Tuesday, April 17, 2012

Runeword silliness

I'm sure this has been posted about before, but it doesn't stop me from being irked whenever I think about it.
Yes, yes, many people complain that runewords, themselves, are an issue, but I'm not one of them (runewords are probably my favorite thing about this game).
But why are runewords as they are? I.e., why are some runes used in so few runewords (Sur, Cham, Gul, Zod), and vice versa (Jah, Ber, Lo, Vex)? Blizzard has essentially chosen to create artificial demand within D2 of things that may naturally be in higher supply, which doesn't make sense to me.
And why are there so many item class restrictions, i.e., why can't Death, Grief, or Doom be made in maces and scepters, or Infinity, Insight, or Obedience in spears? These unnecessary restrictions essentially make half of the weapons in D2 useless, and add upward pressure to a "market" that is already seriously messed up (to put it lightly). Additionally, Blizzard had the chance to fix these issues with the last patch (not to mention every other patch since 1.10), but for some inexplicable reason, chose not to address them.
Can anyone think of a legitimate reason why the runewords are designed as they are? I'd love to hear it.|||Perhaps this will make you think a bit. If we could make any runeword in any item we chose where would the fun be in that? I for one would love to make a doom in a phase blade for my barb, but I can't. Part of the reasoning behind this( to me at least) is it forces us to choose carefully. These choices impact our chars in many differing ways. I for one love the sword barb even though his weapon choices are somewhat limited. The way it is forces one to weigh all pro's and con's before making a char a certain way. This should not be altered in any way shape or form. Diversity is one of the things D2 has left. Don't take that away also. D2 has been made too vanilla already. With IM being removed, synergies being messed with, and drop rates altered. Leave runewords as is.|||

Q u o t e:
I'm sure this has been posted about before, but it doesn't stop me from being irked whenever I think about it.
Yes, yes, many people complain that runewords, themselves, are an issue, but I'm not one of them (runewords are probably my favorite thing about this game).
But why are runewords as they are? I.e., why are some runes used in so few runewords (Sur, Cham, Gul, Zod), and vice versa (Jah, Ber, Lo, Vex)? Blizzard has essentially chosen to create artificial demand within D2 of things that may naturally be in higher supply, which doesn't make sense to me.
And why are there so many item class restrictions, i.e., why can't Death, Grief, or Doom be made in maces and scepters, or Infinity, Insight, or Obedience in spears? These unnecessary restrictions essentially make half of the weapons in D2 useless, and add upward pressure to a "market" that is already seriously messed up (to put it lightly). Additionally, Blizzard had the chance to fix these issues with the last patch (not to mention every other patch since 1.10), but for some inexplicable reason, chose not to address them.
Can anyone think of a legitimate reason why the runewords are designed as they are? I'd love to hear it.

Well I dont think that they're necessarily designed that way on purpose...there's plenty of RWs that use the other runes, but so many of them are junk, comparatively, or at least not worth the price of the runes. Thats more a question of game balance and making certain RWs so overpowered that everything else is obsolete.
Also, remember that the runewords always keep the native properties of the runes, as well, which I think is the reason behind at least Zod being so rare in runewords - any runeword with Zod will be Indestructible, meaning of course that you'll always have the Ethereal bonus to go along with it. Same for Cham and CBF, in defensive items, of which currently there are none.
As for weapon restrictions, well that just makes sense. Otherwise, 1) you could make any RW in a polearm for an A2 merc, or in a bow for an A1 merc, etc.; 2) likewise, the only weapons you'd ever use for runewords would be Phase Blades and Berserker Axes; 3) Some runewords are designed for missile weapons, 2h weapons, etc. and would be imbalanced in a different class. Imagine a Faith PB, or being able to dual wield Infinity PBs or Pride Zerks|||I read lots of opinions on this forum and others and usually don't bother to put in mine. When I see the word BALANCE, it gets my ire up. What is balanced about a pally being the only character able to kill the Ubers quickly? Why are there no runeworded weapons for a bowzon to get a decent amount of crushing blow? Why did they nerf the way an act one merc responded to skills items? Why doesn't the barb have some skill that doesn't require AR? I know the answers to some of these. It's the PVPers crying to blizzard all the time. I really don't care about these so called duels that are really nothing but a weapons/equipment race that by their very nature encourage hacking, cheating and duping. Mines bigger than urs has been around along time. I had to ber a matriarchal bow to get enough crushing blow so that I could have 100% without penalizing ias and resistances. Yes I can use guided arrow (no ar required) and kill ubers. What about my poor barb? He can whirlwind and frenzy his way through most of the game until he hits uber tristam, then comes to a screeching halt. Yeah I can go get my pally and make quick work of it or my zon which takes a little longer but that seems kinda like cheating. I have read ways to make the barb an Uber killer but that is kinda one dimensional to specialize him that way. Anyone???|||The first responders (thanks everyone for responding, by the way) bring up the issue of balance in terms of restricting runeword possibilites. However, this is the point I'm making- because of the way runewords are currently set up, there is no balance. As I mentioned before, and this is my primary complaint, half of the weapons have been made useless for reasons that seem arbitrary to me. Of course, one could argue that these changes I think should be implemented are equally arbitrarily selected, but I don't see how they'd do anything more than create more "diversity" in terms of chosen equipment setups.
I'm not saying that every weapon and every armor in the game should be able to contain every runeword. However, there are some, specifically the ones that I mentioned before (Pride, Infinity, Grief, etc.) that seem like natural fits for weapons in addition to those which they can currently be made in. The fact that weapon choice with regard to runewords is limited makes the game's balance worse, not better. I'm not entirely sure how any could possibly argue in the other direction.....

No comments:

Post a Comment