people could get trhough the game but that are not specific to a certain class.
Like i don't know : -Identification, -Pathfinding (run faster for a short time), -Repair, -Ammo Making
Cute stuff like that which ny class could benifit in some way.
Im thinking stuff like town portal, telekinesis, inner sight, slow missiles, and phasing(obviously not any spell thats going under a skill tree of course). In addition to spellbooks of stuff like that, also scrolls of other spells and bring back good ol' d1 infrasion.
Bring back SOME runewords. But dont bring back all the + +++ +++++ to skills crap. IT was crap how paladins were doin 17 fuckin k. I hate how Lod was prerty much a hit first to kill crap.
It did imbalince it. The better item was WAY OVERPOWERED!!! Well most of em were. All the runewords taht filled the whole page of crap it did...Thats bs. And the Enigmas and Cta was bs. and all the + to skills were crap. Remove the uniques idc as long as we have the rares. Thats what seperated classic from LOD. Everyone looked the same the build was the same. It was a first hit first kill. Classic involves skill becouse people dont look the same. The builds are the same but they dont look the same and it all depends on your skill. In Lod its prerty much better computer first hit first kill I win yay.
So in the end everyone takes the best skills/powers from each class and adds it together to make a godly char. Isn't that very similar to D1 where everyone no matter what the class would end up with: Godly ***** of the Whale +++ Armaggeddon Staff+++ Teleport, etc....
Now don't get me wrong, I'm not saying that it wasn't appropriate for D2, it truly was very innovative and necessary since the monstesr and difficulty level were extremely boosted and prone to 1 hit kills.However I think that it wouldn't be good for the kind of game that Blizz is trying to make D3 become.
The idea that I'm trying to get through is that if you look at it from a further stance, you really start to see resemblances due to a overlaping of certain skills over to multiple classes. And this is what I'm talking about. It starts to remove the "archetypal" "uniqueness" of certain characters and the game in general. Having 5 diff characters that all perform similar feats isn't very interesting in most people's opinions. I strongly believe the greater part of the fanbase really want a D3 that will offer 5 different classes that have their own UNIQUE (and by UNIQUE i do mean totally different) style of play. Not 3 different warriors that will teleport/whirlwind, or 3 different mage classes that will teleport/cast to kill in PvP. It just defeats the purpose of having diversification.
Each class should have it's own upgrades and not access to the other class's skills through runewords. I hope runewords will make a comeback however not in this fashion. For example, the 1.11 class-specific runewords were one step in a better direction. By removing this mix of skills through the classes I believe will strongly incourage teamplay and diversifacation amongst players due to the need of each class's specific abilities.
The idea that I'm trying to get through is that if you look at it from a further stance, you really start to see resemblances due to a overlaping of certain skills over to multiple classes. And this is what I'm talking about. It starts to remove the "archetypal" "uniqueness" of certain characters and the game in general. Having 5 diff characters that all perform similar feats isn't very interesting in most people's opinions. I strongly believe the greater part of the fanbase really want a D3 that will offer 5 different classes that have their own UNIQUE (and by UNIQUE i do mean totally different) style of play. Not 3 different warriors that will teleport/whirlwind, or 3 different mage classes that will teleport/cast to kill in PvP. It just defeats the purpose of having diversification.
Each class should have it's own upgrades and not access to the other class's skills through runewords. I hope runewords will make a comeback however not in this fashion. For example, the 1.11 class-specific runewords were one step in a better direction. By removing this mix of skills through the classes I believe will strongly incourage teamplay and diversifacation amongst players due to the need of each class's specific abilities.