well to be honest i like the UI and how it is presented overall. but what i dont like is the direction those runes works - basically they unlock with some lvls (some 50lvl+) which quite give a direction that those later runes are better then those unlocked at lvl 1-20 or even 1-30. thats what i dont like.
also it was nice to see some purple rune on ground which is now gone. i hope they have REALLY good itemization in d3. i mean really really good (like 30times more items then d2 at least).
It could feel good to have the choice the unlock them in the order you want indeed, because I doubt the latter runes are automatically better, basically if I understood the article there's still the same types of runes, but they're already at rank 4-5 once you unlock them. So it doesn't mean the latter one are better, just different.
My biggest concern is that it seems like they care more about normal difficulty than Inferno. They do so many things to make it better for people that won't even play the game past normal and it's things that end up making the game worse for people that want to play at max level. If you want to change runes like this, that's fine but you're taking a big chunk out of Inferno. Why can't you add a rank of runes in Inferno that improves your skills in addition to this system? That alone would make me enjoy the system. Sadly, it seems they don't care about Inferno or the players that want to play it.
Great idea yes.
They could make it so they get unlocked after doing quests in inferno, so it would greatly make sense to beat it completely.
Again, the REAL problem is, you want others to play how you'd play. Admit it, what makes you angry when you think of swapping skills, is the thought of OTHER people swapping. It's a control issue. If YOU want to play that way go ahead, but don't force others too. Personally playing the beta, the decrease to 15 seconds is awesome, that 30 seconds was a pain.
I don't play the Beta so you are probably right that it is a pain. But, actually I doubt I'll care how the others play the game, as long as they know what they're doing and that they are using good builds. What I'm pointing is that they should try to make it so there is some sort of "think twice before you make your choice" instead of going for a total "free-for-all" swapping.
For example a cooldown for "rune" swapping exclusively? I don't know, but something..
"The cooldown on swapping skills has been decreased from 30 seconds to 15 seconds"
I think that since you'll be able to choose whatever skill/rune combo you like once at the level-cap, the cooldown should be a lot higher. Customization and the removal of the need to start over again to try another build is great, but they should at least let you feel like you are making a choice that is at lasting for a couple of minutes.
All that would do is make things more annoying.
To experiment things yes, but it'll be good for those who doesn't like the lack of permanent choices, while not permanent at least players would be more likely to stick to one build for a longer time instead of always swapping skills back and forth.
"The cooldown on swapping skills has been decreased from 30 seconds to 15 seconds"
I think that since you'll be able to choose whatever skill/rune combo you like once at the level-cap, the cooldown should be a lot higher. Customization and the removal of the need to start over again to try another build is great, but they should at least let you feel like you are making a choice that is at lasting for a couple of minutes.
EDIT: But in some way, it open the way to multi-phases bosses that requires you and your team to reorganize and use a new strategy on each phases, which would add to the depth of the hack and slash mechanics.
Funny is that now every lvl 60 class will be copy pasted since you can repick skills anytime (correct me if i`m mistaken), like now your a whirlwind barb after 2 min your a trowing axe build lol.
I don`t know hard choices made you think before you act, this way you don`t care at all its not like its permanent feels stupid and super casual.
I personnaly believe that with different gear you'll find that a more specific build will work better with that gear. That said in D2 there was about 3-4 optimal builds for each class if I recall (I might be wrong).
And you must take in considerations that some build will require a lot mot skill to use with possibliy better results. So I guess there'll be the easy way to go (generic skill to spam) or the more technical way (specific skill/runes combo that require more strategy to use).
In the end, once the "mathematicians" will have done their work and found the optimal builds, you'll probably see the same "copy and pasted" class "systems" that Diablo 2 had.
EDIT: The difference with D2 is that now you won't have to start over again once you'll notice your build could've been better with small modifications here and there. Plus, since patches will modify skills, you won't be frustrated that Blizzard made your permanent choices more or less useless once balanced.
Like I mentionned in the news comment, I'm very surprised that it took them so much time to come to this system. I mean, it was obvious that it would end up to be like this. Having to find around 3000 items to be able to try every possible skill would've been a dated mechanic. Maybe not if Diablo had not such a huge "potential" player base, but since Diablo is not for "hardcore" gamers only it was clear they were gonna make it that way.
Anyway, I'm happy that they confirmed it'll be the system I thought it should've been.
Also can I change my "rune" selection or is it permanent?
Please please please god make it permanent.
It sure isn't, if it would then "trying" a new rune would be impossible since it would be permanent. Anyway they mentioned long time ago that customization would be possible as long as you wish to.
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It could feel good to have the choice the unlock them in the order you want indeed, because I doubt the latter runes are automatically better, basically if I understood the article there's still the same types of runes, but they're already at rank 4-5 once you unlock them. So it doesn't mean the latter one are better, just different.
Great idea yes.
They could make it so they get unlocked after doing quests in inferno, so it would greatly make sense to beat it completely.
I don't play the Beta so you are probably right that it is a pain. But, actually I doubt I'll care how the others play the game, as long as they know what they're doing and that they are using good builds. What I'm pointing is that they should try to make it so there is some sort of "think twice before you make your choice" instead of going for a total "free-for-all" swapping.
For example a cooldown for "rune" swapping exclusively? I don't know, but something..
To experiment things yes, but it'll be good for those who doesn't like the lack of permanent choices, while not permanent at least players would be more likely to stick to one build for a longer time instead of always swapping skills back and forth.
"The cooldown on swapping skills has been decreased from 30 seconds to 15 seconds"
I think that since you'll be able to choose whatever skill/rune combo you like once at the level-cap, the cooldown should be a lot higher. Customization and the removal of the need to start over again to try another build is great, but they should at least let you feel like you are making a choice that is at lasting for a couple of minutes.
EDIT: But in some way, it open the way to multi-phases bosses that requires you and your team to reorganize and use a new strategy on each phases, which would add to the depth of the hack and slash mechanics.
The compensation is you don't have to find them
I don't know how exactly, but it'll indeed feel strange to see players change builds every 2 minutes.
I personnaly believe that with different gear you'll find that a more specific build will work better with that gear. That said in D2 there was about 3-4 optimal builds for each class if I recall (I might be wrong).
And you must take in considerations that some build will require a lot mot skill to use with possibliy better results. So I guess there'll be the easy way to go (generic skill to spam) or the more technical way (specific skill/runes combo that require more strategy to use).
In the end, once the "mathematicians" will have done their work and found the optimal builds, you'll probably see the same "copy and pasted" class "systems" that Diablo 2 had.
EDIT: The difference with D2 is that now you won't have to start over again once you'll notice your build could've been better with small modifications here and there. Plus, since patches will modify skills, you won't be frustrated that Blizzard made your permanent choices more or less useless once balanced.
Anyway, I'm happy that they confirmed it'll be the system I thought it should've been.
It sure isn't, if it would then "trying" a new rune would be impossible since it would be permanent. Anyway they mentioned long time ago that customization would be possible as long as you wish to.