An implementation that could be called "Runewords" would require several different runes. It would either need a rarity scale like in Diablo 2, or they would all require the same, but extremely high rarity value.
Due to the current socketing system, the runeword would need to be completed over several pieces of equipment, or only possible on Chests and Pants. Adding more sockets would be a terrible idea, as that would widen the already large gap between unsocketed and socketed gear. If Runewords used the same implementation as Diablo 2, where you need a white item, I can see it easily possible using a 6 Flawless Imperial Emerald offhand weapon for several builds that don't swing that offhand. Even increasing the number of slots any piece of equipment can have raises the mainstat value by 280.
In the case of in-item runewords, they would either only apply to Chests and Pants, which are the only slots to roll over one socket, or they would have to implement white items that have more sockets to build runewords with. This undermines the already in-place Legendary system and does not resolve the underlying issue of why they're considering implementing such a system: to improve the socketing experience.
Runes would have to either be Unique Equipped, or their base effects would need to be weak enough that regular gems still have some value. The number of useful primary stats that don't break the game is already quite low. Being able to have more Attack Speed/Critical Hit Chance/Critical Hit Damage/Resource Reduction/Cooldown Reduction/Elite Damage in multiple slots where they are abnormal would increase damage by a significant amount on its own.
The overall documentation for Runewords is a pain. The required steps to determine which Runes are useful, possibly in which slots, or order, requires extensive out-of-game input from the player, something they're trying to avoid already in the design, and which is bad to begin with. Adding an in-game library would resolve this, but the issue still lies in how combinations would work.
Thus, the most viable option in my opinion would be to allow different sockets from different slots activate the runeword combination, removing the sequence component. In such a case, there are 11 possible slots to put runes in. There would thus need to be some sort of implementation that prevents the use of the same rune in multiple words, or words of excessive length to prevent such. For example, if there were 2-rune words, it may be possible to create them by bouncing off a larger combination.
A simpler solution to this would be Legendary and Set Gems or Jewels, which are unique equipped so they cannot repeat multiple slots. They would create value in currently low-value socket slots, i.e. Jewelery, Shields. Their implementation could use existing gems, which would follow some logical progression, either in upgrading, rerolling, or creating. Sets would need no further documentation like runewords and add a set effect to an existing piece of equipment if another gem of the same set (or the same gem if it were) were used in a different slot.
They should also create more powerful items in certain slots that cannot possibly roll sockets to compensate for the fact that gems even exist.
Gave that Rat Caller exploit a try while I spent three hours watching shows. It took a decent amount of time to set up since the location is so finicky. Came out with three legendaries. My billionth Irontoe Mudsputters, a nice Natalya's Boots, and a Unity. Nephalem Valor ruins it pretty badly. The rats do a pomegranateton of damage since they don't have an actual collision box and can stack on top of each other to attack. I had to change spec significantly to be able to it on Torment I. I think the bulk of the exp comes from getting the "x enemies killed in one hit" bonus. I had rather low DPS so the kill rate wasn't spectacular, but at the same time, the callers didn't die from Nephalem valor as quickly I guess?
![[Image: 8qMyX.png]](http://puu.sh/8qMyX.png)
I can't say that I would recommend this.
Due to the current socketing system, the runeword would need to be completed over several pieces of equipment, or only possible on Chests and Pants. Adding more sockets would be a terrible idea, as that would widen the already large gap between unsocketed and socketed gear. If Runewords used the same implementation as Diablo 2, where you need a white item, I can see it easily possible using a 6 Flawless Imperial Emerald offhand weapon for several builds that don't swing that offhand. Even increasing the number of slots any piece of equipment can have raises the mainstat value by 280.
In the case of in-item runewords, they would either only apply to Chests and Pants, which are the only slots to roll over one socket, or they would have to implement white items that have more sockets to build runewords with. This undermines the already in-place Legendary system and does not resolve the underlying issue of why they're considering implementing such a system: to improve the socketing experience.
Runes would have to either be Unique Equipped, or their base effects would need to be weak enough that regular gems still have some value. The number of useful primary stats that don't break the game is already quite low. Being able to have more Attack Speed/Critical Hit Chance/Critical Hit Damage/Resource Reduction/Cooldown Reduction/Elite Damage in multiple slots where they are abnormal would increase damage by a significant amount on its own.
The overall documentation for Runewords is a pain. The required steps to determine which Runes are useful, possibly in which slots, or order, requires extensive out-of-game input from the player, something they're trying to avoid already in the design, and which is bad to begin with. Adding an in-game library would resolve this, but the issue still lies in how combinations would work.
Thus, the most viable option in my opinion would be to allow different sockets from different slots activate the runeword combination, removing the sequence component. In such a case, there are 11 possible slots to put runes in. There would thus need to be some sort of implementation that prevents the use of the same rune in multiple words, or words of excessive length to prevent such. For example, if there were 2-rune words, it may be possible to create them by bouncing off a larger combination.
A simpler solution to this would be Legendary and Set Gems or Jewels, which are unique equipped so they cannot repeat multiple slots. They would create value in currently low-value socket slots, i.e. Jewelery, Shields. Their implementation could use existing gems, which would follow some logical progression, either in upgrading, rerolling, or creating. Sets would need no further documentation like runewords and add a set effect to an existing piece of equipment if another gem of the same set (or the same gem if it were) were used in a different slot.
They should also create more powerful items in certain slots that cannot possibly roll sockets to compensate for the fact that gems even exist.
Gave that Rat Caller exploit a try while I spent three hours watching shows. It took a decent amount of time to set up since the location is so finicky. Came out with three legendaries. My billionth Irontoe Mudsputters, a nice Natalya's Boots, and a Unity. Nephalem Valor ruins it pretty badly. The rats do a pomegranateton of damage since they don't have an actual collision box and can stack on top of each other to attack. I had to change spec significantly to be able to it on Torment I. I think the bulk of the exp comes from getting the "x enemies killed in one hit" bonus. I had rather low DPS so the kill rate wasn't spectacular, but at the same time, the callers didn't die from Nephalem valor as quickly I guess?
![[Image: 8qMyX.png]](http://puu.sh/8qMyX.png)
I can't say that I would recommend this.

