Diablo 3 Patch 13 Skill and Rune Changes

Posted 19 February 2012 by Nizaris

Here’s Jay Wilson’s full article, plus the new screenshots. We’ll be posting analysis and discussion of these changes later on, once we’ve had time to absorb the big changes.

Last August we held a Diablo III press tour, and it was with a small group of fansites that I first revealed significant changes were still in store for the rune system. Since then, we’ve been hard at work on the rune and skill systems, and today we’d like to share details on the changes you’ll see in Beta patch 13. We’re confident that these changes will make Diablo III a better game, and to help illustrate why, I’ll start with a high-level explanation of our goals for these systems as well as the feedback we were responding to in making these changes.

I’ll start with the skill system. Our high-level goal with this system has always been to give players a great degree of power to customize their characters. We believe we accomplished that early on by abolishing skill trees and moving toward an open-ended system where skills, rune variants, and passives are chosen at-will by the player in a flexible customization system.

That goal and the system have been great successes, but the amount of customization we have available doesn’t mean anything if it’s not useful in combat situations. Combat depth is another one of our goals; Diablo III is designed to be a modern action game, built on the mantra of “easy to learn, difficult to master.” What that means for the player is picking a set of skills and abilities that work together, and then executing them in ways that lead to success: the wholesale slaughter of the demonic invasion. With that combat-depth goal in mind, we’ve been internally categorizing the skills since the inception of the system. Many of you could probably identify what these categories were if we asked, and some players have even mapped out what they are fairly accurately.

For every class we essentially created three common types of abilities, and then a handful of class-specific ability types. All classes have skills that fit into categories we call Primary Attack, Secondary Attack, and Defensive. Primary Attack skills are frequently used abilities that typically generate resources. Secondary Attacks are more powerful attacks that are limited in use through resource cost or cooldown. Defensive abilities are used to escape or control the flow of combat. Beyond that, classes have unique categories, like armor spells for the wizard or mantras for the monk. We used this methodology to help us design the classes and their skills, but we weren’t exposing this to the player despite the fact that these categories would give the player, like they did our own team, a better understanding of how the classes work.

Click through to see the rest of Jay’s article.

One of our other goals is to ensure our game controls and interfaces are easy to use so that players spend their time trying to master game mechanics rather than fighting an interface. Giving players complete freedom to choose “anything” with no direction as to how our systems are intended to work was a failure in our design. There was also a detached relationship between the bottom-bar UI and the skill system. We have six skill slots, and six spots to put skills, but the two interfaces didn’t really interact, and stocking abilities in your interface felt awkward.

To fix these issues, we focused on two core changes: (1) exposing the skill design intent by categorizing the skills and (2) linking skill selection directly to the bottom-bar UI to make assigning skills a clearer process. When viewing the skill screen, you’ll be presented with your six skill selection slots; each of these correspond directly to your bottom bar, and each will provide a specific list of skills from which to choose. By providing a clear-cut guide on how to best maximize your build potential, we hope to cover that “easy to learn” half of the mantra.

You may already be fuming because you’re a “difficult to master” type of person, but before you run to the forums, we have you covered. In the Gameplay options, we’ve added an ‘Elective Mode’ for the skill system. With this checkbox ticked you’ll be able to place any skill in any skill slot, as freely as you could before. The Elective Mode option is available at any time with no requirements or need to unlock it. We hope the new, more guided interface will give you an in-game heads up as to the intent of each skill — and maybe even be the way you play through the game in Normal — but if you eventually have a build that simply can’t be accomplished the way we’ve laid things out, you’re free to pop on Elective Mode and take the skills you want.

While the skill system is largely unchanged save for some UI improvements and the helpful new (but optional) skill categories, we’ve been working to make some rather intense changes to the runestone system. Before we get too far, it’s probably best to clarify our terms: First, they’re now called skill runes, and they’re called skill runes because they’re no longer a physical item, but built directly into the skill system. Let’s back up, though, and go through some of the problems we were encountering and how this final design is intended to resolve those issues.

Our goal with the rune system has always been to provide additional character customization by allowing players to augment or completely alter their skills in new and significant ways. Originally, we tied this in to the itemization system because it felt like a good fit, as Diablo is all about the item drops. But with around 120 base skills, that meant there were around 600 rune variants; on top of that, each variant had five quality levels each, meaning ultimately there would be something like 3,000 different runes in the game… and we knew we were heading toward a problem.

Diablo is certainly about the items, but later in the game, having to juggle all of those various runes was not only un-fun, it was a serious and tedious inventory problem. We went through a number of different iterations, some of which we fully implemented and tested, to try to solve these fundamental issues while still keeping the customization intact. Ultimately we developed, implemented, and have been playing and testing a new system which we’re confident hits all of the desired mechanics and solves all of the related issues – and that’s what I’m going to talk about today and what you’ll see in Beta patch 13.

With the new skill rune system, you’ll be unlocking new skills as you level up just like you always have… but in addition you’ll also be unlocking skill runes. Now, when you open the skill window, you’ll choose which skills you want in which slots, the skill rune variants you’d like, and your passives. All of this is done directly through the UI, and all of the options from the skill, skill rune, and passive systems are unlocked through character leveling progression, leading to a cleaner overall integration of these systems. Just as we set different skills to unlock at specific levels, skill rune choices unlock at different levels as well.

Another thing we strive for in our games is “concentrated coolness,” and while rune quality levels made sense when we were attempting to itemize them throughout the game, they make far less sense as runes are unlocked through the UI. We didn’t want to get back into a situation where you’re clicking a button to pump points into skills. It’s far more concentrated (and cool) when your rune choices have a single and powerful benefit to your skill choice. The new skill rune system does not have ranks, and we’ve instead made each around the equivalent to what the rank 4 or 5 rune was previously. One click, you make your rune choice, and you get an explosive benefit to that skill. That feels a lot cooler.

Runes have been by far the biggest design hurdle we’ve had in the game, and as you know we’ve been continually iterating on them. We fully expect that some of you will be disappointed that runes won’t be part of the itemization system. Internally, it took us a long time to let go of that notion too and stop trying to force them into being items, and instead embrace the intent of the system. Integrating runes with the skill system directly gave us a bunch of great benefits, and even without runes we’re launching with more item types than Diablo II had. We knew we were making the right choice by letting go of runes as items and focusing on the core objective of the system: to customize your skills in awesome ways.

Before I wrap up, I did want to cover that one of the added benefits of the new system is that you’ll be unlocking something every level all the way up to the level cap (60). Now, with each level you’ll unlock at least one new skill or rune, and in most cases you’ll be unlocking three or four. The most immediately exciting part of that system is that skill runes begin unlocking at level 6, which means that players in the beta test will finally be able to play around with some rune variants.

Phew. Well, there you have it — the new skill and rune systems! We strongly believe that these changes are going to make for a better Diablo III, and we’re looking forward to you trying it out in patch 13, which should be live any minute now (if it isn’t already). As always, we’d love to hear your feedback on your experiences with these changes. To help center the conversation on these changes to a single location, we’re going to lock comments on this blog and encourage you to post in a thread we’re specifically making to discuss this: Skill and Rune Changes Discussion.

Thanks for reading.

Jay Wilson is Game Director for Diablo III and won first place in the team’s chili cook-off competition. Recipe available upon request.

  • First time I seriously considering cancelling my CE preorder.
     
    Can’t believe this fing bs. Will be just like wow with gear being the only difference between characters and progression at max level (where you spend most of the time) will be really fing lacklustre.
     
    Whoever makes these terrible decisions deserves to be burned.

    • How does this reduce choice or differentiation at all at max level?

      • Indeed, the skill part is purely UI and the rune part is just “cutting the middle man” so to speak. Sure, some may have hoped for something better than the current system, but complaining that it got worse doesn’t make much sense.

        • Hi
           
          Fast for You. Before, You Could input obsidian rune in fireball skill, then it could make prefix for example, rolled to ? “obsidian fireball +5 HP” so it act like always, but add for you supper bonus. That little “bonus” could be reason to farm runes, even in End Game, just for +1 here or there. For me it is more customization.

          Now we have less than before.

          • false, that was a system they talked about in the fansite interview, but was never EVER the official system… rune stones were  a serious inventory management issue, there just simply isn’t enough inv space for the 100′s of combinations of skill runes, let alone if you had affixes on them as well.

          • +2
            Dueling Banjos

            @Fromtheshad
            That’s more reason to item hunt, not more rune customization… there is a limit to how much you can stretch the meaning of a word – this is an upgrade / loot hunting feature, not a customization feature. You’re trying to make it sound like Blizz. removed features/player choices when all they did was remove some loot/made item hunting slightly less interesting

      • It reduces customization while you get to lvl 60.
        At this point we might as well just start our chars at lvl 60 and Inferno.
        Normal, NM, Hell is looking more linear than a rail shooter.

        • +1
          Dueling Banjos

          That’s assuming we won’t get + to skill rune gear… which we might not unless they intend on having modifiers read “+1 / +30% damage to all Man Kneeling With Stick rune skills”

        • No, it doesn’t reduce customization entirely. It reduces the TIMEFRAME to reach MAX customization.
           
          Here is what you’re actually angry about (from Jay, above): “We fully expect that some of you will be disappointed that runes won’t be part of the itemization system.”
           
          I’m angry too. Having runes as items was so freaking cool — finding SKILLS as ITEMS. However, that created an INVENTORY MANAGEMENT NIGHTMARE that had to be solved, or we would all shelf the game once our stash was full of kick ass runes we wouldn’t be able to part with.
           
          Douglas: (“How does this reduce choice or differentiation at all at max level?”)
          It reduces choice because runes are no longer items, and thus DO NOT CARRY AFFIXES. Otherwise, there is NO CHANGE EXCEPT UN-DEADENING THE 30-60 “DEADZONE” giving meaningful progression all the way to 60 that’s not based on chance (i.e. rune drops & their random affix rolls).
           
          Sorry for all the CAPS. I felt I needed to seriously emphasize certain points since most people just don’t “get it”

      • How? Isn’t it obvious?

        Just look at the new monk’s skill tab. Before if I wanted to make a full offensive monk (in example) I could, but now I’m forced to have one defensive skill in my hotbar, so a large number os possible skill builds just got purged from the game.

        • Apparently you missed the part about “Elective Mode.”

        • Ha your a ‘lazybones’ who dont read fully before you jump in.
          Its only in noob friendly mode that its lock in that way. Here the relevant text for you.
          ” In the Gameplay options, we’ve added an ‘Elective Mode’ for the skill system. With this checkbox ticked you’ll be able to place any skill in any skill slot, as freely as you could before. The Elective Mode option is available at any time with no requirements or need to unlock it.”

      • What a big change…. It only means noobs don’t need to worry about finding those runes and what to do with them. Everyone will have access to all runes in the end. From my point of view this is less customization. Didn’t even mention with the previous system, you could have all runes regardless of character level.

        And devs were giving hints about complete overhaul all along.

        BTW lets call it here. This rune system is nothing more than a skill rank in most of RPGs now. Old one was too nothing new but it was a less used system. Current system’s difference from known skill rank systems is, there will be Skill Rank 1, Skill Rank2a, Skill Rank2b,  SkillRank2c etc. instead of Skill Rank 1, Skill Rank 2, Skill Rank 3, Skill Rank 4 in other games.

        • I equate the new rune system to being the same as having all the suits/weapons in Super Metroid, or all the songs/weapons/etc. in Ocarina of Time. They’re just part of basic game progression and not direct choice.
           
          The real benefit of this classic, even arcade-like, progression system is that you can choose what you enjoy the most at the time rather than being restricted to what you’ve “locked in”. No doubt, this strays from classic RPG design and I’m a bit disappointed in the direction it’s going, but I personally think we’ll be surprised and it will be fun as hell come release. Diablo has always been an action game + endless item hunt disguised as an RPG. Skill trees isn’t what made Diablo successful (see: Diablo I).

    • Ya, because there is only 6 skills for each class and one rune effect for each of those 6 skills. 

      I actually like the changes, though I have hesitations about the runes being equivalent to rank5′ish and I wish some info was included on whether items will have rune affixes to further solidify whatever build you are going for. 

    • That’s funny, because when the rune system was first announced, all you would have to do is collect 1 rank 7 rune of each type and you were pretty much finished. I like this much better tbh, and it helps prevent the level 31-60 “deadzone” which many have been complaining about for months.
       
      Now if only they could get charms back into the game…… :cry:

      • Just like I was hoping would happen.  I felt that the runes would be a perfect deadzone relief.   I still wish there was some way to “specialize” when you reached 60 that would kind of beef your selected skills, and give each character a bit of an identity.

      • 31-60 deadzone is un-deadened by rune unlocks now.
         
        While the original system seems like it makes sense, it still doesn’t. It still creates a huge inventory management problem. Sure, if you have rank 1-7 of each rune, you’re “finished”, but what if you want 2 indigo runes, 3 alabasters, and 1 golden? Better stock up on those alabasters… so, as you can see, you’d be far from “finished”. Ideally, you’d have a 6 rank 7 runes of each type, in case you wanted to go all Indigo. So, 6 runes * 5 types = 30 runes. Also, ideally, you’d have access to these 30 runes for each character. Assuming you had a full account, you’d have 300 runes. If you compound this with the (silly) attuning system, the number of runes you’d want to have available would be astronomical.
         
        Regardless, I still think it sucks how they weren’t able to somehow keep runes as items. See this from Jay, above: “We fully expect that some of you will be disappointed that runes won’t be part of the itemization system.”
         
        So there ya go.
         

    • Not only burned, his soul should be sent to hell. I thought the tooltip simplification was the peak of Blizzard’s stupidity with this policy of helping noobs, but now they went further, players are too stupid to choose their own skills now.
       
      Good lord Blizzard. Stop trolling us!

      • Once again… Learn to read: “You may already be fuming because you’re a “difficult to master” type of person, but before you run to the forums, we have you covered. In the Gameplay options, we’ve added an ‘Elective Mode’ for the skill system. With this checkbox ticked you’ll be able to place any skill in any skill slot, as freely as you could before. The Elective Mode option is available at any time with no requirements or need to unlock it.”

      • +6
        Dueling Banjos

        Learn to read… noob

  • Such great news – solves the boredom of leveling with no results, the inventory management of 500 runes, reassures us that the release date IS getting closer….and gives an excuse to play through the beta a few more times!
    Happy happy joy joy anyone?

    • No kidding. I don’t see why people would be upset over this.
      The only difference is that they aren’t items anymore, really. Nothing else has really changed at all with runes since they announced them.

      • Except now instead of getting to use the build we wanted at level 30 we might be waiting till 60. All runes are balanced equally so why must we wait to use some of them? Was really looking forward to playing Nightmare and up with my chosen builds.

      • Well, the original implementation was no doubt broken. Clearly inventory management would be a huge issue.
         
        The part that makes me angry is how they’ve taken this VERY INTERESTING concept of FINDING skill modifiers as ITEMS to simple UNLOCKS. Now, it’s not innovative or new. It’s cookie cutter. Over a decade of work to stamp out just another cookie? Yeah, I’m angry.

        • Innovative or new? Sacred did it (skill modifiers as items) first, some years ago.

          • Yep sacred had all skill level up as randomized rune drops, said runes added +1 level to skill when you found them. It also had trade in runes for other runes, with what you get back depending on how many runes you spent on the new one (from 2 for completely random to 4? for pick a rune).

    • 500 runes? Gross over-exaggeration. They removed runes through the laziness of not being able to come up with an alternate solution, and removing them completely revoked all sense of accomplishment and character empowerment from getting them as well as taking them out of the economy completely. Retarded Acti-decision (TM)

      • The blue post itself says effectively 600 types of runes, and then when you throw in 5 ranks you get 3,000.

        This is because they were moving to a model where it was no longer Crimson Rune, but it would be Crimson Rune of Hydra or Obsidian Rune of Hydra, eg there would be 5 types of runes per skill. 

        • This is because they were moving to a model where it was no longer Crimson Rune, but it would be Crimson Rune of Hydra or Obsidian Rune of Hydra, eg there would be 5 types of runes per skill. 
           
          Right, which as they discovered was a completely pointless and idiotic way to do it. I don’t really have a major issue with the way they’re doing it now, but justifying it as a “solution” to the 3000 rune “problem” is extremely misleading. That was a problem of their own creation and that was never in need of a solution other than simply scrapping a dumb idea and returning to the original plan.

      • Yep, character progression suddenly got a whole lot less satisfying.
         
        Great for those casuals though I guess, which seems to be Blizzard’s target segment these days.

        • I see, so they remove the supposed 30-60 deadzone everyone was complaining about and now everything is worse.

          Amazing logic.

          • For the record everyone wasn’t complaining about it. D2 had exactly as much a “deadzone” as D3 would’ve had, yet people didn’t seem to have a problem.

          • @Delvin
            Yet someone is always going to be upset no matter what. It’s funny really.

            I realize not everyone complained about the 30-60 thing, it’s just funny to see it in front of you so plainly.  

  • Very nice. Do want to see the runes in beta for sure. The rune \oomph\ i get is a little less pronounced with these rune graphics (no onyx/crimson/etc) but I’ll likely get used to it. 

  • Not very happy to be honest. The idea of finding that rune-stone in the battlefield that you were striving for to get that one customization you really wanted just seemed so much more awesome to me. It was a way for us to be a bit more unique. In the old system not all lv50 Barbs would have the same rune-stones. Now they will all have the same skill runes available to them … bleh

    • I’ll agree that the idea of it is much more appealing, but the problems arising from rank 1-7 runes of all different kinds filling up inventory space etc. and attempting to find the runes you want for your build would certainly be a pain, especially if the desired runes were only being placed on the RMAH.
      I certainly hope further rune customization will be available via gear affixes. 

      • the other big issue I have is that I”m forced to take a particular rune at particular levels. I’d much rather have it so that I’m granted the ability to unlock a rune, and I can pick which rune.

        • If that were the case, everyone would take all of the runes they “wanted” first and we’d end up with a huge levelling deadzone of unlocking useless runes.

        • I expect you will unlock runes like this you reach lvl X you now got  all the rank 1 runes for Hydra unlocked etc. Well if there’s any extra bonuses say “rank 1 crimson rune of extra damage” etc (unlikely I know) these will unlock between the rune ranks.

      • +4
        Dueling Banjos

        Good point on the RMAH… Blizz is actually gimping the profit potential of the RMAH with non-item, non-grindy runes. Imagine that!

    • At the start that might have had some effect, but let’s not be delusional, runes would’ve been the first thing to saturate and to devolve into almost pure crafting materials. The other alternatives of either making runes extremely rare or giving them randomised stat-like bonuses apparently did not pass testing (for more or less obvious reasons).
       
      Your issue makes sense in a single player RPG where every character starts from scratch in all aspects. In that environment it would not matter to you whether all other players of that game had caches full of useless runes, you would still need to discover them for yourself, but that’s certainly not how D3 is going to work.

  • i don’t care
    release the game already
     

  • Blizzard didn`t stop removing stuff and at this time they removed one of the most important customization thing! RUNE RANKS!

    • Rune ranks wasn’t customization….. Rank 7 was the best period. That isn’t customization brother…. lol
       
      The only thing this system does is clear up our inventory and makes leveling 1-60 a lot more interesting. Runes would’ve been a hassle and would’ve ended up as scrap material for crafting a couple months after release.

      • How on earth could you get both of those things backwards? When I’m inserting a rune into my character, one that I found (let’s say level 5), I am customizing my character. If I just click something, I feel pathetic and weak, and I have accomplished nothing that anyone else couldn’t accomplish at my level.

        When I grind for hours to get that ultra-rare level 7 (Blizzard said they would be very rare) off of some random champion mobs in endgame Inferno with 3 other people I feel even more customized, knowing few people even have anything close to “my power” and that all that effort paid off.

        Inventory problems could be solved with a simple Mystic mechanic similar to salvaging and another rune-enhancement Mystic mechanic similar to the late Enchantress. “Clearing up inventory problems” is already a PR term to begin with because inventory management is an essnetial part of any RPG, and god forbid the player have to actually make an important decision.

        And the last thing you said, making level 1-60 more exciting, is just… wow.

        • “If I just click something, I feel pathetic and weak, and I have accomplished nothing that anyone else couldn’t accomplish at my level.”

          Do you feel the same when you click on a piece of gear to put it on, or when you clicked on a little red + to allocate a skill or stat point?
          Do you feel pathetic and weak when you click on a monster when it dies? I don’t get it.

        • +4
          Dueling Banjos

          Weak, straw-grasping argument…

      • Ranks were stupid anyway. The skill calc on the website always used the highest rank rune (5 btw) and honestly the stats weren’t blow-you-over-amazing in a lot of cases. So they would have been even lamer at rank 1-2.

  • outraging diablo fanboiis, i like how all outrage :P so, i ll go play beta patch 13 as soon as servers are up again, lalalala

  • Que the whining.

  • So how are the skills runes different from passive skills now?

    • Skill runes effect your active skills? Passive skills work passively?

      • Skill runes also work passively?. You just click it and the skill rune is set for that skill. For passive skills, you just click it and you always benefit from it. I liked when runes were a drop as that made it distinguishable from passive skills but now that skill runes are gained by levels I feel like they aren’t that distinct from passive skills. I mean looking at some of the passive skills, some of them also affect active skills. Take for instance: http://www.diablowiki.net/Inspiring_Presence  

        • Your example makes no sense – Inspiring Presence increases the length of ALL of a Barbarian’s shouts and adds life regeneration to those shouts.

          I still don’t see your point – yes skill runes effect skills passively but they only affect a single skill at a time.

          • First of all, to clear the air, I’m not saying the new system is horribly flawed by any means. It has its pro’s and cons as stated in multiple posts before and after. I think it’s an improvement over the previous way.

            Second of all, I would like to respectfully summarize my counter to your previous post: 

            Skill runes effect your active skills? Passive skills work passively?

            with:

            Passive skills also affect active skills. Skill runes also work passively. (Just wanted to make sure you understood me on that sorry if you did). Hence why I pointed out the Inspiring Presence to disprove “passive skills work passively?”

            Anyway, my beef with this latest change is that these skill runes are basically passive skills now.  Nothing really “rune” about it now. Ok runes affect one skill. So passive skill for an active skill, something everybody can get and try with the click of a button (at the appropriate level of course). Being one of the bigger features in diablo 3, it seems kind of disappointing that they had to fall back to this plan and settle with something that they already had. But meh, if it gets them to release-dateville so be it i guess :)

          • @lolwut

            I understand your position, but I still say that passive skills are much more broad and can create much more synergy with a particular set of active skills.

            Yes, skill runes are like passive skills for your active skills, yet they augment a single skill at a time and they also change how a particular skill works. 

            So in one sense skill runes are passives that only target a single ability, while passive skills target multitudes of abilities or none at all.

            So passive skills are still different enough from skill runes to be a completely seperate system.

            Anyways, I hope they announce the release date too.