Hey guys, i was wondering if there was any new info on the rune effect system, that is if its staying how it is right now or are they still testing it out as "random" runes.
also id like your opinions on which system would be better, i think the system now is perfect. but they want more "diversity" between player builds so there trying to make it SUPER random, and to where you might take weeks just to find the specific rune you want for a specific skill... i think that would be SO frustrating and annoying, yes it would add more customization but thats like in d2 trying to figure out the rune words without any idea what combo's there are. and wasting super high runes to make a worthless item... so i really hope they keep it how it is now on their site. those are just my thoughts, if there is another way of looking at it please let me know
Hey guys, i was wondering if there was any new info on the rune effect system, that is if its staying how it is right now or are they still testing it out as "random" runes.
also id like your opinions on which system would be better, i think the system now is perfect. but they want more "diversity" between player builds so there trying to make it SUPER random, and to where you might take weeks just to find the specific rune you want for a specific skill... i think that would be SO frustrating and annoying, yes it would add more customization but thats like in d2 trying to figure out the rune words without any idea what combo's there are. and wasting super high runes to make a worthless item... so i really hope they keep it how it is now on their site. those are just my thoughts, if there is another way of looking at it please let me know
I agree with you, the system is fine. I have no idea why they'd change something that everybody liked. Maybe add affixes to them but don't make them random and only useable with 1 skill, that's definitely a bad idea.
I like it completely random actually. It forces you to try new things you may not normally try. It will keep you excited every time you find a blank rune, even at end game. If you don't like what you get just break it down for mats or sell it. I'd be happy with either way they do it. But in my opinion the more random the better.
I like it completely random actually. It forces you to try new things you may not normally try. It will keep you excited every time you find a blank rune, even at end game. If you don't like what you get just break it down for mats or sell it. I'd be happy with either way they do it. But in my opinion the more random the better.
true, thats a good point, but what if you want a specific lvl 7 gold rune for blizzard (random example) and after 50 runes through inferno you find 10 lvl 7 runes and NONE of them are gold, and you just break em down for mats and your super frustrated because you still can't get the rune you want.
I like it completely random actually. It forces you to try new things you may not normally try. It will keep you excited every time you find a blank rune, even at end game. If you don't like what you get just break it down for mats or sell it. I'd be happy with either way they do it. But in my opinion the more random the better.
true, thats a good point, but what if you want a specific lvl 7 gold rune for blizzard (random example) and after 50 runes through inferno you find 10 lvl 7 runes and NONE of them are gold, and you just break em down for mats and your super frustrated because you still can't get the rune you want.
Instead of breaking them down for mats sell them on the AH and use the currency you earned selling them to buy that one you wanted. That's pretty much what diablo is about, it's unlikely you will find all the items you want to use yourself, you will probably trade other things you find for them.
There's aways the AH, anyway I kinda like the random too I mean there is only 5 types of runes so out of 10 runes id say you are pretty likely to get the one you want. Also they have said the lvl one runes will drop frequently so you will know what types of effects runes will have.
I like it completely random actually. It forces you to try new things you may not normally try. It will keep you excited every time you find a blank rune, even at end game. If you don't like what you get just break it down for mats or sell it. I'd be happy with either way they do it. But in my opinion the more random the better.
See I disagree, I would hate finding runes if it was COMPLETELY random. It would take every bit of fun out of finding runes because I would find the rune and then have to guess which skill I wanted it in and if I lose that guessing game, then my random drop becomes completely useless to me and I have to hope that the specific skill/effect/stat combo is desirable so I can sell it and buy a good rune - otherwise I've just completely wasted a really rare drop.
Having the skill attunement and the random stats is good enough, it doesn't need to drop completely blank.
Totally random runes would require the drop rate to be insane for anybody to still have FUN with the system otherwise it's crap. And most of the runes would be scrapped for parts because they wouldn't be worth anything on the AH.
The rune system as is has the flaw of once you find X amount of the high tier ones every one you pick up after that ends up only being worth scrap parts except to the people who will buy them on the AH.
The current rune system +random affixes would be pretty awesome because the runes would be things you could count on all the time except there would still be variety within them! THAT would be the best decision overall.
Totally random runes < current system < current system + affixes
Jay Wilson said if they do change the rune system to be like this then there will probably be a feature to clear the rune so you can try again. Only thing he didn't specify is what it would cost or how many times you could clear it.
Jay Wilson said if they do change the rune system to be like this then there will probably be a feature to clear the rune so you can try again. Only thing he didn't specify is what it would cost or how many times you could clear it.
I'm not interested in more gold sinks, that's such a cop-out on their behalf and would be the 1st thing about Diablo 3 that I would actually dislike. I sincerely hope they don't screw this one up, runes are like the most exciting thing about this game!
I think they're leaning towards the random system.. Though either could come out on top at this point.
I personally like the random system much better. It will form a larger player gap for those players willing to spend the time and effort to trade, or grind for the perfect rune for them. The old system works, but it feels very simple, and frankly reminds me of the Gem system too much on how runes are upgraded.
To keep it short, I feel the randomness of the new system will do many good things to the rune economy. Perfect runes will build up much slower, and the super rare runes with really valuable extra stats will be super valuable. I feel the extra stats on the random rune system also kind of help will the void of charms not being in the game. Finding the right rune level, and type, on top of a valuable extra stat for your character would prove difficult, which imo is a good thing for both player base, and how runes will effect the economy.
“We act as though comfort and luxury were the chief requirements of life, when all that we need to make us happy is something to be enthusiastic about.” - Albert Einstein
I think they're leaning towards the random system.. Though either could come out on top at this point.
I personally like the random system much better. It will form a larger player gap for those players willing to spend the time and effort to trade, or grind for the perfect rune for them. The old system works, but it feels very simple, and frankly reminds me of the Gem system too much on how runes are upgraded.
To keep it short, I feel the randomness of the new system will do many good things to the rune economy. Perfect runes will build up much slower, and the super rare runes with really valuable extra stats will be super valuable. I feel the extra stats on the random rune system also kind of help will the void of charms not being in the game. Finding the right rune level, and type, on top of a valuable extra stat for your character would prove difficult, which imo is a good thing for both player base, and how runes will effect the economy.
Wouldn't just attuning the runes and giving the random stats but having the runes drop 'coloured' still have largely the same impact without adding the significant frustration of the guessing game?
Well that would cover the random attribute aspect yes. seem to look down upon the "guessing game" though. Diablo is all about the guessing game!
Random drops, gear stats, monsters, dungeons, I mean everything is random to a pretty large degree :P. I see your point, that finding the right rune would be very hard seeing as you have a 1/5 change to get each kind of rune each time you find one, but I feel it would help prolong the play-time of the game. To get a perfect anything in Diablo should be an accomplishment. Though if the rune system stayed how it was I wouldn't mind; as Jay said, it works. I just feel the new one is better in that it adds more depth.
“We act as though comfort and luxury were the chief requirements of life, when all that we need to make us happy is something to be enthusiastic about.” - Albert Einstein
No, diablo has never had a guessing game. Nothing in it has EVER been a guessing game. There's a lot of randomness but never GUESSING. You always knew what you were getting before you equipped it - that was the point. The stats might vary somewhat after it drops, but you could tell what it was once you'd looked at it. You don't have to guess whether it's useful to you and then have it locked in where you put it, where it might be useless.
To compare the randomness of the gear with the new rune system...
Imagine if in stead of a "Rare Great Axe" dropping you'd in stead get a "Rare Item" - it's stats are already assigned but you can't see them. Once you equip it to a slot, those stats appear and it LOCKS to that slot. So you could be a wizard and this "Rare item" drops. So you equip it to your offhand slot and it becomes a "Rare bloody orb" which has all sorts of barbarian stats like healing on fury use and increased fury regeneration but it's locked to being an orb so barbarians can't use it and it's completely useless to you.
With the new rune system you don't KNOW where you want to PUT the rune until you put it somewhere. With Diablo gear you always know WHERE it should go and what you wnat to use it as, but it still has a ton of randomness associated with it. So until you put it somewhere and make a huge mistake, you don't know where you really wanted to put it.
Let's take a real world example. Say 'Golden rune of magic missile' sucks. It's completely useless - no builds use it(and you know as well as I do there WILL be some rune/skill combos that will be like this - with 110 of them per class, it's impossible to make them ALL good). But you REALLY need a crimson rune of magic missile. And say you use Arcane Orb and the rune you want most of all for your current build for Arcane orb is Golden.
You get 5 level 7 runes, and you socket them one after another into your Magic Missile. They all turn out golden by fluke. You've now COMPLETELY wasted 5 LEGENDARY quality drops(ie. 5 one in ten thousand drops) and they're completely useless. So you now quit playing becuase you're so frustrated at having five really rare drops and none of them were even the SLIGHTEST bit good for you even in terms of selling them because the rune itself is undesirable for all builds.
Under the system I'm hoping for(runes drop coloured, attune when you put them into a skill, and roll random affixes). You get 5 runes, and by fluke they all roll Golden. You can now put one into your arcane orb, roll your random affixes, and now you have 4 level 7 golden runes you can either use to try to get a better affix on your Arcane orb, try rolling them into other skills that golden runes are good for to try to get an elusive 'perfect' rune to sell for a ton on the AH, or you can sell them as unattuned golden runes so people can buy them for the skill they need.
This is where a gold sink for unattuning comes in. The more gold sinks there are the more gold will be worth in AH. I'm okay with this.
Best "cop-out" ever.
A gold sink to overcome a bad mechanic is not a good answer. Things like equipment repair, crafting, and cosmetics like dyes - those are good gold sinks. Attaching a gold sink to a unique level drop just to even make it USABLE is not. I would STILL not look forward to rune drops, and would dread seeing that 'unattuned' rune because it would mean either disappointment or a ridiculous expense to perhaps STILL be disappointed.
That being said, a gold sink to unattune runes MIGHT not be a bad idea in the rune method I consider ideal. A high gold cost to unattune the rune in case you change your mind would be a kind of cool mechanic.
Not everything needs to be used as a gold sink, the runes have enough effect as they were, they should be left that way, and change the other things to compensate appropriately
The random system is better. I have no complaints with having to modify builds based on what runes I do and do not have and what skills I do and do not like. Sure, it may take me rune after rune after rune to finally get the level 7 one I want, but who knows? Maybe by the time I've found it, one of the other runes I found along the way turns out being what I want more. I just think there's too many viable builds in the game for people to ever really know which one they WILL want once they actually have a level 60 char. They may have a plan beforehand, but that doesn't mean much in a game where the human mind can't process all the possibilities for fun builds, even if it spent an entire day trying.
Rune drops, you know the color and the effect but you don't know the affixes.
You put it into a skill, now you know the affixes but rune locks on that skill.
Randomness and predictability, this way you have both, this would be my ideal solution.
"Random only" to me means you can be smart, skilled and have a good grasp of the game but if you are unlucky you are screwed. And it's frustrating.
I know I'm going to play in SP-like mode and since rank 7 only drop in Inferno I won't get many rank 7 to play around so I'm not so happy to waste them.
It will form a larger player gap for those players willing to spend the time and effort to trade, or grind for the perfect rune for them.
Have to disagree: if rank 7 are rare enough they will sell for high prices in RMAH so you don't need to spend time and effort to trade, you just need real money.
I guess getting a perfect rank 7 for players like me will be a really really really long time achievement...oh well, something else to try...and maybe I'll be lucky...
also id like your opinions on which system would be better, i think the system now is perfect. but they want more "diversity" between player builds so there trying to make it SUPER random, and to where you might take weeks just to find the specific rune you want for a specific skill... i think that would be SO frustrating and annoying, yes it would add more customization but thats like in d2 trying to figure out the rune words without any idea what combo's there are. and wasting super high runes to make a worthless item... so i really hope they keep it how it is now on their site. those are just my thoughts, if there is another way of looking at it please let me know
I agree with you, the system is fine. I have no idea why they'd change something that everybody liked. Maybe add affixes to them but don't make them random and only useable with 1 skill, that's definitely a bad idea.
-Titan's Quest -Magicka -Terreria -Skyrim
true, thats a good point, but what if you want a specific lvl 7 gold rune for blizzard (random example) and after 50 runes through inferno you find 10 lvl 7 runes and NONE of them are gold, and you just break em down for mats and your super frustrated because you still can't get the rune you want.
Instead of breaking them down for mats sell them on the AH and use the currency you earned selling them to buy that one you wanted. That's pretty much what diablo is about, it's unlikely you will find all the items you want to use yourself, you will probably trade other things you find for them.
See I disagree, I would hate finding runes if it was COMPLETELY random. It would take every bit of fun out of finding runes because I would find the rune and then have to guess which skill I wanted it in and if I lose that guessing game, then my random drop becomes completely useless to me and I have to hope that the specific skill/effect/stat combo is desirable so I can sell it and buy a good rune - otherwise I've just completely wasted a really rare drop.
Having the skill attunement and the random stats is good enough, it doesn't need to drop completely blank.
The rune system as is has the flaw of once you find X amount of the high tier ones every one you pick up after that ends up only being worth scrap parts except to the people who will buy them on the AH.
The current rune system +random affixes would be pretty awesome because the runes would be things you could count on all the time except there would still be variety within them! THAT would be the best decision overall.
Totally random runes < current system < current system + affixes
I'm not interested in more gold sinks, that's such a cop-out on their behalf and would be the 1st thing about Diablo 3 that I would actually dislike. I sincerely hope they don't screw this one up, runes are like the most exciting thing about this game!
I personally like the random system much better. It will form a larger player gap for those players willing to spend the time and effort to trade, or grind for the perfect rune for them. The old system works, but it feels very simple, and frankly reminds me of the Gem system too much on how runes are upgraded.
To keep it short, I feel the randomness of the new system will do many good things to the rune economy. Perfect runes will build up much slower, and the super rare runes with really valuable extra stats will be super valuable. I feel the extra stats on the random rune system also kind of help will the void of charms not being in the game. Finding the right rune level, and type, on top of a valuable extra stat for your character would prove difficult, which imo is a good thing for both player base, and how runes will effect the economy.
Wouldn't just attuning the runes and giving the random stats but having the runes drop 'coloured' still have largely the same impact without adding the significant frustration of the guessing game?
Random drops, gear stats, monsters, dungeons, I mean everything is random to a pretty large degree :P. I see your point, that finding the right rune would be very hard seeing as you have a 1/5 change to get each kind of rune each time you find one, but I feel it would help prolong the play-time of the game. To get a perfect anything in Diablo should be an accomplishment. Though if the rune system stayed how it was I wouldn't mind; as Jay said, it works. I just feel the new one is better in that it adds more depth.
To compare the randomness of the gear with the new rune system...
Imagine if in stead of a "Rare Great Axe" dropping you'd in stead get a "Rare Item" - it's stats are already assigned but you can't see them. Once you equip it to a slot, those stats appear and it LOCKS to that slot. So you could be a wizard and this "Rare item" drops. So you equip it to your offhand slot and it becomes a "Rare bloody orb" which has all sorts of barbarian stats like healing on fury use and increased fury regeneration but it's locked to being an orb so barbarians can't use it and it's completely useless to you.
With the new rune system you don't KNOW where you want to PUT the rune until you put it somewhere. With Diablo gear you always know WHERE it should go and what you wnat to use it as, but it still has a ton of randomness associated with it. So until you put it somewhere and make a huge mistake, you don't know where you really wanted to put it.
Let's take a real world example. Say 'Golden rune of magic missile' sucks. It's completely useless - no builds use it(and you know as well as I do there WILL be some rune/skill combos that will be like this - with 110 of them per class, it's impossible to make them ALL good). But you REALLY need a crimson rune of magic missile. And say you use Arcane Orb and the rune you want most of all for your current build for Arcane orb is Golden.
You get 5 level 7 runes, and you socket them one after another into your Magic Missile. They all turn out golden by fluke. You've now COMPLETELY wasted 5 LEGENDARY quality drops(ie. 5 one in ten thousand drops) and they're completely useless. So you now quit playing becuase you're so frustrated at having five really rare drops and none of them were even the SLIGHTEST bit good for you even in terms of selling them because the rune itself is undesirable for all builds.
Under the system I'm hoping for(runes drop coloured, attune when you put them into a skill, and roll random affixes). You get 5 runes, and by fluke they all roll Golden. You can now put one into your arcane orb, roll your random affixes, and now you have 4 level 7 golden runes you can either use to try to get a better affix on your Arcane orb, try rolling them into other skills that golden runes are good for to try to get an elusive 'perfect' rune to sell for a ton on the AH, or you can sell them as unattuned golden runes so people can buy them for the skill they need.
Best "cop-out" ever.
-Titan's Quest -Magicka -Terreria -Skyrim
That being said, a gold sink to unattune runes MIGHT not be a bad idea in the rune method I consider ideal. A high gold cost to unattune the rune in case you change your mind would be a kind of cool mechanic.
You put it into a skill, now you know the affixes but rune locks on that skill.
Randomness and predictability, this way you have both, this would be my ideal solution.
"Random only" to me means you can be smart, skilled and have a good grasp of the game but if you are unlucky you are screwed. And it's frustrating.
I know I'm going to play in SP-like mode and since rank 7 only drop in Inferno I won't get many rank 7 to play around so I'm not so happy to waste them.
Have to disagree: if rank 7 are rare enough they will sell for high prices in RMAH so you don't need to spend time and effort to trade, you just need real money.
I guess getting a perfect rank 7 for players like me will be a really really really long time achievement...oh well, something else to try...and maybe I'll be lucky...