Yeah, they're essentially the equivalent to Glyphs in WoW (+5% critchance, -knockback but +damage, polymorph->penguin) but with much MUCH more variety.
hahahaha i feel u son. We used to play this game with all the dudes from my class. best time(wasted)of my life.ChildofGallifrey said:Just when my life and career are going quite well for me, the universe just has to throw out a sequel to the ONE game I became obsessive over.
5 Runes... per spell. Each which does a completely different thing. This isn't even *comparable* to the D2 system.qwerty19411 said:Went from 33 runes in Diablo 2 to 5 in Diablo 3? Still looking forward to this, but still... only 5 runes...
I dunno if you have much clue of either game but the runes in Diablo II are nothing like the runes in Diablo III, much less fun in design in fact. The runes in D2 don't change your skills, adding unique features to the spell etc. pp.qwerty19411 said:Went from 33 runes in Diablo 2 to 5 in Diablo 3? Still looking forward to this, but still... only 5 runes...
There will be. In fact, somewhere in the past couple years (a couple years ago being the last time I played D2 and this feature wasn't there), Blizzard patched Diablo 2 to allow respeccing. See, that's one of the cool things about Blizzard. 10-year-old game, it still gets updates. I think you're only allowed 3 per character (one for each difficulty, it's offered as a reward for completeing an Act I quest), but it's still a step up.John Funk said:There will be a respec option, I believe.
eh, well in D2 they just did small things like slight increases in stats/damage ect. In D3 it seems that they can drastically change the way the ability is used.qwerty19411 said:Went from 33 runes in Diablo 2 to 5 in Diablo 3? Still looking forward to this, but still... only 5 runes...
cursedseishi said:I was rather meh on THAT. It was just a piece of gear, but dropped in 3-6 installments, which you could misclick the order and ruin everything. In the two years i played d2 i never found anything above 6th rune.Eric the Orange said:Runes could also be aligned on weapons to create something more powerful. The right runes in the right order, placed in the right weapon and its slots, could result in an entirely new weapon to use..qwerty19411 said:Went from 33 runes in Diablo 2 to 5 in Diablo 3? Still looking forward to this, but still... only 5 runes...
Really, huh, never knew that. I guess that game was made back in the day before the internet, and after the internet I never bothered to look up things about it.cursedseishi said:Wrongo.Eric the Orange said:eh, well in D2 they just did small things like slight increases in stats/damage ect. In D3 it seems that they can drastically change the way the ability is used.qwerty19411 said:Went from 33 runes in Diablo 2 to 5 in Diablo 3? Still looking forward to this, but still... only 5 runes...
Runes could also be aligned on weapons to create something more powerful. The right runes in the right order, placed in the right weapon and its slots, could result in an entirely new weapon to use..
You realize your suggestion would multiply the work on every single spell for every single character in the game by a factor of five, right? That's completely unreasonable. Not to mention the fact that since runes are dungeon drops, having as few as possible is a good thing. Maybe I want to improve my Wall of Zombies spell but I keep finding these damn Giant Toad runes. The way it's set up now is much more streamlined and convenient.cursedseishi said:Wrongo.Eric the Orange said:eh, well in D2 they just did small things like slight increases in stats/damage ect. In D3 it seems that they can drastically change the way the ability is used.qwerty19411 said:Went from 33 runes in Diablo 2 to 5 in Diablo 3? Still looking forward to this, but still... only 5 runes...
Runes could also be aligned on weapons to create something more powerful. The right runes in the right order, placed in the right weapon and its slots, could result in an entirely new weapon to use..
And honestly, I'm rather "meh" on this. At least one example of runes for each skill is something you'd end up seeing in a talent tree to begin with, so all they are doing is moving it from a talent to something you'll have to equip, so you only really have 4 "unique" effects, not five. The Golden rune is the big culprit for that.
They should drop these stupid names and go with something closer to D2's system. Let us combine two runes together within a skill to give it completely unique effects, instead of the lesser effects of the rune. Like with that plague of toads skill... you could combine the giant Toad rune with... the rain of toad rune perhaps, and all of a sudden summon a giant toad that hops in and out of screen, dealing light AoE and possible poison damage with each landing. Or maybe take the giant toad rune and combine it with some other rune, and all of a sudden you got a summon where the giant Toad lashes his tongue out, grabs an enemy, and performs a whirlwind-like attack by slamming said enemy into everything around it.
Yes, but runewords are still just items. D2 runewords are just another way to get items, D3 runes have real impact on skills and spells.cursedseishi said:Wrongo.Eric the Orange said:eh, well in D2 they just did small things like slight increases in stats/damage ect. In D3 it seems that they can drastically change the way the ability is used.qwerty19411 said:Went from 33 runes in Diablo 2 to 5 in Diablo 3? Still looking forward to this, but still... only 5 runes...
Runes could also be aligned on weapons to create something more powerful. The right runes in the right order, placed in the right weapon and its slots, could result in an entirely new weapon to use..