Rune Rework Idea
So, from what I remember hearing from Johnathan's interviews, the Runes are meant to serve as an alternative to the crafting bench for progression during campaign, and perhaps even during it until we can get our paws on those juicy uber rares that we all dream about.
The system works... Decently... for that in the early acts, but it tapers off in effectiveness quite quickly. However, at the same time, runes can't be too potent, because then they would make those uber rares or uniques even BETTER. So, perhaps a twofound suggestion... Introduce Rune Tiers Allow us to reforge 3 types of one rune into a greater version of the same rune. For example, combine 3 fire resists together for a rune that gives 15-20% fire resist or some such. I imagine three tiers might work for this, so lesser, normal, and greater runes of x. The normal and greater runes would have a level requirement, adding them to an item makes the item have that level requirement just as if it had rolled an affix of that level, so you can't just slam two 'greater runes of lightning' for 2-80 added lightning damage on your level one long staff and make Act 1 a breeze. Alternatively, runes can only be used on certain base types that have a specific level requirement, so you can't slam it onto the stat stick of death quarterstaff or other juiced uniques. This allows runes to level through campaign, and means I have something worth while to use the 30+ runes I've got sitting in my currency tab for. Secondly... Prevent Runes (and maybe Soul Cores) From Being Used on Items With The Same/Similar Affix For example, you can't slam an iron rune onto a melee weapon with added physical damage, just like you couldn't craft that affix onto such a weapon in PoE1 (although please, I need a flat damage rune, so many weapons have added physical % but no flat ;~; ). You could be pretty exclusionary if you like (no iron runes on ANY weapon with ANY %percent increased physical damage, for example). This means you can slam on these runes into a rare to fill a hole in that rare's modifiers you need. One particular case this could be VERY helpful with... A rune that increases movement speed on your boots. 10%/15%/20% would be a god send for leveling with boots considering how rare the increased movement speed affix is to roll for boots. Last bumped on Dec 21, 2024, 5:20:39 AM
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" So quite similiar to Diablo 2, where you could combine jewels for better versions. " Eh, why would you do this? What's the point of this prevention? Why not keep it? Gives the player more options, if he wants to. |
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" Its a balancing thing, especially if you want to have more useful modifiers and have them scale. Like, take the boot options. If there were a rune that gave you +20% movement speed and it stacked with a 30% boots to give you 50% movement speed, that's the only thing everyone would run. It didn't matter what other modifiers you might put on your boots, you would ALWAYS put movement speed on it. And yet, movement speed is SUCH a vital modifier for leveling experience that having boots without them even before the end of Act 1 is pain. By giving a rune that has movement speed, preventing it from stacking or being used with a boots that already had it, you could ensure that anyone who wasn't lucky with getting a movement speed drop can grab it, and anyone that wants to upgrade to a set of boots with better defenses or resists can do so without losing such a vital affix. |
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" I think the main problem here is how it calculates. As first I though it was multiplied, but percentage was added to existing ones. I think it should multiply, because its kinda different source of effect |
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