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    posted a message on Improving Rune System
    Quote from Indimix

    Loved the part when you create a new account to support your own thread :P.
    :P I'm not really sure how to convince you that I'm not Cacerola through this internet we have. I used the button format before he did though. Of course, these statements hold if the quote does mean what I think it means otherwise I'm just an idiot for thinking it meant what I think it meant.

    Moving on...

    I find nothing wrong with the fundamentals of the skill system. Picking runes is no different than selecting skills you want on the skill tree. I have to admit that it is elementary and not as exciting as opening a path in a skill tree but the point is the same.
    What I find really wrong is the design of the individual base skills/runes. Sometimes I'd like to see radical visual changes to a skill when I put on a rune, just not too much that it would break my graphics card. There is always a defining one or two runes in a skill that outtrumps all your other rune choices and it brings us back down to the old "lack of build diversity". Everyone goes for the optimal dps rune because all the other runes don't deliver in the same way.



    I'd also like Lethal Decoy back as a passive btw.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Improving Rune System
    Hi guys, new around here.

    I agree that most runes have to be realigned so that they give more "sideways" options. I main monk so for now I can't really suggest on none other than monk skills.


    Fists of Thunder
    Put the short dash on the base skill and remove the mini knockback.
    • Static Charge - This rune should be changed
    • Quickening - This rune should be changed. Somehow I feel it undermines the other spirit gen runes of other spirit gen skills because of FoT's innatey high IAS. I also believe that the critical hit requirement is unfair since Monks do not have any built in critchance skills unlike other classes.
    • Bounding Light - Remove the requirement that the 3rd hit needs to connect for the chain lightning to come out. This will make it into a mid-ranged skill. Buff the chain lightning damage
    Lashing Tail Kick
    I use LTK's knock back as crowd control but the fact that FoT already has knockback, LTK is near useless.
    They should make the knockback into what FoT has right now. Move the full knockback to the Sweeping Armada rune. (like cacerola) give a rune if not the base skill a bit of movement.
    • Vulture Claw Kick - Increase the AoE and cause hit enemies to burn
    • Sweeping Armada - Put full knockback of original LTK here and have the it deflect projectiles
    • Spinning Flame Kick - The pillar will hit multiple times when lined properly because of the weakened knockback
    • Hand of Ytar - This skill should be changed. It's too cost restrictive and the slow effect is too weak. Though I like the buddihst palm effect, it's aesthetically wrong due to the base skill being a kick.
    Deadly Reach
    I think the range of this skill is close to meaningless since only the third hit really has true range and by that the time you reach it, your enemies are already next to you. The only true benefit is that the skill pierces walls. The second attack should instead be made to extend to 20~something yards and the third becomes an actual projectile that extends even further.
    • Piercing Trident - The 3rd attack creates 3 projectiles instead of 1 each dealing 35% dmg. If the enemy is close enough all 3 projectiles will hit
    • Keen Eye - This rune should be moved to Way of the Hundred Fists instead since it is the spirit gen skill that leaves you most vulnerable. Buff duration should be increased
    • Scattered Blows - This rune should be changed
    • Strike from Beyond - Same as FoT Quickening
    • Foresight - Buff duration shouldn't be that long. If it's that long it tells you not to use it.
    That's all for now.
    Posted in: Diablo III General Discussion
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