Everywhere, the public reaction about the new rune (not official) system seens really negative. I'm not happy with it either. I made this suggestion and i think at least it's worthy to be read. It adressed 3 issues:
PROBLEMS UNSOLVED
Level progression in D3 is not working well. Due automatic stats distribution and absense of skill points, when you level in D3 the only thing that gives you a feeling of update is new skills and the opening of skill slots. However this do not happen in every level, it does not give any feeling of update if you unlock a skill you don't like and past level 30 you won't unlock anything. Leveling in D3 might feel a bit without progression and thats bad for a RPG.
Too much runes as items is hard for players to deal with. Everyone in D3 will have the urge to keep all 6 runes of each type in order to be able to test the builds when you want too. Without all those runes, the game will be full of skills one would never even test which is bad once the new skill system intetion is to allow people to easilly test everything the game have to offer. But keep a total of 30 runes takes too much inventory space and might be really annoying to manage. Also one would have to easilly drop all those 30 level 1 runes and this is bad design once runes droping like hell in one part of the game (Act 2 norm) it's not desired for many reasons (people would farm that part for low level runes in order to upgrade for exemple).
Players don't like everything for free. People like the idea of playing in order to obtain what they need. While the new system (not official) makes level more rewarding, it makes killing monsters and farming less rewarding once you can only find items and gems (one less cathegory of item to search for). Also people don't like the idea of maximing skills only with levels, they want items in order to maximize their runes effects.
MY SUGGESTION
My suggestion is an new rune point system. Whenever you level up you gain one rune point. This point can be spend by choosing one rune effect on a skill (the first point unlocks the rune effect and more points increase it's potency). In total (with all rune points you gain by getting level) you won't be able to maximize all your rune effects (because theres a rune level cap of 10, like d2's skill level cap of 20). In order to reach the maximun level of rune effect you will need runes, items that drops and gives +x [Rune Type] Level in the skill you use (much like the previews system).
Image that in this system a level 10 rune is equivalent to the preview's system level 4 runes. The last levels must be obtained by actually socketing a runes.
BUT WHY IT SOLVES THE PROBLEMS?
Level progression in D3 is not working well. By getting one point to alocate somewhere, levelign will allways feels rewarding and you will have the feeling you're progressing.
Too much runes as items is hard for players to deal with. In this system one can test what each skill-rune combination do without actually having the rune item. This saves inventory space and do not required a weird design (low level runes dropping really oftenly in order for players to test it's effects). People can spend the points their gain while leveling in the rune effects in order for testing the combination. When they wish to they can respec and try differen runes in different skills. This way they will naturaly identify what runes they want for their build. Those runes can be obtained by droping and trading in the AH.
Players don't like everything's for free. You can test and you can have just average or even subpar rune effects while leveling be in order to reach the maximun potency of a certain skill you will need Grade 3 Runes, items that should be hard to obtain. People will farm not only to increase their status, but to increase their rune effects.
POSSIBLE NEW PROBLEMS.
Hard to Balance: This system is almost like a indirect introduction of skill points. The reason skill points was scraped it's because it was difficult to balance the skill level in different parts of the games. People had the urge to have only one really strong skill and that kind detracts gameplay too. This might not be the case once runes effect only modify the skill effect by a certain margin. This is problably why all runes system ireaction did not presented balance issues (you could gave only one runed skill but this rune skill wasn't much stronger thhen unruned ones). They can also put level caps (runes have level caps in the preview system).
EXEMPLE
BarbJr. is a level 1 barb, he just started to play. When BarbJr. reachs level 2 he chooses Hammer of the Ancients to fill the second skill slot. He also has one Rune Point and to spend. He choose between increasing the rune level of any of the fice effects in any of his two skills (Bash and Hammer of the Ancients). He chooses to add +1 to Pulverise (Indigo Effect on Bash) which makes his Bash unleash shock waves, dealing 12% weapon damage to all enemies within 13 yards (at level 10, maximun level allowed via leveling, it deals 24% weapon damage to all enemies within 26 yeards).
BarbJr. killed the Act 2 boss and droped an Grade 1 Indigo Rune (+1 rune level). His Pulverise effect is currently at level 4, now it is on level 5 due the rune. When he reachs level 60, his Pulverize will be level 10 + the current Indigo bonus.
BabrJr. is tired of Pulverise. He respec and spend his points on Instigation (Golden Rune on Bash) which increase the fury generated by Bash for certain %. He tested it and didn't like it. Now he knows when his drop Grade 2 Rune he will sell it and buy a Grade 2 Indigo cause he really loves Pulverise !
Not a bad idea. But I feel one thing should be added. Like a minimum level for use. I only say that because it is too much mechanics for a low level to use. I would probably go with like level 15 because by then, they are getting a feel for what they want the class to play like. And I also don't like the point system. It isn't because I want everything casual. But it feels that it will make people do the same as others instead of pushing for different builds between players.
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I don't always burn. But when I do, I use hellfire.
Everywhere, the public reaction about the new rune (not official) system seens really negative. I'm not happy with it either. I made this suggestion and i think at least it's worthy to be read. It adressed 3 issues:
PROBLEMS UNSOLVED
My suggestion is an new rune point system. Whenever you level up you gain one rune point. This point can be spend by choosing one rune effect on a skill (the first point unlocks the rune effect and more points increase it's potency). In total (with all rune points you gain by getting level) you won't be able to maximize all your rune effects (because theres a rune level cap of 10, like d2's skill level cap of 20). In order to reach the maximun level of rune effect you will need runes, items that drops and gives +x [Rune Type] Level in the skill you use (much like the previews system).
Image that in this system a level 10 rune is equivalent to the preview's system level 4 runes. The last levels must be obtained by actually socketing a runes.
BUT WHY IT SOLVES THE PROBLEMS?
BarbJr. is a level 1 barb, he just started to play. When BarbJr. reachs level 2 he chooses Hammer of the Ancients to fill the second skill slot. He also has one Rune Point and to spend. He choose between increasing the rune level of any of the fice effects in any of his two skills (Bash and Hammer of the Ancients). He chooses to add +1 to Pulverise (Indigo Effect on Bash) which makes his Bash unleash shock waves, dealing 12% weapon damage to all enemies within 13 yards (at level 10, maximun level allowed via leveling, it deals 24% weapon damage to all enemies within 26 yeards).
BarbJr. killed the Act 2 boss and droped an Grade 1 Indigo Rune (+1 rune level). His Pulverise effect is currently at level 4, now it is on level 5 due the rune. When he reachs level 60, his Pulverize will be level 10 + the current Indigo bonus.
BabrJr. is tired of Pulverise. He respec and spend his points on Instigation (Golden Rune on Bash) which increase the fury generated by Bash for certain %. He tested it and didn't like it. Now he knows when his drop Grade 2 Rune he will sell it and buy a Grade 2 Indigo cause he really loves Pulverise !