So the new Rune Approach seams in its current stage to be another Simple to use easy to master, to make it user fiendly for the masses.
I like the system because it has a lot of potential like Runewords for White items and adding more Rune types.
Like
Empower Runes that changes the Effect rune depending on the empower Rune type…
My concern ( and i know its to early ) is that they will keep it “to simple” like they mentioned with only 2 rune types.
maybe i just lack the imagination of how to make solid progression with only 2 Rune Types.
The Idea:
New NPC Type like Blacksmith, Jeweler, mystic
Called
Scribe…
Lore: A member of the Horadrim that in his vast search for knowlagde learned of the power of the runes.
He can:
Craft Low lvl Runes Cost 1 Runic stone (New drop) + Gem (type?)…
Arrange owned Runes to check if it combines to a Runeword.
Script a Runeword onto a White Item Consuming the Runes
benefits:
He will make it easy to use an learn the runes / play with low lvl combinations
Exploring Runewords, like if they make a new Rune (lvl doesn’t matter) people could explore and find new combinations that maybe leads to new Runewords.
A Mainstream approach that shows how to make runewords.
Increased Complexity: If everyone has a Guide, more Rune types and complex end game runewords would be more viable and easier to understand (not obtain)
As long as they only make the Runewords something like 70-80% BiS the Runewords should only add some fun new builds and playstyles to the game without taking over like D2.
I like the idea, but for me at least before we expand of some of them, we should be more looking for a balanced game.
Then by all means add tweaks to systems, until the first expansion.
A minor nitpick. The word you’re looking for is “scribe.” A scribe is one who writes.
As for the idea, I’m withholding judgement right now. Part of me thinks the cause/effect idea has some merit. There’s another part of me that really liked the D2 style of runewords.
I’d like to see more of what they’re thinking fleshed out.
and yeah i have it the same way, saw the cause/effect and could allready see a s**t load of combinations, totally awesome, and simply can’t wait until they tell us some more about how they wanna progres the runes
maybe i just read to many “D3 is easy to learn Easy to master / mainstream” posts…
and just wanted to say plzz add some complexity, and make it easier for mainstream to understand
I’m 100% against their current cause / effect system and would much prefer and actual runeword system. They shouldn’t be getting paid to be lazy. I bet they’re still hard-coding percentages.
I’m still dumbfounded why they’re keeping some of the regressive and dumbed down game design decisions that happened between D2 and D3… Dumbed down skill system… Less choice… No 3 skill trees per class… No skill synergy… And a dumbed down itemisation system as a result. Hoping there are a lot of changes before release
Some people just refuse to understand, Diablo is 1 time purchase, not subscription. As long as they get you to buy the game and keep it interesting while simple for the first 100 hours or 200, that’s it. Game economy in 2010s already tells us such thing, that the majority of consumers feel worth it to spend $40-60 on am RPG content that can last them 70-80 hours (D4 sure can last longer). Any more effort for little reward is pointless, such as oldschool D2 runeword systems that only cater to a very small amount of players, generating little profit. Whine how you want, but any RPG that’s interesting for the 1st 100 hours is already considered successful nowadays.
Also, D2 runeword system sure was great, but this is D4, not D2 remastered. They can learn from D2 system and create new things, but the worst thing is to copy D2 system. They can work on adding 3-5 runes per item to mix and match condition/effect and make a proper runeword after completion. That’s how things are done right in 2010s and 2020s. Player taste nowadays is vastly different from D2 time. There are MMORPG, MOBA, battle royale, mobile game, console titles, countless of things that can distract people from D4. The only good thing I learn from life working is that clients/customers are not as patient as you think. Make life difficult for them and there are tons of other things they can turn to. You are never the only choice.
hmm thats why we are suggesting to make Runewords more unique, as an effect only item, maybe it would make new and exciting builds come to life, Without making Runewords BiS…
Like maybe you’ll have one runeword that has an effect that improves Crowd control, another that creates some kind of summening effect… an so on so on…
and making them like MAX 80% BiS to not make runewords to powerfull.
The issue with the current rune system in my eyes, is this:
Cause rune / Effect run. Ok, no problem. But what happens when:
-An item has more than 2 sockets
-You use the same runeword twice
-If an item has 4 or 6 sockets, do you just put 2 or 3 runewords in it?
-Any runeword can be made in any item with at least 2 sockets, no slot requirement ie: dagger, sword, 2H Hammer, etc
In D2, you need a specific item type with the exact number of sockets in order to make the runeword (in Median XL if a runeword requires 3 sockets, but your item has 4, you simply fill the unneeded sockets with jewels FIRST and then proceed with the runeword).
In both games a specific item is required to make the runeword. This means you can’t double up on runewords that you can only make in chests or boots for example which also means that they can be more powerful since you can only make the one.
Also, I would say 100% of the time, the runes have their individual bonuses which are then enhanced when a runeword is completed. But with their current system you get this:
Rune A: When you take damage, trigger Rune B.
Rune B: Heal for 1% of your max HP (for example).
You can eiter make it so that 2 of same rune is not allowed or make someting like. Effect
2 of same type = 140% main effect
3 of same type = 160% main effect
4 of same type = 180% main effect
5 of same type = 200% main effect
Condition.
2 of same type = 120% of all effect runes
3 of same type = 140% of all effect runes
4 of same type = 160% of all effect runes
5 of same type = 180% of all effect runes
and they could make the Runes Scale with lvl or the new affixes angelic demonic, ancestrial power to have the runes be realated to the items your using…
another thing to improve, would be making lvls on the condition runes
Like
une A: When you take damage, trigger ( is a low low lvl rune that can only trigger low lvl effect runes…
then you should compare low level boring con/effect runes with low lvl Gems, like they won’t be used in end builds
about the sockeds we could have differet item values.
Broken = 1 Rune kan be scripted in
Cracked = 2 Runes kan be scripted in
Normal = 3 Runes kan be scripted in
Superior = 4 Runes kan be scripted in
i think its really about balancing and having clear outstanding differences between items.
also the mythics. i mean, they are cool, sure. but do they need affixes? they have what? 4 legendary powers? isnt that enough? most ppl will already hunt for it and sure, you can only equip 1 of them. but i still think itemization should somewhat be balanced and every rarity type should have a pro and a con. runewords could easily fit in there with having special effects + the original rune effects (or they get replaced to not make it too confusing) but no stats or affixes.
a higher rarity type should not just be like the lower but better. it should be something different that you are more excited about. but in the end, you might return to a lower rarity type for some slot because you are really min maxing to the fullest.
I’m sure new runes system will be as broken as leg-gem system in D3. That is, a couple of best recipes, all crap everything else which no one ever uses.
Thats exacly why we must ban togetter, Brainstorm and PUSH som better ideas into the Devs heads now that they say they are reading feedback this time…
Like i suggested in another forum something like each Dungeon have a scoreboard with lowest lvl Clear Group/solo that would bring increased interest in lower lvl Sets, Runes, Gems, Charms, legendaries so instead of having lvl 70 with BiS items… we will now have different Builds for each single dungeon based on the lvl you think you can handel the dungeon in
What about you what would you like to see from runes and whats your thoughts on Effect only Runes