Maple Story has CAPTCHA. *shudder*
Also, HI, JAY.
- IgnatiusReilly
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Member for 12 years, 2 months, and 7 days
Last active Fri, Oct, 6 2017 22:38:18
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Dec 21, 2012IgnatiusReilly posted a message on Jay Wilson Interview, Community Commentary: Diablo Stats, Blue Posts, Deck the Hells (With Lots of Free Stuff!), Heart of the SwPosted in: News
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Dec 14, 2012IgnatiusReilly posted a message on How Can the Community Managers Improve?, Blue Posts, Poll: Which Act III Environment is Your Favorite?, Add Me Maybe?That was a nice reminder why I stay well clear of the D3 forums. It's endless with those people. Lylirra does her job well.Posted in: News
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Sep 28, 2012IgnatiusReilly posted a message on Public Test Realm Patch 1.0.5 Notes for 9/27Doubled legendary drops. No surprise here.Posted in: News
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Sep 21, 2012IgnatiusReilly posted a message on Patch 1.0.5 PTR Patch Notes - 1.0.5 Coming to the PTRPosted in: News
So much this. - To post a comment, please login or register a new account.
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Runestones are such an integral part of character customization in Diablo 3 that letting RNG dictate it is just a bad move. It's just more fun to have all of the options available than to wait for RNG.
This isn't quite the same as farming for a Zod since that was about gaining immense power, not about gaining the right to customize your character the way you wanted to. Of course, the counter-argument is that getting a rank 7 rune stone IS gainging power, but it'd be such a incosequential increase, it's not worth delegating essential character customization to drops just so you can at some point feel the overwhelming excitement of your Bash doing 5% more damage.
I don't think this was an easy choice for Blizzard, (I certainly liked the old idea) but it's clear the pros far outweighed the cons. In regards to my statement about there still being several other items to farm. I'm not saying removing things to find makes the game more fun, but that despite this change for runes, there is still a lot of items to farm for, probably more than Diablo 2 had, so everyone should relax. In the grand scheme of things runes would have been a very minor element of the item hunt simply because they'd offer such a microscopic increase in power.
This kind of sucks, yeah.
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I agree. This game could use another few years to polish things up. A blatant rush job/cash grab.
Your arguments are also really boring. I could offer my opinion in list format too, doesn't mean it's an actual argument.
You really want to dig up the LAN thing? Wasn't that horse beaten then cremated a year ago?
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I really miss the old set up. It was really nice.
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If you didn't think you'd have found all the runes you needed within a month of play, you're delusional.
"Yeah dude. I totally got a build in mind, but I haven't been able to find the rune I need in months!" Yeah, that wasn't going to happen, and if it did, it goes against the customization most people enjoy in games like this. You should be glad, the customization is ready to go at max level as opposed to whenever the random number generator decides to throw you a bone.
I loved the rune drop system just as much as anyone, but it's pretty clear it was deeply flawed.
70% of the items in this game are found beyond normal, with a large chunk being found in Inferno only. Trust me, there'll be plenty of stuff to farm for.
I don't think forcing people to farm for essential elements to make the build they want is a valid way to make the game more challenging, especially when experimentation with runes is such a key part of the customization in Diablo 3. I also don't agree with "dumbing down". It's not hard to figure out that when a higher level rune drops, you should probably use that one, at least until your prefered high level rune drops, in which case you'll use that one. Eventually all the high level runes you wanted drop, and we're finally at the point where this new system puts us without having to rely on RNG.
Both systems have equal amount of complexity, it's just that one requires you to farm an extra 2 weeks.
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I think the problem here would be you'd be limited by the highest ranked runes you find. If you have a level 1 Obsidian and a level 7 Alabaster, you'll probably use the Alabaster. I guess you might use the Obsidian if you really like effect, but for most players they'd likely want to use the rune with higher bonuses. Beyond that, the whole excitement of finding runes would disappear as soon as you found rank 7 runes of every color, making it an appealing part of the game for about all of a month or so.
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There's a lot of fixes they could have implemented I suppose, but having a key character customization aspect tied to drops isn't very fun. Essentially you'd find all the runes you need sooner or later, (likely sooner) and by that point you're throwing out runes left and right. They could have put affixes on the runes perhaps, but that's not really the most exciting form of customization. i.e.: +3% Firebats damage. Wow. Cool. (I think hardcore Diablo 2 nostalgics would have loved this though, lol) The important aspect was the major and meaningful affect each rune had on a skill, and that's still alive and well.
But still! Finding runes to socket into skills was just so cool!