Iron Runes are breaking the "socketables as problem-fixers" design philosophy

GGG has always pitched socketables as "problem-fixers" for our characters when RNG doesn't cooperate. Missing resists? Slot a rune. It's supposed to be about utility and choice.

The current implementation, especially with Iron Rune, completely undermines this philosophy.

When there's a damage or defense rune in the game it stops being a choice and becomes mandatory. It's no longer a "problem-fixer". It's obligatory power.

This creates two major issues that make gearing less fun

- Weapon Sockets are a "solved" problem: Why would I ever put a Life Leech rune or Mana on Kill rune in my weapon when an Iron Rune gives me a unconditional damage boost (same applies for elemental damage rune)? It feels like you're actively griefing your character if you choose utility over raw power in these slots. This forces us to find that "problem-fixer" stat (like leech) on our gear instead. Now, that ring with Life Leech is permanent. I can't swap it without breaking my sustain. This is the opposite of flexibility.

- Defensive Sockets Feel Miserable: This problem extends to defenses. How awful does it feel to slot a Fire Resistance rune into your chest piece when you know you're giving up an Iron Rune to do it? It also makes the gearing puzzle worse. If I need to swap my helmet and it has different resists, I could normally shuffle runes. But if two slots on my chest and sometimes helmet are already locked in as mandatory Iron Runes, I have far less room to actually fix my resistances without feeling bad.

How to Fix This (And Improve Campaign Crafting):

If we nerf or remove mandatory damage runes, we need to compensate. Here's how we can do that and improve the campaign crafting experience at the same time:

- Introduce "Uncut" Essences: Make "Lesser" and "Normal Uncut Essences" global drops in the campaign. Let us take these to a vendor (or use a new UI) to craft the specific essence we need to fix our gear (like a damage roll, an armor roll, or a resist). This gives us early-game agency.

- A Movement Speed Essence: For the love of god, please add a Movement Speed essence. It feels terrible that 99% of boots that drop are vendor trash simply because they don't have this one mandatory stat. Alternatively put it as an implicit. GGG no one is playing boots without mov speed. I understand you don't like the idea but that's just the reality.

- "Uncut" Low-Tier Runes: Do the same for runes. Drop a generic "Uncut" rune currency for low tiers. This lets us choose the "problem-fixer" we actually need during the campaign instead of being at the mercy of RNG for a simple life leech rune.

- Rework elemental runes into elemental damage conversion runes: I understand sometimes you need elemental damage of specific types for proccing heralds and so on. Having a conversion instead of extra damage on the resistance runes would make for interesting choices a control on how to redistribute physical damage or elemental damage into the element we actually need.

Sidenote: This exact same logic is why +X level of gems on gear to disappear. Just like Iron Rune and Movement Speed, it's a non-negotiable, mandatory stat that outshines all other interesting choices and makes gearing a checklist, not a puzzle.
Last bumped on Oct 25, 2025, 2:35:10 PM
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Darknoob#1135 wrote:
GGG has always pitched socketables as "problem-fixers" for our characters when RNG doesn't cooperate. Missing resists? Slot a rune. It's supposed to be about utility and choice.

The current implementation, especially with Iron Rune, completely undermines this philosophy.

When there's a damage or defense rune in the game it stops being a choice and becomes mandatory. It's no longer a "problem-fixer". It's obligatory power.

This creates two major issues that make gearing less fun

- Weapon Sockets are a "solved" problem: Why would I ever put a Life Leech rune or Mana on Kill rune in my weapon when an Iron Rune gives me a unconditional damage boost (same applies for elemental damage rune)? It feels like you're actively griefing your character if you choose utility over raw power in these slots. This forces us to find that "problem-fixer" stat (like leech) on our gear instead. Now, that ring with Life Leech is permanent. I can't swap it without breaking my sustain. This is the opposite of flexibility.

- Defensive Sockets Feel Miserable: This problem extends to defenses. How awful does it feel to slot a Fire Resistance rune into your chest piece when you know you're giving up an Iron Rune to do it? It also makes the gearing puzzle worse. If I need to swap my helmet and it has different resists, I could normally shuffle runes. But if two slots on my chest and sometimes helmet are already locked in as mandatory Iron Runes, I have far less room to actually fix my resistances without feeling bad.

How to Fix This (And Improve Campaign Crafting):

If we nerf or remove mandatory damage runes, we need to compensate. Here's how we can do that and improve the campaign crafting experience at the same time:

- Introduce "Uncut" Essences: Make "Lesser" and "Normal Uncut Essences" global drops in the campaign. Let us take these to a vendor (or use a new UI) to craft the specific essence we need to fix our gear (like a damage roll, an armor roll, or a resist). This gives us early-game agency.

- A Movement Speed Essence: For the love of god, please add a Movement Speed essence. It feels terrible that 99% of boots that drop are vendor trash simply because they don't have this one mandatory stat. Alternatively put it as an implicit. GGG no one is playing boots without mov speed. I understand you don't like the idea but that's just the reality.

- "Uncut" Low-Tier Runes: Do the same for runes. Drop a generic "Uncut" rune currency for low tiers. This lets us choose the "problem-fixer" we actually need during the campaign instead of being at the mercy of RNG for a simple life leech rune.

- Rework elemental runes into elemental damage conversion runes: I understand sometimes you need elemental damage of specific types for proccing heralds and so on. Having a conversion instead of extra damage on the resistance runes would make for interesting choices a control on how to redistribute physical damage or elemental damage into the element we actually need.

Sidenote: This exact same logic is why +X level of gems on gear to disappear. Just like Iron Rune and Movement Speed, it's a non-negotiable, mandatory stat that outshines all other interesting choices and makes gearing a checklist, not a puzzle.


There literally is a movement speed essence. Essence of Hysteria
“The bird of Hermes is my name, eating my wings to make me tame.”
Last edited by Alzucard#2422 on Oct 25, 2025, 11:22:09 AM
SSF

Runes are a bandaid but do not nearly resolve the issue.

The first reason runes are an issue is scaling. There are simply no 40% runes, so they don't really do enough to pad what we may need to pad.

If I swap one piece of gear and lose 40% fire, just one stat mind you- I can fix that with ALL my rune slots. That is not flexible enough, no where close.

Which is why upgrading gear is still a massive issue.

The solve is along these lines- however its not a rune/socketable. Its simply an item that mods, and like runes may be overwritten. Maybe we remove suffixes, or remove all resistances from suffixes(better), and those are now tacked on with these drops.

You get an item that provides 20% fire resist. When higher, 30%, 40%- of course rarity is reflected. However the drops need to be FAR more common than the current rune system. FAR.


Maybe resistances are allocated in a completely different method... maybe runes become JUST for resistances... with better scaling. Or just armor runes are used like this, probly that.

We already have a bunch of things we need on our gear for builds. Resistances are just a required obstacle at the moment. All they do, in feeling, is stop me from using new gear.


Once we free gear from HARD required attributes- now gearing is much better.

There are other things that are currently stopping gearing as well. Such as implicits- if I have a spirit build, well there is only one chest I want. It has to have that implicit to even try it- so I rarely ever get chest ATTEMPTS, muchless actually upgrade. So its a 1% roll into a ... low % roll.

Which ends up with gear never changing. Which is not at all fun.

Anything like this would need to move to runes or items- I think items. Movement speed for sure. Any implicit, +% resistance, +spirit, whatever they all are.

It should potentially make them easier to balance as well. If suffixes are removed, then crafting become FARRRR less complicated- probly too simple.

So obviously some issues to consider, but 'required' mods clearly need to be moved into a modular system. Its very obvious, its been obvious to me since my first character.

The gearing experience is simply poor. Its kinda fun- but the % of items attempted to worn, is like... holy shit low. It actually is a game deterrent. I think people will simply stop playing the game, just because trying to find gear is annoying.

There should be an automatic system, in the game, that just automatically highlights items that work in your current gear. Oh, all the gear is armor/evasion- ok we're only going to show those drops on the ground.

Obviously that impacts trade, lol. So perhaps this is an ssf only feature, I always forget trade exists.

Well you would simply highlight the potential gear and still show the other gear normally. Simple. Highlight potential, loot filters do the rest, whatever.
Last edited by kazajhodo#6457 on Oct 25, 2025, 2:39:28 PM

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