Analysis of Runes and ideas
Runes are like a random drop that allows characters to customize their character. Certain runes should totally change a skill and may be similar to the Facet system discussed with Stillman and I in this thread:
http://diablo.incgamers.com/forums/showthread.php?t=680066&page=3
Except instead of customizing by skill, Blizzard has chose to let us customize using dropped items.
- Problem with this system is that eventually everyone will have access to all runes
- At high levels, when everyone has every rune, they will use which ever rune best suits the occasion which means everyone will pretty much be using the same rune
- Perhaps the player can get an soul-bound artifact/quest (like horadric cube) that allows the player to designate a single rune that can be used at the max level
- Runes cannot be found at max level making players choose a style tied to the their rune of choice
Existing and possible Rune facets that will totally change play:
• Multistrike – bouncing Flaming skulls, maybe: piercing magic missles, double regular attacks to hit more enemies, double disintegrate beams,
• Higher levels multistrike more times or has a +X% to bounce 3+ times
• Lethality – corpse explosion on kills
• Higher levels increase damage/range of corpse explosion
• Possible: Duration – Flaming Skulls that burn after launch, extra duration for Blizzard, longer stun for skills that stun
• Possible: Haste – doubles speed of casting spells /attacks or casts 2 per casting
• Possible: Ease – halfs the mana/rage cost for all skills
• Possible: Seeking – ranged attacks home onto opponents, melee attacks get double attack rating (or whatever they replace this with)
• Possible: Teleport – teleports u to wherever you attack
• Possible: Freedom – allows you to cast/attack on the run
• Possible: Uninterruptable – cannot be interrupted for 1-3 seconds after use
• Possible: Maybe: Greed – Magic find, so obvious…
• Possible: Maybe: Leech – life/mana leeching
• Possible: Regeneration – regenerate mana/rage/health at faster rates
• Possible: Range – adds additional reach to melee attacks or splash damage to spells or additional range to AOE spells
• Possible: Curse – pick any single or random Necromancer curse
• Possible: Ghost – defensive use to take 50% from physical for 1-3 seconds after use
• Possible: Shadow – defensive use to take 50% from ranged/physical for 1-3 seconds after use
• Possible: Knockback/daze/piercing/slow/stun/crushing blow/etc – typical D2 effects useful for many builds in D2