Apr 14, 2006, 05:26 PM // 17:26
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#21
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Academy Page
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Looks like the health penalty reduction on major runes is seen generally in a positive way by everyone. At least we all do agree that the -50 health penalty is simple too much.
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Apr 14, 2006, 05:40 PM // 17:40
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#22
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Academy Page
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/.signed
Anet plz make us -35 major runes! >_<
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Apr 14, 2006, 07:15 PM // 19:15
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#23
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Krytan Explorer
Join Date: Dec 2005
Profession: E/Me
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/signed
I think -25 or -30 would be the best balance.
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Apr 15, 2006, 12:17 AM // 00:17
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#24
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of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
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Quote:
Originally Posted by Mentalmdc
Do you remeber how they nerfed the leutenents helm from denravi??
They changed all the items that had allready been bought, i'm sure they could do this with minor runes too
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No, doing so doesn't just change the runes... it changes everyone's armor! Care to buy your FoW armor all over again?
What your math isn't showing is the strategy behind people's decisions. You shouldn't think of it as "saving attribute points vs. health," you should think of it as "reaching a high rank vs health."
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Apr 15, 2006, 12:42 AM // 00:42
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#25
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Academy Page
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Quote:
Originally Posted by Undivine
No, doing so doesn't just change the runes... it changes everyone's armor! Care to buy your FoW armor all over again?
What your math isn't showing is the strategy behind people's decisions. You shouldn't think of it as "saving attribute points vs. health," you should think of it as "reaching a high rank vs health."
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If you are looking towards reaching a high rank vs health, then I repeat my argument, +3 on an attribute can give you 16 on it, which allows you really powerful skills compared to 15 on the attribute. So the health penalty for +2 indeed should be lowered. This change improves game's economy, gives a more fair view on PvP and a nice playing on PvE.
What it is indeed very pointless is your argument about buying your FoW armor all over again... what the heck does that have to do mate? If you don't like the rune on it, replace it for another one. As simple as that. If you fear health penalty, simply replace that rune for a minor vigor that does nothing and you're all done. Peruse!
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Apr 15, 2006, 01:03 AM // 01:03
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#26
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Wilds Pathfinder
Join Date: Apr 2005
Profession: Mo/
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Quote:
Originally Posted by Undivine
No, doing so doesn't just change the runes... it changes everyone's armor! Care to buy your FoW armor all over again?
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Just override the rune on it. Cut your losses and forget about it.
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Apr 15, 2006, 01:21 AM // 01:21
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#27
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Desert Nomad
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Undivine was talking about the idea of adding a health loss to minor runes. I don't think there's any way to override an existing rune with no rune.
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Apr 15, 2006, 01:27 AM // 01:27
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#28
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Lion's Arch Merchant
Join Date: Dec 2005
Location: Kelowna, British Columbia, Canada
Guild: Kinetic Fuzion [kF]
Profession: R/
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You couldn't do no rune, but you wouldn't have to rebuy, just use a bunch of minor vigors instead
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Apr 15, 2006, 01:42 AM // 01:42
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#29
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Forge Runner
Join Date: Jul 2005
Location: Communistwealth of Virginia
Guild: Uninstalled
Profession: W/Mo
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Minor runes don't need a penalty. The reason you pick your primary class is because you get one attribute (Fast Casting, Strength, etc) that's exclusive to that class, and you are able to increase your primary class' power with runes and armor. Minor runes are a small boost with no penalty. Without penalty you have the ability to get up to 14 in one primary attribute, and up to 13 in all others. If a health penalty was put on Minor runes, people would stop using them too. And still no one would use Major runes.
Other than Absoption and Vigor, Major Runes are practically unused. As they stand now, Major attribute runes could be removed from the game entirely and hardly anyone would care. It certainly wouldn't hurt the economy, since they have no value whatsoever. Most Minor Runes are worth more than their Major counterparts. It's either Minor or Superior. All or nothing, so to speak. I agree with the -25 or -30 for Major Runes. Some health loss, but not as large a gain as with Superiors.
OR... make Superior Runes -100 HP. Heh. There would be some very happy Monks in China if that happened though.
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Apr 15, 2006, 03:55 AM // 03:55
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#30
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Banned
Join Date: Nov 2005
Location: Northern California
Guild: HoTR
Profession: N/Me
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/signed
I do consider this a no-brainer. I don't think there is a single person who would use a major except for Vigor or Abs. When an entire class of items are useless, I don't think Anet intended on this. They might as well do away with major runes, or balance them between minor and sup.
oh yeah I'd love to see them have some value as well
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Apr 15, 2006, 04:09 AM // 04:09
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#31
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Furnace Stoker
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The way I see it right now when I'm composing a build is.
Minor runes by default, they have no negative effect- But I could be more powerful, and I have a lot of extra HP so hmm... Loose 50 hp and gain 2 attrib points in what I want... Or I could loose just 25 more and get another attrib point. When 25 more health gone is compared to 50 health gone, it doesn't seem like a big loss.
All in all, I think runes are balanced out fine. And they also added health giving armor sets, which are to help the players with this issue. A health giving armor set gives I think... 35 Health.
As a caster..
35 Health Armor
50 Superior Vig Rune
30 Staff Head
30 Staff Wrapping
Thats 145 HP to blow off on runes, not too bad.
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Apr 15, 2006, 04:39 AM // 04:39
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#32
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Lion's Arch Merchant
Join Date: Mar 2006
Location: At DigiPen.
Guild: Biscuit of Dewm [MEEP]
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I'm /signing this, particularly because I think it is crazy that you have to have a superior vigor rune just to overwrite the penalty from a major rune. I do use major runes though. >.>
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Apr 16, 2006, 03:26 PM // 15:26
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#34
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Wilds Pathfinder
Join Date: Aug 2005
Guild: SMS
Profession: E/Me
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Anyone else always think of matrices when this comes up?
[1 1 1 1 0
1 1 1 2 50
1 1 1 3 75
1 1 2 2 100
1 1 2 3 125
1 2 2 2 150]
and so on? Always comes to my mind. What you can do with it, that's a little tougher to work out.
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Jun 03, 2006, 11:06 AM // 11:06
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#35
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Academy Page
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Update - Thursday June 1
Decreased the Health penalty on attribute-boosting major runes from 50 to 35. Existing runes are unaffected.
Thanks ArenaNet and NCsoft.
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Jun 03, 2006, 11:12 AM // 11:12
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#36
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Jungle Guide
Join Date: Jul 2005
Location: Kuala Lumpur, Malaysia
Guild: Deimos Tel Arin [CCTV]
Profession: W/
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Thumbs up, ANET, for listening to the players.
Keep up the good work aye.
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Jun 03, 2006, 11:13 AM // 11:13
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#37
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Academy Page
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New penalty table:
+1+1+1+1 = +4 (+0) -> -0
+1+1+1+2 = +5 (+1) -> -35 [-35 jump]
+1+1+1+3 = +6 (+2) -> -75 (One attribute at 16) [-40 jump]
+1+1+2+2 = +6 (+2) -> -70 (No attribute at 16) [-35 jump]
+1+1+2+3 = +7 (+3) -> -110 [-35/-40 jump]
+1+1+3+3 = +8 (+4) -> -150 (One attribute at 16 and another at 15) [-40/-75 jump]
+1+2+2+2 = +8 (+4) -> -105 (No attribute at 16; 1 attribute at 15) [-35/+5 jump]
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