Runes > Runestones?

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mirecek
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Runes > Runestones?

Post by mirecek » Tue May 31, 2011 1:32 pm

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Al-T
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Re: Runes > Runestones?

Post by Al-T » Wed Aug 03, 2011 11:05 pm

Diablo III FARMFEST + commercial entrepreneurs will have a ball....
Players will have many ways to customize and build each of the five character classes, including charms, traits, enhancements, gems, armor, weapons, dyes, skills, and the feature we're highlighting in this article: runestones.
As much as the developers intentions were good and possibly correctly placed as far as the removal of "Skills" in Diablo III is concerned, they are just going to get inundated with bots and an economy of "O 3 x Crimson RuneStones...N 1 Alabaster H RuneStone". They haven't "thought out of the box" enough. We will see a culture of, in the beginning, an enterprising few farming legitimately for "RuneStones" and other items and selling them on for the gear they really need (Doh! Let's do a ladder reset to rebalance the economy :sick: ). Next we will have the amateur coders with a bot system that will work for a month or so and get banned or bought (I'm not cynical really :P ) and they will either fade away or become a professional company selling lazy n3wbi3s an electronic signal for real money :x

Okay, I hear you....how could the removal of skills be better supported if not by a "RuneStone"/item system :?: Lots of ways. Just look at some of the mod concepts we have here....select type of build based on strength or dexterity or energy or vitality and synergise from the stats rather than skills or items. Keep the stats hardcoded i.e. once spent there is no "respec"....and/or

...have a crafting system that lets you "build your own" (RuneStones are too general/non-specific) based on character, character build choice, stats pertaining to that build and input items to produce specific output items. e.g. You choose a strength build but put some points into one or more other stats, you don't get the boni that a pure strength build does. You have a pure strength build but only have a "mana reagent" of some sort which means the guy with the Pure strength build and all strength related "reagents/items" gets the best output of the 3...seemples ;)
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Hans
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Re: Runes > Runestones?

Post by Hans » Thu Sep 15, 2011 9:07 pm

Blizzard recently released a skill calculator for D3 and it shows the level 7 runes effects. Some of the effects look quite nicely done. Some may look OP but it is hard to tell based on the skills without knowing the stats of the monsters or items them selves. I think that the weapon will play a key factor in dealing damage in the fourth difficulty (Infernal) Since all damaging spells will be enhanced by attack rating and might be enhanced by weapon damage as well.
"Hi. My name is Hans, and I am addicted to a game that is not yet been made" - Card carrying member of D3 Addictions Anonymous, since June 2008.
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