Are runewords passive?

I’ve taken a first look at what this team has implemented and is this basically an entirely passive system, meaning that beyond selection things are just happening as you play? You generate the runewords-specific resource which upon meeting a threshold automatically activates an effect? It seems like the one exception is the evade teleport?

The 45 Runes being introduced in Patch 2.0 will provide players with tons of flexibility in deciding how to craft their own Runewords, and the sheer number of possibilities available is sure to excite even the most hardened build theorycrafters! Sheer fun factor aside, access to cross-class abilities is likely one of the most interesting boons players can receive from Runewords, and we expect that Runewords will have a significant impact on most builds.

This right here is present-day Blizzard’s fundamental misunderstanding of fun game design. Low-powered twerps, dorks, and nerds get excited by “theorycrafting”. “Theorycrafting”, which is a perfectly pretentious word for what is going on here, should be half the game, not the whole game. Once you’ve “theorycrafted” the option you want to run or pursue, or often just copied it from the internet (let’s not kid ourselves), you actually have to play the game. How you play the game doesn’t actually change because the result is entirely passive - you generate the resource just by playing (obviously there would be a relation between your build and the particular rune of ritual) which is then expended automatically as you’re playing. You’re still not doing anything more as a player than mashing mostly one button.

I do not understand why everyone is so foolish, particularly at Blizzard. You can “theorycraft” ten runewords to screech simultaneously, your actual gameplay experience won’t change much. You’re just going to see more things happening on your screen, repeating monotonously as does everything else in this game. Why is it so hard for all you people to understand this is not how you’re supposed to design a game!? The irony… Blizzard would say all the right things about how much it respects its players, yet their game design again and again treats players like idiots who can only handle “experiencing” things rather than DOING them. How does no one see this?

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Their kinda passive but also tied to actions to activate them

Let’s call em “passive aggressive” :laughing:

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They require an offering to activate, but some of the offerings are couch potato passive. For instance, one is move. Simply moving builds up offering. Another is standing still. Yes, doing nearly nothing builds up that offering.

They do not do anything until an action causes a reaction.

Or in other words until what you normally do causes your character to do something extra on their own. This is not Isaac Newton level of intelligence. It’s as if that apple fell from the Empire State building right onto his head. That’s the way Blizzard are treating you people. You don’t listen to PR words, you observe actions.

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In other words this runeword system is like acne… it happens if something causes it to burst up :sweat_smile: acnewords4life

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It works with a RES. So often it triggers when you kill the last of a horde. Most are not worth the slots compared to 300 main stat and the good ones are not really great.

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You beat me too it. lol

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How many of you are actually excited for this thing?

So you press buttons to cast skills, things die faster, and you’re complaining it’s passive?

Thanks for the list, first time to have a look at them

They seem very interesting =o

As we can have just 2 Combo’s :smiley:

Still a lot of potential for the future , I like what i saw

I might be one of the rare to actually like the system , while i always keep in mind, what can be expanded about it too

meaning, are you suggesting the UI to provide a button to activate the rune power once it gets charged up?

This system actually has more skill involved in the play than one that just gave you a different active skill for your bar, because you have to figure out when you want an effect to trigger and how to get the right timing for it.

Sure, you can just run around with Bac powering the frost nova rune, and you will just randomly fire off frost novas that do nothing. Or, you can try to timing your running so that it happens in the middle of a pack.

This runewords is just a P2W scheme from Blizzard to differential players who purchase the expansion and who doesn’t. I won’t want to spend too much time to think about its design :wink:

When a game is this dumbed down the focus should be on active rather than passive effects, yes. That moves gameplay from background math to player execution, making the player feel more rewarded and engaged.

It’s the other way around, numbnuts. What will end up happening is that these effects will in essence randomly trigger as part of your normal gameplay. You may be making some adjustments, almost like a cadence, but this passive stuff will mostly just flow into your gameplay. In fact, looking over the set-up runes, it’s exceedingly clear most will seamlessly fit into your normal gameplay in essence requiring nothing from you. This is exactly the sort of trash gameplay design this game doesn’t need more of, and the ironic amateurs at Blizzard just don’t get it to save their own lives.

Well, I’ve heard people saying all the same combo of runes will be used, but thats fairly false

Even if some combo appears more exciting, I’m definetely gonna try a few

Of course, when you compare most legendary ones, to the blues, you’ll ultimately want mostly Legendary ones

But we’ll see :smiley:

If you want to get the minimum effect from them you can just slap them on an ignore them.

If you want to get the maximum effect, you will design your build and adjust your play to maximize them. For example, have fun taking the stand still rune then just playing normally. Or spamming all your cooldowns so that petrify triggers after the pack dies.

i see. from my point of view, D4 tends to copy the success of D2 runewords, then they added this gaining offerings stuff to make it more depths.

however, i think it still doesn’t change the playstyle so much, or i can even say the coming D4 runewords can be negligible.

absolutely totally can be negligible.

why? (was using war cry and petrify) either equip or not, i don’t feel game changing kind a effect when pushing down the pit. maybe just acted as a placebo so that i feel more powerful, perhaps the 5%-10% stronger wasn’t obvious to me.

i think runewords should be implement in a way that is addressing players pain point.