Runewords should span across legendary and ancient legendary in power scale. Low easy runewords for mid-game is great aswell, like for exemple a stealth or ral ort tal shield i believe it was. Spirit was a bit too powerful in regards to which runes it needed.
2. Very important. As u said. It makes white and eth items and sockets interesting. Not just salvage or crap u dont pickup. Runewords was great although some were too overpowered. So runewords should be similar to legendaries its just a different and enjoyable Journey and crafting experience..
And finally, dont give us the exakt list. Let the players find small Clues to try and figure out what runewords exist. Will make launch more interesting
If they went with the D2 runeword system:
1. All runewords would be datamined shortly after alpha/beta started, or at the least by the time the game launches. There would be zero mystery. The idea that players ever "discover" them is wishful thinking. They'd all be a google away just like the old ones.
2. Runewords in D2 were a cool system at the time, but are unintuitive and really don't add to gearing choices--they're just uniques in every functional way except that you can choose which blank piece of gear they go in, and this didn't really add much practical difference beyond bleeding edge/rich players min-maxing.
My sorc, pally, etc., all wore the same runewords every time. I didn't have to make choices.
I think instead of offering a system that's functionally an echo of uniques, they should continue developing runewords as they are in D4 into more complex chains to let players build runewords themselves. Much more interesting.
If they went with the D2 runeword system:
1. All runewords would be datamined shortly after alpha/beta started, or at the least by the time the game launches. There would be zero mystery. The idea that players ever "discover" them is wishful thinking. They'd all be a google away just like the old ones.
2. Runewords in D2 were a cool system at the time, but are unintuitive and really don't add to gearing choices--they're just uniques in every functional way except that you can choose which blank piece of gear they go in, and this didn't really add much practical difference beyond bleeding edge/rich players min-maxing.
My sorc, pally, etc., all wore the same runewords every time. I didn't have to make choices.
I think instead of offering a system that's functionally an echo of uniques, they should continue developing runewords as they are in D4 into more complex chains to let players build runewords themselves. Much more interesting.