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Skill Runes

55 bytes removed, 08:48, 27 August 2011
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Jay Wilson described a slightly changed rune system from what fans are accustomed to.
Note that this system is still theorytheoretical, it has not be been implemented or tested yet, and there it is no way to tell unknown whether it will make it into the release of the game be released in any form.
The proposed change does not fundementally fundamentally alter the function of a rune whatsoeverrunes. 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.
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