![]() ![]() Many of them have been reworked and now they are viable. Runewords are the best, I don't have anything else to level up with! ![]() I think a step in right direction is to present the player with other possiblities, which is what mostly PD2 Team does. If you don't have to look for that Lo Rune (or cube up from Vex/Ohm), but you can break a Sur or higher to get a Lo - then you make the game easier and less RNG dependent. On the other hand - it dilutes the effect of what is the very basis of the whole itemization in Diablo II - the RNG. Without it’s randomly assigned rarity, the Zod in BotD would be as valuable as the El in BotD.On the one hand - it's interesting for sure. What it should be is a much lower chance for any rune to drop, but each rune has a 1:33 chance of rolling when a rune does drop. Right now, any single player is flooded with useless “junk” runes while they try to find a build enabling high rune. The game would be better off with dramatically less variance between which runes drop, when a rune drops, as well as a much lower rune drop rate. It’s a plainly flawed system on the whole. ![]() That’s why nothing involving runes and the cube, going up or down, makes any lick of sense. Even a deep look at the strongest runewords in the game will show that a majority of the runes used are “junk” runes, but in conjunction with a high rune, sometimes multiple high runes again, “high rune” is an arbitrary assignment. El is 1 and Zod is 33, the rest of the runes were placed somewhere along that line, and with no discernible pattern other than “well, it has to go somewhere”. Aside from arbitrarily designated drop rates, there’s no intuitive hierarchy to runes. Cubing runes, and a rune “hierarchy” has never made sense, not in the way that it’s intuitively obvious for gems upgrading from chipped-perfect. ![]()
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