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    posted a message on Mod Application Thread - 2016

    Wish I could be a mod here, but I just don't feel like I'd have the time. Been comin' to this sit for years now, and not only am I a lover of the game(tattoo of Tyrael on my leg I enjoy boasting about) I attempt to play as often as I'm able. Also, been playing since launch and recently have attempted to start up some occasional live streaming and youtube vids(not as interesting as other tubers). Though, that front is an extremely slow process with not having time(2 kids and a g/f who's not happy about me spending time on the game). But I'm still chuggin' along.

    Good luck all and hope you guys find a great fit to the team.

    Posted in: Diablo III General Discussion
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    posted a message on my opinion of the new rune system...
    Quote from emyln

    Quote from dnothing23

    Issue #1 let me start this by saying the only REAL problem i find with the system is NO low level customization. as you level it does slowly get better up until lvl 60, but at about lvl 30, you only have half the skills/runes. now Blizzard see's the lvl 30 to lvl 60 of not gaining anything, a problem. personally, i don't. i see that as the time to NOT focus on what skills you want to use, but to get better with the skills you have chosen and to focus on getting the gear. the gear is the main focus of the entire game, and it needs hours upon hours of focus to achieve all your desired gear. actually, it truly never stop, because there is in fact always something better to be gained. also, i don't knwo about any of you but i think seeing so low lvl dueling at around lvl 30, 40 and 50, would be super fun!!! not a main focus but still would be fun.

    Issue # 2 i LOVED the incremental lvls of runes, and i think that it is a GREAT way to reward the person from lvling from 30 to 60. it would still keep the focus of getting better and honing in your personal skill level with using the skills of choice, and still allow you to gain strength as you level, not just with gear, but with the rune system as well.

    Issue #1
    - I truly don't see an issue with this. Prior to Patch 13, Lvl 30-60 literally was a dead zone. Levels almost seemed an afterthought and there was no "incentive" to level up. Now you have something to look forward to every single level.
    - Also, Blizzard has already stated. unlocking all the runes and allowing players to pick which rune to unlock first will require much more development time both on the UI and a new mechanic developed. Personally, I think this is a waste of recources at this point in time, its a nice to have but I would rather they polish up the current game and release it ASAP. Also as for patching it in later, I would MUCH rather they spend time developing the Mystic and reintroduce her back into the game with a new item/ability enhancement.

    Issue # 2
    - Personally I do like the incremental lvls of runes and how they increased with the game difficulity mode. However, cost benefit analysis wise... I think the game is fine the way it is now. I've plaayed Patch 13 much more than the other patches. The introduction of runes really really really invogorated and adds a lot to the game. We know that the Mystic is being redeveloped, we know they are looking at the Talisman again. So I would rather they fully rethink skill custimization and release it in a patch or expansion. (As long as they don't take 2 years to do this).

    you may not agree but these are the basic issues that most people are in fact arguing. and i feel there shoudl be a fix to compromise... but thats just my opinion..
    Posted in: Diablo III General Discussion
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    posted a message on DiabloFans Calculator Build Contest (ONE POST ONLY)
    With my character build I have designed my wizard to survive. Keeping control of the enemies would be priority one! And dealing damage priority two! I feel that this build would go through Normal, Nightmare, and Hell, and with the right gear be amazing for Inferno, also would be a great pice of artilary to have in PvP. So with that in mind, slowing, freezing, stunning, and anything else to hit them with and control their movement is my main focus, while dealing a fair amount of damage. My character is subject to change due to fine tuning and potential gear(disclaimer to unknown gear) but i plan to keep the majority of skills also with their desired runes or rune variants.
    http://us.battle.net...WglO!YfW!YYabac
    1st skill is Ray of Frost using Cold Blood rune(possible "fine tune" rune change)
    2nd skill is Meteor using Comet rune(never changing)
    3rd skill is Wave of Force with Impactful Wave(never changing)
    4th skill is Slow Time using Time Shell(never changing)
    5th skill is Familiar using Sparkflint(unlikely, but possible skill change, possible "fine tune" rune change)
    6th skill is Energy Armor using Prismatic Armor(unlikely, but possible skill change)

    Passives are as fallows.
    1st is Glass Cannon
    2nd is Galvanized Ward(unlikely, but possible skill change)
    3rd is Black Ice
    Now for the reasoning; Ray of Frost, and Meteor:Comet, both deal cold damage and slow enemies attacks and movement speed, ideal for the mass control I’m looking for. While Ray of Frost is using Cold blood, this allows this spell to be my free spammable spell while also getting the decent damage and slow effect. Meteor using the Comet rune is also giving me pretty massive damage, again while giving me slowing effect of freeze, and a fair amount of damage over time(mist effect). Wave of Force deals some fair damage, knocks enemies back, even further with the rune, and will stun, again ideal to control the enemies movement. Slow Time with the Time Shell rune, while decreases the area of effect, massively decreases the enemies attack and movement speed, which complements well with my over all build. The Familiar does a bit of extra damage for me with out actually having to cast which is nice, also with the Sparkflint rune increases my overall damage by 15%. Using Energy Armor has 2 awesome things about it, which also goes in hand with 1 of my chosen passives. One of its uses is the fact it increases my armor, therefore decreasing the amount of damage I will take. It does lower my arcane power by 20, but with my build as is, I’m not extremely reliant on how much arcane power I have at my disposal. Also, with the rune effect it increases my resistant’s, there for making my survivability even greater. Beings we are talking about Energy armor, i will skip to my 2nd passive skill choice which is Galvanized Ward. Using this skill is pretty self explanatory if you have read it, but for those who haven't, it makes my armor skill last twice as long and restores 890 life per second. Again this is increasing my chances of survivability. Now for my 1st and 3rd passives, I chose Glass Cannon, and Black Ice. Glass Cannon increases all damage done by 15%, but decreases my armor and resists by 10%, and Black Ice, increases all damage dealt to chilled and frozen enemies by 20%. With 2 of my main skills already doing chilled effects, I figured I’d gain a decent amount of damage to most foes.

    Now for the last part, if after I make and play this character, I find that my arcane power is close to efficient enough I may be able to swap Cold Blood rune on Ray of frost for Numb. Numb increases the chill effect by a drastic amount. Then to counter the possible need of more arcane power, I could increase my regeneration rate by switching the rune on my Familiar from Sparkflint to Arcanot.
    One last possible change, which I do not foresee me doing, but is in fact possible if I’m just that damn good at dodging hits is, swapping out Energy Armor and the passive skill that goes with it to one of a few choices. they are(skill;possible, rune, effects); Teleport;Wormhole, Fracture, or Calamity, Mirror Image;Duplicates, Extension of Will or Mirror Mimics, Frost Nova;Cold Snap, Deep Freeze, or Bone Chill, Magic Weapon;Force Weapon, or Conduit. Also, I may test it, but I don’t foresee it changing, but I could potentially change out Familiar for one of the previously mentioned skills. With one of those selections chosen my passive skill would be only one of a few. If I was still finding my arcane power to be a bit of an issue, could select Astral Presence or Power Hungry. Though, I only have 2 skills with cooldowns, Critical Mass, or Evocation could help a small bit. If I found myself getting a bit low on life occasionally, I could use Unstable Anomaly or Blur, but I’d probably go back to old set up. And if for some reason I thought it to be necessary, if I used Mirror Image or Teleport with the right rune, Illusionist could be deemed useful, but unlikely.

    oh and here is my characters followers, also chosen for control and damage.
    http://us.battle.net...#1101!0010!1010

    There’s my build. I’m open to constructive criticism, but if you tell me something is dumb without a reason, then you can go *insert word here* yourself.

    I have done a lot of thinking on this specific Wizard build since I have seen a majority of the spells come out over the passed few years and especially with the original character calculator. In actuality, I have hadput in a couple years of planning this build.
    Thanks for reading, and I hope I win a beta key with this build.

    PS. i typed this up this morning about 10AM, so 7 hours before the contest even started.
    Posted in: Diablo III General Discussion
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    posted a message on my opinion of the new rune system...
    i posted this on the main forums, in this thread; http://us.battle.net/d3/en/forum/topic/4079839650?page=48#953

    i feel that these are the main issues with the new system, and to those of you who have experiance with it, id like some opinions on these issues.

    post here or there, doesnt matter.


    Quote from "dnothing" »

    people have really started to stray from the topic a bit, but 950 posts untill that started happening is pretty good.

    what people need to do instead of complaining, which i see a lot of, is identify the "issues", explain them, and then figure out what would fix them, with out creating worse, more, or the same issues.

    Issue #1 let me start this by saying the only REAL problem i find with the system is NO low level customization. as you level it does slowly get better up until lvl 60, but at about lvl 30, you only have half the skills/runes. now Blizzard see's the lvl 30 to lvl 60 of not gaining anything, a problem. personally, i don't. i see that as the time to NOT focus on what skills you want to use, but to get better with the skills you have chosen and to focus on getting the gear. the gear is the main focus of the entire game, and it needs hours upon hours of focus to achieve all your desired gear. actually, it truly never stop, because there is in fact always something better to be gained. also, i don't knwo about any of you but i think seeing so low lvl dueling at around lvl 30, 40 and 50, would be super fun!!! not a main focus but still would be fun.

    Issue # 2 i LOVED the incremental lvls of runes, and i think that it is a GREAT way to reward the person from lvling from 30 to 60. it would still keep the focus of getting better and honing in your personal skill level with using the skills of choice, and still allow you to gain strength as you level, not just with gear, but with the rune system as well.

    so i have stated both the issues pretty much to their fullest. now i want everybody to give a "Fix" for both. i have a fix, but i want to hear some other peoples ideas before i state my own. earlier in the thread i mentioned a fix idea, 2 people shot it down but gave NO reason WHAT-SO-EVER as to why it was bad or wouldn't work. after thinking on it, i have some changes of my own to add to it, but again want to hear other peoples ideas. perhaps they could be incorporated into my fix.

    i realize other people will say i missed some issues, but it is 6:40 AM here, not a usual time i am up by, and i don't care enough about those issues, also, those issues most likely don't really change anything or have any real effect on the end game, mid game, or even early game. mention them, because i know you must, but the chances of me having a retort against them is null.

    LET THE IDEAS FLY!!!!!
    PS. keep the harsh negative criticism to a low roar. CONSTRUCTIVE criticism, however, is welcome!
    Posted in: Diablo III General Discussion
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    posted a message on my opinion of the new rune system...
    Quote from Zaagazug

    I wrote it in another thread as well but I cannot understand why Blizzard does not just allow a player - if he/she wants - to unlock a rune of his/her choice. It is ok if the default setting is that the client chooses each rune but there should be a setting where you as a player can choose. That would allow maximum amount of customization at basically zero additional development cost for Blizzard.

    Each playthough can be different - and especially on Hardcore the selection sequence of runes then becomes important.
    i personaly like the idea, and i could live with that. post it on battle.net forums or soemthign id back up that idea..
    Posted in: Diablo III General Discussion
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    posted a message on my opinion of the new rune system...
    yes exactly what MAKA said!!! great pooints very great points.. i will live with this new system, but ill probably be "kicking and screaming" the whole way....
    Posted in: Diablo III General Discussion
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    posted a message on my opinion of the new rune system...
    heres a reiteration on my part....

    Posted by D3BETA
    You do not unlock all runes until level 60. You are forced into less choice than the old system. Instead of incremental improvements over level 30-60 we have unlocking of runes. We don't get to try out a build until level 60. The old incrementally improving by RUNE RANKS and then improving the skills you wanted with runes was a good choice in your build.

    Posted by "someone else"
    I hate to say it, but given the choice between the 2 systems I'd prefer the old one since that affords the most control over our builds. Having runes as purchasable items is a bummer, but it's still preferable to any single rune alteration being out of reach until 60, at which points I'll likely be abandoning my character.


    me-
    let me direct this a bit...

    to me, i have come to the conclusion after thinking about it for the passed 36 hours straight, the issue isn't that one system is better than the other, in the end you will achieve the same thing. i think most people have the issue with the fact you can't have "such and such rune" till "such and such level"(ie the lvl 40+ runes), and that happens to be the exact rune or one of the main runes, im basing my character off of. there for lvls 10 through 59, your basically not playing the character you want or the character you were promised, originally.

    my simple fix to this, would be, keep it how it is, but give all runes at the same level you receive the skill, but every, say... 5 levels, each skill rune gains a rank automatically(total of 5? or whatever Blizzard would choose). there for still having the best of both worlds, and allowing you to receive them in the same manor from leveling up, but also taking the level ranking of runes, while also permitting you to branch out to what you want a lot earlier for low lvl PvP and PvE to be able to use the exact character build the person wants at the same rate you gain the skills.

    doing this makes the game have a significant more variation at the lower levels, you still gain the runes as you level, you still gain ranks of the runes as you level, and by lvl 60 you would be exactly the same as the other 2 variations, minus the fact you wouldn't have to go find them, obviously.

    opinions? ideas?
    Posted in: Diablo III General Discussion
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    posted a message on my opinion of the new rune system...
    the weak willed people im refering to are the people that will make it to hell and inferno. the game as is right now is fine for those normal casual players that have no intention of getting any furhter than that. what i was looking out for was those people that will spend 90% of their time in the last 40% of the game(end of hell and all of inferno), also your percents are off, there are 4 difficulties, divided up would be 25% of the game is each difficulty. the rune systems we are debating are nearly identical in what they achieve but are not in the way they are obtained. and that is where my issue lies. i could live with this system rolling out with the release of the game, but its nto what i want or prefer. i want to have all the runes available to me at a very low lvl of around 10. i dont want to have to wait till im lvl 50+ to start using the specific skills i plan to use on my build. id also like them to remain an item for the higher levels but i can deal with that not happening...
    Posted in: Diablo III General Discussion
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    posted a message on my opinion of the new rune system...
    well the term "cookie cutter" is just a broad statement i been using to say most people will end up using the same set up. yes, i agree, there is more viable builds and no not everybody will use the saem thing there are naturally going to be certane set ups that are more appealing maybe nto so much becasue of a higher dmage out put, but because they are just an easier character to play. that goes for every game with character customization though. my main concern, or biggest question is why limit us to only having what we acquire as we leveling up? why not just give all the rune types earlier on, at level 10? would you not like to have MORE options at a lower level? not only that, but the system makes people work even less, further pussifying the game for the week willed and people/children that cant put a bit of effort into finding the stuff they need/want.
    Posted in: Diablo III General Discussion
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    posted a message on my opinion of the new rune system...
    Quote from maka

    People talk down on the old system saying that "the difference between lvl 1 and lvl 7 runes was just a stats bonus, nothing impressive, it's boring!"...and then ejaculate all over themselves when they find the perfect version of piece of gear they already own, that gives them something like a 0.001% increase in 'power'. Priceless.
    yeah very true. good point. the old rune system was just an increase, but every increase was still one step closer to prefection.

    Quote from cryospark

    Through the leveling process it will require you be near exactly the same as all other of your class as you will only have access to the same runes vs the old system.
    It is a restrictive move this new implementation, you may find yourself soft locked into a skill due to it's rune as the rune just makes it that much better then the others for what you need it for.
    I'm not terribly concerned though about that, however the nightmare and inferno mode improved rune removal, removes a bit of the importance from those modes.
    I think removing the runes from the loot table is fine, I think they should of been put on the salvaged loot table for nightmare/inferno mode gear.
    i have become more and more concerned about this, because i dont want to be forced into doing something that im not going to really like. I.E. using runes on skills that i have no desire to use untill i hit a high enough level, when the old system allowed me to do the same thign and more much mroe freely. to me blizzards reasoning for this change of,"theres to many rune possibilities for one person to cary, is BS. nobody is going need need any more than 12 different runes at BEST for any one character...

    Quote from Nuvian

    It wont create more "cookie cutter" builds then Diablo 2 had, old rune system didn't work out, Blizzard and the tester came to that conclusion, i don't understand why we need to compare the 2 all the time, no one here tried the old system so... and many of us have different play styles, i don't agree that everyone will use the same build.
    im not comparing this game to diablo 2 because its not entirely the same as diablo 2. D2 was 75% cookie cutter builds. though with this new system low levels will be cookie cutters untill higher levels are achieved, and lvl 60 will be just that much more of a breeze because you already have the highest lvl rune AND you have ALL of them, which makes it way to easy for people to just turn around and change their build completely. i think you should have to work for anything you do in the game. the old system worked great! i know this because i played with it a bit at the passed 3 Blizzcons. their reasoning for coming to that conclusion wasn't really that great of a reason. the minor problems it posed, i dont think, are going to be as big as they think, and i feel this new system creates more issues that wont be able to be fixed. we compare the 2 because they are made to compare. the oppose each other. yes many of us do have different play styles, but when you are given the same few skills and runes as the 10 people next to you, from lvls 1 - 30, chances are your all going to flock towards that next rune you just unlocked, because chances are its better than the last.

    the only way i would agree to the system as is, would be if they changed it, instead of unlocking the runes at random levels as you level up, they unlock all the runes for all the skills when you hit a certane level, whether it be lvl 10, 20, 30, or any level inbetween... though 30 makes a bit of sense because youd have all your skills to choose from at that level, but all your spells would be rune-less for the first 1/3 or more of the game. i think maybe this is something i could deal with, though, lvl 10 - 29 PvP will be rather bland. but perhaps, like "hardcore mode", you wouldnt be able to do PvP unless you beat normal, which WOULD put you at about lvl 30...
    Posted in: Diablo III General Discussion
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    posted a message on my opinion of the new rune system...
    Quote from Discodag
    Completely agree with this! With the rune change it removes a lot of the "hardwork" part of diablo wich makes the work(when its fininshed) really worth it! that you have really accomplished something! Because of this change it will remove a whole lot of the farming side of the game! wich i think is a part of diablo wich is really key to make the game good! And even thou the masses is liking this change, they whould still play it even if it had more "farming" in it.

    exactly! the hard work is what makes doing it feel like such an accomplishment, an achievment. and EVEN if you got your character max level and decked out with rune stones, and gear and you decide you want to tweek it or change it. its not really all that hard to do, find and switch out your gear and rune stones, even if you temporarily have to use a bit lower quality stuff. the farming IS what makes it fun! ALSO, if your like me, one account wont be enough... unless they allow more character slots some how or some time down the road, but thats a different subject really..
    Posted in: Diablo III General Discussion
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    posted a message on my opinion of the new rune system...
    Quote from Doez

    I wanted to add something constructive, but this is Dead Horse Topic #239283023 and it's been thoroughly beaten. No matter if people have good or bad ideas on their vision of how the rune system 'should' be, it's not going to get changed being so close to release.
    not true... it woudlnt be hard for them to go back to the old system at all... and this isnt "my version", its the old version which, i think is better.
    Posted in: Diablo III General Discussion
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    posted a message on my opinion of the new rune system...
    Quote from Xerawolf

    I do not see how this system will create more cookie cutter builds than the system before.

    The only problem I have with it is that you will sometimes feel forced to use a spell you got earlier because you now have an awesome rune for it and it therefore feels superior to the skill you unlocked later but yet have no runes for.
    This doesnt matter at end level ofc but during the level process, which I assume is a prolonged period, I could definitely see the downsides to this system.

    And I dislike the new skill interface, but that is another matter.

    yeah thast precisly my point, not cookie cutters at lvl 60, cookei cutters from lvl 1 to 30 ish...
    Posted in: Diablo III General Discussion
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    posted a message on my opinion of the new rune system...
    Quote from FatManza

    Since I believe that the new system actually increases customisability, I would love to hear the reasons for your belief. I may very well be blind to the truth because, well, I tend to be stuck in my ways.

    Lets think of the two situations A (runes as items) and B (runes unlocked).

    Scenario A: You go online to find a "cookie cutter build". You write down the 6 runes you need. You spend a whole lot of time trying to find these, and sell any others for money for the AH. Eventually, you either find the ones you were looking for, or you swing by the AH and buy the ones you still need (with CASH). You have your build, he performs really well. Then you find a situation which the build is not doing well against. You don't bother trying another rune combination, because it costs you more time (or money) to find these than simply killing the mob in an inefficient manner.

    Scenario B: You go online to find a "cookie cutter build". You write down the 6 runes you need. You build this build, and he performs really well. Then you find a situation which the build is not doing well against. So, you "try" other ruins, free of charge. Eventually, your tuned build performs better (at least in your hands), and so, you have strayed from the cookie cutter.

    For PvP, if blizzard does it properly, then any cookie cutter build should be able to be bested by some other (of another class probably) cookie cutter (or modified build). Kinda like paper rock scissors.

    In any event, what blizzard is doing with the new system, is enabling experimentation, which is the key to unique builds.

    well first off there are no "immunities" in D3, just highly resistant to. every skill will damage every enemy, some obviosuly better than others due to these resistantses. every character will have its weaknesses, period!

    so your main objection is being able to try stuff out free of charge? well as you level you would/should be trying all the runes out on all the skills you unlock, as you level, so doing that allows you to find what you play with the best and for the most part you can do that with either rune system, but you can do it better with rune stones!

    when you hit lvl 10, you have 3 skills i believe, but you only have.. 2 or 3 runes open, and its 1 on each skill(if i remember correctly, getting tired) so at lvl 10 your able to test 1 rune on 3 skills.. ok.. with rune stones at lvl 10 you have the same 3 skills but, you capable of testing ALL 5 runes on all 3 skills, just gota find them, and oh look lvl 10, act 2, "they drop like candy." so which would you prefer 3 skills and test the same rune out on all 3, or 3 skills and test all 5 runes out? simple math tells me 3x5=15, and 3x1=3 variations at lvl 10..... ya dig me?

    as for going online and getting a cookie cutter builds, thats the persons decision, but they wont find much considering the game will be brand new, and i prefer to experiment. im the kind of people that figure out and post those unique builds and usually cookie cutter builds. my quote from battle.net forums, "there are always styles of builds more people flock towards for one reason or another, but in Diablo 3, it is designed to have hundreds of viable builds. it all just depends on a persons play style/comprehension of the character and the gear they can acquire to supplement that build."

    rock paper scissors is kind of the name of the game, except with the old rune system its more like... rock, paper, scissors, lizard, spoke!
    Posted in: Diablo III General Discussion
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    posted a message on my opinion of the new rune system...
    Quote from KageKaze

    Honestly I don't agree that it will cause 'cookie cutter' syndrome. Even at level 13 you can come up with some fairly diverse builds, especially when you consider passives that get added in as you level.

    Also, runes were said to drop very frequently, so I don't see it as being something that will make you feel accomplished. Especially since the difference in a level 1 rune to level 7 is just increase in power or duration, there's no major changes in game play between them.

    Items are still going to make the biggest impact on the game and be the focus for leveling and end game play. I don't think the removal of just one item type is going to change any of that.

    i urge you to join in on the forums, i didn't really want to have 2 forums to have to reply too. lol but oh well..

    i feel it will cause cookie cutters early and mid game becasue every new person is alwasy going to jump to the newest thing they unlock, i did it in the beta, every single time, and im not new, at all. even if i liked what i was using, i switched. after playing with it a while i went back to an older rune i had, but that only happened with a couple.

    runes were said to drop frequently in normal, meaning lvl 1 through 3, in nightmare they started getting more rare. so potentially at lvl 10 you would be able to have all lvl 1 runes open and available for your use(though obviously not all skills), you just had to get your hands on one of each at that point. new rune system, you only have maybe 2 or 3 runes available for only 1 skill each. essentially giving you the same rune for all 3 of your skills your using. that sounds pretty gawd damn boring if i dont say so myself....
    as you level up and slowly get the higher levle runes the fact your FINDING them is where you would feel the accomplishment, rahter than having them just given to you as you level.. your going to level no matter what, your not goign to find the runes no matter what unless you try.

    there is a differenace in game play whether it is small or great depends on how much you rush. because theres only going to be so much you can handle before you get yourself in to deep.

    the difference in a lvl 1 and a lvl 7 is only dmage/duration, true.. but that is a mighty big jump in damage. as i said on the battle.net forums, "i would use a lvl 7 golden rune over a lvl 1 crimson, alabaster, or obsidian rune, on any of my skills for the specific build i want to make because it woudlnt help her, it would probably kill me/her becasue the type of build i want isnt designed for that rune."
    items will be the main focus just as they alwasy have with the Diablo franchise, but why exclude the runes from being part of that? it will change it, it just wont be as drastic as if they removed gear...

    Quote from Discodag

    I agree and disagree:
    I think that a lot of skills will be more utalized then others because of runes getting earned by lvl, but i think blizzard have thought about this, and will give the different rune abilities in a balanced manner throughout the levels.

    Althou i think its a good change (not that i had anything against farming runes) since it becomes more user friendly for the masses.

    And its true that runes wont be as big as before, since you just earn it by level nad not by loot, but they still means a pretty big deal! Since it is some of the feautres that people are looking forward to!

    yep exactly people leveling up will just jump to the next one becasue its the one they just unlocked. there is way to balance a rune that i want to be able to sue at lvl 10, but i am forced to wait till i hit lvl 56 to get. to me that is counter productive, and id much rather use a lvl 1 rune stone the changes my skill the way i want to play at lvl 10 than have to wait till i hit lvl 56 to get it.

    at first i thought it was an ok change, that didnt really change much. but then i realized it completely screws up early game playing, and inferno. i want to be able to start playing my character they way i intend to at lvl 10 just the same as lvl 60, with out having to swap skills around to much. but only having to find the runes i need for my skills chosen. and for inferno, at lvl 60 with the new system everybody has the same skills AND the runes to go with it. the old set up made it so you had to find those lvl 7 runes, which in most peoples opinions i think, makes the game prolonged, there for making it more fun. longer it takes to master your character the more fun it is to build that character.

    i think Blizzard is beginning to accomidate the masses a littel to much with this perticular installment... they need to make people take the long way around the block, not give them a short cut through the alley. or as someone on the battle.net forums said, "Getting to the top of mt Everest isn't an accomplishment if you take a helicopter. Thats why we want it to be hard, not to "punish" player, but to make it actually matter!"

    its a huge feature i WAS looking forward to. it defines my main character. the runes will be just as big of a deal to have, but you wont get to utilize all the rune types you want untill you get to max level.
    Posted in: Diablo III General Discussion
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