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Old Sep 30, 2005, 03:57 AM // 03:57   #1
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Default Major runes. Why so much health?

Incase some of you haven't noticed, the rune trader sells major runes (other than vigor and absorption) for very very cheap. The reason is obvoius: -50 health for only ONE extra attrabute. Sup runes take down only an extra -25 for ANOTHER attrabute. My suggestion is simple: Make major runes take away less health! Maybe like -35 or -30. This way they will be worth using over sup runes and thus increase the major rune worths.

Sorry for bad spelling.
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Old Sep 30, 2005, 04:08 AM // 04:08   #2
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I must say I agree. Why have 3 classes of runes anyway? In most cases Minors are worth more than Majors anyway. The only Majors worth anything are Absorbtion and Vigor, and that's only because it is so hard to find Superiors and they cost so much. If they are going to continue to have 3 classes of Runes do something to Majors to make them worth using.
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Old Sep 30, 2005, 04:23 AM // 04:23   #3
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I agree.
Since you're already sacrificing 50 health for 1 extra point, might as well sacrifice another 25 to get the full benefit.
Major runes should reduce less health, then maybe some people would use them.
I really don't know of anyone who uses a major rune of x where x is an attribute.
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Old Sep 30, 2005, 04:48 AM // 04:48   #4
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I would probably reduce the health penalty on major runes down to -25 or even -20, actually. And even with them that low, I'm not sure I would use any--minors are nice because they carry zero penalty, and superiors are nice because they're the strongest. To decide that an attribute is important enough to take a health penalty to raise it, but decide that it's not worth paying the full -75 for a superior, would in itself be rather strange. You need to give majors a noticeably better health/attribute efficiency than superiors, or else using them (given the alternatives of minor and superior) is almost inconceivable. Currently, the only time I would even consider using a major rune is if I want a superior one, but can't afford it.

I think the fact that regular merchants will buy some major runes for more than the rune trader is a good indication that there is approximately zero demand for them (and probably also that there's a minor pricing bug in the game, but that's a separate issue).
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Old Sep 30, 2005, 05:46 AM // 05:46   #5
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Yeah....

traders give 10g, and the merchant gives 25g. WTF?

although 15g isnt a big problem, even for the PvE folks.
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Old Sep 30, 2005, 06:57 AM // 06:57   #6
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I dont even use Majors because of the health cost. Unless your a Warrior with the armor to help you or a Monk with the healing abilities, having even less health than normal is a stupid idea.
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Old Sep 30, 2005, 12:41 PM // 12:41   #7
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Its definitely not worth the extra money to get a superior vigor over a major. The difference is not worth that much.
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Old Sep 30, 2005, 01:49 PM // 13:49   #8
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Major runes should have a -37 penalty, instead of -50, so that the penalty of 2 major runes equals the penalty of 1 superior rune.
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Old Sep 30, 2005, 05:27 PM // 17:27   #9
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Quote:
Originally Posted by John Waffletord
Its definitely not worth the extra money to get a superior vigor over a major. The difference is not worth that much.
We're discussing major attribute runes. Runes of vigor and absorption are completely different special cases.

And whether it's worth the money or not depends a lot on how much money you have, and what else you can usefully spend it on, both of which will tend to change as you continue to play the game.

Quote:
Originally Posted by Nighteye
Major runes should have a -37 penalty, instead of -50, so that the penalty of 2 major runes equals the penalty of 1 superior rune.
I strongly disagree. I think the penalty of two major runes should be markedly less than the penalty of one superior one.

You know how it costs way more attribute points to get one attribute to 12 than to get two attributes each to 6? Same principle applies here: one spiked attribute is more valuable than two mediocre ones, and so should cost more.

Besides, if you think that the health penalty of all runes should be proportional to their benefit, then you should be arguing that minor runes should be given a health penalty of -25, not that majors' health penalty should be reduced. Obviously, if that were done, people would be a lot less inclined to use minor runes.
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Old Sep 30, 2005, 05:29 PM // 17:29   #10
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Quote:
Originally Posted by One and Two
Yeah....

traders give 10g, and the merchant gives 25g. WTF?

although 15g isnt a big problem, even for the PvE folks.

actually it is also 25 gold. it shows 10 but when you to sell it to them it's 25gold.

the thing i don't like is that some superiors cost so low. Superior rune for only 100-400??? the hell!!! they are superiors and they cost that low, sigh, maybe few ppl uses them.

I have 17 superior runes in my storage and only 3 are useful to me (2 vigors and 1 absorption). I am a Warrior and I rarely get runes for warrior.
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Old Sep 30, 2005, 06:51 PM // 18:51   #11
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Quote:
Originally Posted by Jigs
actually it is also 25 gold. it shows 10 but when you to sell it to them it's 25gold.
Yes, but in some cases I have actually asked the rune trader for an offer on a major rune, then gone to a regular merchant five feet to the right and gotten a better offer on the same rune. I go back to the rune trader to check if the price has changed, but it hasn't--the regular merchant flat-out offered me a better price.

That didn't happen for all of the runes, by any means. A few of the more popular majors were selling better to the rune trader, and the majority were the same prices at both merchants. But some did sell better to the regular merchant.
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Old Sep 30, 2005, 07:14 PM // 19:14   #12
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Quote:
Originally Posted by Felbryn
Besides, if you think that the health penalty of all runes should be proportional to their benefit, then you should be arguing that minor runes should be given a health penalty of -25, not that majors' health penalty should be reduced. Obviously, if that were done, people would be a lot less inclined to use minor runes.
Proportional to their benefit above the minor runes which have no penalty, yes. And the cost of getting high skills has little to do with the rune penalties - the same penalties for rune use apply regardless of skill level. There's enough characters who focus on getting 2 different skills very high - going with 2 major on those skills should be equivalent to a superior oone one and a minor on the other, so that it becomes a tactical consideration.
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Old Sep 30, 2005, 08:55 PM // 20:55   #13
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[QUOTE=Felbryn]We're discussing major attribute runes. Runes of vigor and absorption are completely different special cases.

And whether it's worth the money or not depends a lot on how much money you have, and what else you can usefully spend it on, both of which will tend to change as you continue to play the game.
[\QUOTE]


Okay, and I brought up vigor runes.
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Old Sep 30, 2005, 10:45 PM // 22:45   #14
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Yes, but you can have 3 attributes with major runes on each, or for the same penalty you can have 2 attributes with superiors. I guess it's a matter of choice. I know that sups are worth it when I play my spell casters but when I play my melee/ranged characters I use majors. To be completely honest the extra +1 to an attribute, to me anyways, isn't worth losing another 25 health.
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Old Sep 30, 2005, 10:54 PM // 22:54   #15
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Quote:
Originally Posted by Jade
Yes, but you can have 3 attributes with major runes on each, or for the same penalty you can have 2 attributes with superiors. I guess it's a matter of choice. I know that sups are worth it when I play my spell casters but when I play my melee/ranged characters I use majors. To be completely honest the extra +1 to an attribute, to me anyways, isn't worth losing another 25 health.
Maybe for you, but if you take a look at the major rune econamy its rather sad. This idea would make major runes more usful tho and thus boost the major rune econamy. This would really help gw a lot I think.
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Old Sep 30, 2005, 10:55 PM // 22:55   #16
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Keep it. An extra attribute is actually worth the negative hp if you need it, and if you know what you want to do.
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Old Sep 30, 2005, 11:13 PM // 23:13   #17
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Quote:
Originally Posted by John Waffletord
Okay, and I brought up vigor runes.
Yes, that's called an "off-topic post." One person started a thread on one subject, and you posted a comment that was entirely unrelated to anything that anyone had been saying on the original subject. I was giving you the benefit of the doubt by assuming that it was a misunderstanding, as opposed to deliberate spam.

The monetary cost of obtaining superior runes of vigor and absorption is not in any way related to the health cost of using major and superior attribute runes.
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Old Sep 30, 2005, 11:42 PM // 23:42   #18
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You could always make the Vigor runes have an affect on armor. Minor, none. Major, -7 armor. Superior, -15 armor
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Old Oct 01, 2005, 12:41 AM // 00:41   #19
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A more uniformed/linear system of attribute rune bonuses and life loss would probably work better. For example:

-Minor rune = +1, no life loss
-Major Rune = +2, -25 life loss
-Superior Rune = +3, -50 life loss.

I know the 55/105 monks would scream about this should it ever happen...
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Old Oct 01, 2005, 12:55 AM // 00:55   #20
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Quote:
Originally Posted by lord_shar
A more uniformed/linear system of attribute rune bonuses and life loss would probably work better. For example:

-Minor rune = +1, no life loss
-Major Rune = +2, -25 life loss
-Superior Rune = +3, -50 life loss.

I know the 55/105 monks would scream about this should it ever happen...
Yeah I'm not sure if that would be worth the 100s of threads of whining...lol
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