I just did my own testing with rune words and they are not good. I did not enjoy tinkering with them at all, but more importantly, they are just a huge missed opportunity
The concept of having rune rarities in this system is about as half baked as their magic glyphs in the paragon board. They barely have any runes to begin with, with VERY specific effects that may or may not be relevant to a given build. Magic and Rare invocations will require more offerings and/or have worse effects than legendary runes. Legendary rituals are easier to proc and/or generate more offerings. The net effect on the player is that even if you can find some runes that you like and can take advantage of in your build, they might be the ācrapā runes that arenāt very effective or too costly to proc/donāt produce enough offering. More on the build/spend system later.
For some builds, the runes offered have some VERY powerful interactions. For a lot of builds, for example my minion necro, I struggled to find anything that was more valuable than just slotting 4x150 main stat (a ton of damage without all this nonsense).
Tinkering with your runes is such a pain. Put two runes in, test at dummy, go back to Jeweler, repeat ad nauseam. A super unapproachable system as it is implemented now.
I completely loathe this builder/spender method. You have basically zero control over when things activate, and some builds will have no problem triggering the ritual of the most powerful runes (like a lightning spear sorc popping cooldown after cooldown) while others actually have to, ya know, wait for the cooldown to pop it again. If you need survivability on your character, having to build up 800 offerings to proc a damage reduction shout at a completely random time is not very useful.
This is such a missed opportunity.
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My Suggestion/Wish/Desperate Plea
Change runes to have base socketable effects, like in Diablo 2, and even perhaps more interesting bonuses.
Why: This makes runes potentially useful in Jewelery or simply as powerful items to socket into uniques, legendaries, and mythic uniques.
Change magic items to roll one affix only, at 50% higher value compared to an affix from a Rare item. Rare Items should roll two affixes at normal values. Both items should be able to roll Ancestral and have GA.
Why: Some builds will want as much of a particular thing as they can get. For example, a minion necro. I want Skeleton Mage Mastery on my pants, and there is a valuable armor rune word I want to craft - so I find a magic item that has, instead of +2, +3 to mage master, and it rolled with a greater affix, so now it has +4, compared to a rare item that would only have +3, and another affix. Then I can craft my rune word, and try and hit +Skeleton Mage Mastery and end up with an even higher bonus compared to a rare item. This gives me agency to choose the extra +1 vs having more life/intelligence/whatever. This gives itemization depth without complexity.
Allow One Handed weapons to have two sockets (so you can make rune words in them), and do the thing they do with aspects where gems are upscaled in a two hander vs in a one hander, and rebalance the weapon benefits so that the net stats from gems is similar to what it is now (cut the benefit of gems in a one hander in half, and have it scale back to normal value in a two hander).
Now, add Rune Words akin to Diablo 2, where if you put X and Y rune into a magic or rare item of type Z in the right order, you get a new unique item that has the affix(es) from the base item, the socketable effects from the runes, plus the effects of the Rune Word item itself. The affix values on the created rune word should have variance, and rune words should be tradeable.
Make it such that runes are destroyed when you unsocket an item.
Consider removing the limit of 2 rune words.
Then trickle in new rune words every season.
WOW!!! What an awesome, improved version of rune words compared to Diablo 2! This would feel like a sequel to that game!
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I thoroughly enjoyed the PTR besides this rune word update with some minor gripes here and there, but after tinkering with rune words all night and watching some videos about other peopleās experiences, the wind has completely left my sails and I am having a hard time even being excited about Season 6 and the Expansion.
I know it is a PTR and the point is to give feedback/it is not perfect yet, but this rune word system is so far from perfect, that I am not sure they have the time to fix it into something more compelling.
This is going to be such a major part of the game and I just hate it completely, especially when I think about what, IMO, we should have gotten instead.