The Diablo 3 skill calculator has been updated for patch 13 runes. Time to go get your build on!
Click the image below to go straight to the calculator.
Originally Posted by Blizzard Entertainment
I’m asking because I’m having a hard time understanding how exactly this new system is more beneficial to both parties then the old one?
Well runes weren’t a good addition to the item hunt because once you had six of one type, you never needed any more. Unless you mean the attuned system, which wasn’t a bad system out of context, but its an inventory nightmare.
Ranks were not compelling or powerful, and they certainly had no impact on customization. They might make you feel cooler because you got lucky and found a higher rank, or bought one, but thats not a good enough pro to outweigh the cons. They were gradual increases in power, and only a few of them actually changed the mechanic as they got more powerful. Magic missiles is the one example… and it’s one of only a few. Also not all rune variants scale well. It’s more important to us to have a lot of variety with big impactful changes to a skill than gradual upgrades. It was almost requiring us to remove some rune effects and try to think of new ones that were more like other rune effects because they just couldn’t scale well.
With the measured unlock we can guide a new player through their skill, passive and rune unlocks in a way that eases them in to more and more complex mechanics. That doesn’t compromise the end game when everything is unlocked, and for the aforementioned reasons, big ‘concentrated coolness’ changes to your skills is a bigger pro than the few smaller pros, and even more cons, the other systems offered.
So why not at least give us a choice of what runes to earn while we level, instead of awarding them in the same static order?
Fundamentally we don’t think that’s a bad idea, but the guided structure has far more value for more players. Instead of building two different UI’s, one of which will really only appeal to the hardcore players and require more development time, we go with the guided structure because the hardcore players are only in that guided structure for what will be a short window of their total amount of play time. It’s a bang for the buck decision, which aren’t always popular but have to be made. We do want you to play this game at some point, and we think you’d rather do that than wait longer but be able to pick rune unlock order while you’re leveling.
We’re trying to be smart about rune unlocks, and ideally hardcore players (knowing more about the mechanics) wouldn’t even want to pick the runes we’re not unlocking. Sure you could choose to pick a mana regen variant at level 2… but you wouldn’t. Also, it’s an awesome way to reward players all the way to 60, and putting some of the more impressive rune effects at the later game could encourage more people to keep playing past Normal.
I do think it’s weird that people want to be restricted, but then don’t like it when we have restrictions. Obviously not necessarily the same voices, but it is a rather mixed message.
I think the answer is of course having restrictions where they make sense… but … just a slightly interesting observation. Maybe? Im tired.
Hey Bash, just wanted you to know that some of us understand why the design decisions on skills/runes were made, and some of us actually understand that not everyone is going to be running around at 60 with the exact same skill/rune/gear loadout.
Cool! It’ll be fine. It’s fine!
I don’t want it to feel like I’m fighting with anyone… I hope it’s a helpful discussion … in some way. I’m not sure how it may be for everyone, especially those that are in complete opposition… but… maybe someone will read it and get some good info.











