Too many threads to see if this has been brought up...
Just make it so we pick which type of rune we get to unlock for a specific skill when we get to a specific level: "you just earned a point to unlock one of the runes for poison dart". If you choose one u don't like u gotta wait till the next level you get another unlock point for that skill.
Whatcha think?
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Seems like they're trying to balance the leveling experience by making certain types of runes be the ones you unlock first. Which makes people (falsely?) believe that the higher level runes are more powerful.
Maybe they don't want the player to be faced with so many decisions? Or maybe they don't want you to be in a position where you get the runes you want after like 20 levels and then stop caring about trying out the other runes you don't want (not like that won't happen anyways though).
Good idea becouse I feel like the ones you unlock at higher lvls SHOULD be better ones (higher cap for them). The thing is that the runes are not made by how powerful they are, they are made for diffrent play stiles/combos. The old lvl 1-7 runes was powerful for each rune type and now it feels like the runes that unlocks at lvl 6 are boring when you get the next one (4 barbs in one game will use the same skills with the same runes... thats not fun).
I vote for your idea, easy and more thinking about your build at lower lvls (and still you will have all combos at lvl 60)!
Exactly my point as well! Thank you. No point in them being available at such a high level when it's not more powerful just different
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
Too many threads to see if this has been brought up...
Just make it so we pick which type of rune we get to unlock for a specific skill when we get to a specific level: "you just earned a point to unlock one of the runes for poison dart". If you choose one u don't like u gotta wait till the next level you get another unlock point for that skill.
Whatcha think?
IT doesn't solve the main problem: There no longer exists a rune system.
As I've said before, this is simply you having 25 major skills and you unlock variants as you level. Your solution only allows you to pick which variant you get at specific milestones.
There's no more ranks, all the "skill runes" are fixed.
They are no longer drops. There goes a major component of end game Inferno.
I think that this new change is the right decision for blizzard. Everyone thinks that rune drops surprise is 'fun' cuz they might get a really rare rune and guess what! But lets get right to the point, diablo 3 rune system is different from diablo 2 rune system. Diablo 3 rune system is really about customization of your skills to another level. Whereas diablo 2 rune system is totally about giving u a chance to put something on your eqpt that is outside of your class or improve on your damage.
Diablo 3 rune system is so integral to the skill system that making it drops further complicates it. Eg. when u hit 60 and u need 10 runes of the same type... question how are u going to get them if the drop rates is low! How long will u keep farming? Once u use them its gone and u want to change your build what are u going to do? I will imagine unless u are really determine, alot of ppl wont dont have the patience for this unless the very determined. Just look at the current beta giveaways that blizzard is doing. How many rabid fans are trying to get a key? I estimate 10k to 20k out of a potential of 10million from blizzard wow base?
I think that this new change is the right decision for blizzard. Everyone thinks that rune drops surprise is 'fun' cuz they might get a really rare rune and guess what! But lets get right to the point, diablo 3 rune system is different from diablo 2 rune system. Diablo 3 rune system is really about customization of your skills to another level. Whereas diablo 2 rune system is totally about giving u a chance to put something on your eqpt that is outside of your class or improve on your damage.
Diablo 3 rune system is so integral to the skill system that making it drops further complicates it. Eg. when u hit 60 and u need 10 runes of the same type... question how are u going to get them if the drop rates is low! How long will u keep farming? Once u use them its gone and u want to change your build what are u going to do? I will imagine unless u are really determine, alot of ppl wont dont have the patience for this unless the very determined. Just look at the current beta giveaways that blizzard is doing. How many rabid fans are trying to get a key? I estimate 10k to 20k out of a potential of 10million from blizzard wow base?
were fine with the new system except this one thing. which i suggested an easy fix. this isnt a QQ thread about it. please dont turn it into one
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
I think that this new change is the right decision for blizzard. Everyone thinks that rune drops surprise is 'fun' cuz they might get a really rare rune and guess what! But lets get right to the point, diablo 3 rune system is different from diablo 2 rune system. Diablo 3 rune system is really about customization of your skills to another level. Whereas diablo 2 rune system is totally about giving u a chance to put something on your eqpt that is outside of your class or improve on your damage.
Diablo 3 rune system is so integral to the skill system that making it drops further complicates it. Eg. when u hit 60 and u need 10 runes of the same type... question how are u going to get them if the drop rates is low! How long will u keep farming? Once u use them its gone and u want to change your build what are u going to do? I will imagine unless u are really determine, alot of ppl wont dont have the patience for this unless the very determined. Just look at the current beta giveaways that blizzard is doing. How many rabid fans are trying to get a key? I estimate 10k to 20k out of a potential of 10million from blizzard wow base?
were fine with the new system except this one thing. which i suggested an easy fix. this isnt a QQ thread about it. please dont turn it into one
You're fine with it. Which is your prerogative, but i'm most certainly not ok with it.
Seems like they're trying to balance the leveling experience by making certain types of runes be the ones you unlock first. Which makes people (falsely?) believe that the higher level runes are more powerful.
Maybe they don't want the player to be faced with so many decisions? Or maybe they don't want you to be in a position where you get the runes you want after like 20 levels and then stop caring about trying out the other runes you don't want (not like that won't happen anyways though).
Why not change it so that if you're playing with Elective Mode activated, then you can choose the order in which you unlock your runes. That way it won't be too daunting for new players who are playing without Elective mode, they will still unlock runes in the way Blizzard intended.
were fine with the new system except this one thing. which i suggested an easy fix. this isnt a QQ thread about it. please dont turn it into one
You're fine with it. Which is your prerogative, but i'm most certainly not ok with it.
thats cool. and theres 100 threads out there with people complaining about the new system and how its ruined. this is not one of them. so proceed to those. thanks
Why not change it so that if you're playing with Elective Mode activated, then you can choose the order in which you unlock your runes. That way it won't be too daunting for new players who are playing without Elective mode, they will still unlock runes in the way Blizzard intended.
even better idea. nice one. +1
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
Too many threads to see if this has been brought up...
Just make it so we pick which type of rune we get to unlock for a specific skill when we get to a specific level: "you just earned a point to unlock one of the runes for poison dart". If you choose one u don't like u gotta wait till the next level you get another unlock point for that skill.
Whatcha think?
no
this doues not make people test and experiment whit runes. and thats what blizzard want. if you test the beta, you will notice that skills and runes that you before believes ware op might not be, and things that you believed ware useless ware kinda op.
(example: WDs aoe slow/damage skill that makes hand come of from the ground, its srsly op when playing. expecialy whit the +damage rune.)
Why not change it so that if you're playing with Elective Mode activated, then you can choose the order in which you unlock your runes. That way it won't be too daunting for new players who are playing without Elective mode, they will still unlock runes in the way Blizzard intended.
no... they will never make new players play under different conditions like this then experienced players.
it should always be the same style. keeping it different will just be abused
were fine with the new system except this one thing. which i suggested an easy fix. this isnt a QQ thread about it. please dont turn it into one
You're fine with it. Which is your prerogative, but i'm most certainly not ok with it.
thats cool. and theres 100 threads out there with people complaining about the new system and how its ruined. this is not one of them. so proceed to those. thanks
Why not change it so that if you're playing with Elective Mode activated, then you can choose the order in which you unlock your runes. That way it won't be too daunting for new players who are playing without Elective mode, they will still unlock runes in the way Blizzard intended.
even better idea. nice one. +1
Why did you start this thread if there was nothing wrong with the current implementation?
Your solution doesn't solve the underlying problem with this new system. Which is they removed runes altogether.
Yeah okay, you get to pick whichever rune you want when you get the option, which is a slight improvement on this system (not greatly improving it, that'd take a lot more work)
no... they will never make new players play under different conditions like this then experienced players.
it should always be the same style. keeping it different will just be abused
Technically, the skill system is already differs in that aspect due to the option of pre-arranged or self-arrangement through the added Elective mode. What I proposed is merely taking it a step further. Or, they can allow anyone to choose the rune they want whenever a new rune is unlocked. It's not really that difficult for new or experienced players.
What I dislike though is that for every skill you will always unlock the same effects, from left to right. The left one will always be the damage rune (crimson), the third (middle) one will always be the resource rune (golden). They are unlocking in a sequence and since the new system is going to unlock runes through Nightmare and Hell, I think it would be nice to be able to choose what effects you'd want to unlock in which order you desire.
My idea is to make all runes unlock when you first learn the skill, and then have the runes you equip rank up to ~5 the more you play with them. That way you can run whatever build you want after you finish normal mode and you still have something to do up to and maybe through 60 in leveling them up and making them more powerful. You can change into another rune at any point in time if you disagree with your previous choice, though it won't be instantly powerful so it's something you have to work at if you want to stick with it.
My idea is to make all runes unlock when you first learn the skill, and have those runes rank increase you spend time playing the game with them equipped. That way you can run whatever build you want after you finish normal mode and you still have something to do up to and maybe through 60 in leveling them up and making them more powerful.
No we do not want the super fail path of exile skill system
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
Well what do you want, the super ultra mega fail previously suggested system which I'm guessing you were somehow okay with?
Skills should NEVER require use to improve them. The current system with my change would be great. Much better then it was before as items u had to find to test out a skill
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"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
^ Well I mean, you can say that as matter of fact all you want, but what you're not yet doing is giving me a reason why it'd be a bad idea. I honestly think your idea is better than what's in place, with that said.
On that note, a lot of the people who are crying about that kind of idea now (use a skill to improve it) were not crying just a week ago when you would have had to done the same thing anyways. You were going to have to find un-attuned runes and spend them all on a specific skill set you wanted to use to try and get favorable runes/ranks/affixes. You weren't going to spend all your runes on a skill and then start using some un-altered crappy skill that you haven't been spending unattuned runes on IE.
I would agree that the runes unlocking in a predetermined order like this is kind of a fail on Blizzard's part. By doing that, they're taking away the ability to use certain runes by design, while other runes for the same skill are allowed. Who decided that it's ok to have rune "x" at a lower level, but rune "y" has to wait until a later level? Rune "y" isn't more powerful than rune "x," it's just supposed to be balanced towards a different build. Now whatever that build is will be arbitrarily pushed back.
Played POE for days. Biggest complaint and annoyance of that entire game? The fail skill system u had to use to level up. Its an annoyance having each skill have it's own XP bar. Its pointless. We might as well have certain pieces of gear level up. Hey my shoes are now lvl 2 from walking around the world twice! Yay!
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
Played POE for days. Biggest complaint and annoyance of that entire game? The fail skill system u had to use to level up. Its an annoyance having each skill have it's own XP bar. Its pointless. We might as well have certain pieces of gear level up. Hey my shoes are now lvl 2 from walking around the world twice! Yay!
Maybe it was just wrong for the game. It's not like you won't be to use the skill/rune at all, it just wont be *as* effective until you've given it some time and you shouldn't need peak performance until inferno anyways. You could test out all your build ideas leading up to that point. It may make a lot of people cringe their teeth and I know it's a different game genre but I love the weapon rank up system in MW3, which if I'm not mistaken isn't too far away from Activision blizzard's domain O.o
If the idea of having to use a skill to make it stronger upsets you people I really want to know where the heck you guys were when the second rune system was suggested as it would have taken this to an extreme and some players supported it.
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Just make it so we pick which type of rune we get to unlock for a specific skill when we get to a specific level: "you just earned a point to unlock one of the runes for poison dart". If you choose one u don't like u gotta wait till the next level you get another unlock point for that skill.
Whatcha think?
Maybe they don't want the player to be faced with so many decisions? Or maybe they don't want you to be in a position where you get the runes you want after like 20 levels and then stop caring about trying out the other runes you don't want (not like that won't happen anyways though).
Exactly my point as well! Thank you. No point in them being available at such a high level when it's not more powerful just different
IT doesn't solve the main problem: There no longer exists a rune system.
As I've said before, this is simply you having 25 major skills and you unlock variants as you level. Your solution only allows you to pick which variant you get at specific milestones.
There's no more ranks, all the "skill runes" are fixed.
They are no longer drops. There goes a major component of end game Inferno.
Diablo 3 rune system is so integral to the skill system that making it drops further complicates it. Eg. when u hit 60 and u need 10 runes of the same type... question how are u going to get them if the drop rates is low! How long will u keep farming? Once u use them its gone and u want to change your build what are u going to do? I will imagine unless u are really determine, alot of ppl wont dont have the patience for this unless the very determined. Just look at the current beta giveaways that blizzard is doing. How many rabid fans are trying to get a key? I estimate 10k to 20k out of a potential of 10million from blizzard wow base?
were fine with the new system except this one thing. which i suggested an easy fix. this isnt a QQ thread about it. please dont turn it into one
You're fine with it. Which is your prerogative, but i'm most certainly not ok with it.
thats cool. and theres 100 threads out there with people complaining about the new system and how its ruined. this is not one of them. so proceed to those. thanks
even better idea. nice one. +1
this doues not make people test and experiment whit runes. and thats what blizzard want. if you test the beta, you will notice that skills and runes that you before believes ware op might not be, and things that you believed ware useless ware kinda op.
(example: WDs aoe slow/damage skill that makes hand come of from the ground, its srsly op when playing. expecialy whit the +damage rune.)
no... they will never make new players play under different conditions like this then experienced players.
it should always be the same style. keeping it different will just be abused
Why did you start this thread if there was nothing wrong with the current implementation?
Your solution doesn't solve the underlying problem with this new system. Which is they removed runes altogether.
Yeah okay, you get to pick whichever rune you want when you get the option, which is a slight improvement on this system (not greatly improving it, that'd take a lot more work)
What I dislike though is that for every skill you will always unlock the same effects, from left to right. The left one will always be the damage rune (crimson), the third (middle) one will always be the resource rune (golden). They are unlocking in a sequence and since the new system is going to unlock runes through Nightmare and Hell, I think it would be nice to be able to choose what effects you'd want to unlock in which order you desire.
No we do not want the super fail path of exile skill system
Skills should NEVER require use to improve them. The current system with my change would be great. Much better then it was before as items u had to find to test out a skill
On that note, a lot of the people who are crying about that kind of idea now (use a skill to improve it) were not crying just a week ago when you would have had to done the same thing anyways. You were going to have to find un-attuned runes and spend them all on a specific skill set you wanted to use to try and get favorable runes/ranks/affixes. You weren't going to spend all your runes on a skill and then start using some un-altered crappy skill that you haven't been spending unattuned runes on IE.
If the idea of having to use a skill to make it stronger upsets you people I really want to know where the heck you guys were when the second rune system was suggested as it would have taken this to an extreme and some players supported it.