TWSK Episode 46 – Munch
February 21, 2012 in News!, Podcasts! by Doomscream
TWSK Episode 46 – Munch Audio (Soon)
Reddit Love (Soon)
In this episode Joe and Co comment on the miraculous properties of the Munch! And I get to troll you with more ponies.
Ponies?!? Pwnies!?!
It’s a pony explosion. A Ponyslosion!
Sweet episode. I kinda wish I could follow which skills and runes were being used, but there was just too much craziness going on. I’m glad you guys sounded like you were having a lot more fun this podcast.
I thought I heard a classic Town Portal sound at 11:50ish. Is that a recent patch addition?
Having *something* unlock at every level is probably a really good choice, even if the Monk does need more tweaking with rune access. And as for unlocking order, I am guessing the lack of rune-levels is going to have a significant effect on choosing when runes will unlock. That is, if a rune effect only got “awesome” at high levels previously, they’d probably just save it for a late-game unlock now, whereas the rune effects that were “awesome” at level 1 would probably be an early-game unlock now. It does seem like resource management runes should make a lot more sense to save until after normal difficulty, as a general rule.
Are you guys as disappointed as I am that there are no longer levels of runes? As appealing as making runes non-items is, I feel like not being able to collect those rare runes is kinda sad (even if attuned runes were a terrible idea), and seeing the progression from a basic level 1 rune enhancement to a level 7 enhancement must have felt amazing in a lot of skills. Heck, even if they had higher levels of runes unlocked earlier (so that they would rival the power of late unlocks), it seems like that would be preferable to a level 12 unlocked rune that just loses its appeal by the time you are level 50ish.
The debate between pigeon-holing new players into specific skills in specific slots (even if they are not using them much, and rune upgrades to that skill/slot are delayed for many levels) vs. elective mode is interesting. I don’t see why they did not just hybrid the two ideas and “recommend” skills for each slot (via the UI, like highlighting recommended skills and putting off-slot skills in shadow)to help guide new players, but also allow even new players the option to toss any skill in any slot.
Hrm… I still did not get a vibe on the difference between assigning a basic skill and assigning a rune to it. Any chance you could take the time to do a couple minute video going over an example?
Hahaha, yeah we had a blast! The new TP sound IS the old TP sound… chuckled when I heard it.
I miss rune candy drops and levels
but I never really had them, so can I really miss them at all? Yes.
I hope they are still working on the skill window, which they probably are. We are still in beta after all and feedback on it will be golden to them. I’m confident they will come out with a good system everyone can be happy with. I was annoyed with it at first, but really it just takes some getting used to. If you think about it, I think they’re trying to make it overly complex. If you look at D1 and D2, if you hit the s button, it brings up all your skills and you can pick which one to use, then assign hot keys to switch between them. With the system in D3, we have to do a number of different things to re-work our skill layout… it just seems clunky and inefficient.
Oh, and I’d be happy to put together a video showing how the skills/runes work.