So happy for this! There would have been countless of useless runestones that nobody would use just like in early diablo 2 with so many lower level runestones. They are opting to have a much more cleaner environment, and this makes perfect sense. It would be super annoying to have to wait to get the rune you want to socket your skill. Then to have to upgrade it.... that would suck!
If you actually understood the rune changes you wouldn't have said this because this "better" system actually does what you're complaining about. In the older system runes dropped like candy of all types, so it wasn't hard to find obsidian crimson or alabaster it was all equal. Now they FORCE YOU TO WAIT. So if anything you should be upset at the new design not the old one...
Rollback Post to RevisionRollBack
Not even Death will save you from Diablo Bunny's Cuteness!
I hate to be this guy but I don't see any other way to take this other than further dumbing down of the game and it's systems. Yes it may be a shitfest to collect X amount of runes, but that's sort of just the way it is. I was fine with it collecting runes and gems in D2, and I was looking forward to it in D3. Maybe it's my IRL hoarding tendency but it adds more value to have a lot, and have to make choices about what to grab and carry when inventory space becomes an issue. I think a big thing they are missing is that though these things may seem overbearing and menial, even these incremental ups and and benefits will do wonders for your psyche. IE, going from a level 6 skill rune to a level 7 will FEEL like a big improvement even if it may not actually be one. The thing I feel blizzard neglects often is to take into account the psychology of their players. They keep catering to new and inexperienced players, but inevitably ALL new players will become experienced players, experienced players never revert to being new.
Their new system is to reduce clutter and inventory space, not to help new players, its a plus if it does
So happy for this! There would have been countless of useless runestones that nobody would use just like in early diablo 2 with so many lower level runestones. They are opting to have a much more cleaner environment, and this makes perfect sense. It would be super annoying to have to wait to get the rune you want to socket your skill. Then to have to upgrade it.... that would suck!
If you actually understood the rune changes you wouldn't have said this because this "better" system actually does what you're complaining about. In the older system runes dropped like candy of all types, so it wasn't hard to find obsidian crimson or alabaster it was all equal. Now they FORCE YOU TO WAIT. So if anything you should be upset at the new design not the old one...
The reason the old system didn't work (and they undoubtedly figured this out in testing) is because level 60 players have absolutely no need for them anymore, but they continue to drop nevertheless. It's the same reason they got rid of identify scrolls. Once you had 50 of them (because too many dropped), there went another thing that drop that had NO VALUE!
Blizzard knows that this game is supposed to be designed for the level 60 characters. The end game is all that matters for those of us who will play this game for the next 5+ years. I don't want to have these damn items that have no value dropping all over the place and polluting my item game.
Because what I see is a fully implemented skill and rune system, and therefore no more big changes. What I see is that the game's environment, bosses, zones, quests, dungeons, items, and skills are done. What I see, is a release soon. They have nothing else big to work on.
So happy for this! There would have been countless of useless runestones that nobody would use just like in early diablo 2 with so many lower level runestones. They are opting to have a much more cleaner environment, and this makes perfect sense. It would be super annoying to have to wait to get the rune you want to socket your skill. Then to have to upgrade it.... that would suck!
If you actually understood the rune changes you wouldn't have said this because this "better" system actually does what you're complaining about. In the older system runes dropped like candy of all types, so it wasn't hard to find obsidian crimson or alabaster it was all equal. Now they FORCE YOU TO WAIT. So if anything you should be upset at the new design not the old one...
The reason the old system didn't work (and they undoubtedly figured this out in testing) is because level 60 players have absolutely no need for them anymore, but they continue to drop nevertheless. It's the same reason they got rid of identify scrolls. Once you had 50 of them (because too many dropped), there went another thing that drop that had NO VALUE!
Blizzard knows that this game is supposed to be designed for the level 60 characters. The end game is all that matters for those of us who will play this game for the next 5+ years. I don't want to have these damn items that have no value dropping all over the place and polluting my item game.
nicely put! like jay said, there would be so many variants, that there would be so many of these random drops of them at higher levels , that they would be a nusens. Im glad that the latest patch showed soo much! im hoping this means that we are close to release, just testing the last parts of the game! what else would be left for beta testers to test?
It may be true that at a certain point you really wouldn't need any runes, but couldn't the same thing be said for all items? Won't you still see white items and low level items that serve absolutely no purpose to your high level god hero? I find this sad because I kind of always pictured the adding more runes down the line with new and powerful changes to abilities.
I don't understand his comment of "3000 items" with respect to runes. Were there not 5 different runes, with 7 different levels, meaning 35 different rune items? Where is this item problem? If he is having stash problems with the runes, then why not just simply make them stack? Or have a "Rune Box" where they can be held? I just don't understand the reasoning behind the change as it seems pointless...
On one hand, upgrading skills to a different style is nice, but it really seems...boring...in theory.
It just seems like a change that they did that could have been implemented much more elegantly than they did.
So happy for this! There would have been countless of useless runestones that nobody would use just like in early diablo 2 with so many lower level runestones. They are opting to have a much more cleaner environment, and this makes perfect sense. It would be super annoying to have to wait to get the rune you want to socket your skill. Then to have to upgrade it.... that would suck!
If you actually understood the rune changes you wouldn't have said this because this "better" system actually does what you're complaining about. In the older system runes dropped like candy of all types, so it wasn't hard to find obsidian crimson or alabaster it was all equal. Now they FORCE YOU TO WAIT. So if anything you should be upset at the new design not the old one...
The reason the old system didn't work (and they undoubtedly figured this out in testing) is because level 60 players have absolutely no need for them anymore, but they continue to drop nevertheless. It's the same reason they got rid of identify scrolls. Once you had 50 of them (because too many dropped), there went another thing that drop that had NO VALUE!
Blizzard knows that this game is supposed to be designed for the level 60 characters. The end game is all that matters for those of us who will play this game for the next 5+ years. I don't want to have these damn items that have no value dropping all over the place and polluting my item game.
Yes, I agree they become useless. But again It was a terrible design choice to force players to only use certain runes at a certain time. At least with the initial system I could use crimson asap. Now I have to wait before I can get crimson effects. That to me is where this entire blunder lies. If they made it so as soon as i got disintegrate i could only use disintegrate but at level 20 i got ALL runes for disintegrate then yeah maybe I'd say it's a better system, but this is not how it works. they limit choice until you get to 60 in which case you would have all the choice in either system. So to me this is a fail, just as much as the initial system was a fail because it just overproduced items.
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Not even Death will save you from Diablo Bunny's Cuteness!
What I would have prefered, is that every time you get a new ability, you're allowed to choose exactly what rune you want to unlock. So, 1-30 you've got all skills and each one has 1 rune unlocked. Then, from 31-60 you'd get to unlock say 2-3 each level, finishing off giving all your skills all available runes.
Yes. That would be a MUCH better system.
The current one obliterates choice and customization during leveling. Sure at 60 it's nearly the same, but why ruin the leveling experience.
Seriously, everyone who wants more choices and customization through the above solution while leveling to 60, go tell Blizzard on their forums!
Several people had seen this change coming from a long way away. It made sense. Think about when Blizzard reduced stash size. The writing was on the wall at that point. Runes in the forms of items were gone.
And good riddance. Listen, I enjoy the item hunt as much as the next guy. But stop pretending that this was because we were hunting for uniqueness. The core principle behind the item hunt was to find the precise items that would most benefit the build you had selected, a build that had been mathematically determined to be one of the best builds. Thus, tons of people had it. Runes were a way to customize our characters. And they still really are. I don't want that system tied to items, particularly when the item is hard to find.
We will still be item hunting for optimization. We will still be item hunting for the top end use of our build. But at least our playstyle (which runes are directly tied into) will not be tied into waiting on that item, particularly one that will be rarer than all the other items out there.
"Our goal with the rune system has always been to provide additional character customization by allowing players to augment or completely alter their skills in new and significant ways. Originally, we tied this in to the itemization system because it felt like a good fit, as Diablo is all about the item drops. But with around 120 base skills, that meant there were around 600 rune variants; on top of that, each variant had five quality levels each, meaning ultimately there would be something like 3,000 different runes in the game… and we knew we were heading toward a problem."
Great, so now there is really no point to a rune system at all -- why not just remove runes all together and put new skills that work the exact same with the same names as the rune abilities in their place? It would be the exact same thing. Seriously, playing Diablo 3 where your class gets 20-some skills to choose from, each with 5 different extensions to those skills (~100 choices for those who aren't fond of math) is NO DIFFERENT than playing a game with a class that has 100-some skills to choose from...NO DIFFERENT. Granted this still leaves room for a lot of customization on the players part, but this ultimately feeds into people saying "Oh this build is by far the most effective. Let me swap my skills runes so I can match it!" instead of them saying, "Man, I wish I had that rune so I could be that badass!". To me, this is another change that rewards casual gamers...another kick in the teeth for those hardcore or elite types.
Seems that every time blizzard encounters a problem they take the easy road as of late. Their motto is quickly becoming, "If it presents a problem, dumb it down!"
To me, the game will still be enjoyable...just less rewarding.
Edit: Also, this seems to pretty much eliminate the point of using a skill as it were, without any rune. Why not just take those skills out and just use the 80-90 remaining "skill runes" as the skills to choose from? Makes sense, right?
you fail to see the positive side, lvl 30-59 you didnt find any runes that were worthwhile once you hit lvl 60 that rank 3 rune you had since hell will be dropped for a rank5 inferno rune, then within seconds that rank 6 then maybe a day or two that rank 7 rune, all those other runes wouldnt matter at all cuz you had the best version of that certain rune already, ultimately every other rune except rank 7 runes were useless cuz you wouldnt give two shits about them at lvl 60. there is no customization if you're just gunna have rank 7 indigo, rank 7 obsidion, rank 7 crimson.. etc.. sweet you could pick them up, picking up items doesnt distinguish you as a hardcore gamer lmao its how you use those items, i like the physical aspect of runes too but, you dont know what the game would have been like at inferno 4 months after release.. " OMGZZ ZZO MANI RUNES I HAVE ZEE ONEZ I WANT ALREDI NOT WORTH SHIT ON AH CUZ ERBODY HAS RANK 7 ALREADY" you'll either pick them up or leave them there, so think positive i feel your pain i love to find improvements of shit i had previously but if this is what is gunna help to release the game then so be it.
So happy for this! There would have been countless of useless runestones that nobody would use just like in early diablo 2 with so many lower level runestones. They are opting to have a much more cleaner environment, and this makes perfect sense. It would be super annoying to have to wait to get the rune you want to socket your skill. Then to have to upgrade it.... that would suck!
If you actually understood the rune changes you wouldn't have said this because this "better" system actually does what you're complaining about. In the older system runes dropped like candy of all types, so it wasn't hard to find obsidian crimson or alabaster it was all equal. Now they FORCE YOU TO WAIT. So if anything you should be upset at the new design not the old one...
The reason the old system didn't work (and they undoubtedly figured this out in testing) is because level 60 players have absolutely no need for them anymore, but they continue to drop nevertheless. It's the same reason they got rid of identify scrolls. Once you had 50 of them (because too many dropped), there went another thing that drop that had NO VALUE!
Blizzard knows that this game is supposed to be designed for the level 60 characters. The end game is all that matters for those of us who will play this game for the next 5+ years. I don't want to have these damn items that have no value dropping all over the place and polluting my item game.
This is a silly argument, considering Blizzard just removed almost all value from white items. And that was what, two beta patches ago? They said themselves that having these items of no value remain in the game makes it all the more rewarding when you find the one that is really valuable.
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Playing a Wizard. Looking for Demon Hunters to play with.
Several people had seen this change coming from a long way away. It made sense. Think about when Blizzard reduced stash size. The writing was on the wall at that point. Runes in the forms of items were gone.
And good riddance. Listen, I enjoy the item hunt as much as the next guy. But stop pretending that this was because we were hunting for uniqueness. The core principle behind the item hunt was to find the precise items that would most benefit the build you had selected, a build that had been mathematically determined to be one of the best builds. Thus, tons of people had it. Runes were a way to customize our characters. And they still really are. I don't want that system tied to items, particularly when the item is hard to find.
We will still be item hunting for optimization. We will still be item hunting for the top end use of our build. But at least our playstyle (which runes are directly tied into) will not be tied into waiting on that item, particularly one that will be rarer than all the other items out there.
They weren't "hard to find" Jay said they dropped like candy at Blizzcon.
Rollback Post to RevisionRollBack
Not even Death will save you from Diablo Bunny's Cuteness!
So happy for this! There would have been countless of useless runestones that nobody would use just like in early diablo 2 with so many lower level runestones. They are opting to have a much more cleaner environment, and this makes perfect sense. It would be super annoying to have to wait to get the rune you want to socket your skill. Then to have to upgrade it.... that would suck!
If you actually understood the rune changes you wouldn't have said this because this "better" system actually does what you're complaining about. In the older system runes dropped like candy of all types, so it wasn't hard to find obsidian crimson or alabaster it was all equal. Now they FORCE YOU TO WAIT. So if anything you should be upset at the new design not the old one...
The reason the old system didn't work (and they undoubtedly figured this out in testing) is because level 60 players have absolutely no need for them anymore, but they continue to drop nevertheless. It's the same reason they got rid of identify scrolls. Once you had 50 of them (because too many dropped), there went another thing that drop that had NO VALUE!
Blizzard knows that this game is supposed to be designed for the level 60 characters. The end game is all that matters for those of us who will play this game for the next 5+ years. I don't want to have these damn items that have no value dropping all over the place and polluting my item game.
Well i agree on that but there we will be havin white items that will drop and we are told that they are worthless and i belive that even 1 lvl higher items will not be worth to pick up go to town and sell or dismantel for regents.
Anyways nice changes hope for beta key so i can try em out myself
I was pissed when i heard the rumors and the "unveil" earlier, but after reading Jay Wilson's post it makes perfect sense and I'm actually happy it will go that way.
The changes the last 6 months have been catered toward casual gamers coming from WoW in my opinion, i don't have a problem with that but i miss being able to figure things out for my self, i know games have evolved quite a bit in the last 10 years but Blizzard are doing a bit to much sometimes to make the games accessible to everyone (all the "problems" with the UI for example).
Its hard to please everyone and Blizzard are perfectionists, but most games are being simplified a bit to much these days, sorry about the rant
"Our goal with the rune system has always been to provide additional character customization by allowing players to augment or completely alter their skills in new and significant ways. Originally, we tied this in to the itemization system because it felt like a good fit, as Diablo is all about the item drops. But with around 120 base skills, that meant there were around 600 rune variants; on top of that, each variant had five quality levels each, meaning ultimately there would be something like 3,000 different runes in the game… and we knew we were heading toward a problem."
Great, so now there is really no point to a rune system at all -- why not just remove runes all together and put new skills that work the exact same with the same names as the rune abilities in their place? It would be the exact same thing. Seriously, playing Diablo 3 where your class gets 20-some skills to choose from, each with 5 different extensions to those skills (~100 choices for those who aren't fond of math) is NO DIFFERENT than playing a game with a class that has 100-some skills to choose from...NO DIFFERENT. Granted this still leaves room for a lot of customization on the players part, but this ultimately feeds into people saying "Oh this build is by far the most effective. Let me swap my skills runes so I can match it!" instead of them saying, "Man, I wish I had that rune so I could be that badass!". To me, this is another change that rewards casual gamers...another kick in the teeth for those hardcore or elite types.
Seems that every time blizzard encounters a problem they take the easy road as of late. Their motto is quickly becoming, "If it presents a problem, dumb it down!"
To me, the game will still be enjoyable...just less rewarding.
Edit: Also, this seems to pretty much eliminate the point of using a skill as it were, without any rune. Why not just take those skills out and just use the 80-90 remaining "skill runes" as the skills to choose from? Makes sense, right?
you fail to see the positive side, lvl 30-59 you didnt find any runes that were worthwhile once you hit lvl 60 that rank 3 rune you had since hell will be dropped for a rank5 inferno rune, then within seconds that rank 6 then maybe a day or two that rank 7 rune, all those other runes wouldnt matter at all cuz you had the best version of that certain rune already, ultimately every other rune except rank 7 runes were useless cuz you wouldnt give two shits about them at lvl 60. there is no customization if you're just gunna have rank 7 indigo, rank 7 obsidion, rank 7 crimson.. etc.. sweet you could pick them up, picking up items doesnt distinguish you as a hardcore gamer lmao its how you use those items, i like the physical aspect of runes too but, you dont know what the game would have been like at inferno 4 months after release.. " OMGZZ ZZO MANI RUNES I HAVE ZEE ONEZ I WANT ALREDI NOT WORTH SHIT ON AH CUZ ERBODY HAS RANK 7 ALREADY" you'll either pick them up or leave them there, so think positive i feel your pain i love to find improvements of shit i had previously but if this is what is gunna help to release the game then so be it.
That's not necessarily the case. Blizzard stated that the low level runestones would have dropped a lot, but the higher ones would have been more scarce. It would have been the same as chasing the armor you need/want. The players who were more serious about it were successful, and the ones who were casual were not as successful. Both parties were satisfied.
Handouts in games that are about working to acquire things is lame, imho.
Rollback Post to RevisionRollBack
Playing a Wizard. Looking for Demon Hunters to play with.
So happy for this! There would have been countless of useless runestones that nobody would use just like in early diablo 2 with so many lower level runestones. They are opting to have a much more cleaner environment, and this makes perfect sense. It would be super annoying to have to wait to get the rune you want to socket your skill. Then to have to upgrade it.... that would suck!
If you actually understood the rune changes you wouldn't have said this because this "better" system actually does what you're complaining about. In the older system runes dropped like candy of all types, so it wasn't hard to find obsidian crimson or alabaster it was all equal. Now they FORCE YOU TO WAIT. So if anything you should be upset at the new design not the old one...
The reason the old system didn't work (and they undoubtedly figured this out in testing) is because level 60 players have absolutely no need for them anymore, but they continue to drop nevertheless. It's the same reason they got rid of identify scrolls. Once you had 50 of them (because too many dropped), there went another thing that drop that had NO VALUE!
Blizzard knows that this game is supposed to be designed for the level 60 characters. The end game is all that matters for those of us who will play this game for the next 5+ years. I don't want to have these damn items that have no value dropping all over the place and polluting my item game.
This is a silly argument, considering Blizzard just removed almost all value from white items. And that was what, two beta patches ago? They said themselves that having these items of no value remain in the game makes it all the more rewarding when you find the one that is really valuable.
I see what you are saying but the item system doesn't work that way.
The way the Magic Find system works is, white items drop on the ground, period. There's a base probability that white item becoming either an uncommon(blue), rare(yellow), legendary(orange), or set(green) plus the probability added by magic find. Without white items dropping in the first place, the whole system would have to be revamped.
Plus, would it really be a diablo game if white items didn't drop? I think everyone agrees that would be a bad experience. I like it when treasure chests explode all over the place with a slew of items.
I must be missing something - can someone explain how this new rune system will ensure that players are unlocking something until level 60? In the picture of the Demon Hunter's rune selection, it looks to me like she will have access to all runes at level 35.
I like this system, and I think that all together it really sets D3's skill system apart from the those in D1 and D2. It's probably good, too, that you can't just freely switch runes at lower levels - it might make the game too easy at level 20 to be able to change a skill's elemental-type freely but could be a necessity at level 60.
"Our goal with the rune system has always been to provide additional character customization by allowing players to augment or completely alter their skills in new and significant ways. Originally, we tied this in to the itemization system because it felt like a good fit, as Diablo is all about the item drops. But with around 120 base skills, that meant there were around 600 rune variants; on top of that, each variant had five quality levels each, meaning ultimately there would be something like 3,000 different runes in the game… and we knew we were heading toward a problem."
Great, so now there is really no point to a rune system at all -- why not just remove runes all together and put new skills that work the exact same with the same names as the rune abilities in their place? It would be the exact same thing. Seriously, playing Diablo 3 where your class gets 20-some skills to choose from, each with 5 different extensions to those skills (~100 choices for those who aren't fond of math) is NO DIFFERENT than playing a game with a class that has 100-some skills to choose from...NO DIFFERENT. Granted this still leaves room for a lot of customization on the players part, but this ultimately feeds into people saying "Oh this build is by far the most effective. Let me swap my skills runes so I can match it!" instead of them saying, "Man, I wish I had that rune so I could be that badass!". To me, this is another change that rewards casual gamers...another kick in the teeth for those hardcore or elite types.
Seems that every time blizzard encounters a problem they take the easy road as of late. Their motto is quickly becoming, "If it presents a problem, dumb it down!"
To me, the game will still be enjoyable...just less rewarding.
Edit: Also, this seems to pretty much eliminate the point of using a skill as it were, without any rune. Why not just take those skills out and just use the 80-90 remaining "skill runes" as the skills to choose from? Makes sense, right?
you fail to see the positive side, lvl 30-59 you didnt find any runes that were worthwhile once you hit lvl 60 that rank 3 rune you had since hell will be dropped for a rank5 inferno rune, then within seconds that rank 6 then maybe a day or two that rank 7 rune, all those other runes wouldnt matter at all cuz you had the best version of that certain rune already, ultimately every other rune except rank 7 runes were useless cuz you wouldnt give two shits about them at lvl 60. there is no customization if you're just gunna have rank 7 indigo, rank 7 obsidion, rank 7 crimson.. etc.. sweet you could pick them up, picking up items doesnt distinguish you as a hardcore gamer lmao its how you use those items, i like the physical aspect of runes too but, you dont know what the game would have been like at inferno 4 months after release.. " OMGZZ ZZO MANI RUNES I HAVE ZEE ONEZ I WANT ALREDI NOT WORTH SHIT ON AH CUZ ERBODY HAS RANK 7 ALREADY" you'll either pick them up or leave them there, so think positive i feel your pain i love to find improvements of shit i had previously but if this is what is gunna help to release the game then so be it.
That's not necessarily the case. Blizzard stated that the low level runestones would have dropped a lot, but the higher ones would have been more scarce. It would have been the same as chasing the armor you need/want. The players who were more serious about it were successful, and the ones who were casual were not as successful. Both parties were satisfied.
Handouts in games that are about working to acquire things is lame, imho.
Blizzard also said the game would be out 'soon' they had many iterations of this system and it works, so it obviously works for a reason, whether or not rank 7 rune was hard to get it would be inevitable that everyone would have rank 7 runes and there would still be no difference.. we can even drop it down a rank since rank 7 will apparently be really hard to obtain, everyone having rank 6 runes wouldnt be any difference in customization
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If you actually understood the rune changes you wouldn't have said this because this "better" system actually does what you're complaining about. In the older system runes dropped like candy of all types, so it wasn't hard to find obsidian crimson or alabaster it was all equal. Now they FORCE YOU TO WAIT. So if anything you should be upset at the new design not the old one...
Their new system is to reduce clutter and inventory space, not to help new players, its a plus if it does
The reason the old system didn't work (and they undoubtedly figured this out in testing) is because level 60 players have absolutely no need for them anymore, but they continue to drop nevertheless. It's the same reason they got rid of identify scrolls. Once you had 50 of them (because too many dropped), there went another thing that drop that had NO VALUE!
Blizzard knows that this game is supposed to be designed for the level 60 characters. The end game is all that matters for those of us who will play this game for the next 5+ years. I don't want to have these damn items that have no value dropping all over the place and polluting my item game.
Clarification? Or are you just whining.
Because what I see is a fully implemented skill and rune system, and therefore no more big changes. What I see is that the game's environment, bosses, zones, quests, dungeons, items, and skills are done. What I see, is a release soon. They have nothing else big to work on.
nicely put! like jay said, there would be so many variants, that there would be so many of these random drops of them at higher levels , that they would be a nusens. Im glad that the latest patch showed soo much! im hoping this means that we are close to release, just testing the last parts of the game! what else would be left for beta testers to test?
On one hand, upgrading skills to a different style is nice, but it really seems...boring...in theory.
It just seems like a change that they did that could have been implemented much more elegantly than they did.
http://www.diablofans.com/topic/34229-diablo-iii-beta-impressions/page__view__findpost__p__743763
Yes, I agree they become useless. But again It was a terrible design choice to force players to only use certain runes at a certain time. At least with the initial system I could use crimson asap. Now I have to wait before I can get crimson effects. That to me is where this entire blunder lies. If they made it so as soon as i got disintegrate i could only use disintegrate but at level 20 i got ALL runes for disintegrate then yeah maybe I'd say it's a better system, but this is not how it works. they limit choice until you get to 60 in which case you would have all the choice in either system. So to me this is a fail, just as much as the initial system was a fail because it just overproduced items.
The current one obliterates choice and customization during leveling. Sure at 60 it's nearly the same, but why ruin the leveling experience.
Seriously, everyone who wants more choices and customization through the above solution while leveling to 60, go tell Blizzard on their forums!
And good riddance. Listen, I enjoy the item hunt as much as the next guy. But stop pretending that this was because we were hunting for uniqueness. The core principle behind the item hunt was to find the precise items that would most benefit the build you had selected, a build that had been mathematically determined to be one of the best builds. Thus, tons of people had it. Runes were a way to customize our characters. And they still really are. I don't want that system tied to items, particularly when the item is hard to find.
We will still be item hunting for optimization. We will still be item hunting for the top end use of our build. But at least our playstyle (which runes are directly tied into) will not be tied into waiting on that item, particularly one that will be rarer than all the other items out there.
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you fail to see the positive side, lvl 30-59 you didnt find any runes that were worthwhile once you hit lvl 60 that rank 3 rune you had since hell will be dropped for a rank5 inferno rune, then within seconds that rank 6 then maybe a day or two that rank 7 rune, all those other runes wouldnt matter at all cuz you had the best version of that certain rune already, ultimately every other rune except rank 7 runes were useless cuz you wouldnt give two shits about them at lvl 60. there is no customization if you're just gunna have rank 7 indigo, rank 7 obsidion, rank 7 crimson.. etc.. sweet you could pick them up, picking up items doesnt distinguish you as a hardcore gamer lmao its how you use those items, i like the physical aspect of runes too but, you dont know what the game would have been like at inferno 4 months after release.. " OMGZZ ZZO MANI RUNES I HAVE ZEE ONEZ I WANT ALREDI NOT WORTH SHIT ON AH CUZ ERBODY HAS RANK 7 ALREADY" you'll either pick them up or leave them there, so think positive i feel your pain i love to find improvements of shit i had previously but if this is what is gunna help to release the game then so be it.
This is a silly argument, considering Blizzard just removed almost all value from white items. And that was what, two beta patches ago? They said themselves that having these items of no value remain in the game makes it all the more rewarding when you find the one that is really valuable.
They weren't "hard to find" Jay said they dropped like candy at Blizzcon.
Anyways nice changes hope for beta key so i can try em out myself
The changes the last 6 months have been catered toward casual gamers coming from WoW in my opinion, i don't have a problem with that but i miss being able to figure things out for my self, i know games have evolved quite a bit in the last 10 years but Blizzard are doing a bit to much sometimes to make the games accessible to everyone (all the "problems" with the UI for example).
Its hard to please everyone and Blizzard are perfectionists, but most games are being simplified a bit to much these days, sorry about the rant
That's not necessarily the case. Blizzard stated that the low level runestones would have dropped a lot, but the higher ones would have been more scarce. It would have been the same as chasing the armor you need/want. The players who were more serious about it were successful, and the ones who were casual were not as successful. Both parties were satisfied.
Handouts in games that are about working to acquire things is lame, imho.
I see what you are saying but the item system doesn't work that way.
The way the Magic Find system works is, white items drop on the ground, period. There's a base probability that white item becoming either an uncommon(blue), rare(yellow), legendary(orange), or set(green) plus the probability added by magic find. Without white items dropping in the first place, the whole system would have to be revamped.
Plus, would it really be a diablo game if white items didn't drop? I think everyone agrees that would be a bad experience. I like it when treasure chests explode all over the place with a slew of items.
I like this system, and I think that all together it really sets D3's skill system apart from the those in D1 and D2. It's probably good, too, that you can't just freely switch runes at lower levels - it might make the game too easy at level 20 to be able to change a skill's elemental-type freely but could be a necessity at level 60.
Blizzard also said the game would be out 'soon' they had many iterations of this system and it works, so it obviously works for a reason, whether or not rank 7 rune was hard to get it would be inevitable that everyone would have rank 7 runes and there would still be no difference.. we can even drop it down a rank since rank 7 will apparently be really hard to obtain, everyone having rank 6 runes wouldnt be any difference in customization