We can all sit here and weigh the pros and cons of the new rune system vs. the old one vs. some other variant we dreamed up. To me, it's simple - this is positive because..... (wait for it)..... BLIZZARD FINALLY MADE UP THEIR MINDS ABOUT IT!! I, for one, am tired of people (both behind closed doors at Blizzard and forums) discussing what they think the rune system or any other part of the game for that matter should look like. The fact is that every rune system you can come up with will have its benefits and drawbacks. No decision Blizzard makes on this will please everyone - we've all got our own "rune utopia" that would be perfect for us, but others wouldn't agree. So can we all just be happy that they finally made a decision on the rune system so that maybe we can get the game and enjoy playing it???
One thing is certain - this announcement is a SIGN OF RELEASE!!!
I'll just post here because I'm not allowed to reply on Bnet forums since I don't pay for WoW anymore - grats on failing Blizzard. These new skill and rune changes are a step in the complete opposite direction from what Blizzard has repeatedly stated being they are making D3 as customizable as possible. This new patch makes Diablo more cookie-cutter than WoW nowadays. Go back to what was a good thing and stop wasting more time as keeping the game as it is right now makes many question your ability to make a "quality gaming experience".
personally i don't like this change much, cuz as much as 3000 runes to hold is ridiculous and takes up unnecessary space in inventory, they could have implemented a specific "inventory" for runes apart from the normal inventory by just have an option to toggle between the runes u have on ur char directly from the skill system and if any1 wanted to take those runes to other chars or sell it they could have drag it to normal inventory and place in shared stash or list it straight from runes inventory to the ah - or on the other hand so there won't be any rune floods in economy, just have that rune destroy if u get a better 1, and decrease the drop rate of higher runes while just have a normal drop rate for lower runes, so ppl will have the option to use the runes they want for the skills before getting to nightmare.
i rly liked the fact that u could find some powerful rune to improve ur skill and it's more thrilling and rewarding when 1 such rune drops for u.
sadly, as the current runesystem works, there will be runes that u won't mange to get till very high lvl - which means most of ur lvling u won't have those rune specifc skills which can be rly disappointing, moreover if the time it takes to get to lvl 60 is equally as the amount of time u got to lvl 99 in d2, than it will take very very long time - and some casul players will never get to that lvl, which means they played a game but couldn't use all the skills available(which is a rly bad thing imho).
to conclude my thought, i don't believe bliz will change the current rune system, mayB alittle bit, but not to a majer change - so i guess i will have to get use to it and i will enjoy this game nontheless.
P.S: sry for any missspelling and grammer mistakes , english isn't my native language :).
just wanted to voice my opinion on this subject, have a nice day every1 - and hopefully i will see u guys in game at release.
Unless they make a huge variety of endgame gear that favors a wide range of different skills/"builds"(which I still think and hope they will) 95% of the players will use the same skill setup, because it's the fotm that is considered most effective.
I think they can and if they won't they fail. But it should not be a problem for them to add some items. Anyway, this is smth we cannot speculate to much about as we know little.
I can not understand why so many people here can be convinced that these radical changes can be beneficial to the game, especially to the endgame.
The need of specific runes to enhance my talents gave me a warm nostalgic feeling (in the sense of farming stuff) and the option to combine a skill with a given rune as soon as i reach a specific level.
There you can see that Wave of Light will be available at lev 20 (down from 29), but when would I be able to place the "Empowered Wave" rune if Dashing Strike (as former level 6 Skill) needs level 21 as requirement for the Quicksilver-rune (same runecolor)
So, now I presume that I have to be level ~ 41 to get my Wave of Light combined with Empowered Wave-rune with the new system instead of level 29 with the previous system?
I think this sounds like utter crap to me if the "difficulty" of nightmare+ will in fact be SO hard as they mentioned it in the last blue posts. I don't expect this anyway, but before this patch I had the chance to prepare myself without sheer leveling and have specific runed skills as soon as I take a step into a specific difficulty...
Am I right or am I simply not getting the point?
P.S.: Can't really understand to revamp the system to a nearly Skill-tree-related system... putting in skill-trees initially had probably solfed the complete issue and the whole shit wouldn't be necessary.
Well, you will have to prepare more and have more skill sets for different levels. Choose from what you have and choose wisely At 60 you will grind with what you wanted without waiting for great rune drop.
The time spent 1-59 will not compare to the time spent at 60 at all, so the argument that you have less customization while leveling doesn't hold much water.
I personally believe I have the answer as to what the runestone system should have been from the get go and differs from what's in place now, but that's only because like the rest of you I've been filled in on their thought process and suggestions for an age now. You can't make everyone happy, and since they said it's their final form for launch people are going to just have to suck it up and give it a real chance until then.
However, it comes with one ginormous downside - some of us won't get the desired rune effect until LEVEL 60. Like let's say that hypothetically, I really wanted Toad of Hugeness with Plague of Toads - I'd have to play through Hell difficulty just to get it. I won't get to enjoy having a giant toad with me in the earlier difficulties of the game, even if its weaker like in the previous rune system.
If they gave you a choice about a skill rune you would end-up having all you want before lvl 30.
that's where lvls of runes could have come in, lvl 7 runes could have required lvl 60, or close to lvl 60.
They wanted to give us a feel of accomplishment every level. Rune level wouldn't give it. It is just more dmg.
It's casual mentality (making things EASIER and CONVENIENT), which people think is better for the majority, but just because it fits the majority, doesn't mean it's better. I believe the casual mentality will break people's respect for games in the long run and is like comparing expendable money versus sentimental value.
The previous rune system is better for the basic concept that there would be additional effort to acquire runes. With this new system, it is handed to you as you level up, which already is "easily" doable.
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.
Actually they still seem to have quite some work left to be done on itemization.
Of course we don't know how far their internal build is, but from what they have told us and what they show on their website, that might the biggest thing left.
Also depending on how long they have had the new rune system, it requires a re-balance of all four difficulties.
Shouldn't take to much time. And they can continue this even after release date.
We will see what happends. This might not by final. You can see how much stuff got changed in the recent mouths. Now even the biggest system got changed. I got a feeling they are not really done yet. But everyone will buy this game. When it comes out. I know for sure and i am one of them.
I'm sure they are not done and that they will give us some more drop skills someday but there won't be such a ridiculous amount and they will be only good/nice to have. Blizz didn't seem very happy removing skills as drops so all whiners will get something someday for sure.
Maybe I'm reading this article wrong, but now that runes are not items anymore, doesn't that mean they will have less impact on the economy? Not having them as items means that the only way you can have them affect the economy is by being gold sinks. Stuff like costs associated with switching skill runes and throwing your gold at an npc and removing that gold from the economy.
It seems to me that runes have less impact on the economy and in the grand scheme of things, it achieves what a skill tree would achieve in a less interesting way. Even if they did achieve success by giving players customization options, will there still be hurdles to overcome if a player wants to switch specs?
"Thanks for reading. Jay Wilson is Game Director for Diablo III and won first place in the team’s chili cook-off competition. Recipe available upon request."
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Some people tell me I'm going to hell. I just let them know that I've already packed my bags!
Changes are good I am just sad that they completely removed rune ranks. They put many hours in making effects for different rune ranks and now they just scrap everything? No wonder why they are producing the game 7 years when they cut half the things they have done.
They will restore some things later in a better form. For now it's time for release date
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.
It will let you know your character better. Maybe you will actually like some skills you didn't think you would or even realize some of them are useful when you though they would not. Give it a chance, higher level you get more choices will be up to you.
It's probably been said but this thread is 19 pages long so.
Only issue I have is that we now can't do theme builds before we unlock everything. First play through would have been like that, but for example you now cant have an ice themed wizard until you have unlocked all skills and ice runes.
It's a minor issue but it does place a barrier on people that want to do a themed play through.
Possibly we could convince blizzard to use this system only for first play-through. Something like with hardcore. Or even make it an option in the menu. It's not like skill runes are stronger one from another, they are just different. Well, there is still time to do that
I do understand some of the criticism this iteration of the system is getting, but overall I see it as a further step towards a solid game.
1) This iteration solves the inventory problem
2) It does not remove the idea of the rank of runes (stronger runes vs weaker runes), it merely moves that to gear. I.e. where before you'd have a rank 1 vs a rank 5 rune, you now always have the same base rank of rune, but i.e. an item affix can mod that. That could be in the form of "+crimson rune skill" or maybe even more specific "+meteor shower skill". I do not know if they are going to add this to items, but I would like to see it in some form or the other.
1) There was no inventory problem; 5 runes * 7 ranks = 35 inventory spaces. Stop proliferating a misconception;
2) They could have those affixes AND still have runes as loot. You're talking as if they're mutually exclusive.
Plus every run could have different affixes which would make it take another inventory slot. It could get ugly. Let's just ask them for a few legendary skills to pickup so everybody can be happy at higher levels.