As you may know, http://diablowiki.com/Runes" class="wiki-link">http://media-diablofans.cursecdn.com/attachments/16/736/wiki2.gif" alt="DiabloWiki.com - Runes"/> Runes in Diablo III will function completely differently than in Diablo II. They will be socketed into skills to change their functionality in a variety of ways, and as such there will have to be some way to switch what rune you have socketed in a skill. Despite the importance of this aspect, we know very little information as to how rune swapping will work. Fortunately, a few weeks ago, @Diablo gave us a small hint as to how this aspect of gameplay will work, which made it clear that there will be some form of restriction on when and where you can change runes. Do you agree with this restriction? And if you do, what kind of restriction do you think the Diablo III team should put in place? Feel free to discuss your opinions in the topic below. If you are unclear on the specifics about runes there is a short summary below, and additional information, including videos of rune effects, can be found in the wiki link above.
Runes are divided into five types, Crimson, Indigo, Obsidian, Golden, and Alabaster. Each rune type will consist of seven different ranks, the first three of which, stone runes, can be found in Normal difficulty, the next two, silver, can be found in Nightmare, and the final two, golden, can be found in Hell. Runes are found through drops and can also be provided and upgraded by the Mystic Artisan.
Last week's poll resulted in a resounding victory for the male Barbarian, followed by the male Monk. The only female character to beat out her male counterpart was the female Wizard, although the female Demon Hunter is currently tied with her male version. It should be noted that the female Barbarian received almost no votes, and if the male's votes were divided by two, the results would have been much closer, although the Barbarian did still receive the most overall votes. It appears people here on DiabloFans enjoy a classic.
gold sink: once only cost to equip, increasing depending on rune level.
Swap has a 1min cooldown: can swap any runes you have already linked to skill.
Fresh Runes: Useable on skill after sinking gold through item provided through mystic's quest? :sorcerer:
I don't agree with cost to equip, only remove.
And if your going to do a cooldown of 1 minute its just gonna slow down the game, because that IS going to cause people to stay idol for a minute if they're unsure or something - and they want to stay away from.
I didn't read any of this, but I think Mystic (or just being in a neutral area, like town) without a fee should be fine. Or maybe have a nominal fee (that scales with rune level, not with the number of uses) to remove a little bit of gold from the economy.
I worry that socketing or desocketing runes might get so expensive that players are discouraged from doing so... which means they are less likely to experiment and figure out what is most fun for them. I remember in WoW being really neurotic about figuring my talent spec out way before I even started a character for fear that I would incur the increasing fees of the talent respecs by making mistakes. I don't think that sort of increasing fee system feels like it fits in a Diablo game, especially in the beginning when everyone (who didn't play beta so they could only play the finished product) is just experimenting and trying stuff out because it's cool. Also keep in mind that in games like WoW, one can reasonably expect to obtain certain items which almost allows an entire character's leveling progression to be planned in terms of skills, items, and talents. Diablo has a lot more randomness built in and I feel like skills and skill runes to some extent may be the player's way of balancing their character and the random gear that they have found.
I can understand having things like adding sockets and removing gems from sockets be a little bit more expensive because gear is essentially a way to confer passive bonuses to the player (especially if the prices are scaled by the quality of the gem and item). But discouraging players from experimenting with all theiterations of their currently owned skills and skill runes seems like it's the opposite of what Blizzard is all about...
Sorry if this made no sense, I am so tired. Goodnight!
mystic only, I would have 2 different kind of weapon... 1 aoe weapon and 1 dps weapon.. socket them seperately and see which one u like so u can swap anytime without going back to town or any hassle if there is anyway.
@polarducky - runes go in skills now, not weapons. Unless you meant one AoE skill and one single-target skill. But then the question is did these skills naturally have each damage type or was this due tithe runes you chose to put in them.
I don't want there to be a penalty for trying out a different rune, so the cooldown option is out the window for me. They should encourage customization and experimentation since, to me, that's the essence of such a loot-based game. Now I would like to note that I don't want the freedom to change any time I want. If your current runes are not good enough for the encounter then you should deploy tactics to make it through.
Also, I've got two problems with using the mystic. First and foremost, what about the start of the game? This is where you want to pull people into the game, but when you don't have the mystic to swap out runes you might end up having a skill you don't like. I mean, a description is one thing but actual gameplay is something else. Of course you'll get her eventually, but it's the first impressions that matters. The second point is that the mystic involves a few more clicks before you get where you want to be. It's a small point, for sure, but one that goes a long way in making the game more streamlined. Less people and options you have to click = more time for action.
In the end I'm for the 'out of combat' option. Or the 'in town' option. Or the 'safe haven' option. Or whatever place they want to name it. From there you can venture forth with a rune loadout, but when you're engaged in a fight you have to work with what you've got.
Well, if you can try out all skills and all runes with one char, what's the incentive to make a 2nd char of the same class?
Well, changing skills is harder. Changing runes shouldn't be part of that.
I want it easy to change runes as well. Not in combat, only in town, but easy and FREE.
Making it a gold sink would suck. There's just too many variations with runes. You can't expect one to never want to switch around and try stuff, and I don't want to be wasting gold everytime. Otherwise I might just say "fuck that" everytime I want to switch runes. Not fun.
Well, if you can try out all skills and all runes with one char, what's the incentive to make a 2nd char of the same class?
I guess I didn't see the person as saying skills should be able to be switched, but the rune within the skill. I think having variability for the 7 skills you use actively seems like a good idea. It seems foolish to make rune choice anything more than semi-permanent. The variability coming from switching runes definitely seems more of a player preference, rather than a different build from another character with the same 7 skills but different runes. Getting somewhat bored with a character could be spiced up by changing what your skills do.
I did a horrible job at putting my ideas into words, but hopefully it made enough sense to understand what I'm getting at. Basically, I think it is a positive aspect to be able to slightly tweak your character, but I also fully agree on some sort of cooldown/slight fee (like repairing stuff in D2?) to prevent rapid adjustments.
well, if you consider you HAVE to change runes over the course of the game, even if it is to add a higher level rune of the same type, a "semi permanent" way is already out the window.
I think that the runes should either be swapped through the Mystic (for a small fee), or for free whenever the character is out of combat. Experimenting with the runes will be great fun, i wouldn't want to miss it but overdoing it with the freedom is also not fun.
Players should be allowed to remove runes at any time out of combat, but in doing do it gets destroyed. The Mystic will be able to carefully remove the rune so players can save it for future cube-grades.
Players should be allowed to remove runes at any time out of combat, but in doing do it gets destroyed. The Mystic will be able to carefully remove the rune so players can save it for future cube-grades.
That could actually be a pretty good way to do it. Of course it would mean that at higher levels (high rune ranks) you'd have to visit the Mystic cause those runes should be quite expensive.
That could actually be a pretty good way to do it. Of course it would mean that at higher levels (high rune ranks) you'd have to visit the Mystic cause those runes should be quite expensive.
True, although at high levels I don't see players swapping runes as much since you have so much of your other talents invested into supporting your build. At that stage in the game, making large changes should come at a large cost.
@ Slipknotjake: I don't know this is one of those little things that will make a big difference in the game and with the barren wasteland that is the info updates us hardcore fans will discuss everything :wink:
As for discussion, I completely agree with Maka on this one. You play the game for literally hundreds of hours and you cant wait a maximum accumulated total of like, 8 hours over the first 60-100 to check out a new toy? I don't know about people these days. :wallbash:
Chose other because I wanted the combination of the 2 choices below and added a few suggestion:
There should be a long (hour/s) cooldown after swapping one (selfcast)
and
Mystic should be able to swap out runes (no CD but costs gold or short/minutes CD but costs cheaper)
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I don't agree with cost to equip, only remove.
And if your going to do a cooldown of 1 minute its just gonna slow down the game, because that IS going to cause people to stay idol for a minute if they're unsure or something - and they want to stay away from.
I worry that socketing or desocketing runes might get so expensive that players are discouraged from doing so... which means they are less likely to experiment and figure out what is most fun for them. I remember in WoW being really neurotic about figuring my talent spec out way before I even started a character for fear that I would incur the increasing fees of the talent respecs by making mistakes. I don't think that sort of increasing fee system feels like it fits in a Diablo game, especially in the beginning when everyone (who didn't play beta so they could only play the finished product) is just experimenting and trying stuff out because it's cool. Also keep in mind that in games like WoW, one can reasonably expect to obtain certain items which almost allows an entire character's leveling progression to be planned in terms of skills, items, and talents. Diablo has a lot more randomness built in and I feel like skills and skill runes to some extent may be the player's way of balancing their character and the random gear that they have found.
I can understand having things like adding sockets and removing gems from sockets be a little bit more expensive because gear is essentially a way to confer passive bonuses to the player (especially if the prices are scaled by the quality of the gem and item). But discouraging players from experimenting with all the iterations of their currently owned skills and skill runes seems like it's the opposite of what Blizzard is all about...
Sorry if this made no sense, I am so tired. Goodnight!
Thats my 2cent.
Also, I've got two problems with using the mystic. First and foremost, what about the start of the game? This is where you want to pull people into the game, but when you don't have the mystic to swap out runes you might end up having a skill you don't like. I mean, a description is one thing but actual gameplay is something else. Of course you'll get her eventually, but it's the first impressions that matters. The second point is that the mystic involves a few more clicks before you get where you want to be. It's a small point, for sure, but one that goes a long way in making the game more streamlined. Less people and options you have to click = more time for action.
In the end I'm for the 'out of combat' option. Or the 'in town' option. Or the 'safe haven' option. Or whatever place they want to name it. From there you can venture forth with a rune loadout, but when you're engaged in a fight you have to work with what you've got.
I want it easy to change runes as well. Not in combat, only in town, but easy and FREE.
Making it a gold sink would suck. There's just too many variations with runes. You can't expect one to never want to switch around and try stuff, and I don't want to be wasting gold everytime. Otherwise I might just say "fuck that" everytime I want to switch runes. Not fun.
Do note that I prefer to stay out of any economy related issues since I suck at them. This is just an idea that I came up with.
I guess I didn't see the person as saying skills should be able to be switched, but the rune within the skill. I think having variability for the 7 skills you use actively seems like a good idea. It seems foolish to make rune choice anything more than semi-permanent. The variability coming from switching runes definitely seems more of a player preference, rather than a different build from another character with the same 7 skills but different runes. Getting somewhat bored with a character could be spiced up by changing what your skills do.
I did a horrible job at putting my ideas into words, but hopefully it made enough sense to understand what I'm getting at. Basically, I think it is a positive aspect to be able to slightly tweak your character, but I also fully agree on some sort of cooldown/slight fee (like repairing stuff in D2?) to prevent rapid adjustments.
I think that the runes should either be swapped through the Mystic (for a small fee), or for free whenever the character is out of combat. Experimenting with the runes will be great fun, i wouldn't want to miss it but overdoing it with the freedom is also not fun.
That could actually be a pretty good way to do it. Of course it would mean that at higher levels (high rune ranks) you'd have to visit the Mystic cause those runes should be quite expensive.
True, although at high levels I don't see players swapping runes as much since you have so much of your other talents invested into supporting your build. At that stage in the game, making large changes should come at a large cost.
As for discussion, I completely agree with Maka on this one. You play the game for literally hundreds of hours and you cant wait a maximum accumulated total of like, 8 hours over the first 60-100 to check out a new toy? I don't know about people these days. :wallbash:
There should be a long (hour/s) cooldown after swapping one (selfcast)
and
Mystic should be able to swap out runes (no CD but costs gold or short/minutes CD but costs cheaper)