Hi, I decided to convert a few runewords from Diablo 2 into viable options for Diablo 3. I created these runewords and am posting them with a few goals. I wanted to share these with people who are against runewords in order to maybe convert a few into seeing the light of them. I want the ideas of runewords to become predominate as to possibly catch the attention of blizzard and influence them to one day implementing them into the game. Lastly, I wanted to have fun! I don't know why, but creating things that I would like to see in this game makes me happy.
Precursor (please read): As with anything anywhere in all of life, there is room for adjustment. The stats are not final, they are concepts. The intent with the value on the weapon damage was to have them roll like ancient items, I was having trouble finding the exactly weapon damage range for each type of item, so think of the listed damage values as placeholders. The stats are also meant to roll like ancient items and should also be seen as placeholders, excluding the stats on BOTD. The exactly values on EVERYTHING are up to the balancing team to set, again these are just concepts and should not be taken as final form. There will be an explanation at the bottom explaining how these items and the runes to make them will be attained.
Alright, on to the items.
Faith [http://diablo.wikia.com/wiki/Faith_Rune_Word]
4 Socket Bow [OhmJahLemEld]
[1318-1940] Added Fire Damage
[825-1000] Dexterity
[6-10%] Damage
[15] Resistance to All Elements
[75%] Extra Gold from Monsters
10% Chance to Reanimate slain targets as Skeletons.
Gain Laws of Valor under the effect of all its runes.
10% Chance on hit to Empower your Laws of Valor.
Fortitude [http://diablo.wikia.com/wiki/Fortitude_Rune_Word]*
4 Socket Body Armor [ElSolDolLo] Armor Variant*
[500-650] Strength, Dexterity, or Intelligence
[500-650] Vitality
[100-130] All Resistances
[12-15%] Life
20% Chance to Cast Ice Armor when struck.
Deal 20% increased damage.
Enigma [http://diablo.wikia.com/wiki/Enigma_Rune_Word]
3 Socket Body Armor [JahIthBer]
[500-650] Strength, Dexterity, or Intelligence
[1000] Armor
[5%] Life
[100%] Increased Magic Find
[25%] Increased Movement Speed
Casts Teleport when you use your potion.
50% reduced cooldown on potion.
Potion usable at max health.
Breath of the Dying [http://diablo.wikia.com/wiki/Breath_of_the_Dying_Rune_Word]
6 Socket 2 Handed Melee Weapon [VexHelElEldZodEth]
[1318-1940] Added Damage
[30%] Damage
[20%] Increased Attack Speed
[700] All Stats
[12500-15000] Life On Hit
20% Chance to Cast Acid Cloud with the Kiss of Death rune on Hit.
Spirit [http://diablo.wikia.com/wiki/Spirit_Rune_Word]
4 Socket Shield [TalThulOrtAmn]
[825-1000] Strength, Dexterity, or Intelligence
[825-1000] Vitality
[200] All Resistances
[8-10%] Critical Hit Chance
[40%] Resource Cost Reduction
Phoenix [http://diablo.wikia.com/wiki/Phoenix_Rune_Word]
4 Socket Shield [VexVexLoJah]
[414-594] Added Fire Damage
[825-1000] Strength, Dexterity, or Intelligence
[825-1000] Vitality
[20000] Life Per Kill
10% of Maximum Resource gained on kill.
10% Chance to Cast Energy Twister with the Gale Force Rune on Hit.
Call to Arms [http://diablo.wikia.com/wiki/Call_to_Arms_Rune_Word]
5 Socket 1 Handed Melee Weapon [AmnRalMalIstOhm]
[1318-1940] Added Fire Damage
[825-1000] Strength, Dexterity, Intelligence
[10%] Increased Attack Speed
[10000] Life per Hit
10% Chance to Cast War Cry under the effect of all its runes when struck.
Infinity [http://diablo.wikia.com/wiki/Infinity_Rune_Word]
4 Socket 2 Handed Melee Weapon [BerMalBerIst]
[330-485] Added Fire Damage
[330-485] Added Cold Damage
[330-485] Added Lightning Damage
[330-485] Added Arcane Damage
[825-1000] Strength, Dexterity, Intelligence
[150%] Increased Critical Hit Damage
[6-10%] Damage
Gain the Elemental Exposure passive.
50% Chance on Cast Electrocute with the Chain Lightning Rune on Kill.
Doom [http://diablo.wikia.com/wiki/Doom_Rune_Word]
5 Socket 1 Handed Melee Weapon [HelOhmUmLoCham
[1318-1940] Added Cold Damage
[825-1000] Strength, Dexterity, or Intelligence
[6-10%] Increased Attack Speed
[6-10%] Damage
[10%] Increased Chance to Crit
[20%] Chance to Freeze on Hit
Permanently have Ice Armor with the Frozen Storm Rune.
Your slow effects are doubled.
Explanation of runewords: Runewords are white items that have anywhere from 2-6 sockets socketed with a certain order of runes. Once the item is full of runes in the order needed for the runeword, the item will gain the effects of the runeword. Items cannot contain more runes than are specified for the runeword, in example a 5 rune runeword needs to be placed inside of an item with exactly 5 sockets.
In order to make this work, white items would have to start dropping with anywhere from 1-6 sockets.
In my opinion runes would have to be just as rare as legendaries, given their power. Meaning you would have to collect on average 4-6 exact runes out of a pool of 25ish runes, with some runes being drastically more rare than others.
If you like what you read here, leave a post discussing it, talk to friends about it, bring it up at dev roundtables.
If you have an opinion, negative or otherwise, about what you read here, please make sure you read the entire post before replying.
Can you compare one of the runewords to a legendary with a gem that would be better?
In terms of stats it will be better to wear you common legendaries, not to mention sets. A 1000 str item with no open sockets to put rubies in, is worse than a 3 socketed (or 6 if you were to increase it) with rubies in it. Basic math. Sure, the power of each item could in theory put them over any existing legendary, but you still have issues with survivability. You could increase the stats on runewords to reflect this change, but then you are forced to go either for damage or resistance, not being able to chose or easily change the stats according to your needs.
And it is already known that the devs don't want you to go and gather ingredients to craft items that are the best in slot. The reason they eliminated the specific reagents for crafted legendaries/set was in part that, there was to tedious to farm for specific mats that could only work for a specific item, and since legendary/set plans are there to provide an early game progression alternative, it quickly became one of the hardest items to get your hands on. . Implementing runewords, while the crafting system is in place, will never happen, because it means one of them has to give, or lose any importance along the way. They were clear about this, runewords most likely won't come out in D3. The crafting system is more suited for the easy and casual nature of the game state and provides pretty much the same experience. So my point is that your items idea could as easily be put into crafted legendaries/sets terms, there is no point in creating a whole new system, that makes no sense for this game, could use a lot of resources on Blizzard time, time best spent actually fixing the core aspects of the game.
Literally nothing you typed was even an attempt at answering my question.
That's probably because there are no answers to be given. What you proposed is to introduce a system present in D2 that cannot work in D3 due to the cementing and developing of the crafting system, which is there to replace the need for a runeword system.
Comparing existing legendaries or sets with your examples is irrelevant, because you could easily change the stats to avoid having them be less usable than the items present right now in the game. But what you said in the fallowing reply was an worrying fact, that you cannot chose to go defensively or offensively by socketing gems to reflect your needs. The new runeword system, if implemented like in D2 has some issues, the most hard hitting being that it's unintuitive to search a list of runewords and make sure you do the right combo (but you have to deny unsocketing them with the jeweler, otherwise it's just plain idiotic). You have to provide arguments on why the runeword system is in any way better than the current crafting system, why not just make new items for the crafting one and go through all the trouble of creating runes, changing sockets on items to make room for runewords and go through all the trouble of rebalancing the game. There is no point to your proposal, already dismissed by the devs, therefore answering irrelevant questions like "which is better in the probability they are introduced like they are?!" is a waste of time, because you could easily say, well let's just increase the legendary stat range from 1000 to 2000, and now your gear is crap with 1000. My 2000 str armor, with 6 sockets, and the possibility to have 6 rubies is OP. So if you want to fantasize about your already beat down idea, I'm afraid I'm not your guy.
The crafting system in this game is a joke, crafted legendaries are almost never used, and requiring gems in your gear to be good is also ridiculous. The possiblity to have 6 rubies in an armor is not OP, you're making it painfully obvious you don't know the value of stats in this game.
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Precursor (please read): As with anything anywhere in all of life, there is room for adjustment. The stats are not final, they are concepts. The intent with the value on the weapon damage was to have them roll like ancient items, I was having trouble finding the exactly weapon damage range for each type of item, so think of the listed damage values as placeholders. The stats are also meant to roll like ancient items and should also be seen as placeholders, excluding the stats on BOTD. The exactly values on EVERYTHING are up to the balancing team to set, again these are just concepts and should not be taken as final form. There will be an explanation at the bottom explaining how these items and the runes to make them will be attained.
Alright, on to the items.
Explanation of runewords: Runewords are white items that have anywhere from 2-6 sockets socketed with a certain order of runes. Once the item is full of runes in the order needed for the runeword, the item will gain the effects of the runeword. Items cannot contain more runes than are specified for the runeword, in example a 5 rune runeword needs to be placed inside of an item with exactly 5 sockets.
In order to make this work, white items would have to start dropping with anywhere from 1-6 sockets.
In my opinion runes would have to be just as rare as legendaries, given their power. Meaning you would have to collect on average 4-6 exact runes out of a pool of 25ish runes, with some runes being drastically more rare than others.
If you like what you read here, leave a post discussing it, talk to friends about it, bring it up at dev roundtables.
If you have an opinion, negative or otherwise, about what you read here, please make sure you read the entire post before replying.
If you're scalding about what you read here, take a pill bro, http://imgur.com/k4PF9j5
Thank you for reading, if you made it this far you're a champ.
Edit: Changed item list style.
Bump
Literally nothing you typed was even an attempt at answering my question.
The crafting system in this game is a joke, crafted legendaries are almost never used, and requiring gems in your gear to be good is also ridiculous. The possiblity to have 6 rubies in an armor is not OP, you're making it painfully obvious you don't know the value of stats in this game.