Dec 21, 2005, 05:31 AM // 05:31
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#1
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Pre-Searing Cadet
Join Date: Mar 2005
Location: Orono Maine
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Warriors Treated Special?
I was thinking about the different runes that are available, and I was wondering, is there any good reason that warriors get 2 extra runes that don't effect a stat? Why not give runes to caster profs that legthen enchant duration or give them the absorption runes as well?
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Dec 21, 2005, 05:36 AM // 05:36
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#2
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Desert Nomad
Join Date: Oct 2005
Location: Titusville, PA <nowhere>
Guild: KOD <Knights of the Dragonrose><Guild Officer>
Profession: W/Mo
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Quote:
Originally Posted by Gophurt
I was thinking about the different runes that are available, and I was wondering, is there any good reason that warriors get 2 extra runes that don't effect a stat? Why not give runes to caster profs that legthen enchant duration or give them the absorption runes as well?
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What two extra runes? I only thought we got an extra one in the Absorpt. I'm aware of that one, at least. Vigor can be used by anyone. Otherwise, what other one?
<Tactics, Strength, Sword/Hammer/Axe Mastery> Nothing seems out of place..anyways
Why give casters absorpt? With their armor, it's not gunna make a whole lot of difference if they duck a couple damage. Now, with warriors, seeing as they rely on it, I can give that idea a thumbsup.
Now I agree casters SHOULD get something, maybe if not absorption like a minor/major/superior energy pool rune, effectively like adding +3, +5, +8, with same penalties, or something along those lines. Casters can already get enchantment lasts longer weapon mods, so giving them a rune like that would make no sense.
--The Shim
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Dec 21, 2005, 08:14 AM // 08:14
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#3
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Krytan Explorer
Join Date: Jul 2005
Location: Crystal Lake, Illinois
Guild: Grenths Rejects [GR]
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shim, he meant one + vigor. which is where you got confused. and i was having the same epiphany the other day bout this so...
/signed
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Dec 21, 2005, 09:03 AM // 09:03
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#4
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Academy Page
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/signed
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Dec 21, 2005, 10:01 AM // 10:01
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#5
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Frost Gate Guardian
Join Date: Jun 2005
Location: Reading, England
Guild: [mB] Mental Block
Profession: Mo/Me
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/not signed
As a Caster myself, I wouldn't think of giving us anymore benefits than we already have. Warriors are the ones in the traps, in the meteor storms, in the melee, so they deserve that extra rune.
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Dec 21, 2005, 10:28 AM // 10:28
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#6
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Banned
Join Date: Nov 2005
Location: Fisherman's Haven
Guild: Endangered Species List [List]
Profession: W/E
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Warriors are already the worst class by far... they deserve 3 points of damage reduction that nobody else has.
/not signed
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Dec 21, 2005, 11:14 AM // 11:14
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#7
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Academy Page
Join Date: Nov 2005
Guild: Lumen et Tenebra
Profession: E/R
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As I also have a warrior character, I can know that they -do- need that Absorption rune. Aren't warriors supposed to be the meat shields? That extra rune they got is just plain necessary.
/not signed
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Dec 21, 2005, 06:03 PM // 18:03
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#8
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Desert Nomad
Join Date: Oct 2005
Location: Titusville, PA <nowhere>
Guild: KOD <Knights of the Dragonrose><Guild Officer>
Profession: W/Mo
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Quote:
Originally Posted by Sentao Nugra
shim, he meant one + vigor. which is where you got confused. and i was having the same epiphany the other day bout this so...
/signed
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How can he mean we have two extra with a vigor rune that anyone can use? We only get one extra. I wasn't confused, I can guarantee.
No. /Notsigned.
--The Shim
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Dec 21, 2005, 06:11 PM // 18:11
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#9
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Banned
Join Date: Oct 2005
Guild: Playboy Entertainment
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/not signed
as was pointed out warriors are the meat shields, they have to attack from close up they have no primary ranged attacks on up close melee that's why they get the extra armor, and -dmg reduction for up close fights against other melee foes.
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Dec 21, 2005, 06:21 PM // 18:21
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#10
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Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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/not signed. Warriors can only use skills from one of their weapon attributes, while caster classes can use skills from ALL of their spell attributes. That's an imbalance already.
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Dec 21, 2005, 11:18 PM // 23:18
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#11
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Frost Gate Guardian
Join Date: May 2005
Location: Dallas, TX
Guild: Tribal Instincts
Profession: R/E
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Quote:
Originally Posted by Gophurt
Why not give runes to caster profs that legthen enchant duration or give them the absorption runes as well?
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/signed. I want casters to have +Energy runes.
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Dec 21, 2005, 11:24 PM // 23:24
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#12
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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ROFL
LOL you forgot that other professions can get Vigor too .
And -3 damage doesn't really make a difference. "O wow I got Sup absortion now I'll get owned by that ele in 3 seconds instead of 2"
Besides Casters have too mnay wand conbo things
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Dec 21, 2005, 11:51 PM // 23:51
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#13
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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/sign on more Rune types
make it like 10 different kinds...
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Dec 22, 2005, 07:02 AM // 07:02
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#14
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Wilds Pathfinder
Join Date: Jul 2005
Guild: Fifteen Over Fifty [Rare] | [Rare] Alliance
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Quote:
Originally Posted by actionjack
/sign on more Rune types
make it like 10 different kinds...
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While we're at it, lets make runewords.
Seriously, let warriors have the absorption runes so they can tank to make up for their slightly less damage output. Casters will complain about warriors tanking until the warrior is taking hits for said caster.
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Dec 22, 2005, 07:26 AM // 07:26
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#15
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Desert Nomad
Join Date: Oct 2005
Location: Titusville, PA <nowhere>
Guild: KOD <Knights of the Dragonrose><Guild Officer>
Profession: W/Mo
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Quote:
Originally Posted by Fungus Amongus
While we're at it, lets make runewords.
Seriously, let warriors have the absorption runes so they can tank to make up for their slightly less damage output. Casters will complain about warriors tanking until the warrior is taking hits for said caster.
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Quoted for Truth. Casters easily outdamage warriors with spells and hexes, and yet they complain they don't have a rune to "duck damage". Like I stated, a caster ducking an extra 3 damage a hit isn't going to make a world of a difference, whereas a warrior relys on it with his 80-85 AL +physical, and a reduction based shield and a reduction rune make a warrior all that much better at mitigating. If we gave said rune to casters, even with 60-70AL, they would still be taking mass hits, and a -3 per would make no difference.
Though, Casters should still get some kind of rune themselves, so it would stop this hard feeling. Be creative and create a caster rune.
--The Shim
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Dec 22, 2005, 03:59 PM // 15:59
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#16
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Krytan Explorer
Join Date: Jun 2005
Profession: R/
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I would love to see special runes for each class. Be creative A.Net.
I don't think the Absorption rune is "imbalanced" but it is UNFAIR that warrior has one more rune. lol "Why does warrior have one more rune!!!" lol That's the feeling, you know.
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Dec 22, 2005, 04:46 PM // 16:46
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#17
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Frost Gate Guardian
Join Date: Nov 2005
Location: Texas
Guild: There Is No Cow Level [cow]
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Quote:
Originally Posted by Jetdoc
/not signed. Warriors can only use skills from one of their weapon attributes, while caster classes can use skills from ALL of their spell attributes. That's an imbalance already.
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This isn't really true. As a Warrior, you get your weapon line, strength, tactics, and your secondary, to mix and match to whatever degree you like. As a monk, I get Healing or Protection (one of the two 99% of the time, only when I'm the only monk do I use both) and DF, and I can put a few points into inspiration or blood (for OoB) sometimes if I like. 2-3 attributes either way, basically.
There are very few spells that are worth using with no or very few points in the attribute. So I wouldn't consider this an imbalance at all. Just because it is technically possible to use spells from all the lines doesn't mean it doesn't suck so hard that anyone would ever actually do it.
/signed
Although I think +energy runes should probably be like vigor, warriors should be able to use those too, so not a good example to address the OP issue of "warriors get an extra rune." Each class needs a special one, and that's harder. Maybe something like these:
Elementalist Rune of Stamina
Exhaustion reduced by 1/2/3 max energy penalty (i.e. each time you incur exhaustion it is only 9/8/7 energy)
Necromancer Rune of Vitality
Minions gain +1/2/3 health regeneration
Mesmer Rune of Recharge
Your mesmer spells recharge 5/10/15 percent faster
Monk Rune of Efficiency
Your monk spells cost 5/10/15 percent less energy
Ranger Rune of Accuracy
Your bows shoot 5/10/15 feet farther and your arrows move 5/10/15 percent faster
I thought these up in like 5 minutes just now so they may have horrible, horrible balance flaws I'm not imagining, but I think something along this train of thought would add to the game
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Dec 22, 2005, 04:57 PM // 16:57
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#18
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Krytan Explorer
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Warriors need all the help they can get from runes.
"unsigned"
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Dec 22, 2005, 05:10 PM // 17:10
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#19
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Krytan Explorer
Join Date: Jun 2005
Profession: R/
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Quote:
Originally Posted by ghezbora
This isn't really true. As a Warrior, you get your weapon line, strength, tactics, and your secondary, to mix and match to whatever degree you like. As a monk, I get Healing or Protection (one of the two 99% of the time, only when I'm the only monk do I use both) and DF, and I can put a few points into inspiration or blood (for OoB) sometimes if I like. 2-3 attributes either way, basically.
There are very few spells that are worth using with no or very few points in the attribute. So I wouldn't consider this an imbalance at all. Just because it is technically possible to use spells from all the lines doesn't mean it doesn't suck so hard that anyone would ever actually do it.
/signed
Although I think +energy runes should probably be like vigor, warriors should be able to use those too, so not a good example to address the OP issue of "warriors get an extra rune." Each class needs a special one, and that's harder. Maybe something like these:
Elementalist Rune of Stamina
Exhaustion reduced by 1/2/3 max energy penalty (i.e. each time you incur exhaustion it is only 9/8/7 energy)
Necromancer Rune of Vitality
Minions gain +1/2/3 health regeneration
Mesmer Rune of Recharge
Your mesmer spells recharge 5/10/15 percent faster
Monk Rune of Efficiency
Your monk spells cost 5/10/15 percent less energy
Ranger Rune of Accuracy
Your bows shoot 5/10/15 feet farther and your arrows move 5/10/15 percent faster
I thought these up in like 5 minutes just now so they may have horrible, horrible balance flaws I'm not imagining, but I think something along this train of thought would add to the game
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Sorry no offense but some of your rune suggestions are way too overpowering. Monk's spells cost less? A lot of spells already cost 5E. I don't think you can go any lower than that. That will make Monks way too powerful. I like new ideas but I think those runes will be way overpowering than Absorption.
But I like Elementalist's rune idea. -1 to -3 for Exhaustion but to get -3, the Ele will lose 75 health. That's a good trade off.
As for Rangers... I am not sure if bow distance is a good idea. Long bow already has very long distance. Since I am a beast master, I actually don't mind if there are runes that improve pet. Something like +1 - +3 for pet's reaction speed. Their reaction is too slow right now. Without Call of Haste, it takes 2-3s for the pet to initial attacks and if the target is kiting, it's even worse. Maybe a rune can improve that aspect? I mean most beast masters don't need tons of runes anyway.
As for Monk, energy reduction will be too overpowering. A.Net's gotta be creative for this one.
Mesmer already has fast casting. Having rune to improve that will be too overpowering IMO.
Necro's idea is good but +3 regen means the minions have no degen. That defeats the purpose of some of Necro's death skills like Verata's Sacrifice. But maybe runes that can increase the max health of minions will be a good idea...much like Vigor rune for Minions.
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Dec 22, 2005, 06:07 PM // 18:07
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#20
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Frost Gate Guardian
Join Date: Nov 2005
Location: Texas
Guild: There Is No Cow Level [cow]
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Quote:
Originally Posted by jibikao
Sorry no offense but some of your rune suggestions are way too overpowering. Monk's spells cost less? A lot of spells already cost 5E. I don't think you can go any lower than that. That will make Monks way too powerful. I like new ideas but I think those runes will be way overpowering than Absorption.
But I like Elementalist's rune idea. -1 to -3 for Exhaustion but to get -3, the Ele will lose 75 health. That's a good trade off.
As for Rangers... I am not sure if bow distance is a good idea. Long bow already has very long distance. Since I am a beast master, I actually don't mind if there are runes that improve pet. Something like +1 - +3 for pet's reaction speed. Their reaction is too slow right now. Without Call of Haste, it takes 2-3s for the pet to initial attacks and if the target is kiting, it's even worse. Maybe a rune can improve that aspect? I mean most beast masters don't need tons of runes anyway.
As for Monk, energy reduction will be too overpowering. A.Net's gotta be creative for this one.
Mesmer already has fast casting. Having rune to improve that will be too overpowering IMO.
Necro's idea is good but +3 regen means the minions have no degen. That defeats the purpose of some of Necro's death skills like Verata's Sacrifice. But maybe runes that can increase the max health of minions will be a good idea...much like Vigor rune for Minions.
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You seem to have missed a few points in my post, so I'll try to clarify.
1) these were really just to give a flavor of what sort of runes should be in the game. only the elementalist one is one that i really think is viable as-is. as i stated, i just thought of these in like 5 minutes.
2) for monk energy reduction, it's actually not overpowering because of the way GW truncates. a 15% reduction doesn't have any effect on a 5e spell. .15*5=.75, which truncates to 0, so 5-0=5. it works just like expertise. I'm just at a loss as to what else a monk would need besides some help with energy management...
3) the mesmer rune isn't increasing fast casting, it's faster recharge. i felt like that would go hand-in-hand with fast casting nicely.
4) +3 regen doesnt mean the minions have no degen. the minions have ever increasing degen, up to -10. so it just means they have less degen. vigor for minions is essentially the same, just increases minion duration/durability.
edit:
forgot to address rangers
5) yeah, for the ranger rune, i really couldn't think of anything to be honest, lol. adding range seemed like something that might be useful that isn't raising an attribute, so that's what i put i'd love to hear other suggestions though
Last edited by ghezbora; Dec 22, 2005 at 06:12 PM // 18:12..
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