03/30/2012 09:39 AMI'll start, the worst thing about the old system is it relied on itemization which relies on luck. you had to put an unattuned rune in a skill to get the color you wanted, you could put a rune in the skill 10 times and still not get the effect you wanted, FRUSTRATING, especially when you started wasting higher level runes not getting the effect you wanted.
Posted by Sollan
First of all, unattuned runes are a pointless idea. Runes dropped as one of the 5 types, unattuned runes only popped up as experiments in the later iterations of the system. Clearly they didn't work. What is the point to them in the first place? Runes drop as a particular type from mobs. Problem solved.
03/30/2012 09:39 AMAlso once attuned, that rune was tied to the skill, so each char had to have 120 runes in their stash at higher char levels, think about mouseing over 120 runes each time you wanted to find a particular one. also you might have differing levels of the same rune in your pack increasing even more the amounts of runes you had.
Posted by Sollan
Similar to problem number one, this is an inane problem introduced by another pointless change to the original runestone system. There is no reason to have runestones specific to a given skill. There were 7 ranks of runestones, 5 types of runestones - that's 35 runestones total if you keep them generic. Personally, I don't see the reason for 7 ranks, I think 5 makes more sense. Now we're down to 25 different possible rune drops, and only 5 that matter at any given point in play. Problem solved.
see there was great complexity in the system, it would've been a complete mind f&#k managing all those runes. Most ppl just want to plug in the skills they want then go slaying demons, they don't want an hr of inventory management before they go out to kill stuff.
Any complexity you've discussed is entirely a product of changes to the original system that were poorly concepted. The original runestone system sans attunement and sans skill specificity is very simple and intuitive. There is no 'hour of inventory management'. There is no difficult to understand concepts. Simple, elegant, awesome.
03/30/2012 09:39 AMThe new system removes all that unnecessary complexity, yes this system puts you on rails a little bit but it's not that bad really. If you give a kid the food they want (ice cream, lollies etc) they will always choose that, If you give them the food you (as a parent) want them to eat then give them the food they like as a reward after, they get a much better appreciation and understanding of food. Same with skills and runes, I know I will have a much better appreciation and understanding of the differing skills with the current implementation than if i was allowed to choose what ever skill/effect I wanted when ever I wanted it.
Posted by Sollan
The new system addresses one problem in the game that was never a product of the runestone system in the first place - the leveling deadzone from 30 to 60. That's it. A leveling reward. The Diablo franchise is based around loot and loot progression. Blizzard invented an absolutely INGENIOUS way to tie skill development and progression to the loot system, then they abandoned due to what can only be described as superficial issues with simple solutions in order to address the leveling gaps and nerf the rune effects to a single click on a UI.
The new implementation is not what disappoints me - it has it's issues but rune effects are still a really cool system and no matter what they're going to be fun to play around with. What disappoints me is how much potential was ripped from the system in the latest stages of development in order to address an issue that had nothing to do with the rune system in the first place.