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I did my fair share of searching the threads - and can't seem to find anything relating to this topic? Sorry if i've over looked - or haven't looked hard enough.
From the posts i've read, it seems as though placing a runestone into a socket is no longer a one way street?
At first thought I can see several benefits to this, if it is true. But I also can see several downsides.
What are others thoughts on this- should we be given the option to remove a runestone (and not destroy it) after its been place into a socket?
Edited by Egamitilps on 9/9/2011 8:02 AM PDT
So as far as I know, there's no official info on this so far because the Beta doesn't cover runestones. That said, allowing players to remove their runestones *for a price* could be a great gold sink. Plus if they do add random enchantments to your runes, you could always swap out a Rank 4 Crimson Rune of the Whale for a Cruel Rank 5 Crimson Rune of Luck, and sell the old one. That would keep the item game going pretty well, I'd think.
Copypasta from other threads:
Runestone Functionality As of the RMAH Event
Alternate Rune System Mentioned at RMAH Event
At the RMAH event it was mentioned that they were not 100% happy with the way that runes were functioning as gear. Using the runes, and the rune functionality, was fine, but finding runes wasn't as exciting because every level 5 Indigo rune was identical. They suggested an alternate system that was, at that point, in the whiteboard stages. This system would leave the functionality of runes alone, but had three goals:
This was proposed in a few ways:
It was made expressly clear that some, all, or none of these possibilities would make it into the final system, though rune affixes was basically guaranteed. The caveat was "we'll test it out and if it's clunky or doesn't work well then we'll stick with what we've already got."
The notion that runes would "drop out" when swapping a skill was a theoretical attached to the possibility of rune attunement: if runes attune to a skill then they need to drop out when a skill is swapped because they won't be attuned to the new skill.
At present, ignoring the theoretical system that was in whiteboard stage at the event, if you swap a skill that has an Indigo rune attached to it, the new skill will still have the Indigo rune because the runes go in the skill slot, like an item: they do not attach to the skill itself.
My personal opinion on the matter is that they will keep the affixes for runes to provide incentive to collect and trade runes, but they will not implement the random colour and the attunement.
I know this is just a proposal and is in no way final, but this just seems like a TERRIBLE idea.
The build calculator has already made it clear that builds will rely on rune choices as well as skill choices. Many builds will depend on specific runes in specific skills. The idea that you might have to drop a bunch of runes into a skill before you get the color you want sounds extremely tedious, and could punish players for making choices.
I *hope* that rune functionality ends up something like this:
This seems in line with the random-loot spirit of diablo, without punishing players for making choices. You could keep socketing crimson runes into FaceSmash to try to get higher or better random modifiers, but if you had to roll for color as well it would just be way too unpredictable and tedious.
Edited by Bawfuls on 9/14/2011 12:36 PM PDT
If they are level 4-5 they should be unidentified
nah that would be confusing as crap. Has to be one or the other i think, i'm fine with either way. I'm sure they will try and test and if it sucks it'll be the current.
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