anyway the answer IMO isn't to remove runestone but to improve them.
yes i know no one cares and blizzard will never even know about the very existance of this post but oh well... here is my idea:
*make a universal runestone (call it uncolored or whatever) that the player chooses its effect when placed in a skill and it gets destroyed when removed or changed.
my idea achieves this:
1-it makes each class run different since not every person will choose the same rune color, now you unlock runes skills so for example every monk at level 6 will use fist of thunder alabaster since other runes unlock at later levels.(though this can be fixed in the current system if they allow you to pick the rune you want to unlock instead of auto unlocking)
2-it adds to the item hunt giving you something other than gear to look for even after you find max level runes since runes get destroyed when changed and knowing this game we are going to change our runes alot, now they don't even exist.
3-it adds to uniqueness since it requires work to find the 6 runes to copy my build, now with a few clicks the guy next to you can copy your build.
4-it gives a sense of build commitment specially with the pitiful 15sec cooldown, since rank 7 are supposed to be rare so putting it in a slot knowing it will be destroyed when changed gives importance to the decision.
5-it solves the inventory problem since you will get only 7 runes 1 for each rank.
It is good until now right... now let's add something a little advanced:
with my idea we no longer affixes on runestones (pssh not that rune skills have them) so to achieve this we will make runes get a random affix after being added to your skill slot but what if you no longer want that rune and want the affix??!
the answer is, we add the mystic again but now she has a different role.
1-she save the affixes and binds them for a fee.(you bind affixes to the colored runes in your skills)
2-she can remove the rune but its rank go down 1-2 ranks for a fee.
3-she can destroy the rune stone to same rank rune dust and then you can create the same rank rune with a number of rune dusts, for ex 4 rune dusts (you create uncolored runes)
**my idea about the skill switching (i know i've said this idea like 6 times until now but since i am making a topic about the skill/rune system now i think a 7th time wont hurt)
we all know that the cooldown before using the skill is a little boring specially early in game when you only have 2-4 slots BUT at the same time later in the game with 6 slots 15sec in a boss fight is nothing so with some training you can actually change your skills on the fly.
so here is my idea:
make switcing skills require cast time 4 sec that opens the skill page which cancels when hit (yeah i am ignoring the UI "talking" to each other thing) and when you are done with your changes and exit the page, the game starts 5 min cooldown before you can switch again.
-this makes switching in combat 99.99% impossible specially in higher difficulty since standing still for 4secs without being hit is impossible.
-this will add weight to switching knowing that you are stuck for 5 min (approximately a full dungeon) with that build while keeping its ease if use with no barrier or cost to experiment (if you play for 2 hours you can try as many as 24 builds).
OMG this is the definitely my longest post ever!! o.0
Edited by greatmars, 20 February 2012 - 03:06 AM.










