Diablo III's New Rune System Sounds AMAZING!

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Daytona_178

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#1 Daytona_178
Member since 2005 • 14962 Posts

The basics: As you play through Diablo III you will come across various runes, which can be slotted into active power slots to enhance their powers. Rather than just increasing the damage or range of an ability, however, the runes radically change the form and function of said abilities, almost creating completely new skills with completely different uses.

During a panel on Diablo III development, Jay went over some of the various examples of how runes interact with powers. By far my favorite example was teleport, an ability the new wizard class receives. By itself, it simply moves the character to a different location on the map. Add a damage rune and suddenly porting into a group of monsters hurts them. Add a multi-attack rune and teleporting splits you into multiple characters for a brief period of time.

Another example was the witch doctor's flaming skull spell, which by default has him filling a skull with fire and tossing it at the enemy. With a power rune attached, the skull leaves behind a damaging pool of fire. With the multi rune, it bounces. Bouncing flaming skulls equals love.

It seems like a ton of work, not only creating each of the skills but determining how they function with runes attached, but Jay assured me it wasn't a problem for Blizzard.

LINK

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dnuggs40

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#2 dnuggs40
Member since 2003 • 10484 Posts

Yup, agreed. Makes assigning attributes look like kids play. This is the kind of custimization that changes the way the game is played.

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crazymaghie123

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#3 crazymaghie123
Member since 2004 • 1209 Posts
Yeah, I said this in an earlier post and I'll say it again. You lose some customization and gain a tone of customization. Rune System=Amazing
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Daytona_178

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#4 Daytona_178
Member since 2005 • 14962 Posts
New Rune system > assigning attribute pints!
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GodLovesDead

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#5 GodLovesDead
Member since 2007 • 9755 Posts
I'm sure there's going to be a bunch of useless rune combinations and a bunch of necessary ones in the long run.
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fatshodan

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#6 fatshodan
Member since 2008 • 2886 Posts
That sounds amazingly cool. I didn't enjoy the way Diablo 2's rune system works, but this sounds great.
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mrbojangles25

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#7 mrbojangles25
Member since 2005 • 60881 Posts

Yeah, I said this in an earlier post and I'll say it again. You lose some customization and gain a tone of customization. Rune System=Amazingcrazymaghie123

exactly

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dnuggs40

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#8 dnuggs40
Member since 2003 • 10484 Posts

I hope there will be rare and hard to find runes with unique properties. What's most amazing about this concept is it has the potential to keep the game fresh even in late game. In most ARPG's late game is just finding all the "leet" items in order to incrementally increase stats and effectiveness...the problem is you really are not adding anything new to the formula at that point as your skills are pretty much assigned and you are only increasing their damage/ect. What this system could effectively do is if in late game you find "super unique rune of X" and it changes the way your skills work...well that reallly brings new life once again into your character and actually changes the way you play it.

Love the concept...hope Blizzard really runs with this one.

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seriousturtle

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#9 seriousturtle
Member since 2006 • 56 Posts
big fan of new system. just hope i'm still into hack & slash games. TQ just got old. and the demo for Sacred 2 seemed boring and linear, but maybe i didn't give it enough time? anyone try the sacred 2 demo?