The changes to the Beta Auction House that we're talking about here are not tied to Diablo III Beta patch 13. The two may not be going live at the same time.
Dafuq? Then what's holding up patch 13? Skill system probably, but that was finished some time ago.
Kaivax is referring to the AH changes which are not related to the other 'new change' that is going to be live in Patch 13.
The 'new changes' are bigger. And I'd be willing to bet they're related to Runestones (and subsequently skills).
I hope you´r wrong. I really liked the idea of unnatuned runesystem. :/
lol dude you didnt know? they scrapped that system MONTHS ago.... they announced they scrapped it... sorry to be the bearer of bad news but even if that guy is wrong there for sure isnt going to be the unnatuned system. sorry bro
I know, but that is still the coolest solution imo. Or maybe to tune it that runes would be just unidentified and there would be magic->legendary runes and cool affixes!
according to mr. insider not anymore. runes are no longer items. i had a feeling this change was coming and hes probably right. the system he proposed definitely sounds like something jay wilson would do.
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
It's a lot more fun to have different levels of runes because you see some character progression. When you start to find sweet runes in Inferno, your skills start to get really awesome. It would be fun to enter a game and be like wow, he has the highest level rune because I can see his magic missile spell has a million missiles. It's a good way to show off, which lets be honest, is one of the best things about loot in Diablo games.
If you simply get it at a certain level, you lose all of that.
I've always like a modified version of the unattuned rune system.
Rank 1-7 (or whatever they go up to) runes of specific colours/types drop. You know what will happen when you put them into skills. Great for early-mid game, for exploring what they do.
Rank 5-7 (or whatever) unattuned runes drop. Their colour is only determined once you place them "in" a skill. The reward for this is that they give a bonus to a stat, or a specific item prefix/affix. So, in late game, if you want the Obsidian rune in a particular skill, you would be getting unattuned runes, and they get rolled for type of rune, and Stat bonus when inserted into the skill, so instead of your boring Obsidian rune, you could get an Obsidian rune with +15% gold find, or +10 strength.
Whether they are locked to that skill or not is a matter for other people to debate, but I wouldn't like it if they became specific to a single skill.
It will remove the drop incentive for runes because... runes are no longer drop. There's nothing to incentivize. Rune as items suffered from multiple issues, not the least of which being player hoarding (becoming an inventory nightmare). With the removal of the mystic, there was no salvaging runes, and no way for them to exit the economy. They'd eventually become worthless and plentiful anyways.
There'll be more rationale in the JW post to follow. But the reality is, this is a Good Thing™.
No, this is not a good thing, at all.
I'm not certain what your first two sentences are supposed to accomplish, but the fact of the matter is, removing runes as dropped items also removes a large part of the game at level 60. Plus, runes weren't an inventory nightmare until they announced that stupid unattuned system, which they removed, so the problem is solved. Moreover, the mystic had absolutely nothing to do with runes, at all, and if they are planning to add an artisan into runecrafting, then the jeweler makes a lot more sense than the mystic.
Now that you've mentioned it, if they allow you to break runes down to crafting components, not only will it remove the inventory issue, but it will also open up whole new elements late game crafting. Your proposed system not only leaves another void in late game, but is also very uninspired.
It will remove the drop incentive for runes because... runes are no longer drop. There's nothing to incentivize. Rune as items suffered from multiple issues, not the least of which being player hoarding (becoming an inventory nightmare). With the removal of the mystic, there was no salvaging runes, and no way for them to exit the economy. They'd eventually become worthless and plentiful anyways.
There'll be more rationale in the JW post to follow. But the reality is, this is a Good Thing™.
No, this is not a good thing, at all.
I'm not certain what your first two sentences are supposed to accomplish, but the fact of the matter is, removing runes as dropped items also removes a large part of the game at level 60. Plus, runes weren't an inventory nightmare until they announced that stupid unattuned system, which they removed, so the problem is solved. Moreover, the mystic had absolutely nothing to do with runes, at all, and if they are planning to add an artisan into runecrafting, then the jeweler makes a lot more sense than the mystic.
Now that you've mentioned it, if they allow you to break runes down to crafting components, not only will it remove the inventory issue, but it will also open up whole new elements late game crafting. Your proposed system not only leaves another void in late game, but is also very uninspired.
i have a bad feeling the system he said is going to happen because it sounds exactly like something jay wilson would cook up because hes an idiot and loves to dumb it down.
and considering were literally days away from finding out the system changes i doubt he would randomly troll that. although it still could be a troll. just the sound of it screams jay
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
The new rune system is inherently tied into skills. Runes are no longer items - you pick your skill, then the accompanying rune. There are now no longer "ranks" of rune. At each level, you'll unlock different runes for different skills. This gives you some excitement now as you level all the way up to 60.
Skills are being divided into further sub-categories (defense, situational, technique, etc.) Initially, skill slots that you unlock are fixed in terms of what 'category' of skill you can put in them; left click will initially only allow your class's spammable offensive ability. Other slots will be locked to the other categories of ability. Eventually you'll be able to choose whatever you want, similar to how the game currently is. Presumably, this is to prevent noobs from making a completely unviable/broken build, but lets you experiment once you're more comfy.
Yes, it's legit. No, I will not tell you where the info came from. No, I do not give a rat's ass if you don't believe me.
The new rune system is inherently tied into skills. Runes are no longer items - you pick your skill, then the accompanying rune. There are now no longer "ranks" of rune. At each level, you'll unlock different runes for different skills. This gives you some excitement now as you level all the way up to 60.
Skills are being divided into further sub-categories (defense, situational, technique, etc.) Initially, skill slots that you unlock are fixed in terms of what 'category' of skill you can put in them; left click will initially only allow your class's spammable offensive ability. Other slots will be locked to the other categories of ability. Eventually you'll be able to choose whatever you want, similar to how the game currently is. Presumably, this is to prevent noobs from making a completely unviable/broken build, but lets you experiment once you're more comfy.
Yes, it's legit. No, I will not tell you where the info came from. No, I do not give a rat's ass if you don't believe me.
*cough cough*
Yup, and it's still a stupid system compared to the one before.
The new rune system is inherently tied into skills. Runes are no longer items - you pick your skill, then the accompanying rune. There are now no longer "ranks" of rune. At each level, you'll unlock different runes for different skills. This gives you some excitement now as you level all the way up to 60.
Skills are being divided into further sub-categories (defense, situational, technique, etc.) Initially, skill slots that you unlock are fixed in terms of what 'category' of skill you can put in them; left click will initially only allow your class's spammable offensive ability. Other slots will be locked to the other categories of ability. Eventually you'll be able to choose whatever you want, similar to how the game currently is. Presumably, this is to prevent noobs from making a completely unviable/broken build, but lets you experiment once you're more comfy.
Yes, it's legit. No, I will not tell you where the info came from. No, I do not give a rat's ass if you don't believe me.
*cough cough*
Yup, and it's still a stupid system compared to the one before.
Not at all. In fact, it does a lot of really intelligent things for the game, which is much improved by it.
But if you disagree, feel free to state why with an actual argument.
The only people who are upset by the change to runes and skill progression are people who are upset they won't be able to curbstomp some baddie in the arena because he's got the worst skill setup imaginable.
So I don't have to farm for months to find that rune that makes my skill not terrible, or useful for PvP? Awesome. That's more time I can spend farming some ridiculously rare set, or other nonsense. There's still the same level of customization, they just took out the super grindy aspect of it, which lets face it, is Diablo's entire premise. Hack-and-slash games are a grind by sheer nature, and there's no sense in making them even more of a chore.
Not at all. In fact, it does a lot of really intelligent things for the game, which is much improved by it.
But if you disagree, feel free to state why with an actual argument.
I'm not interested in arguing with you, debate perhaps, but not argue. Arguments gets people nowhere, it only gets them hot and angered. It all boils down to a matter of preference, and I really preferred the old system, I will, however, get use to this update rune system, but I will always prefer the old one. Reasons why:
-The new system upgrades with you as your character levels, it does give incentive to plan, but it doesn't leave room for surprise. Having a level 7 rune drop was the equivalent of having a set item drop for you. I'm just glad it still retains a lot of customization, however, like I said, I prefer the surprise over planning.
-The old system would have had item affixes tied to rune drops. Since charms were dropped, this would have had an extra level of itemization that the game sorely needs at the moment. Plus, it would have made some runes very valuable to specific character builds.
-On the D3 site they had essences tied to rune types, i.e. crimson, golden, etc. This could have opened a whole new dimension to rune customization (as I mentioned in my previous point), which would also have removed the inventory problem, since you would only have 5 slots needed for each of the rune types. What would have made this spectacular is the possibility to craft towards finding the perfect rune that fits your build. Let's say you wanted a crimson level 7 rune with a magic find affix. Then you could have crafted, broken down and recrafted crimson runes for yourself until you found what you were looking for. This system could potentially have added the crafting pursuit that normal crafted items have at the moment.
The thing is, this new system isn't bad, it'll propably grow on me. But then again, the old one wasn't bad, it was just flawed. They could have merely have settled it with a few tweaks here and there, which means the game could have been released by now. I still don't see why they had to scrape the entire old system when all it truly required was minor tweaks.
Rollback Post to RevisionRollBack
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Kaivax is referring to the AH changes which are not related to the other 'new change' that is going to be live in Patch 13.
The 'new changes' are bigger. And I'd be willing to bet they're related to Runestones (and subsequently skills).
according to mr. insider not anymore. runes are no longer items. i had a feeling this change was coming and hes probably right. the system he proposed definitely sounds like something jay wilson would do.
If you simply get it at a certain level, you lose all of that.
Rank 1-7 (or whatever they go up to) runes of specific colours/types drop. You know what will happen when you put them into skills. Great for early-mid game, for exploring what they do.
Rank 5-7 (or whatever) unattuned runes drop. Their colour is only determined once you place them "in" a skill. The reward for this is that they give a bonus to a stat, or a specific item prefix/affix. So, in late game, if you want the Obsidian rune in a particular skill, you would be getting unattuned runes, and they get rolled for type of rune, and Stat bonus when inserted into the skill, so instead of your boring Obsidian rune, you could get an Obsidian rune with +15% gold find, or +10 strength.
Whether they are locked to that skill or not is a matter for other people to debate, but I wouldn't like it if they became specific to a single skill.
Yeah BOTH of them!!!
update. releasing patch over the weekend. expect sunday. at least i get to play the changes this weekend
I'm not certain what your first two sentences are supposed to accomplish, but the fact of the matter is, removing runes as dropped items also removes a large part of the game at level 60. Plus, runes weren't an inventory nightmare until they announced that stupid unattuned system, which they removed, so the problem is solved. Moreover, the mystic had absolutely nothing to do with runes, at all, and if they are planning to add an artisan into runecrafting, then the jeweler makes a lot more sense than the mystic.
Now that you've mentioned it, if they allow you to break runes down to crafting components, not only will it remove the inventory issue, but it will also open up whole new elements late game crafting. Your proposed system not only leaves another void in late game, but is also very uninspired.
i have a bad feeling the system he said is going to happen because it sounds exactly like something jay wilson would cook up because hes an idiot and loves to dumb it down.
and considering were literally days away from finding out the system changes i doubt he would randomly troll that. although it still could be a troll. just the sound of it screams jay
*cough cough*
Not at all. In fact, it does a lot of really intelligent things for the game, which is much improved by it.
But if you disagree, feel free to state why with an actual argument.
So I don't have to farm for months to find that rune that makes my skill not terrible, or useful for PvP? Awesome. That's more time I can spend farming some ridiculously rare set, or other nonsense. There's still the same level of customization, they just took out the super grindy aspect of it, which lets face it, is Diablo's entire premise. Hack-and-slash games are a grind by sheer nature, and there's no sense in making them even more of a chore.
My own updates
I hate freakin' waiting, jeez.
-The new system upgrades with you as your character levels, it does give incentive to plan, but it doesn't leave room for surprise. Having a level 7 rune drop was the equivalent of having a set item drop for you. I'm just glad it still retains a lot of customization, however, like I said, I prefer the surprise over planning.
-The old system would have had item affixes tied to rune drops. Since charms were dropped, this would have had an extra level of itemization that the game sorely needs at the moment. Plus, it would have made some runes very valuable to specific character builds.
-On the D3 site they had essences tied to rune types, i.e. crimson, golden, etc. This could have opened a whole new dimension to rune customization (as I mentioned in my previous point), which would also have removed the inventory problem, since you would only have 5 slots needed for each of the rune types. What would have made this spectacular is the possibility to craft towards finding the perfect rune that fits your build. Let's say you wanted a crimson level 7 rune with a magic find affix. Then you could have crafted, broken down and recrafted crimson runes for yourself until you found what you were looking for. This system could potentially have added the crafting pursuit that normal crafted items have at the moment.
The thing is, this new system isn't bad, it'll propably grow on me. But then again, the old one wasn't bad, it was just flawed. They could have merely have settled it with a few tweaks here and there, which means the game could have been released by now. I still don't see why they had to scrape the entire old system when all it truly required was minor tweaks.