Plonker wrote:Played through to level 12 or so on the Wizard tonight.
Whilst I'm none too happy about the way this is now implemented, it must be said the way you can modify the behaviour of your skills via runes is awesome fun. Seeing your Magic Missle or Arcane Orb fundamentally change is fantastic and it something that I'm really looking forward to exploring with the rest of the classes.
Would have been great to find these enhancements via drops, but at least they didn't remove the runed skills completely.. although I'm sure there's still time prior to release. Cynical much? I know.
Marius wrote:Those two paragraphs seem to contradict each other, though.
If you have to find your skill build via drops, then you don't really experiment or explore the skill system... you just take what you get.
Marius wrote:I'm not sure on that.
Skills need to be tested in terms of what they actually do on your level or else you're just guessing. A level 20 rune would be useless in a level 60 area, and would show nothing about what the skill is like at the high levels.
André Axe'm wrote:This is all storm in a teacup.
poida wrote:That feeling of finally finding that rune to augment your characters skills into a much powerful build is gone in one massive sweep, and im not too sure the inventory management benefits will totally outweigh that feeling of finally min/maxing your build. Diablo is an item looting game, and high level runes as item drops would have been a massive part of the economy and end game.
Runes have been by far the biggest design hurdle we’ve had in the game, and as you know we’ve been continually iterating on them. We fully expect that some of you will be disappointed that runes won’t be part of the itemization system. Internally, it took us a long time to let go of that notion too and stop trying to force them into being items, and instead embrace the intent of the system. Integrating runes with the skill system directly gave us a bunch of great benefits, and even without runes we’re launching with more item types than Diablo II had. We knew we were making the right choice by letting go of runes as items and focusing on the core objective of the system: to customize your skills in awesome ways.
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