So We don’t know how many room slots we’re going to get for sure But I think i’ve came up with a theory.
Based on the level brackets and Especially on the video that blizzard spoiled To day I could be wrong but this makes sense.
So We know we’re starting out with 3 So it’s a good bet That were going to get 3 If slots per level cap.
25 Chest,Legs,Gloves
40 Boots,Belt,Helm,
50 Shoulders,Bracers,Back,
60 will Either be 1 of 2 Possible choices.
Neck,Weapon,Ranged weapon or Neck,Ring,Ranged weapon.
I don’t see them doing weapon or Trinkit Just because Weapons could get weird Just because Some classes used two handed Some classes don’t Depending on what you’re doing and Trinkets Considering how late you actually get one at 60 For the most part.
I would just think it be easier for a blizzard to kind of stay Away from those two item slots Just a tin foil hat very though.
If they added runes to other armor slots there is a chance button bloat becomes an issue. So I would say they should just see how the 3 they have now go and then decide whether to add one more or not and/or simply add trainable skills like how Mages have time healing spells they can learn.
I mean to be fair Not every single rune We’ve seen has been an actual new button. Some are alterations of skills we already have like warbringer and Single minded fury.
If you want my take I think that Will maybe get A total of 3 Maybe 4 That will give us actual new active skills.
And I think the rest are just going to be passive bonuses So if you think about it like that it makes more sense, there would be more.
It certainly depends on whether some passive bonus’ outweigh useable abilities. Should it be imbalanced, button bloat can become a major issue. That’s all I am saying.
Conversely, if all passive abilities are superior to useable abilities, then that too might also lead to imbalances.
Sometimes less is more. Hopefully they keep that balance and make the decision accordingly.
There has been many constants in WoW and imbalance has been one for sure. But clearly SoD is very experimental, but our expectation of the Devs to try to keep it as balanced as possible should be earnest and not guided by status quo.