I guess they did say though that there are more items than d2. Hopefully this change works out.
They shouldn't said it so plainly. What items are dropping, etc matters too not just their amount. But then they probably didn't think about the number of items as infinite amount vs infinite amount is still infinite
I will say after playing with it, it's not a "bad" change, per se, just very clumsily implemented. Plus, they are still lacking any real feel of customization. I would like to see you unlock additional "slots" in the skills (3 seems like a good number to me) while levelling that will allow you to insert Gems (like socketing into weapons and armor) that will improve the effects of the skills, like adding a gem to increase the radius of an AoE effect, or increase the damage from an explosion, or increase bleed effects or what have you. This will give a person the "customization" aspect that is sorely missing from the current skill system, as well as allow more use for Gems and also more of a "growth" feeling that you are controlling the growth of your character (by choosing which skills will get more "slots" for example). It also opens the door for adding Jewels and Runes later that can add affixes to your skills and such.
The basic idea is a step in the right direction, but it needs a lot of work. Right now its not very intuitive the way skills/runes are unlocked. How about more of a every X levels you unlock all of the runes of a basic color of your choice, or something? I don't know. Right now it does encourage experimentation, but it definitely steers playstyles rather than letting you play your own.
Hopefully they will improve the god-awful UI for the skills. Terrible change there. As well, I can't believe they (Blizzard) could possibly think that players are that stupid with the amount of tool-tips that are shown by default! My God! I can understand accessibility, but you really don't need to design your game as if expecting a) 5 year-olds and mentally challenged chimpanzees to play the game!
After having a good night sleep. I am starting to change my position a bit. I really like the change. Mostly because the runes are now avaliable to everyone at the same time. It will already be hard trying to level up your Blacksmith and Jeweler while trying to find better weapons and armor, pages of training, and gold. So removing, what was probably the hardest to get, the runes, it makes you focus less on your skills and more on your character's items.
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I don't always burn. But when I do, I use hellfire.
My biggest concern is that it seems like they care more about normal difficulty than Inferno. They do so many things to make it better for people that won't even play the game past normal and it's things that end up making the game worse for people that want to play at max level. If you want to change runes like this, that's fine but you're taking a big chunk out of Inferno. Why can't you add a rank of runes in Inferno that improves your skills in addition to this system? That alone would make me enjoy the system. Sadly, it seems they don't care about Inferno or the players that want to play it.
Great idea yes.
They could make it so they get unlocked after doing quests in inferno, so it would greatly make sense to beat it completely.
well to be honest i like the UI and how it is presented overall. but what i dont like is the direction those runes works - basically they unlock with some lvls (some 50lvl+) which quite give a direction that those later runes are better then those unlocked at lvl 1-20 or even 1-30. thats what i dont like.
also it was nice to see some purple rune on ground which is now gone. i hope they have REALLY good itemization in d3. i mean really really good (like 30times more items then d2 at least).
It could feel good to have the choice the unlock them in the order you want indeed, because I doubt the latter runes are automatically better, basically if I understood the article there's still the same types of runes, but they're already at rank 4-5 once you unlock them. So it doesn't mean the latter one are better, just different.
im sure this has been suggested by someone else, but it would have been ok by me if the runes that dropped were all blank and rank 0, then after being attached to a skill they became 'attuned' to a skill and had to be leveled up to max rank. they could still be removed but would always be locked to that skill, so people would be able to sell pre-leveled runes for various skills
Im weary of the changes, but as i have yet to experience anything i guess it doesnt bother me so much. I didnt know that there would be like 3000 rune drops, i bet you'd always get the crap runes you dont want and never the good ones so i guess this turn out better for user experience. plus you wont need to pay xxx£ on the AH for the best skills.
I did like the idea of the rune ranks however, that was like one way you could be better than random noob next to you! which seemed like a fun idea to me
But blizzard has been working on ths since august lol ( 6 months almost? ) so it must be the best they can do.
Ahh, this whole game is for noobs as it is mostly items driven. Want game where skills matter go to WoW and try to do raids at end level where cooperation is important and where one person who fuck up cause the wipe of the whole group.
Ok, inferno may be slightly similar, but no noob will play inferno successfully unless he bough uber armor which he could as well do with runes.
If you want real noob from elite separation ask blizzard to make all high level items to be bind on pickup (not tradeable). And this is only if be elite you mean ppl with high level gear and not necessarily skill. Want to separate elite from noobs by they play-skill give all arena mode where they can choose any uber armor they want and skill they want, make character types balanced, UI super easy to use for all and let them fight. IMO, there are no other ways. And I would prefer to have it this way if I give a shit about "fairness". I hope for luck.
They're really biting down the Easy to learn, difficult to master mantra this time.
Now down syndrome kid can play the game... what I fail to see is the difficult to master part this time.
This really is like todays MMO systems were everyone gets all skills and then you glyph them. Except even in MMOs Glyphs are drops!
Let's just tell blizzard we'll pay them $10/month and I'm sure they will happily restore runes as items. But as far they have to maintain all the servers on which millions of ppl will play diablo they will probably do everything to reduce amount of items stored. Btw, why people don't ask blizzard to make diablo 3 subscription game. This would give us more content and excitement every 4 months. We are not planning to play anything and all the others will leave after they run through normal with half of character types. So 3 months and they are gone. Blizzard could include first 3 months in game price. I would be more happy this way.
Oh, and I understand some ppl may not have money but most of those were already dropped by blizzard by making D3 online game only.
Oh and to sort the rune problem for both sides. Just make it so when you find the rune from a drop--rather than be spoiled by getting it guaranteed from a level up--that it goes into the "system" the same way it does when you have it from leveling. Finding it unlocks them for future use, so you at least had to put forth the effort to find it, yet it doesn't occupy space. I think that's a fair compromise.
They could just make new type of random rune drop every time you kill new boss. There are enough bosses on different levels I think. If not make 3 runes drop. Easy
Or better yet, make a rune drop auto-magically from your pocket so it can be picked up, to calm all the whiners
Although I like the idea of not having to hunt down every rune from such a large list of items, I, like everyone else, enjoyed the idea of runes being, well, an item. To me, it feels like they had taken away that feeling of excitement when you find the rune you are looking for. Also, the thing that bugs me the most is that its now just something you unlock through levels. I personally feel like they could have implemented this in a better way, rather than handing out runes like candy when you level up. Runes should have been a reward for something, not just a handout :/
As somebody who has played the new beta patch, I hate it.
The new UI is clunky, difficult to navigate, does not allow for drag and drop anymore, time consuming, takes up too much window space.. I could go on....
As for the new skill and rune system.. Well I was looking forward to collecting runes and progressing skills... but now we will just be "given" runes when we level up. Some won't even be available until level 51+.
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.
totally well put. I wanna hunt items of value, not look on the ground and have crap left right and centre.
So, runes now work like glyphs in wow, we have less runes than before and this makes the game easier to balance.
3k runes are hard to impossible to balance, some are better than others, finding powerful runes is more fun than having equally balanced runes.
It's not true. If it was true how would you feel playing with same skills all the time because they are the best. I felt very bad in D2 when I couldn't use my fireball anymore as it was to week. I like the idea of all skills being powerful as this will make people to use skills that make them happy cause of look and feel. I suggest you find your fun in other items finding, and ask blizz for enchants to find and charms. Plenty to find. Skills should be balanced so every each of them is same viable but different. And I tell you you will be more happy playing with another wizard if they don't use same skills as you do and still kill as quick so you don't have to complain for low mkps.
Ok i've played the beta for several with this new system. We can't compare then since we had not tested the previews one (unfortunelly). But if they made this change i think we should trust then.
About this new system, it's ok. However I see a problem. I was playing a WD and was trying to use skills i usually don''t (Plague of Frogs, Hex). When I reached level 6 and opened the first rune for Poison Dart it's kinda sucked that one skill (Poison Dart with 3 shots) were completly stronger then the other (Plague of Toads) because one was runed the other was not =[
It's like, in a few situations, you're urged to use skill x despoite your taste because that skill has a rune and others don't. That kinda sucked. I think they should remove the unruned version of each skill in order to solve this issue.