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Devising and implementing the effects of the Runestones was a tremendous amount of work for Diablo III's developers and artists; there are nearly 120 skills in the game, each with a basic function which is modified in at least four or five totally different ways by each runestone.
===Proposed Changes to Rune Functionality===
The following portion is still theory for the development team, revealed on August 1st, 2011, after a press event.
Jay Wilson described a slightly changed rune system from what fans are accustomed to.
Note that this system is still theory, it has not be implemented or tested yet, and there is no way to tell whether it will make it into the release of the game in any form.
The proposed change does not fundementally alter the function of a rune whatsoever. The core function of socketing a rune into a skill to change how the skill works is still very much present.
However, the "color" system of the runes would be dropped in favor of runes that are "Unattuned". The player would "attune" the rune by socketing it into a skill. Whatever effect the rune would have on the skill would not be known beforehand, making runes sort of similar to [[Jewel]]s in Diablo II.
In addition to this, each rune, once attuned (or identified to follow Diablo parlance) would also have another passive benefit on it, such as an increase to [[Attack]] or another [[stat]]. This is perhaps an attempt by the development team to add in more customisation after the loss of [[Charms]] and the [[Talisman]]. Once the rune is socketed and attuned, it would then be permanently fixed, unless they chose to add in a crafting recipe to "wipe" the rune back to a blank slate.