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    posted a message on Unattuned Runes
    Quote from Hycoolio

    Quote from Fizpez

    Quote from jaclashflash

    Quote from Prunetracy

    Dumb luck in gear drops I can accept. That just means I'm a bit weaker than I want. Dumb luck in rune rolls means I can't play my class the way I want to. That sucks way more. It's just not the same.

    I think that adding random affixes to colored runes that only appear when they're socketed into a skill is the perfect level of variation. There will still be better runes out there to look for, but in the meantime you can use the build you want to play the way you want.

    If you want it to take 1,000,000 kills to get one perfect rune, that can be done without unattuned runes. Unattuned or not does not impact the rarity. Colored vs. unattuned simply means that when you do get that drop, it's useful. Just like any rare drop in Diablo is useful (whether to use, sell, trade, or give to an alt).

    It's not a question of rarity, it's a question of player experience. I'm of the opinion that it just sucks more to have bad luck mean you can't play your class the way you want to play it. Character strength from gear is a different level of power than character viability from rune color.


    I agree with this 110%, unattuned runes are simply a bad idea.
    Just give random stats to colored runes when you place them in skills.

    Lets you use the abilities you want, while giving you the ability to change builds, and still gives you something to work towards w/o it being near impossible.

    If level 1-3 runes are common as dirt by the time you get into Nightmare then you have the ability to customize your skills the way you want to play them - the difference (from what Ive seen) between a 3 and 6 is not earth-shattering. Yes the 6 is better but if you want a specific function from you skill you will have it - and it will probably be about 80% of the power of someone who has that skill in level 6 rune - you're not crippled... its virtually identical in comparrison to someone with a very rare weapon over your "average" legendary.

    I would expect to be using level 4/5 runes in my skills well in to farming hell - possibly even the entire time. Getting the proper level 7 rune into your skill should be roughly the equivalent of finding that ultimate legendary weapon with perfect prefixes/suffixes.

    I don't see how having to use a more common level 4 rune in your skill is frustrating - customization to use the skill you want in the way you want is easily attainable - the last 3 (very incremental) levels of power though come at the same price of grinding and luck as always.

    How do you know there isnt a big difference between a level 3 rune and a level 6 rune? If runepower scale accordingly to gems, for example Meteor would have 231% more weapon damage from a level 6 crimson rune than a level 3 one. As someone else said further up here, you need the best equipment to continue to harder difficulties/areas.

    Since you need to random your 5 skills, some players will find their gear faster than finding the correct runes (especially with the new artisan system). Now they have a choice of continue the game with another playstyle, or stay behind and farm for the runes they so desperately need. You dont know how long thats going to take, because there is no safety net in the system to catch the really unlucky ones.

    For those who want level 7 runes to be the same as legendary weapons, why not add rare and even legendary runes to please both sides.
    We already know what the level effects of a level 7 rune are - a huge range is not possible if the rune has the effect of "increasing x by 21%" I'm pretty sure a level 1 is not "increasing x by 0.001%" With a potential range of 0 to 21% it makes a certain amount of logical sense to assume that each rune level is 3% gain.

    I would be SHOCKED if you can't find a level 3 rune of the appropriate color for each of your skills by the time you get midway through Nightmare. I don't even want to contemplate how stupidly easy the game would be if the expectation is that you should have level 6 runes of the appropriate color in all your skills at any point before being ready to go in to inferno.
    Posted in: Diablo III General Discussion
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    posted a message on Unattuned Runes
    Quote from jaclashflash

    Quote from Prunetracy

    Dumb luck in gear drops I can accept. That just means I'm a bit weaker than I want. Dumb luck in rune rolls means I can't play my class the way I want to. That sucks way more. It's just not the same.

    I think that adding random affixes to colored runes that only appear when they're socketed into a skill is the perfect level of variation. There will still be better runes out there to look for, but in the meantime you can use the build you want to play the way you want.

    If you want it to take 1,000,000 kills to get one perfect rune, that can be done without unattuned runes. Unattuned or not does not impact the rarity. Colored vs. unattuned simply means that when you do get that drop, it's useful. Just like any rare drop in Diablo is useful (whether to use, sell, trade, or give to an alt).

    It's not a question of rarity, it's a question of player experience. I'm of the opinion that it just sucks more to have bad luck mean you can't play your class the way you want to play it. Character strength from gear is a different level of power than character viability from rune color.


    I agree with this 110%, unattuned runes are simply a bad idea.
    Just give random stats to colored runes when you place them in skills.

    Lets you use the abilities you want, while giving you the ability to change builds, and still gives you something to work towards w/o it being near impossible.

    If level 1-3 runes are common as dirt by the time you get into Nightmare then you have the ability to customize your skills the way you want to play them - the difference (from what Ive seen) between a 3 and 6 is not earth-shattering. Yes the 6 is better but if you want a specific function from you skill you will have it - and it will probably be about 80% of the power of someone who has that skill in level 6 rune - you're not crippled... its virtually identical in comparrison to someone with a very rare weapon over your "average" legendary.

    I would expect to be using level 4/5 runes in my skills well in to farming hell - possibly even the entire time. Getting the proper level 7 rune into your skill should be roughly the equivalent of finding that ultimate legendary weapon with perfect prefixes/suffixes.

    I don't see how having to use a more common level 4 rune in your skill is frustrating - customization to use the skill you want in the way you want is easily attainable - the last 3 (very incremental) levels of power though come at the same price of grinding and luck as always.
    Posted in: Diablo III General Discussion
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    posted a message on Unattuned Runes
    Quote from Verity

    Quote from Release52

    If you can change your runes freely can they also be sold freely? I'm trying to work out if you socket a rune in a skill then get bored and decide to sell it etc eventually everybody will have every rune they want and runes will be worthless after a while is that the case?

    (hope that made sense)

    Yes. At the moment there seems to be no "runestone-sinks". Gems have the "gem dust" so they will likely be salvageable, but haven't seen anything similar for runestones.

    This itself is one of the reasons why rune attunement is a good idea. It will decrease rune saturation.

    Without skill attuned runes the maximum amount of runes you will ever need per character is 6 of each colour (no counting ranks). One for each active spell you can have. And having that many is probably overkill since you won't really use every runestone effect for all your skills.

    I'd make the "unattune" process use lower level runestones as part of the process. Want to unattune a level 6 runestone? You would need the salvage from a bunch of level 5 runestones - if you set the ratio in line with their drop rates (level 6 stones drop 1/20th as often as level 5's) you'd effectively remove a significant fraction of each preceeding level from the game on a permanent basis. They will have to do something along these lines or every runestone short of level 7's will become boringly common on the AH. With a system like this even a "bad" drop for you retains some value as it can be used later to unattune a high level wildcard rune.
    Posted in: Diablo III General Discussion
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    posted a message on Diablo 3: Rank14 Gem Time Frames
    I realize they said level 7 gems will drop in inferno - but why would they bother to limit it like that? I mean I must have played a thousand hours or more of D2 and I never saw a Windforce drop - if you set level 10+ gems with a drop rate similar to that you'd shave considerable amounts of time off of a few lucky souls without singificantly impacting the economy of the game
    Posted in: Diablo III General Discussion
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    posted a message on Item Storage Question
    I've only been here like 2 weeks but we've had this discussion before. I think its probably going to be a problem if you can't make another account. Sets come to mind as major space eaters - even at 1 or 2 slots per item trying to collect more than a couple of sets is going to consume huge amounts of space. Playing long term and upgrading gems is going to consume many slots - assume you have a level 12 gem - before you can upgrade it to a 13 at some point you will have every level below that as well in storage (down to level 5) - theres 7 slots right there x 6 gem types is 40 to 50 slots just in gem storage.






    My solution for sets is to create at least one of every class right off the bat and any set item for that class is immediately stored in their inventory (from the shared) until I get around to playing that class. The space will only become a problem once you have high level characters of 3 or 4 classes and you're using their inventory for actual game play, instead of being part of your item bank.
    Posted in: Diablo III General Discussion
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    posted a message on Blizzard f$#@ up the items
    My guess is that they are trying to avoid the "you need item X" to pull off this build syndrome - when the success or failure of a build depended entire on a single item it kind of invalidates the entire skill system.

    Don't get me wrong - I would love to see more unique abilities show up on on certain weapons but if theyre not going to use any skills it really limits what they can do to differentiate items.
    Posted in: Diablo III General Discussion
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    posted a message on Passworded DiabloFans Games
    Quote from CorruptDevil

    the join system so far isn't going to be like the old system of D2. Its going to be a set of public private options when you log in.
    I havent seen anyone join or make a game on the few videos Ive watched - what does that mean? Can you not create a pword protected game that others not currently logged on can see? Do you need to pick who can join from some list?
    Posted in: Diablo III General Discussion
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    posted a message on Passworded DiabloFans Games
    Way back in the day I used to play with people on the Amazon Basin website - they had password protected "public" games where anyone wanting to play with other basin members would join. You had to be logged in to the forums to see the pword/gamebase name chosen for the day - for example the pword for any Amazon game name that day would be "java222" and every game would start with javaab or something similar so you could search on them. Any intention of implementing a similar system here? I like to play either alone or (at the very least) with people I am reasonably sure are not jackass 12 year olds...
    Posted in: Diablo III General Discussion
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    posted a message on Legendary Loot Notifications?
    Quote from Slayerviper

    If this had to be in the game I hope it would be an option to turn on or off. I don't care what others get, if someone keeps bugging you the /ignore function will be quite handy. It would be better if the item name "pop" animation was a big turd saying you got nothing. It might be kinda funny then.

    I have no issue against you I just hate the idea.

    I probably should have included the idea that it was toggleable - for both the finder and the teammate. If I dont want people asking me what I got I could turn off notifications .
    Posted in: Diablo III General Discussion
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    posted a message on Legendary Loot Notifications?
    We (should) all know by now that loot is dropped for you and you alone now - a situation for which I am eternally gratefull - watching people edge in to a boss fight at the end, stop using their skills hoping to ninja-loot the drops was depressing to say the least.
    I was wondering what people felt about a system where you would see when someone picked up a rare/legendary item? The way things stand now the only way to know if someone in your party picked up something good is if they tell you. I thought having their portrait flash or in the case of a legendary named item have the item name "pop" above their head for a second or two.





    (tool bar hides my text when I type for some reason)
    I wouldnt want someone asking me "what did you get?" everytime I pick up a blue, but I think it would be cool to know my teammate just lucked out on a legendary.
    Posted in: Diablo III General Discussion
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    posted a message on Is 350 slots big enough for you?
    I can see three things becoming a potential problem:

    Gems - We know they drop only up to level 5 but there 14 levels and six? types. I believe you can use a gem/unsocket/upgrade/resocket your highest gem - but lets say you're working on a level 8 diamond. You theoretically could have a 7 in your eq, a six, a five, four, three, two and first level diamond all stored at once - in other words just upgrading one gem type could use up to 13 slots (assuming you were about to get to 14)

    Runes - People seem pretty sure that runes "lock on" when you socket them in a skill - others have seemed to mention that the rune type is not determined until you socket it. So if I want a golden rune in a particular skill I may burn through any number of runes trying for the golden - I'm probably not going to get rid of the runes that locked in at the wrong type because you never know when you're going to want to try that combo. Lots of skills with many runes for each = might have a 100 or more runes - especially if you save low unsocketed ones for future builds.

    Sets - We all know there's typically one piece of set eq that is super rare - assuming there is even a modest number of sets for each character class you quickly get to a point where you have dozens of set items waiting for the final piece before that set becomes truely useful (better than the random collection of rares you're probably wearing at that point).
    Posted in: Diablo III General Discussion
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