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Patch 6.1 PTR - Build 19445

There were already plenty of hints suggesting the patch would be deployed soon, and a blue post clarifying why the PTR is down further confirmed it. Fingers crossed that everything goes smooth and we see it by Tuesday. Get your farming tools ready, Nephalem!

The Diablo III PTR was taken down yesterday in preparation for the actual release of the latest upcoming patch.

It is not uncommon to see players requesting Runewords to be brought back to the game. With the standards of modern gaming, and the issues Runewords created in D2, the developers cannot simply copy and paste that system - it was awesome in its own way but also had some serious flaws. But what if the core concept of that system was modernized to fit Diablo 3, what if the developers could, in the future, find an interesting way to bring back a system that has so many fans.





That is what Majki83 posted on our forums, a concept model for what he thinks Runewords would look like in D3. It even has those pretty images that make it a lot easier to better visualize the system in action. Criticizing these ideas is what the developers want, as it allows them to determine what players like or not on these - but the best feedback is the constructive one, which states what you like or dislike, and why. With that said, check the preview below, or the entire suggestion here!

In contrast to the well-known Rune Words from Diablo 2, a new idea has significantly changed structure (adapted to the current mechanics of Diablo 3). Idea is to develop the game and improve its playability. Besides, when i was creating the concept of Rune Words, I wanted to make the player went out of town (literally). World Sanctuary in Diablo 3 is a very vast terrain, which is currently almost no one visits, and if visits are just doing a bountiesy - a pity that so many developers work is wasted.

Unfortunately, currently proposed solutions as: seasonal items, grifts etc. are not able to attract a player to play for a long time. Blizzard regularly facilitated the game (because of gamers voices) until it became so easy. It is not a challenge anymore. More and more people are bored with continuous grifts.

Players are waiting for better times - whether these occur?

Currently, character creation is based on the scheme: having set X and supplementing it with legendary items. The worst is that this system has no alternative. Thats why making "competition" for the sets and legends is extremely important . It ca develop the game in terms of gameplay. There must be difficulty in acquiring the best equipment and the process of acquiring it can not be discouraged and bored at the same time. It is obvious that the rate of loss of high runes can not be too large, and then after winning the coveted word rune will be proud, or at least very satisfied

Rune Words as opposed to legendary items and sets would not have so much randomness and ranges in values ​​of affixes. A slight randomness could be relate to the essential affixes (for example. 800-850 strenght), while the unique affix was to become of no value of the variable (the prize for submitting RW was not a disappointment, but elective surgery that was planned and the effects of which we predicted).

To do not mess with the order of the sockets in current items, rune word wouldbe made by rune which after mixing would create one huge rune that would be a rune word which is using only one socket at all.

In order to create a certain Rune Word we will have to find a proper white item (or yellow, legendary or a set item – will write more about this later), a proper formula, required runes, required gems and a hefty amount of gold but also

(we need to be worthy of using such item).

Types of items in which Rune Words could be put

Rune Words would be created in the following items:

- White (additionally in special white items that drop from bosses and Ubers that would be used for creating special RW)



- Rare (yellow)



- Legendary





Rune Word would not be a new item but rather an affix modifier. It means that RW would add certain affixes to already existing item without replacing its affixes. E.g. we have got a yellow helmet that gives 500 strength, 500 vitality, 500 all immunities and 1 RW socket. When we put into the helmet a RW X that has CC 10% and CD 50% and a unique affix Z the helmet with X RW would look like this: 500 strength, 500 vitality, 500 all immunities, CC 10%, CD 50% and a unique affix Z - Set itemsRune Word would not be a new item but rather an affix modifier. It means that RW would add certain affixes to already existing item without replacing its affixes. E.g. we have got a yellow helmet that gives 500 strength, 500 vitality, 500 all immunities and 1 RW socket. When we put into the helmet a RW X that has CC 10% and CD 50% and a unique affix Z the helmet with X RW would look like this: 500 strength, 500 vitality, 500 all immunities, CC 10%, CD 50% and a unique affix Z

Because RW would add affixes without modifying those already existing on an item they would follow the rule:

must have, except powerful legendary affixes, also basic affixes like strenght, vitality, etc. and of course the numbers should match those in legendary or set items.

would have the same affixes as in white items but the basic affixes should have lower values as rare items already have basic affixes.



would often don’t have basic affixes as usually legendary and set items already have them.





All the affixes of a RW created in white items should be equal or even slightly better than those in RWs created in set or legendary items in order to make the choice based on build and its character rather than advantage of one item over another.



Such system would help in retaining the usefulness of legendary and set items without competing with them but complementing one another.

The system of

would look similar to the current set items system. Set Rune Words would have a few lesser affixes and one unique which would be unlocked upon putting small RW of that set into set items of the same type. It may sound complex but in fact it is not.





Let me explain this with an example: we have Akkhan’s Set and we would like to create in it the RW named Blizzard. Blizzard as a set RW consists of small RW X, small RW Y and small RW Z (RW X + RW Y + RW Z = RW Blizzard, same as Akkhan’s Set = Akkhan’s Chest + Akkhan’s Legs + Akkhan’s Helmet etc.). Single small RWs don’t have powerful stats, they can only have basic affixes such as strength or vitality but if you put 2 small RW into Akkhan’s Helmet and Chest you would unlock special affix – e.g. +40% dmg against elite mobs and putting all small RW into Akkhan’s Set would unlock affix that gives +40% dmg against elite mobs and shield bash get a new instant effect – explosion.

- new, long-lasting challenge for player;

- Rising potential of bounties (farm of all acts);



- restoration runes from bosses and uber-bosses (like in D2 Ballrun, Mefrun, Pindelrun and more);



- using basic and rare items even on 70 lvl ;



- gain paragon level as a aim to reach new more powerful Rune Word (Rune Word Hierarchy);



- using specialised prepared seasonal conquest and achievements as a real game progress (source of legendary runs);



- new features in Diablo 3 (RW formulas, Runes);



- diversity of new builds (Shield bash with Heaven's Furry or Condemn effect and much much more) ;



- steps to achieve the intended purpose (equal value of RW);



- possibility to reaching higher level of Tiered Rifts ecen by every characters;



- more challenging game for experienced players;



- more fun !



- Achieving Rune Words may be too demanding for casual players;



- Unballanced affixes value may lead to "must have" situations.



Remember that Diablo 3 particularly comes down to visiting the obelix in town. Thanks to this conception of RW, player will be able to explore all massive world of Sanctuary in all of acts. This will lead to organize boss expeditions and achieving achievements