Well, I won’t like that system much. If the white “runewords” too powerful, we’ll comeback to D2. IF they’re too weak, nobody will use it because usually it takes much more effort to complete a runeword than getting a rare/legendary item (well, except some extreme rare ones like D2’s Tyrael Might).
Personally I like those socket choices:
Runewords: No stat, only effects.
Jewels: Several stats (3-5 ones) but with low values.
Gems: Only one stat but with much greater value than jewels.
And you’re free to choose what to insert in your sockets, a 3-4-rune runeword that have a great effect, a 2-rune runeword with lesser effect and a jewel/gem or all jewel/gems for stats, whatever benefit you more. That’ll creat build diversities, customizations and much easier to ballance around.
so with “runeword” you just mean the current system as it is?
i mean, balance is everything
the goal is, that you really cant tell, which item type is the best and it will change, depending on the situation
I don’t know if you’re talking to me or not, since you didn’t reply. If you’re, then the answer is yes and no. I mean the future D4 runeword system, which is not determined yet.
Well, ballance is the goals, but not just ballance between systems with the same function (in this case is runewords/gems/jewels), but also the power contribution among other systems. That’s why I’m opposed the idea of runewords provide stats, because it can overwhelm legends and sets in power and we’re back to D2 post-1.11 again.
yea i gess i understand
i mean, legendary items also have their legendary power + stats
i think it would just depend on, how much power do you give to those runewords?
i actually wrote all my fan fiction runewords without stats and just effects but i would also take in the possibility to give them 1 or 2 stats that are also fitting to their theme xD and that would still not make them far superior to legendaries or sets, as they probably have the same power (effects and stats)
it depends on how strong the effects are (you can tune the numbers down) and how many stats they will provide, additional to that
That’s why i suggested to not only create a runeword in white items but also give some space to upgrade legendaries with a trigger and effect runes or jewels as an alternative for everyone who doesn’t want RW.
We all agree that current 2 sockets are not enough at least.
If you heard everything that they said about runewords they said that they plan on making a progression system for runes and runewords. They just didn’t have any information on the subject to talk about that system.
As far as runewords goes I would love to see some sort of improvement on the runeword system from D2. I just don’t know what it would be. But I do know copying and pasting just won’t cut it. I want D4 to stand on its own merits instead of being a copy and paste of D2.
I like the idea of having runewords which in some builds and some cases provide the BIS option. Personally I love the puzzle building experience of combining runes in the cube, finding socketable high quality items, upgrading them to +20% quality, then socketing in each rune and rolling it. Sometimes the results were great, sometimes not.
Its a really fun experience and adds to the depth of itemization if done right. Ideally there is not one piece such as enigma which is best in slot but having crazy abilities and effects like that made the game a lot more fun.
Yeah I like both, runes with effects and runewords with extra stuff. I like, creating a new unique with nice stats with a runeword like in D2. I think it was a bit strange, that they had similar stats as gems…
The only important thing about runes is IMO, that they do not modify the skills too much, like the examples for unique in D4 are just doing and they should not be as strong as in D2… they were way too strong.
Sure, spirit sword, insight, and stealth are strong and go tos at the beginning of the ladder for many characters but they aren’t free and you still have to grind out the bases and runes.
Later on, infinity, CTA, Enigma are very expensive. Without bots it would take you a very long time to get those. Furthermore, some of the best uniques in the game are competitive with runewords. Also, it feels great to find a rare rune (or to see any charm drop for that matter), things that are now missing from the Diablo franchise.
Nah actually there is one runeword for swords I think, which was way over the top. (Did not play melee) But yeah the runewords in mid game were lovely <3
Yess right haha… the list of stats Is so long! A super nice item, if it wasn’t too strong. Maybe the devs underestimated it. A good example of something that went wrong in D2 and what could have been fixed in a sequel. But instead, devs are trying to realize completely new items
I strongly disagree, the absolute majority of endgame items should not be game changing in their own. If you equip one single item and your char works completely differently, and this is the case for almost every legendary, you are automatically in a D3 situation, where items come first, then you look for a build around that item config…
Also the D4 devs should first of all think about stats, balance them, get some upper boundaries For crit chance etc and then ON TOP you can be innovative and put some minor skill modifiers on the items. But right now, they maybe have a bunch of legendaries in the game and all of them are already super fancy.
That’s not how you achieve balancing! PvP is going to fail badly like this I think. A systematic approach would be, to create a big pool of items (with legendaries, rares, runewords and so on) with nice little stuff like in D2, that legendaries can have stats in slots, that rates cannot have.
Afterwards you can go through all the items again and make them more interesting, with skill modifiers, granting extra skills and other game changing stuff on SOME items.
Gamechanging might be a word that can me used very differently
The problem about D3 is mainly +33838382973% damage, I think
Also game changing items don’t have to alter certain skills but just promote a specific way of gameplay which is totally fine imo
So even with the current rune system
You might have a rune
“condition: on a critical hit”
You know where this build is going
And that’s ok
Critical hits are not a bad thing
Their numbers can be a bad thing in a game that is generally inflated with too big numbers
As I said earlier, almost every RPG has critical hits
Or a rune might say: “when blocking a hit”
U know what your char is going to look like
He will wield a shield most likely
That’s not game breaking or too “character defining”
So idk
runewords can be put into any socketed item for its class. So how is it the new class. When one might have it in a tier two item and another in tier one and another in end game gear ? In d3 sets and end game items are pretty much give to you from the drop rate.