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Old Feb 12, 2005, 12:38 AM // 00:38   #1
Kui
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Default What Runes would you like to see?

For the Item-RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOs and balance-RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOs out there... what additional rune-types would you like to see? That they're all generic +1 attributes right now save the vigor and a pair of warrior runes leaves much to be desired.

Class-based? Generic?

[reference *here* for a some discussion on rune balance]

I'd expect to see things like:

Elementalist -
Runes of Attunement: Reduces Elemental Damage recieved from spells. [Perhaps increases damage recieved from one type and reducing another greatly?]

Mesmer or Necro -
Runes of Transference/Sacrifice: Each time you cast a spell, lose x health, gain y energy. Vice versa. [For only extremely small x & y values.. and still potentially too good]
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Old Feb 12, 2005, 01:13 AM // 01:13   #2
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Make runes general whenever possible. 30 general runes gives each player more choices than 100 class specific runes, by a fair margin.

General absorption runes. +armor runes. +armor vs. physical. +armor vs. elemental. +armor vs. fire. +energy. +energy when you get hit. +energy when you use skills. +health when using skills. reduces hex duration. reduces condition duration. magic absorption. physical absorption. reduced skill costs.

Plus class and attribute specific ones.

Just make a slew of runes, generally useful ones, and make people choose their five.

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Old Feb 12, 2005, 03:14 AM // 03:14   #3
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yes Ensign is right (as always). what's the point of having the limited slots if there is absolutely no reason to have more than 5? since they don't stack, and you're never in need of more than about 4, it just doesn't make sense. torchering us with yet more evil decisions of this type could greatly expand the game.
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Old Feb 12, 2005, 05:10 AM // 05:10   #4
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I do seem to remember at some point there were Necromancer Runes of Sacrifice which would give you energy whenever you paid the blood cost of a sacrificial skill. Something like that, anyway. But I believe those are long gone.

It's a good point, Kui, runes are for all their power, too simple. As Charles says, more options so people can get away from the Superior Vigor, minor runes for all your attributes, and maybe a major/superior rune if you can tolerate it, would be something that could add a lot of diversity and strategy to the game. Beyond, toss in an absorbtion rune if you're a Warrior and figuring out the best armor parts to slot your runes on. But the question is really just what do you add? More generic runes is the way to go, I think, but say you add a rune of +armor that's, say +5/+8/+10 Minor/Major/Superior, that wipes out most of the disadvantages of wearing a lot of armors, like the Monk's Ascetic set. Of course, if there were a plethora of options to chose from, to get that advantage you'd have to give something up...
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Old Feb 12, 2005, 05:17 AM // 05:17   #5
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I've always had this idea for runes:

There should be runes for every skill, well most, ie:

Inferno Rune: Add +10 dmg to Inferno, but take +15 dmg from Inferno
Life Siphon Rune: Add +3 seconds to effect, but +5 seconds are added when it's used against you.

This would allow for further customization of armour. ATM there's 7 (?) rune spots, but most classes only have 5-7 ruins availble, everyone's just going to use them all and put no thought into it. Either that, or Anet's holding back on some more runes untill retail.
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Old Feb 12, 2005, 04:55 PM // 16:55   #6
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I would definitely want to see more runes in the game, I’d imagine they would be in place by the time release hits.

I always prefer to have more options open to me, and allows a deeper thinking into your character. Some warriors would love to get a hold of some more energy related runes, while other casters might want to get more spell enhancing runes, improved hex length, improved enchantment duration.

But then again things have to be considered again whether the game is more item biased or more tactical biased. Even though how much you want to have it balanced there will always be a overruling factor to consider.
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Old Feb 12, 2005, 04:58 PM // 16:58   #7
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Quote:
Originally Posted by kunt0r
I've always had this idea for runes:

There should be runes for every skill, well most, ie:

Inferno Rune: Add +10 dmg to Inferno, but take +15 dmg from Inferno
Life Siphon Rune: Add +3 seconds to effect, but +5 seconds are added when it's used against you.
Though it is a good and creative idea, I think it would be very hard to balance the positives versus the negatives. The main problem with this idea is the positive is ALWAYS on while the drawbacks are only infrequent and situational.

This would make any positives considerably more benefitial than the -ves. Now something more realistic would be
+1 dmg/skill level to inferno but take +1 damage/skill level from all fire spells. Again situational, but it would certainly make you think twice about whether you really wanted to utilise the permanent increase to your inferno damage.

Another point to this is a +10 dmg to Inferno what would the same + be to say flare? or Meteor Storm? or even + to Armour of earth .... balancing these positives would be very difficult and would need to be based on overall effectiveness, skill recharge, energy cost etc... I would imagine that definate imbalances could easily occur with this implementation of the idea.

Still, I think it was a good suggestion.
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Old Feb 12, 2005, 05:05 PM // 17:05   #8
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I'd like to see runes that change/enhance the way your character looks, like a rune that gives you that colored glow that boss mobs have. That'd be fun.
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