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It'll be fine. We'll have some info real soon on skills and runes, a new patch, and we'll be cookin' on the road to Releaseville.
With Bashiok just recently posting about having new information regarding the Skill and Rune system overhaul, what are your theories on what we will hear? What changes do you think will occur?
I personally think they want to keep Runestones as an item in the game as another means to trade with other players. Skills however... what major changes can they incorporate so significantly?
Honestly I dont think the resource generators/ resource spenders are working, however this may change throughout the other 98% of the game.
My theory is that there will be a reversion to a resource automatically fills up sphere and all skills will just cost resources.
So you're thinking a little more restriction when applying the runes? In what way could they do something like that though?
"You can now only switch runes out of a skill after x amount of time." That would be bad.
"You can never remove a rune from a skill" Back to forcing players to remake characters for bad decisions. Maybe a respecc system? Too similar to WoW?
Maybe they'll make it so that runestones work like a charge. Once it's used for a skill you 'unlock' that form of the skill and you can freely swap between them. However, the game could easily become saturated over a long period of time. That would cause Runestones to eventually hold no value in the Auction House.
finally a decent thread.
Im still hoping for my old idea from a few months back:
The only Rune stones in your inventory would be an un-attuned colored rune (so 7 colors x 7 ranks = 49 possible rune drops off monsters)
Example: An Unattuned Crimson Rune Rank-3 Drops.
You can then permanently slap it onto one of your skills (see image).... or sell it.
Each skill can hold 1 one of each rune color (so they dont sit in your inventory)... and you can just select which rune you want active when in town or something.
Edited by Nawlbergs on 2/9/2012 4:23 PM PST
finally a decent thread.
I really like the idea where the runes hold some form of stat. Though with your idea I'd still be concerned about the long-term decay of value with runestones.
Also, I think I recall Jay Wilson stating in an interview that they were playing around with stats on runestones. Don't know if it worked out, but it sounds like it's a closer guess than most.
Your example makes me wonder if they'll make stats a much more prominent influence in your runestone decision making. It would be concerning to sway players away from the rune of their choice only because the stats on it are weaker than another color that they have.
"runes have been removed until we find a more appropriate substitute in an expansion!"
"skills have been removed until we find a more appropriate substitute in an expansion, players will now use the basic attack throughout all four acts!
"the game is delayed until mid year while we use dev time to finalize our WoW characters"
A final answer to the question of 'how do you intend to handle skill switching?'
We've had total freedom.
We've had nephalem altars.
We've had the 30 second cooldown.
None of these solutions were final. The new announcement will tell us what exactly they've decided to stick with/how they've changed it.
A final answer to the question of 'what does a rune look like when you find it, what happens when you put it in a skill, and what happens when you take it out?'
They've suggested that runes may just be items that drop already with a rank and colour.
They've suggested that rank and/or colour may be assigned to them when they're socketed in to a skill.
They've suggested that the rune may be bound to that particular skill once socketed.
They've suggested that a rune may drop with, or may receive when socketed, one or more affixes.
They've suggested they want a system for how otherwise uselss runes may be handled after we decide we don't want them. Previously the mystic was the answer to that. Now she's out of the game.
We know literally nothing about how this is going to work out. It is the biggest question yet left about the systems of the game.
Thanks. I think long-term decay has been an issue for any of the proposed rune-systems. Once you have all the level 7 runes you need... then what?
If you put a rune in a skill and then you want to change it you will lose the rune. Like in D2 when you de socket the items you lose all the runes.
This will keep the value of runes up in the game if not it would get inflated with to many runes and they would lose value faster over time.
Only one rune in a skill at a time.
That would be cool if the runes would slowly decay but they probably wont allow that.
Edited by Monster on 2/12/2012 9:37 AM PST
Its almost "impossible", its like saying "what do i do when i get all the gear i need?"
I beleive we will have a good "mash-up" of all the rune systems they've suggested.
I dont like that... at all... If i get a crimson rune lvl 3 in a skill and i wanted a crimson one, if i pick up a lvl 4 rune and put it in there and get alabaster lvl 4 and then lose my crimson rune lvl 3, i'll be pissed.
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