Jun 06, 2005, 11:48 PM // 23:48
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#1
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Banned
Join Date: May 2005
Location: East Texas
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New Rune Type in Expansion (interesting)
I had this nifty notion to suggest ANET could include "immunity" runes in some future release.
What I mean is, a rune that grants a player wearing it immunity from that particular form of wound, be it magic like fire, or swords, bows and so on and so forth...
Each player could be limited to one or 2 runes, and they of course would not stack, but these items would be designated RED and be EXTREMELY rare, so that people could not amass them in large numbers quickly.
I think something like this would make pvp extremely...devious
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Jun 06, 2005, 11:52 PM // 23:52
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#2
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Academy Page
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Quote:
Originally Posted by SOT
Each player could be limited to one or 2 runes, and they of course would not stack, but these items would be designated RED and be EXTREMELY rare, so that people could not amass them in large numbers quickly.
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See here's a problem with suggestions like this. no matter how rare it is, the "top" PvPers will HAVE to have it. And to get it they will grind and farm and complain the whole time.
and no matter how rare it is, an immunity rune just sounds way overpowered :P maybe a % damage reduction, sort of how a warrior's armor has "reduced damage from physical attacks" you can add a rune that does "reduced damage from fire attacks" or such.
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Jun 06, 2005, 11:59 PM // 23:59
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#3
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Banned
Join Date: May 2005
Location: East Texas
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Quote:
Originally Posted by Ordas
See here's a problem with suggestions like this. no matter how rare it is, the "top" PvPers will HAVE to have it. And to get it they will grind and farm and complain the whole time.
and no matter how rare it is, an immunity rune just sounds way overpowered :P maybe a % damage reduction, sort of how a warrior's armor has "reduced damage from physical attacks" you can add a rune that does "reduced damage from fire attacks" or such.
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Actually what you didn't say, says more than what you did say
Overpowered argument tells me you would have to think more, and this game is hard enough for people without adding on more logisticals.
PVP complaining, well that is gonna happen no matter what, and actually, it would be nice if their complaining was for a legit thing for once, rather than the rarity of dye
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Jun 07, 2005, 12:20 AM // 00:20
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#4
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Desert Nomad
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Making it rare is a bad idea, if something like this is implemented, it should be COMMON, so it becomes a integral part of every team to really think about how they should build their characters and what immunity runes they should use.
Even so, its still a idea that needs lots of work and would pretty much imbalance the game when implemented, and which I never wish to see put into the game except after scrutinizing balancing.
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Jun 07, 2005, 12:56 AM // 00:56
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#5
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Lion's Arch Merchant
Join Date: May 2005
Location: The Intarweb
Guild: Wrath of Nature [WoN]
Profession: E/Mo
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If it is a commonplace thing, it would soon be forgotten and a new addition would need to be implemented. My suggestion to add on to this great idea is this: if the rune allows immunity or damage reduction from a certain source (fire, water, swords.. etc), then it needs a weakness in where it takes the same percentage more from a theoretical "opposite".
1. Minor Fire immunity rune (5% damage reduction from Fire sources, but 5% increment on damage recieved from Water sources)
2." " Water " " (5% dmg redux from Water sources, but 5% inc on dmg from Air)
3." " Air " " (5% dmg redux from Air, but 5% inc on dmg from Earth)
4." " Earth " " (5% dmg redux from Earth, but 5% inc on dmg from Fire)
Then, going along the same lines they could implement damage reduction/increase runes towards weapon types as in the 3 "families" of weapons in the game Close Combat types, Ranged Combat Types, and Caster. This isn't something that should be introduced for a good while if it is actually implemented. Once PvP becomes "stale" it could possibly topple old rooted strategies and force those that "always" hold the Hall to rethink strategies. Not only would they have to bust the surface strategies, they would have to figure out the complex weaknesses of their opponents before theirs are discovered and attacked. It could add a whole new dimension to the game.
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Jun 07, 2005, 02:48 AM // 02:48
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#6
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Lion's Arch Merchant
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Another, more simple way to think about this is to make it so it works like other runes work now. You could have a 20% resistance, a 35% resistance, and a 50% resistance, with the same penalties as major and superior runes. You'd only be able to have one resistance rune, though, not just one of the same type.
This would REALLY kill those heavy air-elementalist strategies, since everyone can wear a 50% air-resistance rune. It would force balance in a group, and it would make things like fiery sword hilts and bow strings much more useful all the time.
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Jun 07, 2005, 03:26 AM // 03:26
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#7
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Krytan Explorer
Join Date: May 2005
Location: Canada/Quebec
Guild: Silentum Altum
Profession: E/Mo
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immunity? hell no..... resistance... maybe but not immunity. IMO that would increase the "grind" problem said by many people.
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Jun 07, 2005, 04:26 AM // 04:26
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#8
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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Runes that give +5 - +15 armor versus a single damage type and be specific to the body part being hit would be okay.
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Jun 07, 2005, 08:11 AM // 08:11
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#9
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Frost Gate Guardian
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Quote:
Originally Posted by Winterclaw
Runes that give +5 - +15 armor versus a single damage type and be specific to the body part being hit would be okay.
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Seconded.
Runes of AL vs xxxx for armour would be perfect.
I would not make them location specific though. An overall AL bonus vs xxx is fine, as long as the bonus is not too large.
Like all runes they would NOT stack for same types.
Like all runes they would suffer -hit points for more powered.
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Jun 07, 2005, 08:12 AM // 08:12
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#10
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Banned
Join Date: May 2005
Location: East Texas
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Interesting ideas all around. I have much to drool over now.
night folks
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Jun 07, 2005, 11:19 AM // 11:19
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#12
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Krytan Explorer
Join Date: May 2005
Guild: Stolen Dreams
Profession: R/Me
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Quote:
Originally Posted by Makarei
A skill called immunity would be good, it makes you immune to everything for 5 seconds. after that you die. lol
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Hmm, but has a 240 sec retimer. That would actually be a cool last ditch skill, , I dont think many would use it though. Well without the die bit at the end.
20hp left, last man left in group, being attacked by two people, use it, then heal signet, get full hp back, and manage to turn the tide of the battle.
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Jun 07, 2005, 03:14 PM // 15:14
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#13
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Wilds Pathfinder
Join Date: May 2005
Location: United States
Profession: Me/
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What about runes that decrease the duration of:
Bleeding
Crippled
Blind
Burning
Poisoned
Etc.
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Jun 07, 2005, 03:45 PM // 15:45
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#14
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Wilds Pathfinder
Join Date: Feb 2005
Guild: Divine Guardians of the Soul (Soul)
Profession: Mo/E
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Quote:
Originally Posted by SOT
I had this nifty notion to suggest ANET could include "immunity" runes in some future release.
What I mean is, a rune that grants a player wearing it immunity from that particular form of wound, be it magic like fire, or swords, bows and so on and so forth...
Each player could be limited to one or 2 runes, and they of course would not stack, but these items would be designated RED and be EXTREMELY rare, so that people could not amass them in large numbers quickly.
I think something like this would make pvp extremely...devious
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Not to mention even crappier pvp for casual players that arent wasting all their lives away grinding for these ultra items / enough $$ to get the items... really, they kept things out like that to keep things... fun...?
Immunity items can't be placed into games like this...
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Jun 07, 2005, 04:12 PM // 16:12
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#15
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Krytan Explorer
Join Date: May 2005
Location: Melbourne, Australia
Profession: E/Rt
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It's probably something they will do eventually anyway, but I'd just like to see more options in customising our gear and our abilities.
Right now we have runes of vigour that can be used by all classes, and attribute-based runes that can be used by specific classes.
Hopefully, eventually we'll get a whole bunch of different types of runes (especially those that can be used by all classes) with different tradeoffs and benefits. Especially those related to defense (it's armor, after all). Resistance/weakness to certain elements, resistance/weakness to certain melee damage types (piercing/slashing etc), changes in movement or attack speed, changes in how conditions and hexes affect you, etc. etc.
It would certainly make one-dimensional group setups like the air elems setup much more risky to play - you never know when you might meet a balanced group who just happen to have extra-beefed up defenses against your specialty.
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