Analysis of Runes and ideas

RawBanana

Diabloii.Net Member
Re: Analysis of Runes and ideas

I just had another idea for the effect of runes. I keep thinking about runes as a special item that allows people to change the way their skills play.

That is, a rune will give bad effects in addition to good effects. These effects will be different from any effects you can get from other items/skills:

- Focus/charge up - slows you casting speed for the skill by 1/2/3 seconds but adds 33/66/100% to the damage of the skill. eg. delay to cast disintegrate but more powerful when cast
- Overpower - doubles the mana/cost of the skill but adds double damage to the skill
- Snail - slows the speed/movement of skills/projectiles (eg. slow flying magic missile) by half but doubles the damage of the skill. (eg. would work well with some skills like whirlwind allowing it to do more damage to a single target)
- Delay - adds a 1/2/3 second cast delay after each spell but allows that skill to do 1/2/3 times more damage.
- Feather - skills do 1/2 damage but costs 1/2 mana to cast. Good for skills where you only want its effect. Eg. teleport, slow-time.
- Swarmming - skills do 1/2 damage but casts 2/3/4 times faster.
- Berserk - armor is halfed but gives double runspeed, attack/cast speed, and double damage

Note: These effects allow runes to add game changing effects without just making all skills do way more damage without any cost. Certain effects like Snail (slow skill) will make some skills like Whirlwind more effective. These "negative" effects can be paired with any of the "positive" effects previously presented to give a much larger and varied collection of runes.

Also a good way to prevent the abuse of runes would be to make them changeable on a timer. Or changeable every level. So low level runes could give their full effects nearly instantly. But at high levels, you need to equip the new rune for 30min or perhaps even level up with the rune equiped before it gives you the full effects.
 

Kalara

Diabloii.Net Member
Re: Analysis of Runes and ideas

I apologize if it has been mentioned but one thought I had was that we could be limited in how many of one type of rune we could utilize in our spell book. Say you had that multishot rune on your WDs flaming skulls, you then wouldn't be able to put a multishot rune on your fire bats or any other skill. I hope this would help make skills situational but the problem to watch for would be if that makes one skill so much more efficient then the others that we are back to mostly using one skill/spell a majority of the time.

Also, I hope that runes are not allowed to be removed from skills. Replaced, yes, but not removed to be used again.
 

phool

Diabloii.Net Member
Re: Analysis of Runes and ideas

I don't understand why this is a bad thing. Please explain.
Ditto that. Runes should be common to the point of being worthless, indeed the customisation offered should have been incorporated into the skill system in the first place imo. They're not just upgrading chars, they're offering potentially wholely new gameplay options. Even if this ends up not being the case at the absolute bare minimum runes should be re-equippable by the character who found them so players don't need to fear experimenting.



 

Kalara

Diabloii.Net Member
Re: Analysis of Runes and ideas

I think that if the lower level runes are plentiful enough there will be plenty of time to experiment with the different styles without risking loosing a more rare top lvl rune if places on an inappropriate skill.
 

peasant

Diabloii.Net Member
Re: Analysis of Runes and ideas

But the question is on how lower level Runes differ from higher level Runes, since what they do is alter the behavior of skills rather than alter its stats.
 

teh_Thrasher

Diabloii.Net Member
Re: Analysis of Runes and ideas

hmm i bet that the lower level runes will have a negative effect to go with the positive and the higher level ones will not... kind of like in fable 2 with the augments.. which are basically runes ;)
 

peasant

Diabloii.Net Member
Re: Analysis of Runes and ideas

But the problem with that comparison is that unlike Augments, Runes affect different skills differently. So, for the sake of practicality, I can't foresee there being many different types of Runes (otherwise they'd start to overlap, which is something Blizzard doesn't really like these days).
 

Kalara

Diabloii.Net Member
Re: Analysis of Runes and ideas

I was thinking that there would just be differences in the potency of the attacks. Correct me if I'm wrong but what we have seen so far are "lesser" runes of X. There should be "greater" runes of the same X that function the same as the lesser ones but are more potent. Flaming skulls still bounce with any class of multishot runes but do more dmg with the higher lvl runes.
 

In the name of Zod

Diabloii.Net Member
Re: Analysis of Runes and ideas

Excellent thread and a good debate going on. If I can summarise so far so people don't have to read it all. There seems to be a growing consensus that runes shouldn't be destroyed. Although some people have commented that this wouldn't matter for low runes because they should be plentiful.

There was an interesting comment on having a limit on how many of each type of rune can be socketed. Also there was a comment on a cool off period after an unsocketing (if that's a permitted word :) ). Comments also on runes having an accompanying negative effect to balance its empowering effect.

Added to this is the issue of having a limited number of runes that can be carried into battle at any time, was 10 the limit? Some sort of procrastinator prevention technology *shrug*.

Finally, from our own wiki here
D3 Lead Designer Jay Wilson has stressed that runes must add a useful function to multiple types of skills. The D3 Team wants all the runes to be useful to all characters, so they won't add runes that just boost one type of skill, or one character's skills.

At Blizzcon (October 2008) Jay Wilson said there were 5 or 6 quality levels of runes, but that the number could go up or down during development. Higher qualities of runes will (of course) be dropped by higher level monsters, and the higher qualities will be much rarer. The function of each type of rune will not change at higher quality; instead the bonuses will be increased.
Added that bit just for interests sake. Sorry I didn't mention any names btw but this is a very good thread.

Can I say though, that it does seem that the blizz team seem to see runes like we currently look at item types (normal, exception, elite). So to make my contribution to this thread it might be better to define where your idea for a rune fits by adding at [1-6] after the rune to give people an idea of how rare its meant to view as. :crazyeyes:
 

Kalara

Diabloii.Net Member
Re: Analysis of Runes and ideas

I don't know if it would be the best practice to get into different ideas of what runes do at the different qualities (1-~6) In fact JW says just that when he states, "The function of each type of rune will not change at higher quality; instead the bonuses will be increased." So, think of the runes the way you think of D2 gems but with much more interesting and complex functions (making your skulls bounce instead of +str). The quality level of a specific rune will not effect what a rune does, but how well it does it.

For this reason I felt it would not limit experimentation to have runes "used" when placed on a skill and not available to remove them from one skill and applied to another skill. If there are enough lower level runes that you can compare lvl 1 multistrike to a lvl 1 lethality, and all the other lvl 1s , then you will know where to put that lvl 6 multistrike you were so excited to find because you know which skill will profit the most from it or just where you think it would be the most fun.

Also, I do not like the idea of us stopping and switching runes every 2 minutes. If you aren't able to recover a used rune this limits that abuse a whole lot.
 

peasant

Diabloii.Net Member
Re: Analysis of Runes and ideas

The interesting thing about this comment is that I foresee it having the same 'problem' skills had in D2. Namely, some skills will scale better and benefit more from higher quality Runes than others, which would function just as well with just low level Runes.
 

In the name of Zod

Diabloii.Net Member
Re: Analysis of Runes and ideas

The interesting thing about this comment is that I foresee it having the same 'problem' skills had in D2. Namely, some skills will scale better and benefit more from higher quality Runes than others, which would function just as well with just low level Runes.
Yes that's a good point but we don't know the overall damage difference yet. My opinion is that low runes become useless which become another painful drop to look at when they do. Just another thing to get in the way.


 

VanVlack

Diabloii.Net Member
Re: Analysis of Runes and ideas

Random Rune - A Rune that changes it's effect between existing rune effects at randomly generated times.

Instant Death Rune - A 1-10% chance of scoring a one-hit kill

Special Cast Rune - A rune that has a 1-10% chance of casting a special skill that is only accessible through runes themselves.

Perfect Shot Rune - Raises Accuracy for the skill.
 

ChristophoclesX

Diabloii.Net Member
Re: Analysis of Runes and ideas

Hmm I don't recall seeing anyone go this direction yet, so

Ist - Increased percentage of MF on slain monsters.
Amn - Leeches % of life offensively, adds Thorns defensively
Jah - Skill automatically hits
Ohm - Huge damage increase
Ort - +% Lightning damage
Ral - +% Fire damage
Thul - +% Cold damage
Tal - +% Poison damage
Vex - Reduces mana costs

I would love to see the old runes make a comeback. I mean Hydra rune sounds cool and all but I'm a sucker for those fleshy-sounding grey blobs.
 
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