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.Quote from Hycoolio
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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.
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.