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Old Aug 02, 2006, 09:49 PM // 21:49   #1
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Default Energy runes?

First off, I find it hard to believe no one has mentioned this before.. I checked the idea summary thread and did a google search on the forum (the forums own search doesn't display results at the moment...), but both turned out nothing.

Now, I'm not saying I need those or that it would help balance the game but since we have vitality runes, shouldn't we also have energy runes? Just for consistency? They could for example give 1, 3 and 5 energy, 1, 2 and 3 wouldn't make that much difference, while 1, 5 and 9 would be far too much.
Some classes would of course benifit more from this then others. I imagine warriors would be all over this, while 55 monks and high energy elementalists couldn't care less.

But again, I think this is an obvious idea, and I find it odd if no one posted it before.. sorry if someone did.
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Old Aug 02, 2006, 09:51 PM // 21:51   #2
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Mustn't have been much of a search, then... Because I guarantee that there's been mention of this before...
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Old Aug 02, 2006, 09:55 PM // 21:55   #3
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yea i like the idea with my warrior it caused me alot of sadness when i didnt have any energy to heal .but with my elementallisti have 75 energy and need more to cast my spells . i do find it sad that no one ever posted that idea.
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Old Aug 02, 2006, 10:06 PM // 22:06   #4
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Maybe not necessarily energy uppers, but energy regeneration uppers. Also have to watch for balance issues though, in case one class benefited too much from something like energy runes.
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Old Aug 02, 2006, 10:41 PM // 22:41   #5
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It has been mentioned before. And in those mentions it's been brought up that this has been implemented before. In the original GW beta there were energy runes. They were removed, however, because they were causing balancing issues of some sort.
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Old Aug 02, 2006, 11:02 PM // 23:02   #6
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Quote:
Originally Posted by Sol_Vie
It has been mentioned before. And in those mentions it's been brought up that this has been implemented before. In the original GW beta there were energy runes. They were removed, however, because they were causing balancing issues of some sort.
Ah, ok. That explains it, I started playing right after the game was released, didn't get a chance to try the beta. I figured they must've atleast considered having them before, but I've never seen them mentioned anywhere.

How it will tip balance too far one way is beyond me though.. Most (if not all) skills used in the beta have been altered since then, in addition to all the new skills added with Factions. Those runes would, in my opinion, increase the possibilities of builds, atleast the more energy demanding ones, without giving much more energy then a 10% morale boost.
I thought about it a bit more and realized having them with +2, +3 and +4 would be better, since the vitality runes are set up that way.

Anyway, I'm sure that if they decided to abandon them in the past they won't bring them back, so no further discussion needed... If a mod feels like closing this thread, now would be a good time.
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