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Old Aug 20, 2005, 10:51 AM // 10:51   #1
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Lightbulb Several game sugestions

This is going to be a rather motley collection of various ideas about possible changes to the game.

More runes


What I mean by this is I noticed that the warrior class has his own "special" rune of absorption. It seems to be based off of the bonus that the knight’s armor gives. So I suggest more runes such as this like a rune of protection against element for a ranger or runes that add energy (a SMALL amount) to spell caster classes. I don’t think its balanced when one class has its own "special" rune that gives no health reduction in either the major or superior forms. This is something that should be available to all classes.

More weapon upgrades


This is going to seem like I am harping on the warrior class (don’t worry, monks are next!) but they have all these spiffy upgrades such as "furious" "heavy" "barbed" and "cruel." Where is the bow grip of preparations? (Preparations last XX% longer). Where is the staff wrapping of longer hexes? Where is the staff wrapping of less health loss from sacrifices? Why in gods name are there no upgrades for wands for that matter? I want more upgrades dangit.

One superior rune active at one time


By now everyone has heard about the 105 and (recently) 55 monk builds that go out and solo the hardest places in the game. They can go anywhere and kill anything (provided there is no enchantment stripping) with little problems. Limiting the superior runes to only one active at a time (i.e. you only get the attribute points and health reduction from one rune) would put a stop to this problem. By problem I don’t mean them negatively affecting the economy or being jealous of their rather large storage account. The problems (in my opinion) are as follows:

1) UW was not mint to be soloed. Do you see any other build or class running in there all willy-nilly and nuking everything in sight? No because they simply cant and they shouldn’t be able to. This game is structured around playing with a team, not by yourself.

2) The build abuses something that is not meant to be abused. Superior runes were (in my opinion) meant to be used one at a time. They are very powerful and as such were given a minus to health. When the devs made this game I believe they didn’t see the possible interaction between low health and Protective Bond.

3) I have yet to see another build that uses more than one superior rune, let alone four of them. Could you imagine an elementalist running around with all superior runes? Sure she would have access to all the different elements, but if a lvl 0 river tad so much as farted in her general direction she would fall over dead. Any other class using all superior runes would be as useless as a quadriplegic, retarded, stoned version of Gwen. (No offense intended to anyone with Down syndrome or quadriplegics intended. Stoners don’t get offended they just giggle stupidly)

No stupid, whiny, useless, money sucking, annoying npcs were harmed in this production. Reading this post may induce a severe desire to use a flame cannon, and/or a sharp drop in IQ points. Should this happen please count backwards from 10 and attempt to type intelligent and constructive criticism. Let's keep this clean folks.
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Old Aug 20, 2005, 11:32 AM // 11:32   #2
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One advantage I see to the 105/55 monk build is it's bring more well needed monks into the game where it was hard to find a monk in many cases for a mission. Maybe this was their plan to get more monks into the game, I know for myself I feel the monk is the most boring class to play, healing is no fun, (for me) doing extreme damage is. But, with the 105/55 monk builds I've even made my own monk now and playing her up. I'm going to get two sets of armor, one for PVE and the other for UW/FOW, I have already purchased the complete set of superior monk runes and have my list of items to get and what collectors they are located on, now the adventure is just putting it all together and then finally going on a UW/FOW romp of my own for phat loot and 15k armor goodies.
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Old Aug 20, 2005, 12:50 PM // 12:50   #3
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nerf them by putting enchant strippers everywhere in UW. That'll teach those loop hole finders.
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Old Aug 21, 2005, 01:09 AM // 01:09   #4
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I disagree with the theory that only one Super Rune should be used at a time.I played the Beta Weekend Events,the developers had plenty of time to play w/ their options and -300 hp(for all 4 at once)is an awfully big detourant.I think they wouldnt have put a Health penalty on them if they were to be used one at a time.
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Old Aug 21, 2005, 03:23 AM // 03:23   #5
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yes i would like for each class to have its own rune, (vigor is a "common" rune obivously) my ideas

Elementalist- rejuvenation, increases energy regeneration (by up to 3)
Ranger-Accuracy, increases chance of arrows hitting

those are all i can think of really
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Old Aug 21, 2005, 03:32 AM // 03:32   #6
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I need something to overwrite my beast mastery rune How about a rune of instant troll unguent casting? lol.
There does need to be more variety in upgrades. It seems a little unfair at times. I'd really like a crippling bowstring or a blinding bowstring.
Best would be a bow grip of evasion, % chance that you evade melee attacks.
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Old Aug 21, 2005, 03:49 AM // 03:49   #7
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Great. More crap for me to unlock, as if it isn't taking my time enough already, and make carrying more than 1 superior rune idiotic. If you want to nerf 105 and 55 builds, since players playing the way they prefer seems to be a sin, then simply put a bit of enchantment removal wherever you get the chance... it's seriously not a big problem.
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