The problem with this is that while it does fix one problem (allows players to continue upgrading skills as they find better runes) it creates a new one. As players reach higher tier runes they are going to be less likely to use any rune that might be rare because it will be destroyed if they want to change out later. This doesn't promote experimentation and works against the entire idea of the system which is that you should be able to customize your skills to your play style, even if that includes changing runes every minute. They addressed this in one of the panels at Blizzcon stating they wanted to promote that, or at least allow it.They could do something like make the skills 'resocketable'. You can put a new rune in its socket, it'll just replace the old one, and the old one will be destroyed.
That way, it would be okay to use an early game rune early on, and as you progress, you can just replace it with whatever you find. Also prevents people from swapping runes during battle, cus you just lost your previous rune, unless you carry around a bag full of the same 2 kinds of runes.
Agreed but I do think that if the top runes are going to make a huge impact on the skills, there should be a limit to how many times you can change it. The only way I could see them not limiting it is if they really are going to make the top items truly difficult to find and stop botting/duping.The problem with this is that while it does fix one problem (allows players to continue upgrading skills as they find better runes) it creates a new one. As players reach higher tier runes they are going to be less likely to use any rune that might be rare because it will be destroyed if they want to change out later. This doesn't promote experimentation and works against the entire idea of the system which is that you should be able to customize your skills to your play style, even if that includes changing runes every minute. They addressed this in one of the panels at Blizzcon stating they wanted to promote that, or at least allow it.
I wouldn't be against higher/highest tier runes binding to skills with the possibility of unbinding them for a moderate gold cost. This doesn't punish the player as harshly as destroying their runes does and creates a gold sink.
The multistrike on skull of flames change the skill completely because the skill behaves differently. Instead of just exploding it bounces. It's not enhancing it with more fire damage for instance.Well, multistrike on skull of flames makes a bouncing skull, while power makes a burning patch on the ground. Does that count as a "change to enhance" or as a "change completely"? I don't really understand what your saying.
Why not add a cooldown for runeswapping? That way you can swap runes, but not as it fits you, due to a new immune popping up on your screen.They could do something like make the skills 'resocketable'. You can put a new rune in its socket, it'll just replace the old one, and the old one will be destroyed.
That way, it would be okay to use an early game rune early on, and as you progress, you can just replace it with whatever you find. Also prevents people from swapping runes during battle, cus you just lost your previous rune, unless you carry around a bag full of the same 2 kinds of runes.
As I said, I don't want my runes destroyed, especially the hard to find, godly ones. I'll want to save it for my other chars, alternate builds, or trade it away for something else of value.I think they can go for both experimentation and keep from constant swapping. Just allow the early tier of runes to be swappable as many times as you want. However, with the top tier of the runes make them bind on equip where they're destroyed if you want to equip a new rune.
You'll already know what the effect of the runes are from early experimentation. It's just that they highest tier of those runes is a one time use only. I'd guess that by then you'll know whether you want multi-shot or power or whatever.
But you have to consider the repercussions of making Runes permanent. This would mean that as the game progresses, the player accumulates more and more Runes to the point that every skill can be equipped with a Rune. In order to prevent/delay this, Blizzard would have to reduce its drop rate, making them rarer. This would be detrimental and counterproductive to Blizzard's aim of promoting experimentation with different skill-rune combinations.As I said, I don't want my runes destroyed, especially the hard to find, godly ones. I'll want to save it for my other chars, alternate builds, or trade it away for something else of value.
You're forgetting that each person has numerous characters, if they stuck with 8, you could hold up to 80 runes.The player can't accumulate more-and-more runes ad infinitum, because they aren't stored in the normal bag. There is a separate rune storage with only 10 spaces.
Wow. Then we should also do something about all the permanent armor, weapons, shields, etc.... because sooner or later the player will accumulate more and more and more and more until Blizzard has to monthly decrease the drop rates of everything.But you have to consider the repercussions of making Runes permanent. This would mean that as the game progresses, the player accumulates more and more Runes to the point that every skill can be equipped with a Rune. In order to prevent/delay this, Blizzard would have to reduce its drop rate, making them rarer. This would be detrimental and counterproductive to Blizzard's aim of promoting experimentation with different skill-rune combinations.
Ahh, I see. In that case, it'll be less of a problem. Nonetheless, I still suspect potential for problem since these 10 spaces likely don't include those being actively used with skills.The player can't accumulate more-and-more runes ad infinitum, because they aren't stored in the normal bag. There is a separate rune storage with only 10 spaces.
Ah, but whenever less than desirable items drop, most players normally don't bother picking them up unless they plan on selling them. In either case, they don't continuously accumulate items unless they're compulsive hoarders. Runes, on the other hand, will almost always be useful as well as desirable and so, they're more likely to be hoarded as much as possible.Wow. Then we should also do something about all the permanent armor, weapons, shields, etc.... because sooner or later the player will accumulate more and more and more and more until Blizzard has to monthly decrease the drop rates of everything.
Better get into D3 right at release. Otherwise, you'll never get any of the good stuff.
I don't understand why this is a bad thing. Please explain.But you have to consider the repercussions of making Runes permanent. This would mean that as the game progresses, the player accumulates more and more Runes to the point that every skill can be equipped with a Rune.