Feb 12, 2005, 01:13 AM // 01:13
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#2
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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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.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
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Feb 12, 2005, 03:14 AM // 03:14
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#3
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Elite Guru
Join Date: Feb 2005
Location: Just a Box in a Cage
Guild: Hurry Up The Cakes [Oven]
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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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Feb 12, 2005, 05:10 AM // 05:10
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#4
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Death From Above
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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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In my day, we didn't have virtual reality. If a one-eyed razorback barbarian warrior was chasing you with an ax, you just had to hope you could outrun him.
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Feb 12, 2005, 04:55 PM // 16:55
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#6
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Banned
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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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Feb 12, 2005, 04:58 PM // 16:58
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#7
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Rogue Agent
Join Date: Feb 2005
Location: Surfers Paradise
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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.
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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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Keramon :cool:
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Feb 12, 2005, 05:05 PM // 17:05
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#8
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Ascalonian Squire
Join Date: Feb 2005
Location: Mid-MO
Guild: |Dickheads 1n Excess|
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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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