My concern with the skill rune system.

#0 - Oct. 30, 2010, 1:26 p.m.
Blizzard Post
As far as Im concerned, the idea that skill runes alter the way a spell functions and hence how the game plays is one of the most inventive and ambitious systems I've seen in games for a long while given its scale, and Im pretty excited by it.

However I'm also concerened about some major potential issues.

Throughout Blizzcon and since I've generally heard two important statements fairly frequently which both lead into my problem.

1) "this skill wasn't really that great and did pretty poor damage until I put an _____ rune in it and it suddenly became a 1 hit aoe killing machine"

2) Our intention is that players never use a spell without a rune.

Don't sound so bad right? But the more I think about it the more it seems that this suggests all of the skills in their default form are going to be inferior. I thought the purpose of skill runes was to provide more variety to spells, not to make them way more powerful.

This is particularly worrying to me because it is the defualt spells for each class which comprise the majority of the class defnining skills, whirlwind, blizzard, hydra etc.

The best example here I can take is Hydra.

default: fire
rune 1: arcane dmg
rune 2: electric dmg
rune 3: acid dmg
rune 4: frost breath
rune 5: single head / fire wall

If that was the only effect of runes I would be fine as the original version still remains viable. However I see reports that even low level runes make a huge difference in damage. The fact that skill runes have 7 tiers is going to compound this inequality between runed /un-runed spells even further.

What if I loved for example the D2 sorc and had the cool idea to make a throwback sorc type build with my wizard focusing on Blizzard and Hydra both in their default state to keep the theme from the old game.

Can I even do this or will my character simply be gimped because Id rather stick with the default effect?
Will normal fireball spitting hydra be totally useless compared to the next wizards sorc jsut because he plugged it with a rank 5 rune??

If so thats a real downer on the whole system for me.


#34 - March 4, 2012, 12:19 p.m.
Blizzard Post
Every skill has at least one rune that doesn't change the core mechanic of the skill. Usually two. We definitely think the base skills are viable and will be used, but it's going to be a base skill with a cost reduction rune or basic damage increase rune.

It's tough to really argue some of the concerns being made because it comes down to balance and making sure that a skill isn't worthless in its base form with a cost reduction rune, as compared to the same skill with a rune that changes the mechanic entirely. Ideally they'd be balanced in such a way that both could be options for different builds and play styles and one wouldn't become the 'only' way to rune a skill.

Those are the sometimes eternally elusive goals of game balance. Assuming highest rank runes that's ~550 skills, so I don't think anyone is fooling themselves by thinking the game will ever truly hit a perfect balance in every situation (and in some cases it's maybe better it doesn't), but it's something we're going to strive for.
#36 - March 4, 2012, 12:25 p.m.
Blizzard Post
Q u o t e:
550 / 5 runes / 5 classes = 22. So there is an average of 22 skills per class? Can you explain 550?


Your math is sound. It's my best guess of an average, I didn't go count.
#40 - April 15, 2011, 7:37 p.m.
Blizzard Post
Q u o t e:
I thought there was supposed to be 30 per class.


I think you're thinking of the trees before passives were moved to the trait system.