that's the best blizzard can come up with I'm afraid. Look at literally every "endgame system" - the same old boring, uninspired and bland with +% damage increases etc
8:25 I totally agree. I think of an aspect as a gameplay changer within my class and rune world as a cross class altering. Similar like what they do with spirit born by default. Eg.: 2. Barb ground stop is druid earth spike, or upheaval trigger druid lightning. Hota + druid land slide.
Sure but runestones being that is pretty lame. I don't think runes can ever be a replacement for the lack of skill diversity and depth in D4 compared to D3's rune system for skills. They just need to make skills better and more interesting period; and maybe they need a new system for that, I dunno. But runestones as a D2 callback aren't that. They aren't really like in D2 either though... just a cute new toy that is not as innovative as D2 or D3's runes. People misleadingly talking about them bringing back enigma is a great point of comparison: the sorc teleport runestone is NOTHING like enigma. Enigma gave you the skill in total, you could now teleport as if it was just the sorc skill. Here it's under an immense limitation of only being able to use it every so often... in a game where most classes already have mobility that parallels or exceeds what teleport did in D2, so it's nothing special at all.
100%! I do wish they would make less of character specific uniques and powers and make more universal. I have always tried to tell them to look at the item "Inpulsa's Broken Heart" from PoE. That item is such a great design and things like that is what they should do.
One feedback I like to give that nobody mentioning because in the ptr everyone getting their runes from the NPC. I like to have a minimap icon on the Rune drop like legendaries & unique, because they can easily missed when they dropped.
That's kind of been my concern with some of the powers, if you want to use something from another class you can't scale the damage. If they had special modifiers like sorc meteor could be a nature skill for druid, or wolves could be conjurations for a sorc then it could get to a good place.
It seems like a very D4 system. Sounds interesting, but ends up being something you barely notice and might as well just be "do some more damage with your skills".
Yeah. The "special" ones are lame because of the limitations. There are some that are powerful but are just "win more" or "do more damage", which is fine, but just not very interesting. It's like Shako's: it's very GOOD, but it just makes whatever you already do better in a flat way. It once again drives home how anemic the skill system in D4 is though. Rather than runestones what we need is D3's rune system for skills, whatever they want to call it in D4, we need way more easily accessible things that dramatically change how skills operate. The tempers are a nice start I suppose, but I'd rather changing skill element types or making them do new things wasn't tied to items, items are already way too restricted in terms of needing almost every item slot dedicated to this or that aspect or special effect in order to have your build operate at a basic level.
I think adding in a base function (other than what gems do) to the rune if it is socketed with another gem or by itself would be a cool idea. So for example: a specific rune might add minion damage / attack speed, another might add % chance to find ancestral items, another might be movement speed, etc etc. But if you combine the rune in the way they are designed, you instead get the rune word.
Totally agree with Raxx, the system is super bland as it is. They have been "working" on this since before launch, and this is all they could come up with ?
Same reason they just reverted to D3 mechanics, they cant innovate. Really wonder how many other ARPG the people working on this game have made or played.
Being able to add different damage types to basic attacks or independent skills would be awesome. It could open up classes to different elements and fundamentally change how they engage a fight. Poison Sorceress, Shadow Spiritborn, fire rogue, etc Rogue could slot Coldclip + pestilent Points then use runes to a third damage type onto basic skill to trigger the new key passive. Acquiring the mobility skills from other classes with runes. Druid + spiritborn jump skill. Barb + rogue shadowstrike. Runes unique to World Bosses: Avarice - every x Offering has a % chance to summon a treasure goblin Avarice - every x offering use (one of his skills), or next evade becomes his teleport Wandering death - every x offering use (one of his skills) Ashava - every x offering use (one of his skills) Invigorate is such a fantastic buff in helltides, rune it. Rune for lifesteal. Butcher related runes, some angelic/demonic power sort of rune. and most importantly, a cow level exclusive rune!!
I like a lot of what they've been doing, but the Runewords fall completely flat for me. I don't need more ways to tweak the numbers, I want more things to do and more ways to change the gameplay. My limited testing didn't find a way for these to, for example, make a previously weak build viable. I was really hoping to find some kind of clever interaction. I'm sure they'll make some improvements, but I wouldn't miss Runewords if they were gone.
Yeah, the offering system in general immediately struck me as depressing. It's classic modern developer brain. Have to make everything "balanced" to the point that no one gives a shit about it. Also comparing it to D2 runestones is really demonstrative of how different the design goal is. These are probably going to drop like candy, everyone will just have them as part of their setup with zero effort, in D2 runes varied from common but interesting to super rare and gamechanging. I'm not even particularly a fan of them, but the fact they weren't automatic acquisitions leads to a completely different design dynamic.
Yeah, it's a bit of a letdown but it's also a 1.0 feature. It was the same with Infernal Hordes boons/banes, they're all boring. The universal feedback streamers gave to Blizz was to make more interesting options. I think IH not being in the PTR means they are making changes based on that feedback. I'm sure it's too late for them to make meaningful changes to the runes, espeially stuff that would require brand new animations. But hopefully with S7 we'll see improvements.
@@acoga i would like it if they would stop doing bad things that they then fix over the course of a year. It would be neat if the features added to the game were not trash.
@@acoga Okay but how incompetent are these developers exactly? This has been an ongoing issue since launch. Boring uniques, boring mythics, boring IH, boring runewords. Yea eventually they fix them.. it took them a year to make uniques cool. And during that past year they apparently learned nothing because here we are again with boring new features. So when will runewords be cool.. next october?
When the pace of the game is fly around with massive mob density and you press what ever the main damage ability you use to do damage to make it all go boom nothing else will matter. And that is what people demanded. If you have or introduce anything that interrupts that flow but is more interesting, like you have to do some combination of things before you get the big boom people will complain. What actual gameplay changes are you looking for? Even Raxx suggesting summon a big flashy thing that does a ton of damage. That is essentially just your abilities that already pretty much instantly kill everything can have this flashy thing go off to just do what you already did.
I'd rather the system be simple in the beginning than drop something broken among the rest of the new content and power being added. 10 skill points, 100 paragon, 1 new skill per class, a new class, higher glyph levels, difficulty level changes, new gear,and the list keeps going.
I mean, calling them runewords is a literal spit on the legacy of D2. They're nothing alike and the way they're implemented in D4 looks like a mobile game. It's just another generator/spender uninspired bullshit mechanic.
I have 2 pieces of feedback regarding playing on a controller. First is that in invetory management we need a way to manually reorder it. On m&k this is easily accomplished, but on controller its impossible currently. We only have the sort all feature. Second, when picking up loot we also have no way to directly select what we are picking up if the loot is in the same spot. I think it would be great to be able to use the right stick to scroll up and down through the stack to manually choose what we are picking up. This could also be used to solve the problem of boss loot dropping underneath the summoning alter
@Evan_Performance like the shade totem that spawns from the umbracrux? It just goes a set distance away from you where the cast your trap or smoke grenade. There are several skills that are just worse or harder to use on controller. The sorc teleport comes to mind. Most of it stemming from the fact that we have no means of precise aiming so the devs are forced to auto-target the ability. Or resort to default placement like with the shade totem. I'm not sure there is really a solution though
Diablo Inventory management has always been one of the worst ever in the history of gaming. Feedback: 1. Not enough storage space to store all of the items and (ever evolving) currencies. Recommendation: look at D2RMM Stash mod and give us a larger tab (and more of them). Specific tabs (like Raxx mentioned) would help tremendously. AND… allow for certain items to be stackable and increase stack heights on current items. 2. Loadouts desperately needed. 3. Runewords: missed the mark completely. Recommendation: drop them from Season 6 and rework them completely. Don’t introduce them until they are “ready.” Runewords meant something in D2/D2R, make it count Blizzard. Don’t ruin this opportunity to elevate the game another tier. It’s already 1,000% better since release. Thank you Raxx. 🤘
@@kaly8329 Lol, D2R stash has 10x10's with 4 tabs totaling 400 slots... D4 has 5x10's with 6 tabs totaling 300 slots. D4 has WAY more currencies (and they keep introducing more). Some of the currencies don't stack. And, Stacking has always been an issue with Blizz games (non-stacking items on D2R and low stack heights on D4). 😂
The question I always asked myself is ... why does the games have 4 billion types of "currency" (items used in trade and material upgrades), what is the point of it all? Have better systems, stop introducing pointless in game currencies and the problem will go away. I grew up with games that didn't need this, they were GREAT, just design systems better.
Thank you Raxx for the detail testing. I’ve been following the streams and love your philosophy and approach when it comes to gaming and PTR. These analysis are right up my alley. Love your videos.
I think a big part of the problem with the cross class skills dealing low damage is the synergy. In every single build we add multipliers around different conditions: type of damage, type of skill, rank of skill, etc. With a cross class skill we don't have most of that. I don't know if the cross class skills have an inherent rank, but I would want it to be 5. Then maybe they could also get a tag to match your skill. For example, a sorcerer using the druid wolves might have the conjuration tag applied to them. That way there would be some way to build synergy that could combo with your pre-existing stuff
Suggesions to make the game way cooler: Show us the total damage numbers (simple scoreboard without history/publication) we have done per character after running PITs/NM dungeons. A scoreboard after playing with a group makes it much more competitive, and people would like to improve their character and actually see the improvement. If damage numbers are to much different because of the different enemies, show a % damage done out of a group (2, 3 or 4 people).
Runewords should be either like fractured winterglass or give them powers that can exceed caps of res, cdr, as, minion or movement speed or special effects like create a firestorm (d2 torch) or seasonal themes from d3. Something unique that you can't get anywhere else.
except the d2 torch was fkin stupid with a lot of on proc spells, it was only visual effect because its damage was shit, except curses that kind of worked to have life tap or decrep or amp dmp on proc
Getting seasonal powers back as runestones could be cool I guess. But them using pre-existing item slots is not great. The game already has a huge problem with too much competition for item slots & aspects. It's why the few seasons that had borrowed power felt so good, vampire powers especially, you got intrinsically useful stuff without having to sacrifice aspects to get them. Now we have to sacrifice an aspect slot if we want to get moonrise for example. Wouldn't be a problem if the game wasn't designed around basic class mechanics being aspects... but they are, so in the absence of them redesigining skills to be more like D3, aspects are heavily restrictive.
Infernal Hordes looked so bad in the ptr and turned out to be the best thing when it went live. I hope something like this will happen with the runes because currently this is not looking too exciting. Raxx said it right give us things that not in the game already or crazy stuff like frozen orb turns into fire or multi element, incinerate shoot 6 beams, necro skele mage minions shoot blight or aoe attack, you can have 2 golems, druid can summon something different big animal to its side, a new core/ultimate skill appears in skill tab. Don't do this you spend resource you gain +20%x dmg..
I think the word you may be looking for is "synergies". There's a indie game called The Binding of Isaac and it basically has one weapon or skill and a lot of items in the game create synergies. The weapon basically a water ball. Some synergies include Loki's horns, where you get a quad shot occasionally; holy light, where are your attacks have a chance to bring down holy beams on your enemies. In other words, items or rune words that create a different way to play the game. But that might take animation and programming time, it's a lot easier just to boost damage.
I really would like it if Runes themselves have an individual effect like in D2. Would help you patch gaps in your build and maybe force use of weaker combinations to start out
Yeah if you compare these to Diablo 2, these aren’t even runewords. One that sticks out for me is Beast I think. You could make a sorc that turned into a bear. That’s the kinda twists I’m looking for. I think it’s a good idea, just not executed perfectly. Like Raxx said it’s got PLENTY of room to grow and possibly be great tho.
Hey raxx, just want to say that your analysis of ptr is the best of all streamers. You get it on point (mostly) and the overview and arguments are best to understand. You do so good work. No wonder that blizz take care of what you say. I think most of it is good for casuals and pros and just makes the game better. Go on bud!!!
I mean when you look at them and listen to them talk and get excited about the most generic stuff they came up with like they've cooked something genius, you come to a realization they just suck at game design, period. I mean there are so many things they could implement that's interesting, yet they fail at almost everything they come up with. If they suck at coming up with new mechanics, they should just work on new items and skills to add variety and give up on "new" stuff if they're not capable.
I don't think they have a creativity problem, I think they have a problem with how they implement their creativity. Sometimes it hits, and more often, it misses. I think they know reception is mixed about the game and so they are much too safe with their changes. Unfortunately, if they do something crazy and it doesn't work out then they are going to lose their jobs. That's the corporate world that gaming has become. All the people that want cool stuff have to realize there's another person out there who won't play anymore if said cool stuff is added or added imperfectly.
I love the points Raxx made about runes having different powers from what's avail. I ALSO think higher end runes should make you visually look more badass too.. then people can see "ohh he's got a Zod!!" Showing off with a big glowing stick in town is a dopamine too!
It was really sad to see that even playing a minion necro, the spirit wolves dont seem to get ANY bonuses… was really hoping for a “new minion” in some way to giga buff me and it woulda been SOOOO COOL!
@@kylaxi as I understand it, they're playing Minion Necro using the wolf rune, and the wolves don't get the stats that the skellies/golem gets. Haven't tried Necro, and unless I misunderstood OP, I won't as I had the same idea 😅
I don't get it, they can easily bump up the numbers, from garbage to maybe garbage, but they won't. It's game made by committee that takes 40 people to sign off on one change.
I really like what they did this season the game is legit good, but it also has glaring things still remaining. Its an ARPG looter where we are: * Limited on stash space for all our loot in this loot focused ARPG * No options or encouragement for multiple builds/gear with all this loot (unless you're ready for lots of tedium) * No loot filter or auto-salvage conditions when items drop (Would be nice for non GR legendaries to just drop as salvage if you choose, which I think is better than a straight up filter) Be more flexible with players trying out new things. The game offers so much yet you never want to change builds because of all the annoyances and limits. For runewords, they seem boring. Why do I need to meet conditions constantly in combat to trigger most of them? If I have the sorc teleport equipped, let me just use that at all times with my evade, not build up to some condition to use it once. They are so stingy and boring with their powers. Ults are the same way. Wrath of the Berserker is FIVE seconds long as are many "Ults". Builds often don't feel fun until endgame and stacking cdr, which is BORING. Like you said, I want so SEE my power grow. Let me do things like increase the size of my skills, or go over movement speed cap, or give us a new skill hotkey to use other classes abilities OFTEN. More monster CC stuff, its really fun pulling and pushing around mobs, add more of that to our skills and options! I think the game still has so much potential but they need to put fun first always. Its a PVE game, just let us go crazy and power scale. People just want that fun power fantasy and loot rng dopamine hits. Don't make it feel like a slog! I appreciate them listening and making the game way better, I just wish they didn't always need the community to hand hold them and correct. Get some real ARPG gamers in charge over there!
Suggestion: add whisper favors as a quest/list that u can click on in the quest section and it centers your map onto the dungeon/event whisper you click on in the quest menu
Hey Raxx - love the video - thanks for giving them this feedback. I think an ‘easy’ way for them to give us that hit would be to use skills from other classes that are either visually obvious or change the UX of playing your class. So any skills that summon something, movement skills, ultimates, etc. If I can suddenly have a class running around with another class’s visually awesome and useful skills? Yeah I’m going to love that. And all of that without new UI assets. Then add in another season something wild and visually unique like your shenron example.
Thank you so much for doing this research Raax and awesome feedback. This is part 1 of my criteria for deciding to either pass on the expansion or get it because I was highly skeptical about how powerful these "rune words" would be. The last part will be how good/fun is the dark citadel and I hope you get to test it out for those of us who don't have access to the ptr when/if it becomes available for testing.
I agree they lack identity, and this is my theory why. In D2 runewords were a great fit to the game in 2 ways: 1) To help you get a strong build leveling up while waiting to get uniques (which were WAY more rare than in D4). 2) And then eventually be really aspirational gamechanging drops when high runes dropped. Because of this, and being that D4 drop rates are insanely high... before seeing how runewords worked I was really expecting them to not have a distinct place in the game. I really think this is these are the questions that have to be answered by Blizzard: Why do we want to find them? In what way will they be and feel different to whats already in game? Cheers! Love your content.
I know it's a bit early for me to judge rune words and how they'll fit in for next season with the expansion, but I think you made a point how they can bridge a gap during a player's journey if they lack something or add a little extra power toward the end. If they decide to further iterate more on top of this whether it's more stackable power over what a gem can provide or a potential power fantasy then there's 2 routes they can take. The lazy one would be something like adding 4 slots into a chest and maybe 3 into leggings. This is the route I think they'll take first or similar to. If they wanted to do more similar to D2 then add types of gear for head, chest, leggings, and feet, and weapons and shield types with their own defense values and slots ranging from 1 to 6,, but I don't see that happening either at all or until an expansion that introduces a sword and board class probably our paladin or holy class arrives. If they do something like that, NMD no longer need sigils. Exploration and target farming could become a thing to look for specific gear for one's build perhaps. Aspects would need revisiting to see which can stay on gear and get turned into pure legendaries and which would get parted to rune words or create new powers to add into rune words. I don't know what direction they are going to take, but they seem to have no problem copying D3 with Greater Rifts, so maybe they'll copy D2 in this regard. 🤷♂
god I love Rax. Before even starting his convo you see four small points of likes and then bottomless pit of dislikes. I'm like great, I already know this will be fun. Also Raxx, yesterday people in my instance of trade chat were talking about you. I think that's speaks volumes about how prevalent you are in the diablo community.
What do you think about the current visuals of the game? Isn't it loaded with graphics to much? We can play in multiplayer because the screen is such a mess
It probably won't happen until the second expansion, but I'd love for runewords to be turned into 4 or 5 runes at maximum length, with 2 trigger conditions and two results, with some of those results actually combining to make a new, enhanced power or trigger. Now THAT would be a worthy spiritual successor to the runewords of yore! They could even add a crafting mini-game wherein you have to go through a "resonance" process or something similar to make the chosen runes work together, and that could occasionally fail as a means of keeping runes from piling up, maybe even adding rolls to the runes in the process such as "lesser", "greater", etc.
The fact that he knows the Diablo 2 runes and their tiers by heart(and names nearly all of them btw casually) makes him so credible. He knows what he’s talking about
Here's a specific example to Raxx's 5th point - War Cry when you activate it on a non-Barbarian class gives you spectral barbarian ancestors around you for the duration.
Great suggestion like the Dragon Z example. Diablo has so many great characters can summon be like Sharon to visualize from rune works. People gonna crazily loving it.
Hi Raxx. Thanks for the vid. Another great insightful vid. I know you are very thorough and knoeledgeable but I just wanted to suggest if ur atuns by a certain skill buffs dmg e.g. stunned by 'x' skill does more dmg and therefore smoke grenade stun didn't cause that proc?
They need runes that change skills like adds more projectiles or life leech or even completely changes skills like hydra now uses firewall or incinerate instead of fire balls, I’m sure long term that’s what they will be aiming for.
Runeword of undying: when triggered, you summon random skeleton (those would be same as necro skeletons, inheriting all your stats). I think this could be interesting even for necromancers, who could use this while still specing into minions, to free up slots on skill bar. Runeword of wilds: when triggered, you summon random druid minion (same as above applies) Runeword of the blessed one: when triggered, get random shrine effect for XX seconds Runeword of hellfire: when triggered, hellfire burns in your wake (like in D2) Runeword of hellwake (coz helltide name is taken): when triggered, waves of flames spread out in front of you (again, like in D2 and D3) When you use both hell runewords together, you have chance to summon apocalypse/armagedon spell around you
One easy thing they could do is add an effect/aura to your skills or character with runewords: An example of this would be strafe from diablo 3, so I really liked how that skill added a shadow effect on your character making it black and then adding a color around your character like blue or red when using strafe and in diablo 4 the dancing knives skill doesn't have any effect on it at all. So imagine if runewords could add a shadow effect and a color aura on your character making it a bit more in style to the D3 strafe and they could do something similar to that for all classes.
True runewords are using a base white item, and transforming it into a completely new item once the correct order of runes are placed, for one, d4 cant have more than 2 slots, and 2 it dosnt change the item it basically just adds a single effect
@@VorpalTiger According to D2. Other games have had runes before too. D2 isn't the end all be all for defining what a Runeword is. That is actually my biggest complaint about the expansion. It is changing systems in the game to be copies of previous systems. The Pit is now an exact copy of Greater Rifts from D3.
Implementing runewords with yellows to make then viable again. It could give yellow higher stats and give them more sockets like d2. It would allow a lot more options on power levels. Could like transform the yellow with completely different abilities/stats.
I really want them to add stuff for secondary modifyers like "Corpse" or "Chain". Or allow us to add those modifiers to specific abilities. Adding "Bone" to "Marksman" and allowing us to use necro gear as a rogue. Encouraging people to experiment and experience other classes in new ways.
Please make Runewords more interesting. I don't mind the way you proc them, even if it's a little convoluted, but I think they need to be so much more interesting. I'm not thinking of the win-all Runewords like Enigma or Spirit, I mean the interesting ones like Beast. Being able to turn your characters into a bear was really neat. Having a bear sorc became a build. We need ways to change how we play, not just give us more power. Maybe rogue traps become a lightning sentry and function like an Assassin's. Maybe bone spirit is now bone nova, or you get 3 mini golems. Rabies is instead a swirling hurricane of poison that spreads base rabies when it touches anything. Be creative, surely you can do a better job than I just did. Think the way you used tempering to give us additional projectiles, but even crazier. Things that really change the way the skills work and function. Thank you, Raxx, for always giving the devs useful suggestions and helping to bridge the gap between the player and devs.
Rune words aside I'm pretty excited to play the expansion. Almost all the changes sound great and in the right direction. Thanks for the coverage raxx. You and the maxroll team are a blessing to the math impaired like myself lol.
I would like something that lets you move while casting for every skill not just WW or the new rouge skill. More QoL and it looks cool. Incinerate while walking, landslide while walking, bone spear while walking. Just to give some examples. And I am also a big fan of burst and decaying. For example, you do this you gain a burst of movement speed (like x2 whatever), which decays over a period. Little things but hugh impact
I’m just genuinely hoping that we will eventually be able to make unique items (separate from uniques) with runes down the road. You know like actual rune words. Like imagine you get say tyraels might and then put rune A and rune F into it and it transforms it into a whole different item. I know it’s probably to complex for d4 but just think of the potential possibilities.
You literally can craft Mythic Uniques using runes in Diablo 4 VoH. I look at your suggestion as extremely limiting and bad for the game. I don't want any uniques to be gatekept behind runes. It's cool enough that you can make Mythic Uniques USING runes, so they can just keep adding more Mythic Uniques to the game and giving them rune recipies at the Blacksmith.
@@TheDravic ok well I just picked a unique as an example base item. That could be a long term down the road use implantation for runes. We can all dream for more chase and a bit more complexity. Just my personal opinion
It's funny that what is essentially simple crafting recipes can be considered "too complex" for D4 to implement. I'm not even sure who this game is made for anymore
@@TheDravic Okay well the system they have right now are not runewords at all. These are just things you socket in your gear in replace of gems that add a skill. So either do runewords right or call whatever the hell this is a different name cuz it ain't runewords.
Thanks Rax. For my own feedback it might be nice if the character's rune tab could hold all the runes. Even without jewels and whatever else gets stored in the tab it is too small. That said, I guess it is better to have more runes that do not always fit in the tab than less runes that fit...
Blizzard should swap around the consumables and socketables tabs in inventory. Now the order of tabs does not feel logical or based on which tabs are opened more often.
Yep, other than the new "enigma" that grants you teleport to break CC, nothing really impactful. If only they do something like shooting an enhanced frozen ball that freezes mobs on screen.
As far as the tabs go. I would like to see ALL consumable ore/boss mats/etc to go into the mats section and then we can itemize them if we want to sell or trade them. That would make stuff like ore tradable too.
I think that example of summoning Shenron, as hilarious as it sounds, might actually be the key here. What if, instead of you just… get a free war cry, you evoke the power of the ancient barbarian spirits. A barbarian spirit leaps into the battle- stunning enemies around him- before blessing you with his own War Cry and fading away. The stun is a neat bonus, but I think the flair of seeing this ghost leap down from the sky to bestow you with a powerful buff would be flashy enough that the fact it does the same thing as the current version is irrelevant. It’s basically the same effect (technically even worse if you consider that there would be a slight delay on getting the buff versus how it is now where it’s just instant) but it is visually impressive. And I think maybe that’s the key. Like imagine I’m a new guy and I see a Necromancer out in the world and he’s cool and powerful. What are the things I’m going to notice? “That skill looks so cool.” “Wow! His Corpse Explosion is so much larger than normal. How did he do that?” “Is that what an Ultimate Skill looks like?! Wow!” And I’d never even notice the fact that he’s casting War Cry on me. But if a barbarian ghost leaps down from the sky and then screams at me and suddenly I’m moving faster and doing more damage, it will have the same effect on the new guy. “WHOA! He summoned a guy and now we’re stronger temporarily. How did he do that?!”
If spirit wolves could stack with regular wolves as dmg boost, that could make the new skill even better and really have a huge pet army. Not saying to put class specific runes, but.... some runes COULD be more advantageous for certain classes. Barb shout could get and even bigger bonus IF USED ON BARB. Juste à little bit of Italie text to make everything available to all, but maybe with an extra "oumph" if certain critérium are met?
Maybe some runes could introduce the elemental damages, like. The evoke power could be "apply cold damage", or "apply lightning damage" and etc. This could introduce the possibility to make a rogue with lightning damage or a barbarian with poison damage. Instead of giving more damage, change the type of damage we deal, to create more types of builds!
The best addition should be on this system is that you can also use the runes to build sick items like D2. You can then also create items that arent class specific with cool effects like you said. Also, you have a choice, do i want gear right now or get a generator spender. This also means you have a purpose for for instance yellows. Based on how good a roll or the stats on it you can create a runeword + the item to create a item. In line with the intent of runewords and a twist on the d2 one. While also having the one they created now which is in line with d3 version of runewords. Would get you to make choices and farm specific runes.
@@TheDravic actually lolled, ty for this. What you are describing is basic crafting. Which is extremely barebones in d4 at the level of non existent. If you cant exchange ideas or iterate upon but only hate. I got an idea for you, dont respond and try to be superior. It’s not working
@@dashesstv3859 Runewords in Diablo 2 were extremely basic, barebones crafting that loses all its charm when everyone has access to the Internet and just looks up the recipe online. There's nothing special about Diablo 2 runewords. Diablo 4 Vessel of Hatred's mythic unique crafting using runes is exactly the same concept, but instead of making you google the recipe you just see it in the user interface and can craft when you're ready.
@@TheDravic thank you for proving my point it’s basic crafting from generic reagents. Your argument can be applied everywhere, so when you can look it up it should be dumbed down and generic? I like your input, really goes into what something can be instead of shutting it down before. Good talk man :)
@@dashesstv3859 Looking up 3rd party resources to figure out the recipe doesn't make your crafting system better, it makes it more tedious and annoying to deal with. That's why Diablo 4's way of crafting Mythic Uniques using runes is not any worse and I would argue it's BETTER than Diablo 2's way of crafting Rune Uniques.
At first I was excited about the fantasy of writing out runes, imagining of how cool it was to see a nothing item transform into something magical after I put the runes in there by hand, but was left disappointed to see it's just items in a menu list. Also, the generator / trigger system seems cool at first glance, but then it falls flat because I can't imagine breaking the game with it.
I think what you said really hit the nail on the head, so to speak. "We're just getting more of what we already have". Which is not exiciting, and it makes finding runes not that exciting. And, because they take up a socket slot, they need to be exciting and be of equal or higher value than the raw stats you would lose by not socketing stat gems. Complete different subject, but werewolf druid is in real bad shape. It needs a scaling pass over like sorc/barb/rogue got.
Suggestion for a suggestion: for the mat chest at the end of infernal horde i would like to have the option "How many times you want it to be opened?" (if each one cost you 20 aether). Maybe best for all of them.
It would be interesting if they had a trigger rune of, say, "when health drops below 20%"...and an effect rune of "grants Stealth for 5 seconds". It could even happen on a Lucky Hit chance.
it would be nice to have these in evoke runes: Static field (Crescent moon) - %hp based damage Valkyrie (Peace) - high hp summon to tank mobs Redemption Aura (Phoenix) - Hp/Mana regen
I would like the runes to evolve in some kind of "support gem" from PoE or those changing nodes from Last Epoch. I would like them to be able to modify how skills work.
If the issue with stash tabs is loading the stash for everyone, still think this is stupid, then add a bank that is accessible from the character selection screen. Let you keep as much in the bank as you want but it isn’t accessible from the game worlds. Just requiring you going back to character selection whenever you want to add or retrieve something from the bank.
Rune activation, rune triggers, and rune actuation would all be better terms than rune words for what is really happening with the rune system. Agree fully with getting more brave with what rune triggers do. I can get warcry on my lightning spear sorc, but also can get poison damage for my tal Rasha procs if my x (crit chance, attack speed, poison resistance) reaches a certain threshold. This may be a crap example for what you were thinking, but it is the best I could come up with on the fly.
I have a solution for the stash. A couple actually. One, anything that can stack caps out at 999+ in the stash and if you hover over it, it tells you the actual amount. Both on player and in stash. Also, why do I need a key tab? Did they just start crapping out keys in this game? Two, the ability to have generic stash, how it is, and a sorted stash with a tab for each type of thing. Helmet, boots, summoning, runes. For runes, treat it like glyphs, but also like those manuals. You have it like a sticker book where each rune has a location and you fill up the spaces. Here, go play Solitaire on the computer. Look at where the Aces go. You have a spot for hearts, spades, diamonds, shamrocks, purple horseshoes, etc. you click on the ace of spades in your dealt cards and it goes to the specific space designated for the ace of spades. Do the same for runes. On a side note, I’m saying this out of ignorance since my computer can’t handle Diablo so my experience with the PTR was potato slowness, but can we not have the Pit anymore? Can they just replace it fully with the infernal hordes? I like the infernal hordes and would have liked an evolution of it to where the play space is shrunk down slightly to the point that yes, you can get to events faster, but that enemies are just everywhere all the time. That and letting you decide if you want to go past the wave cap. It becomes a soft cap. Let’s say you do a 3 and you finish 6. You can stay in and click a modifier OR click the door and go fight the boss. If you click the modifier, you get another wave. The gamble is that if you die now, you don’t get any rewards beyond the friends you made along the way. Think of the new layer of player base challenge you could create. Go into tier 8 and see how many waves you can successfully survive AND beat the boss. Add in a 4th modifier totem and that one adds all three modifiers to you.
They should give us effects like Crescent moon from d2. Like give us a chance to send out a lightning chain that hits like 10 enemies. Or if it's something simple like damage reduction, healing, or cdr give is a visible aura that effects all players around us and makes everyone in the aura glow or something. So it's flashy and feels impactful
I think something that blizzard should def be working on or working towards is combining all the runes you have in your gear to form one big runeword. I think that would be awesome sort of like sets for runes
I haven’t played PTR but i trust everyone judgment who’s played it and watched hours of content. I agree Runewards are lacking that power spike to match war cry and CDR allowing for a more diverse build then everyone having same Rune. 1. I think it’s time for Diablo 4 to bring new item slots (Earnings and Belts) this will allow players to also get a power/support spike with gem slots. New item slots can also be imprinted. 2. Rune ideas- standing still generator I personally don’t enjoy I like to move and keep pushing. Generators should be more about kill counts , elite kills , evades , travel , even just having a mercenary or player with you to passively gain the cost. War cry and CDR are godlike. I thought of a few ideas to spread that power and CDR. One example That came to mind instead of spirt wolf you can have werewolves companions spawn in spread rabies and howl to heal and reduce your cool downs by a sec or 2. 10% more dmg on poisoned enemies Summon Skeleton mages to apply 20% chance to slow, freeze and apply Vulnerable. 10% more dmg on frozen enemies (Just a few ideas) Giving players choices to free up other slots in their kits can be beneficial
Really what we need in the game is more animations to the skills. Visually everything is OK, but like you said, damage output increases, should also increase visual animations, would make the game more entertaining actually seeing more explosions, or more crazy stuff happening with the skills.
They could do so many cool things e.g. with evoked: Unleash a frost nova, call down lightning storm, all attacks leave a pool of poison etc etc things that should be really easy to do, take actually little effort and would be so much more fun and cool for the player...
Hey Raxx, some off topic please. please speak loud for console Player and Maybe PC . We are forced to pick up everything. Before hands on Boss summon mats. Solution: Make Boss summon mats to Material. As same as herbs, Angel breath and so on. Advantage : 1. Pet can pick it up 2. No more duping als selling on rmt sites 3. More stash and inventory space 4. Allways in Player, allways ready to summon every boss 5. Huge qol espacialy on console, more Play - less menu time gg
To address the issue with runewords, a new item category could be introduced, called "Antique" items. These items would be restricted to helms, chest armor and weapons, and they would be the only ones capable of being socketed with runes. Unlike other gear, Antique items cannot be imprinted with aspects and would have up to four rune slots. Antique items are useless in the begining with no aspects and low stats on them, but with a specification up to 4 rune slots on them. These items will be the new thing to run after in the game. Antique items would be slightly rarer than Mythic items but could still be found anywhere in the game, from any monster or boss. However, the chances of finding them from normal monsters would be significantly lower. Once socketed with runewords, these items would transform into a new tier of equipment-"Runewords Antique" items for exemple. This crafted gear would come with an exclusive Antique aspect, offering immense power, crazy abilities and unique stats. Antique items would take 4 inventory and stash slots, and due to their rarity will be not so many in our stash or inventory. Finding one would feel exciting and rewarding. Players would then farm runes and carefully experiment with combinations, as combinations would be not listed in-game. This would encourage players to discover the most powerful and mysterious combinations on their own.
I agree with you, Raxx, about all of your dislikes thus far. Especially the Runewords being underwhelming as far as the "wow-factor" and them not providing a new feeling to the game. Yes, having more CD, buffs and etc. are nice, but I'd rather see new damage/defensive effects happen with the Runewords.
I made a fire cataclysm meteorite barbarian build and its amazing... at least in concept, but the meteorite damage doesn't scale. They should make them scale with your damage and do A LOT MORE damage. The build would be amazing with 40+ meteorites on screen.
Edit: They should work on them, because this kind of skills are THE skills that should shape our builds, Meteorite barbarian is one example, war cry is a boring buff but its a really interesting tool in a minion builds, imagine being a leader of the pack werewolf druid and casting war cry, that suddenly become amazing IN that context. So yeah, war cry is good, but they should tune other runewords to make them more appealing. I wanna add dancing bolts to my lightning sorcerer, i wanna add the poison spiritborn rune to my rabies druid, etc
Suggestion for a suggestion: Let us click on the World Boss timer notification and have the map center on it
Legion and Whisper Tree too. I hate seeing that huge banner that I have enough whispers to turn in but clicking it does nothing.
THIS!
Point 5 is the most important point for all incoming "things in game" aspect, uniques etc. We need things which change gameplay not giving more dmg!
Exactly
Hydra becomes ice hydra
Incinerate becomes Ray of Frost and so on .
that's the best blizzard can come up with I'm afraid. Look at literally every "endgame system" - the same old boring, uninspired and bland with +% damage increases etc
8:25 I totally agree. I think of an aspect as a gameplay changer within my class and rune world as a cross class altering. Similar like what they do with spirit born by default. Eg.: 2. Barb ground stop is druid earth spike, or upheaval trigger druid lightning. Hota + druid land slide.
Sure but runestones being that is pretty lame. I don't think runes can ever be a replacement for the lack of skill diversity and depth in D4 compared to D3's rune system for skills. They just need to make skills better and more interesting period; and maybe they need a new system for that, I dunno. But runestones as a D2 callback aren't that. They aren't really like in D2 either though... just a cute new toy that is not as innovative as D2 or D3's runes. People misleadingly talking about them bringing back enigma is a great point of comparison: the sorc teleport runestone is NOTHING like enigma. Enigma gave you the skill in total, you could now teleport as if it was just the sorc skill. Here it's under an immense limitation of only being able to use it every so often... in a game where most classes already have mobility that parallels or exceeds what teleport did in D2, so it's nothing special at all.
100%! I do wish they would make less of character specific uniques and powers and make more universal. I have always tried to tell them to look at the item "Inpulsa's Broken Heart" from PoE. That item is such a great design and things like that is what they should do.
0:18 he says doo-doo
hehe doodoo
Heh doodoo
💩
top comment
😂
One feedback I like to give that nobody mentioning because in the ptr everyone getting their runes from the NPC.
I like to have a minimap icon on the Rune drop like legendaries & unique, because they can easily missed when they dropped.
So true they need their own unique color, to feel special and to be able to be spotted easily when they drop
Great idea
I *really* hope Blizzard listens to this feedback. It's spot on.
Stash tabs for specific item types. Madness. What Eldritch mind could convince of such unfathomable sorcery!
That's kind of been my concern with some of the powers, if you want to use something from another class you can't scale the damage. If they had special modifiers like sorc meteor could be a nature skill for druid, or wolves could be conjurations for a sorc then it could get to a good place.
It seems like a very D4 system. Sounds interesting, but ends up being something you barely notice and might as well just be "do some more damage with your skills".
Yeah. The "special" ones are lame because of the limitations. There are some that are powerful but are just "win more" or "do more damage", which is fine, but just not very interesting. It's like Shako's: it's very GOOD, but it just makes whatever you already do better in a flat way. It once again drives home how anemic the skill system in D4 is though. Rather than runestones what we need is D3's rune system for skills, whatever they want to call it in D4, we need way more easily accessible things that dramatically change how skills operate. The tempers are a nice start I suppose, but I'd rather changing skill element types or making them do new things wasn't tied to items, items are already way too restricted in terms of needing almost every item slot dedicated to this or that aspect or special effect in order to have your build operate at a basic level.
The power of marketing. They bring you some shit as "best feature in the world" so you pay them money.
I think adding in a base function (other than what gems do) to the rune if it is socketed with another gem or by itself would be a cool idea. So for example: a specific rune might add minion damage / attack speed, another might add % chance to find ancestral items, another might be movement speed, etc etc. But if you combine the rune in the way they are designed, you instead get the rune word.
Totally agree with Raxx, the system is super bland as it is. They have been "working" on this since before launch, and this is all they could come up with ?
they prob had it like it is now for a year+ and havent worked on it cause they had to fix all the other stuff
still dont see why people are calling these runewords, they are just runes....
Same reason they just reverted to D3 mechanics, they cant innovate. Really wonder how many other ARPG the people working on this game have made or played.
@@taks1993No different from D2 Runewords. They are just runes put together.
@@moyga Exactly - and there are so many people defending these piss poor changes from a multi BILLION dollar company. POE 2 can't come soon enough.
they should grant us similar effects to some D3 sets. Such as "your channeling skill repeat your last basic skill"
Whirlwind bash barb 😍
Might as well go all in and turn the game into D3
Sorcerer has a unique staff (added in Season 5) like that, and I haven't seen anyone use it for anything crazy just yet
@@Zanbatossgod no!
@@Zanbatossthey've been doing that for a year. The more it becomes d3 the more it becomes a better game lol
Being able to add different damage types to basic attacks or independent skills would be awesome. It could open up classes to different elements and fundamentally change how they engage a fight. Poison Sorceress, Shadow Spiritborn, fire rogue, etc
Rogue could slot Coldclip + pestilent Points then use runes to a third damage type onto basic skill to trigger the new key passive.
Acquiring the mobility skills from other classes with runes.
Druid + spiritborn jump skill.
Barb + rogue shadowstrike.
Runes unique to World Bosses:
Avarice - every x Offering has a % chance to summon a treasure goblin
Avarice - every x offering use (one of his skills), or next evade becomes his teleport
Wandering death - every x offering use (one of his skills)
Ashava - every x offering use (one of his skills)
Invigorate is such a fantastic buff in helltides, rune it.
Rune for lifesteal.
Butcher related runes, some angelic/demonic power sort of rune.
and most importantly, a cow level exclusive rune!!
I like a lot of what they've been doing, but the Runewords fall completely flat for me. I don't need more ways to tweak the numbers, I want more things to do and more ways to change the gameplay. My limited testing didn't find a way for these to, for example, make a previously weak build viable. I was really hoping to find some kind of clever interaction. I'm sure they'll make some improvements, but I wouldn't miss Runewords if they were gone.
Yeah, the offering system in general immediately struck me as depressing. It's classic modern developer brain. Have to make everything "balanced" to the point that no one gives a shit about it. Also comparing it to D2 runestones is really demonstrative of how different the design goal is. These are probably going to drop like candy, everyone will just have them as part of their setup with zero effort, in D2 runes varied from common but interesting to super rare and gamechanging. I'm not even particularly a fan of them, but the fact they weren't automatic acquisitions leads to a completely different design dynamic.
Yeah, it's a bit of a letdown but it's also a 1.0 feature. It was the same with Infernal Hordes boons/banes, they're all boring. The universal feedback streamers gave to Blizz was to make more interesting options. I think IH not being in the PTR means they are making changes based on that feedback.
I'm sure it's too late for them to make meaningful changes to the runes, espeially stuff that would require brand new animations. But hopefully with S7 we'll see improvements.
@@acoga i would like it if they would stop doing bad things that they then fix over the course of a year. It would be neat if the features added to the game were not trash.
@@acoga Okay but how incompetent are these developers exactly? This has been an ongoing issue since launch. Boring uniques, boring mythics, boring IH, boring runewords. Yea eventually they fix them.. it took them a year to make uniques cool. And during that past year they apparently learned nothing because here we are again with boring new features. So when will runewords be cool.. next october?
When the pace of the game is fly around with massive mob density and you press what ever the main damage ability you use to do damage to make it all go boom nothing else will matter. And that is what people demanded. If you have or introduce anything that interrupts that flow but is more interesting, like you have to do some combination of things before you get the big boom people will complain.
What actual gameplay changes are you looking for? Even Raxx suggesting summon a big flashy thing that does a ton of damage. That is essentially just your abilities that already pretty much instantly kill everything can have this flashy thing go off to just do what you already did.
The fact that there really arent that many videos on youtube right now talking about how xy combo is super cool/awesome really says it all.
there aren't? you sure that's not just your current feed? I'm seeing the same surge of build showcasing seen prior to s4 and s5
@@draega570they arent, i been searching for runes diablo 4 and hardly anything interesting being posted so far.
That's your feed since you seen to switch between the moaners.
Theory crafting already is pretty wild for S6.
I'd rather the system be simple in the beginning than drop something broken among the rest of the new content and power being added. 10 skill points, 100 paragon, 1 new skill per class, a new class, higher glyph levels, difficulty level changes, new gear,and the list keeps going.
I mean, calling them runewords is a literal spit on the legacy of D2. They're nothing alike and the way they're implemented in D4 looks like a mobile game. It's just another generator/spender uninspired bullshit mechanic.
I have 2 pieces of feedback regarding playing on a controller.
First is that in invetory management we need a way to manually reorder it. On m&k this is easily accomplished, but on controller its impossible currently. We only have the sort all feature.
Second, when picking up loot we also have no way to directly select what we are picking up if the loot is in the same spot. I think it would be great to be able to use the right stick to scroll up and down through the stack to manually choose what we are picking up. This could also be used to solve the problem of boss loot dropping underneath the summoning alter
I completely agree. Or... They could just give us a fckin loot filter. There's no downside to having a filter, noobs don't have to use them.
How do you adjust your totem placement on controller on rogue? Cant figure it out.
@Evan_Performance like the shade totem that spawns from the umbracrux? It just goes a set distance away from you where the cast your trap or smoke grenade.
There are several skills that are just worse or harder to use on controller. The sorc teleport comes to mind. Most of it stemming from the fact that we have no means of precise aiming so the devs are forced to auto-target the ability. Or resort to default placement like with the shade totem. I'm not sure there is really a solution though
@@6MikeJones9 yes the one from umbacrux. on pc you can place it wherever u want on console not as you mentioned
Thank you, not having a way to manually sort gear is unacceptable.
Diablo Inventory management has always been one of the worst ever in the history of gaming.
Feedback: 1. Not enough storage space to store all of the items and (ever evolving) currencies. Recommendation: look at D2RMM Stash mod and give us a larger tab (and more of them). Specific tabs (like Raxx mentioned) would help tremendously. AND… allow for certain items to be stackable and increase stack heights on current items.
2. Loadouts desperately needed.
3. Runewords: missed the mark completely. Recommendation: drop them from Season 6 and rework them completely. Don’t introduce them until they are “ready.” Runewords meant something in D2/D2R, make it count Blizzard. Don’t ruin this opportunity to elevate the game another tier. It’s already 1,000% better since release.
Thank you Raxx. 🤘
Doesnt D4 have the biggest stash ever? 😂😂😂😂😂
You even load other players stash for no reason😂😂😂
@@kaly8329 Lol, D2R stash has 10x10's with 4 tabs totaling 400 slots... D4 has 5x10's with 6 tabs totaling 300 slots. D4 has WAY more currencies (and they keep introducing more). Some of the currencies don't stack. And, Stacking has always been an issue with Blizz games (non-stacking items on D2R and low stack heights on D4). 😂
The question I always asked myself is ... why does the games have 4 billion types of "currency" (items used in trade and material upgrades), what is the point of it all? Have better systems, stop introducing pointless in game currencies and the problem will go away. I grew up with games that didn't need this, they were GREAT, just design systems better.
Thank you Raxx for the detail testing. I’ve been following the streams and love your philosophy and approach when it comes to gaming and PTR. These analysis are right up my alley. Love your videos.
I think a big part of the problem with the cross class skills dealing low damage is the synergy. In every single build we add multipliers around different conditions: type of damage, type of skill, rank of skill, etc. With a cross class skill we don't have most of that. I don't know if the cross class skills have an inherent rank, but I would want it to be 5. Then maybe they could also get a tag to match your skill. For example, a sorcerer using the druid wolves might have the conjuration tag applied to them. That way there would be some way to build synergy that could combo with your pre-existing stuff
I would like to see runes add class themed stuff for example for druid only "Summons a bear that uses pulverize for (X amount of time per offering)"
Suggesions to make the game way cooler: Show us the total damage numbers (simple scoreboard without history/publication) we have done per character after running PITs/NM dungeons. A scoreboard after playing with a group makes it much more competitive, and people would like to improve their character and actually see the improvement. If damage numbers are to much different because of the different enemies, show a % damage done out of a group (2, 3 or 4 people).
Runewords should be either like fractured winterglass or give them powers that can exceed caps of res, cdr, as, minion or movement speed or special effects like create a firestorm (d2 torch) or seasonal themes from d3. Something unique that you can't get anywhere else.
except the d2 torch was fkin stupid with a lot of on proc spells, it was only visual effect because its damage was shit, except curses that kind of worked to have life tap or decrep or amp dmp on proc
Getting seasonal powers back as runestones could be cool I guess. But them using pre-existing item slots is not great. The game already has a huge problem with too much competition for item slots & aspects. It's why the few seasons that had borrowed power felt so good, vampire powers especially, you got intrinsically useful stuff without having to sacrifice aspects to get them. Now we have to sacrifice an aspect slot if we want to get moonrise for example. Wouldn't be a problem if the game wasn't designed around basic class mechanics being aspects... but they are, so in the absence of them redesigining skills to be more like D3, aspects are heavily restrictive.
@@zeriel9148nailed it.
Infernal Hordes looked so bad in the ptr and turned out to be the best thing when it went live. I hope something like this will happen with the runes because currently this is not looking too exciting. Raxx said it right give us things that not in the game already or crazy stuff like frozen orb turns into fire or multi element, incinerate shoot 6 beams, necro skele mage minions shoot blight or aoe attack, you can have 2 golems, druid can summon something different big animal to its side, a new core/ultimate skill appears in skill tab. Don't do this you spend resource you gain +20%x dmg..
exactly. for me these runes are a joke. nothing exciting at all
I reckon Infernal Hordes are better on live than on PTR BECAUSE of the feedback?
@@Rosem_Blossom yes so positive assumption. A lot of things will be better after the ptr
Necro mage shooting blight would be dope or skel warriors with sever would be a badass mechanic, please blizzard give us these.
I fully agree
I think the word you may be looking for is "synergies".
There's a indie game called The Binding of Isaac and it basically has one weapon or skill and a lot of items in the game create synergies.
The weapon basically a water ball. Some synergies include Loki's horns, where you get a quad shot occasionally; holy light, where are your attacks have a chance to bring down holy beams on your enemies.
In other words, items or rune words that create a different way to play the game. But that might take animation and programming time, it's a lot easier just to boost damage.
D2 devs made something so special that Blizzard still can't figure it out 25 years later. These runewords are a joke
I really would like it if Runes themselves have an individual effect like in D2.
Would help you patch gaps in your build and maybe force use of weaker combinations to start out
Yeah if you compare these to Diablo 2, these aren’t even runewords. One that sticks out for me is Beast I think. You could make a sorc that turned into a bear. That’s the kinda twists I’m looking for. I think it’s a good idea, just not executed perfectly. Like Raxx said it’s got PLENTY of room to grow and possibly be great tho.
Hey raxx, just want to say that your analysis of ptr is the best of all streamers. You get it on point (mostly) and the overview and arguments are best to understand. You do so good work. No wonder that blizz take care of what you say. I think most of it is good for casuals and pros and just makes the game better. Go on bud!!!
D4 devs have a serious creativity problem.
I mean when you look at them and listen to them talk and get excited about the most generic stuff they came up with like they've cooked something genius, you come to a realization they just suck at game design, period. I mean there are so many things they could implement that's interesting, yet they fail at almost everything they come up with. If they suck at coming up with new mechanics, they should just work on new items and skills to add variety and give up on "new" stuff if they're not capable.
@@DoctorStrange01 i kinda despise incompetence
I don't think they have a creativity problem, I think they have a problem with how they implement their creativity. Sometimes it hits, and more often, it misses. I think they know reception is mixed about the game and so they are much too safe with their changes. Unfortunately, if they do something crazy and it doesn't work out then they are going to lose their jobs. That's the corporate world that gaming has become. All the people that want cool stuff have to realize there's another person out there who won't play anymore if said cool stuff is added or added imperfectly.
Then stop playing. You won’t have anything to complain about
@@connerhladik4364 I did, now I see updates and this is my comment from it. Go cry in your pillow.
I love the points Raxx made about runes having different powers from what's avail. I ALSO think higher end runes should make you visually look more badass too.. then people can see "ohh he's got a Zod!!" Showing off with a big glowing stick in town is a dopamine too!
It was really sad to see that even playing a minion necro, the spirit wolves dont seem to get ANY bonuses… was really hoping for a “new minion” in some way to giga buff me and it woulda been SOOOO COOL!
Druid pet build is not weak this season?
@@kylaxi im not playin the furry
@@kylaxi as I understand it, they're playing Minion Necro using the wolf rune, and the wolves don't get the stats that the skellies/golem gets.
Haven't tried Necro, and unless I misunderstood OP, I won't as I had the same idea 😅
I don't get it, they can easily bump up the numbers, from garbage to maybe garbage, but they won't. It's game made by committee that takes 40 people to sign off on one change.
I really like what they did this season the game is legit good, but it also has glaring things still remaining. Its an ARPG looter where we are:
* Limited on stash space for all our loot in this loot focused ARPG
* No options or encouragement for multiple builds/gear with all this loot (unless you're ready for lots of tedium)
* No loot filter or auto-salvage conditions when items drop (Would be nice for non GR legendaries to just drop as salvage if you choose, which I think is better than a straight up filter)
Be more flexible with players trying out new things. The game offers so much yet you never want to change builds because of all the annoyances and limits.
For runewords, they seem boring. Why do I need to meet conditions constantly in combat to trigger most of them? If I have the sorc teleport equipped, let me just use that at all times with my evade, not build up to some condition to use it once. They are so stingy and boring with their powers. Ults are the same way. Wrath of the Berserker is FIVE seconds long as are many "Ults". Builds often don't feel fun until endgame and stacking cdr, which is BORING.
Like you said, I want so SEE my power grow. Let me do things like increase the size of my skills, or go over movement speed cap, or give us a new skill hotkey to use other classes abilities OFTEN. More monster CC stuff, its really fun pulling and pushing around mobs, add more of that to our skills and options! I think the game still has so much potential but they need to put fun first always. Its a PVE game, just let us go crazy and power scale. People just want that fun power fantasy and loot rng dopamine hits. Don't make it feel like a slog! I appreciate them listening and making the game way better, I just wish they didn't always need the community to hand hold them and correct. Get some real ARPG gamers in charge over there!
And they STILL haven’t figure out how to not make you BACK TRACK in a dungeon. The simplest of things these devs can’t handle. For 5 seasons now
Suggestion: add whisper favors as a quest/list that u can click on in the quest section and it centers your map onto the dungeon/event whisper you click on in the quest menu
Hey Raxx - love the video - thanks for giving them this feedback. I think an ‘easy’ way for them to give us that hit would be to use skills from other classes that are either visually obvious or change the UX of playing your class. So any skills that summon something, movement skills, ultimates, etc. If I can suddenly have a class running around with another class’s visually awesome and useful skills? Yeah I’m going to love that. And all of that without new UI assets.
Then add in another season something wild and visually unique like your shenron example.
Thank you so much for doing this research Raax and awesome feedback. This is part 1 of my criteria for deciding to either pass on the expansion or get it because I was highly skeptical about how powerful these "rune words" would be. The last part will be how good/fun is the dark citadel and I hope you get to test it out for those of us who don't have access to the ptr when/if it becomes available for testing.
I agree they lack identity, and this is my theory why. In D2 runewords were a great fit to the game in 2 ways:
1) To help you get a strong build leveling up while waiting to get uniques (which were WAY more rare than in D4).
2) And then eventually be really aspirational gamechanging drops when high runes dropped.
Because of this, and being that D4 drop rates are insanely high... before seeing how runewords worked I was really expecting them to not have a distinct place in the game.
I really think this is these are the questions that have to be answered by Blizzard: Why do we want to find them? In what way will they be and feel different to whats already in game?
Cheers! Love your content.
Thanks Raxx !! Can always rely on you to explain it very well.
I know it's a bit early for me to judge rune words and how they'll fit in for next season with the expansion, but I think you made a point how they can bridge a gap during a player's journey if they lack something or add a little extra power toward the end. If they decide to further iterate more on top of this whether it's more stackable power over what a gem can provide or a potential power fantasy then there's 2 routes they can take. The lazy one would be something like adding 4 slots into a chest and maybe 3 into leggings. This is the route I think they'll take first or similar to. If they wanted to do more similar to D2 then add types of gear for head, chest, leggings, and feet, and weapons and shield types with their own defense values and slots ranging from 1 to 6,, but I don't see that happening either at all or until an expansion that introduces a sword and board class probably our paladin or holy class arrives. If they do something like that, NMD no longer need sigils. Exploration and target farming could become a thing to look for specific gear for one's build perhaps. Aspects would need revisiting to see which can stay on gear and get turned into pure legendaries and which would get parted to rune words or create new powers to add into rune words. I don't know what direction they are going to take, but they seem to have no problem copying D3 with Greater Rifts, so maybe they'll copy D2 in this regard. 🤷♂
god I love Rax. Before even starting his convo you see four small points of likes and then bottomless pit of dislikes. I'm like great, I already know this will be fun.
Also Raxx, yesterday people in my instance of trade chat were talking about you. I think that's speaks volumes about how prevalent you are in the diablo community.
What do you think about the current visuals of the game? Isn't it loaded with graphics to much? We can play in multiplayer because the screen is such a mess
Thanks for the video Raxx you always put out great and easy to understand info video!
Thanks for the update, I’ll wait on the expansion. I’ll get it on sale.
It probably won't happen until the second expansion, but I'd love for runewords to be turned into 4 or 5 runes at maximum length, with 2 trigger conditions and two results, with some of those results actually combining to make a new, enhanced power or trigger. Now THAT would be a worthy spiritual successor to the runewords of yore! They could even add a crafting mini-game wherein you have to go through a "resonance" process or something similar to make the chosen runes work together, and that could occasionally fail as a means of keeping runes from piling up, maybe even adding rolls to the runes in the process such as "lesser", "greater", etc.
The fact that he knows the Diablo 2 runes and their tiers by heart(and names nearly all of them btw casually) makes him so credible. He knows what he’s talking about
Here's a specific example to Raxx's 5th point - War Cry when you activate it on a non-Barbarian class gives you spectral barbarian ancestors around you for the duration.
Great suggestion like the Dragon Z example. Diablo has so many great characters can summon be like Sharon to visualize from rune works. People gonna crazily loving it.
Hi Raxx. Thanks for the vid. Another great insightful vid. I know you are very thorough and knoeledgeable but I just wanted to suggest if ur atuns by a certain skill buffs dmg e.g. stunned by 'x' skill does more dmg and therefore smoke grenade stun didn't cause that proc?
They need runes that change skills like adds more projectiles or life leech or even completely changes skills like hydra now uses firewall or incinerate instead of fire balls, I’m sure long term that’s what they will be aiming for.
Runeword of undying: when triggered, you summon random skeleton (those would be same as necro skeletons, inheriting all your stats). I think this could be interesting even for necromancers, who could use this while still specing into minions, to free up slots on skill bar.
Runeword of wilds: when triggered, you summon random druid minion (same as above applies)
Runeword of the blessed one: when triggered, get random shrine effect for XX seconds
Runeword of hellfire: when triggered, hellfire burns in your wake (like in D2)
Runeword of hellwake (coz helltide name is taken): when triggered, waves of flames spread out in front of you (again, like in D2 and D3)
When you use both hell runewords together, you have chance to summon apocalypse/armagedon spell around you
One easy thing they could do is add an effect/aura to your skills or character with runewords:
An example of this would be strafe from diablo 3, so I really liked how that skill added a shadow effect on your character making it black and then adding a color around your character like blue or red when using strafe and in diablo 4 the dancing knives skill doesn't have any effect on it at all.
So imagine if runewords could add a shadow effect and a color aura on your character making it a bit more in style to the D3 strafe and they could do something similar to that for all classes.
First mistake: give them tiers. They should be all white.
Second, there are not runewords. They are an item to socket on a hole that do something.
So in short runewords. We don't call them "items we put in the holes".
@@cinecastmedia You can call a dog a cat but it Will not meow.
True runewords are using a base white item, and transforming it into a completely new item once the correct order of runes are placed, for one, d4 cant have more than 2 slots, and 2 it dosnt change the item it basically just adds a single effect
@@VorpalTiger According to D2. Other games have had runes before too. D2 isn't the end all be all for defining what a Runeword is.
That is actually my biggest complaint about the expansion. It is changing systems in the game to be copies of previous systems. The Pit is now an exact copy of Greater Rifts from D3.
I agree with them all just being white. Most are just going to assume Legendary is better anyways.
How are the droprates of runes? Jah and Ohm are rare or do they all rain like legendaries?
Implementing runewords with yellows to make then viable again. It could give yellow higher stats and give them more sockets like d2. It would allow a lot more options on power levels. Could like transform the yellow with completely different abilities/stats.
I really want them to add stuff for secondary modifyers like "Corpse" or "Chain". Or allow us to add those modifiers to specific abilities. Adding "Bone" to "Marksman" and allowing us to use necro gear as a rogue. Encouraging people to experiment and experience other classes in new ways.
Please make Runewords more interesting. I don't mind the way you proc them, even if it's a little convoluted, but I think they need to be so much more interesting. I'm not thinking of the win-all Runewords like Enigma or Spirit, I mean the interesting ones like Beast. Being able to turn your characters into a bear was really neat. Having a bear sorc became a build. We need ways to change how we play, not just give us more power. Maybe rogue traps become a lightning sentry and function like an Assassin's. Maybe bone spirit is now bone nova, or you get 3 mini golems. Rabies is instead a swirling hurricane of poison that spreads base rabies when it touches anything. Be creative, surely you can do a better job than I just did. Think the way you used tempering to give us additional projectiles, but even crazier. Things that really change the way the skills work and function.
Thank you, Raxx, for always giving the devs useful suggestions and helping to bridge the gap between the player and devs.
Raxx, how do you feel about deterministic upgrades (pit)?
Rune words aside I'm pretty excited to play the expansion. Almost all the changes sound great and in the right direction. Thanks for the coverage raxx. You and the maxroll team are a blessing to the math impaired like myself lol.
I would like something that lets you move while casting for every skill not just WW or the new rouge skill. More QoL and it looks cool. Incinerate while walking, landslide while walking, bone spear while walking. Just to give some examples.
And I am also a big fan of burst and decaying. For example, you do this you gain a burst of movement speed (like x2 whatever), which decays over a period.
Little things but hugh impact
I’m just genuinely hoping that we will eventually be able to make unique items (separate from uniques) with runes down the road. You know like actual rune words. Like imagine you get say tyraels might and then put rune A and rune F into it and it transforms it into a whole different item. I know it’s probably to complex for d4 but just think of the potential possibilities.
You literally can craft Mythic Uniques using runes in Diablo 4 VoH.
I look at your suggestion as extremely limiting and bad for the game. I don't want any uniques to be gatekept behind runes.
It's cool enough that you can make Mythic Uniques USING runes, so they can just keep adding more Mythic Uniques to the game and giving them rune recipies at the Blacksmith.
@@TheDravic ok well I just picked a unique as an example base item. That could be a long term down the road use implantation for runes. We can all dream for more chase and a bit more complexity. Just my personal opinion
@@TheNuclearGamerr they can just keep adding mythic uniques and recipes for them
It's funny that what is essentially simple crafting recipes can be considered "too complex" for D4 to implement. I'm not even sure who this game is made for anymore
@@TheDravic Okay well the system they have right now are not runewords at all. These are just things you socket in your gear in replace of gems that add a skill. So either do runewords right or call whatever the hell this is a different name cuz it ain't runewords.
Thanks Rax. For my own feedback it might be nice if the character's rune tab could hold all the runes. Even without jewels and whatever else gets stored in the tab it is too small. That said, I guess it is better to have more runes that do not always fit in the tab than less runes that fit...
Would like to see the invigorate power from hords be a rune power, love that buff in hords.
Blizzard should swap around the consumables and socketables tabs in inventory. Now the order of tabs does not feel logical or based on which tabs are opened more often.
No gameplay changing mechanics 😢
Yep, other than the new "enigma" that grants you teleport to break CC, nothing really impactful.
If only they do something like shooting an enhanced frozen ball that freezes mobs on screen.
What's a gameplay changing mechanic?
@@PR2k9 Its a mechanic that changes gameplay :)
@@hiddenxalpha7053a lot of the changes will change my gameplay. Or does OP mean something else by gameplay?
@@hiddenxalpha7053like what?
The runes should have their own slots, so you still use you main gems
Exciting new feature with Rune Syllables!
As far as the tabs go. I would like to see ALL consumable ore/boss mats/etc to go into the mats section and then we can itemize them if we want to sell or trade them. That would make stuff like ore tradable too.
I think that example of summoning Shenron, as hilarious as it sounds, might actually be the key here.
What if, instead of you just… get a free war cry, you evoke the power of the ancient barbarian spirits. A barbarian spirit leaps into the battle- stunning enemies around him- before blessing you with his own War Cry and fading away.
The stun is a neat bonus, but I think the flair of seeing this ghost leap down from the sky to bestow you with a powerful buff would be flashy enough that the fact it does the same thing as the current version is irrelevant. It’s basically the same effect (technically even worse if you consider that there would be a slight delay on getting the buff versus how it is now where it’s just instant) but it is visually impressive.
And I think maybe that’s the key. Like imagine I’m a new guy and I see a Necromancer out in the world and he’s cool and powerful. What are the things I’m going to notice? “That skill looks so cool.”
“Wow! His Corpse Explosion is so much larger than normal. How did he do that?”
“Is that what an Ultimate Skill looks like?! Wow!”
And I’d never even notice the fact that he’s casting War Cry on me. But if a barbarian ghost leaps down from the sky and then screams at me and suddenly I’m moving faster and doing more damage, it will have the same effect on the new guy. “WHOA! He summoned a guy and now we’re stronger temporarily. How did he do that?!”
If spirit wolves could stack with regular wolves as dmg boost, that could make the new skill even better and really have a huge pet army.
Not saying to put class specific runes, but.... some runes COULD be more advantageous for certain classes.
Barb shout could get and even bigger bonus IF USED ON BARB.
Juste à little bit of Italie text to make everything available to all, but maybe with an extra "oumph" if certain critérium are met?
Just here to drop a huge thank you to mega chad raxx for these awesome feedback videos
Maybe some runes could introduce the elemental damages, like. The evoke power could be "apply cold damage", or "apply lightning damage" and etc. This could introduce the possibility to make a rogue with lightning damage or a barbarian with poison damage. Instead of giving more damage, change the type of damage we deal, to create more types of builds!
Hydra into frost hydra or lightning hydra
Necro can summon zombie minions
Druid can summon a bear companion.
Something like that
pulverize+ lightning or pulverize+ fire etc etc for druid
Like the gems in D2 I think it was that had element DMG, that would be helpful especially in low lvl game play
The best addition should be on this system is that you can also use the runes to build sick items like D2. You can then also create items that arent class specific with cool effects like you said. Also, you have a choice, do i want gear right now or get a generator spender. This also means you have a purpose for for instance yellows. Based on how good a roll or the stats on it you can create a runeword + the item to create a item. In line with the intent of runewords and a twist on the d2 one. While also having the one they created now which is in line with d3 version of runewords. Would get you to make choices and farm specific runes.
It's called Mythic Uniques, it's already in the game and you can already use Runes to craft them.
@@TheDravic actually lolled, ty for this. What you are describing is basic crafting. Which is extremely barebones in d4 at the level of non existent. If you cant exchange ideas or iterate upon but only hate. I got an idea for you, dont respond and try to be superior. It’s not working
@@dashesstv3859 Runewords in Diablo 2 were extremely basic, barebones crafting that loses all its charm when everyone has access to the Internet and just looks up the recipe online. There's nothing special about Diablo 2 runewords.
Diablo 4 Vessel of Hatred's mythic unique crafting using runes is exactly the same concept, but instead of making you google the recipe you just see it in the user interface and can craft when you're ready.
@@TheDravic thank you for proving my point it’s basic crafting from generic reagents. Your argument can be applied everywhere, so when you can look it up it should be dumbed down and generic? I like your input, really goes into what something can be instead of shutting it down before. Good talk man :)
@@dashesstv3859 Looking up 3rd party resources to figure out the recipe doesn't make your crafting system better, it makes it more tedious and annoying to deal with.
That's why Diablo 4's way of crafting Mythic Uniques using runes is not any worse and I would argue it's BETTER than Diablo 2's way of crafting Rune Uniques.
At first I was excited about the fantasy of writing out runes, imagining of how cool it was to see a nothing item transform into something magical after I put the runes in there by hand, but was left disappointed to see it's just items in a menu list. Also, the generator / trigger system seems cool at first glance, but then it falls flat because I can't imagine breaking the game with it.
I think what you said really hit the nail on the head, so to speak. "We're just getting more of what we already have". Which is not exiciting, and it makes finding runes not that exciting. And, because they take up a socket slot, they need to be exciting and be of equal or higher value than the raw stats you would lose by not socketing stat gems.
Complete different subject, but werewolf druid is in real bad shape. It needs a scaling pass over like sorc/barb/rogue got.
Suggestion for a suggestion: for the mat chest at the end of infernal horde i would like to have the option "How many times you want it to be opened?" (if each one cost you 20 aether). Maybe best for all of them.
It would be interesting if they had a trigger rune of, say, "when health drops below 20%"...and an effect rune of "grants Stealth for 5 seconds". It could even happen on a Lucky Hit chance.
it would be nice to have these in evoke runes:
Static field (Crescent moon) - %hp based damage
Valkyrie (Peace) - high hp summon to tank mobs
Redemption Aura (Phoenix) - Hp/Mana regen
I would like the runes to evolve in some kind of "support gem" from PoE or those changing nodes from Last Epoch. I would like them to be able to modify how skills work.
If the issue with stash tabs is loading the stash for everyone, still think this is stupid, then add a bank that is accessible from the character selection screen. Let you keep as much in the bank as you want but it isn’t accessible from the game worlds. Just requiring you going back to character selection whenever you want to add or retrieve something from the bank.
Suggestion: Allow us to choose the colour for the danger zones in the options. (Like the streams of deadly floor in Beast in Ice.)
0:18 summarizes runewords quite well
You had me at "Summon Shenron"
I really liked using the TamVex rune. Made an Andariels Hydra and it was deleting everything
Rune activation, rune triggers, and rune actuation would all be better terms than rune words for what is really happening with the rune system.
Agree fully with getting more brave with what rune triggers do. I can get warcry on my lightning spear sorc, but also can get poison damage for my tal Rasha procs if my x (crit chance, attack speed, poison resistance) reaches a certain threshold. This may be a crap example for what you were thinking, but it is the best I could come up with on the fly.
I have a solution for the stash.
A couple actually.
One, anything that can stack caps out at 999+ in the stash and if you hover over it, it tells you the actual amount. Both on player and in stash. Also, why do I need a key tab? Did they just start crapping out keys in this game?
Two, the ability to have generic stash, how it is, and a sorted stash with a tab for each type of thing. Helmet, boots, summoning, runes. For runes, treat it like glyphs, but also like those manuals. You have it like a sticker book where each rune has a location and you fill up the spaces. Here, go play Solitaire on the computer. Look at where the Aces go. You have a spot for hearts, spades, diamonds, shamrocks, purple horseshoes, etc. you click on the ace of spades in your dealt cards and it goes to the specific space designated for the ace of spades. Do the same for runes.
On a side note, I’m saying this out of ignorance since my computer can’t handle Diablo so my experience with the PTR was potato slowness, but can we not have the Pit anymore? Can they just replace it fully with the infernal hordes? I like the infernal hordes and would have liked an evolution of it to where the play space is shrunk down slightly to the point that yes, you can get to events faster, but that enemies are just everywhere all the time. That and letting you decide if you want to go past the wave cap. It becomes a soft cap. Let’s say you do a 3 and you finish 6. You can stay in and click a modifier OR click the door and go fight the boss. If you click the modifier, you get another wave. The gamble is that if you die now, you don’t get any rewards beyond the friends you made along the way. Think of the new layer of player base challenge you could create. Go into tier 8 and see how many waves you can successfully survive AND beat the boss. Add in a 4th modifier totem and that one adds all three modifiers to you.
They should give us effects like Crescent moon from d2. Like give us a chance to send out a lightning chain that hits like 10 enemies. Or if it's something simple like damage reduction, healing, or cdr give is a visible aura that effects all players around us and makes everyone in the aura glow or something. So it's flashy and feels impactful
I think something that blizzard should def be working on or working towards is combining all the runes you have in your gear to form one big runeword. I think that would be awesome sort of like sets for runes
I haven’t played PTR but i trust everyone judgment who’s played it and watched hours of content. I agree Runewards are lacking that power spike to match war cry and CDR allowing for a more diverse build then everyone having same Rune.
1. I think it’s time for Diablo 4 to bring new item slots (Earnings and Belts) this will allow players to also get a power/support spike with gem slots. New item slots can also be imprinted.
2. Rune ideas- standing still generator I personally don’t enjoy I like to move and keep pushing. Generators should be more about kill counts , elite kills , evades , travel , even just having a mercenary or player with you to passively gain the cost.
War cry and CDR are godlike. I thought of a few ideas to spread that power and CDR. One example That came to mind instead of spirt wolf you can have werewolves companions spawn in spread rabies and howl to heal and reduce your cool downs by a sec or 2. 10% more dmg on poisoned enemies
Summon Skeleton mages to apply 20% chance to slow, freeze and apply Vulnerable. 10% more dmg on frozen enemies
(Just a few ideas)
Giving players choices to free up other slots in their kits can be beneficial
I think a cool one would be like turned your incinerate into tornados that do x damage. Or something that changes our powers! Something fun
I know I was hoping for more Chaos/Doom/Crescent Moon runewords that gave us neat CTC abilities we could build around.
Really what we need in the game is more animations to the skills. Visually everything is OK, but like you said, damage output increases, should also increase visual animations, would make the game more entertaining actually seeing more explosions, or more crazy stuff happening with the skills.
They could do so many cool things e.g. with evoked: Unleash a frost nova, call down lightning storm, all attacks leave a pool of poison etc etc things that should be really easy to do, take actually little effort and would be so much more fun and cool for the player...
I cant wait for POE2
Loved the runewords in the d2 iteration, dime in a dozen opinion probably
Hey Raxx, some off topic please. please speak loud for console Player and Maybe PC . We are forced to pick up everything. Before hands on Boss summon mats. Solution:
Make Boss summon mats to Material. As same as herbs, Angel breath and so on.
Advantage :
1. Pet can pick it up
2. No more duping als selling on rmt sites
3. More stash and inventory space
4. Allways in Player, allways ready to summon every boss
5. Huge qol espacialy on console, more Play - less menu time
gg
To address the issue with runewords, a new item category could be introduced, called "Antique" items. These items would be restricted to helms, chest armor and weapons, and they would be the only ones capable of being socketed with runes. Unlike other gear, Antique items cannot be imprinted with aspects and would have up to four rune slots.
Antique items are useless in the begining with no aspects and low stats on them, but with a specification up to 4 rune slots on them. These items will be the new thing to run after in the game.
Antique items would be slightly rarer than Mythic items but could still be found anywhere in the game, from any monster or boss. However, the chances of finding them from normal monsters would be significantly lower. Once socketed with runewords, these items would transform into a new tier of equipment-"Runewords Antique" items for exemple. This crafted gear would come with an exclusive Antique aspect, offering immense power, crazy abilities and unique stats.
Antique items would take 4 inventory and stash slots, and due to their rarity will be not so many in our stash or inventory. Finding one would feel exciting and rewarding. Players would then farm runes and carefully experiment with combinations, as combinations would be not listed in-game. This would encourage players to discover the most powerful and mysterious combinations on their own.
Hi Raxx it's everyone! This is what I've been waiting for!
I agree with you, Raxx, about all of your dislikes thus far. Especially the Runewords being underwhelming as far as the "wow-factor" and them not providing a new feeling to the game. Yes, having more CD, buffs and etc. are nice, but I'd rather see new damage/defensive effects happen with the Runewords.
I made a fire cataclysm meteorite barbarian build and its amazing... at least in concept, but the meteorite damage doesn't scale. They should make them scale with your damage and do A LOT MORE damage. The build would be amazing with 40+ meteorites on screen.
Edit: They should work on them, because this kind of skills are THE skills that should shape our builds, Meteorite barbarian is one example, war cry is a boring buff but its a really interesting tool in a minion builds, imagine being a leader of the pack werewolf druid and casting war cry, that suddenly become amazing IN that context. So yeah, war cry is good, but they should tune other runewords to make them more appealing. I wanna add dancing bolts to my lightning sorcerer, i wanna add the poison spiritborn rune to my rabies druid, etc
I have an idea. How about getting rid of the generator/spender mechanics and make them have a static effect?
Yeah that's a great idea I have never used a generator and spender at the same time on my skill bare
Used the one that summon wolves with my minion necro.
It was cool to see.
I would love a rune that would summon the shock pylons that elites do in NMDs. Easy to see when it procs and hopefully does a bit of damage / stun.