2 rune slots for Chest armors?
Kanaye
Ok, I (and I'm sure many other ppl) have a problem with the 5 rune limit (1 for each piece of armor)....see, to effectively change builds (like, from a smiter to a healer, for example) you also normally need to change runes and headgear. But here's my problem I've had with pretty much all my characters (just going to use my monk as an example) She has a superior smiting rune on the headgear, minor divine favor on the chest piece, minor healing on the gloves, minor protection on the pants, and minor vigor on the boots. So, if I wanted to switch to healing and wanted that attribute at 16, I'd have to buy a superior healing rune and put it on a +1 healing headgear, but that's not the problem. The problem is, if I do that, It'll leave my smiting prayers attribute without a rune unless I buy new gloves too and put a smiting rune on them.
So, I had an idea to solve this problem: Just give the chest armors the ability to hold 2 runes instead of 1! If that happened, I could just get a smiting rune and put it in the chest piece along with the divine favor rune, and all of my attributes would still have a rune for them when I switched headgears. It would make changing builds much more convenient (and cheaper...especially for ppl who would have to buy multiples of 15k armors), and it wouldn't make anyone any more powerful because rune bonuses don't stack, the extra rune would basically sit there doing nothing until you changed builds
*edit*
also, for balance issues, the 2nd rune slot should be restricted to attribute runes only, maybe make it unusable if there's a non-attribute rune, other than vigor, on the chest piece, and possibly limit it to only minor runes (so ppl won't be making monks, necros, etc. with even less than 55 health lol)
So, I had an idea to solve this problem: Just give the chest armors the ability to hold 2 runes instead of 1! If that happened, I could just get a smiting rune and put it in the chest piece along with the divine favor rune, and all of my attributes would still have a rune for them when I switched headgears. It would make changing builds much more convenient (and cheaper...especially for ppl who would have to buy multiples of 15k armors), and it wouldn't make anyone any more powerful because rune bonuses don't stack, the extra rune would basically sit there doing nothing until you changed builds
*edit*
also, for balance issues, the 2nd rune slot should be restricted to attribute runes only, maybe make it unusable if there's a non-attribute rune, other than vigor, on the chest piece, and possibly limit it to only minor runes (so ppl won't be making monks, necros, etc. with even less than 55 health lol)
kazjun
Is there some form of restrictions on this? Cause what if I just stick an extra attunement or +10hp on there? Or one of the condition runes?
Kanaye
Quote:
Originally Posted by kazjun
Is there some form of restrictions on this? Cause what if I just stick an extra attunement or +10hp on there? Or one of the condition runes?
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could just restrict the 2nd slot to attribute runes
Onarik Amrak
I don't think characters need another rune slots.
And +10hp or +2nrg are so miniscule I don't see it being worth changing.
And +10hp or +2nrg are so miniscule I don't see it being worth changing.
Kanaye
Quote:
Originally Posted by Onarik Amrak
I don't think characters need another rune slots.
And +10hp or +2nrg are so miniscule I don't see it being worth changing. |
pamelf
/signed. 1 more would be great.
MagmaRed
/unsigned
I don't see any need, or even a 'desire' for this. Here is how I run my characters, maybe it will help you out.
1 Vigor rune
1 primary attribute rune
1 'main' attribute rune (on head armor - this would be like an MM with Superior Death)
1 'secondary' attribute rune (things like Wilderness Survival on a Marksmanship Ranger)
1 'utility' rune (this would be something like Attunement, Vitae, another attribute, condution reduction, etc.)
I don't see why a Monk would need Healing, Protection, Divine Favor, and Smiting all in one set. Being able to change builds is done through the head armor. If you have Superior Smiting on your head armor, why do you need Divine Favor, Healing Prayers, AND Protection Prayers on other armor pieces?
My Monk always has Divine Favor (see my note above), changable head armor, Vigor, Attunement, and Protection Prayers. If I run Smiting, I have Smiting rune on the head armor. If I run Healing, I have Healing rune on the head armor. If I run Protect, I have Protection on the head armor. The only doubling is when I run Protection as my main attribute.
I always have the minor Protect rune on because if I am running a heal or smite build, I almost always have a condition or hex removal skill from Protection Prayers, or have Rebirth. Although its only a +1, it helps out.
Outside of a Protect Monk using something like Gift of Health, there isn't a need for a Heal Rune unless running a Heal build, which would have it on the head armor.
A 6th rune would cause balance issues, and we certainly don't need those.
I don't see any need, or even a 'desire' for this. Here is how I run my characters, maybe it will help you out.
1 Vigor rune
1 primary attribute rune
1 'main' attribute rune (on head armor - this would be like an MM with Superior Death)
1 'secondary' attribute rune (things like Wilderness Survival on a Marksmanship Ranger)
1 'utility' rune (this would be something like Attunement, Vitae, another attribute, condution reduction, etc.)
I don't see why a Monk would need Healing, Protection, Divine Favor, and Smiting all in one set. Being able to change builds is done through the head armor. If you have Superior Smiting on your head armor, why do you need Divine Favor, Healing Prayers, AND Protection Prayers on other armor pieces?
My Monk always has Divine Favor (see my note above), changable head armor, Vigor, Attunement, and Protection Prayers. If I run Smiting, I have Smiting rune on the head armor. If I run Healing, I have Healing rune on the head armor. If I run Protect, I have Protection on the head armor. The only doubling is when I run Protection as my main attribute.
I always have the minor Protect rune on because if I am running a heal or smite build, I almost always have a condition or hex removal skill from Protection Prayers, or have Rebirth. Although its only a +1, it helps out.
Outside of a Protect Monk using something like Gift of Health, there isn't a need for a Heal Rune unless running a Heal build, which would have it on the head armor.
A 6th rune would cause balance issues, and we certainly don't need those.
Dean Harper
if it was just for attribute runes, then why do we need it?
Onarik Amrak
Quote:
Originally Posted by Kanaye
they don't really "need" them, but that's not the point: the point is that it would make it MUCH more convenient and much cheaper (especially for ppl with 15k armors) to change to different builds, such as from healing to protection, or fire to water
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Why? If you're using a Fire build use a Fire headpiece. Having both on at the same time would be silly.
DarklingKiller
/not signed
They should put time into making slots in the storage for armor
They should put time into making slots in the storage for armor
Skyy High
No.
If you add one more, why not just add another? And another? Or another?
Choice in armor and runes is one aspect of character creation, same as the limit on the skillbar.
If you add one more, why not just add another? And another? Or another?
Choice in armor and runes is one aspect of character creation, same as the limit on the skillbar.
Div
In PvE, the 10 health or 2 energy rarely matters, so you can just have sup vigor+1 of each attribute in the armor slots. That way you don't have to switch.
=HT=Ingram
lol I know where your going with this alla Diablo sockets.. the point is Many of us remeber a time when runes were Very rare and just having 1 superior rune on your armor set was a huge luxury.. Especially a Sup Vigor or absorption rune. SO I still have to look at it that way. These armors are hugely upgraded with the prefix suffix rune inscription options already... Alla 2 sockets per piece. Was not so long ago that was lots more expensive to attain as you had to get special pieces that often didnt match to attain that extra bonus for something. Now you can change almost every aspect of a armor at will. I think having 2 sockets per are more then enough.
Kanaye
Quote:
Originally Posted by Onarik Amrak
So you're suggesting having Sup Fire and Sup Water on the same chest piece at the same time?
Why? If you're using a Fire build use a Fire headpiece. Having both on at the same time would be silly. |
Quote:
Originally Posted by Dean Harper
if it was just for attribute runes, then why do we need it?
|
Quote:
Originally Posted by MagmaRed
I don't see why a Monk would need Healing, Protection, Divine Favor, and Smiting all in one set. Being able to change builds is done through the head armor. If you have Superior Smiting on your head armor, why do you need Divine Favor, Healing Prayers, AND Protection Prayers on other armor pieces?
A 6th rune would cause balance issues, and we certainly don't need those. |
basically it's not at all meant to make characters stronger (since attribute runes don't stack, the extra rune would be inactive till the headgear was switched), only there to make changing builds more conveniant
Quote:
Originally Posted by =HT=Ingram
lol I know where your going with this alla Diablo sockets.. the point is Many of us remeber a time when runes were Very rare and just having 1 superior rune on your armor set was a huge luxury.. Especially a Sup Vigor or absorption rune. SO I still have to look at it that way. These armors are hugely upgraded with the prefix suffix rune inscription options already... Alla 2 sockets per piece. Was not so long ago that was lots more expensive to attain as you had to get special pieces that often didnt match to attain that extra bonus for something. Now you can change almost every aspect of a armor at will. I think having 2 sockets per are more then enough.
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the 2nd rune on the chest piece (which should be restricted to attribute runes only in order to prevent balance issues) would basically just sit there doing nothing until you changed headgear for a different build, that way you don't have to replace runes you already have or buy extra armor pieces for the runes
judgedread33
Woot 20hp monk i will own u trolls!!!!111/end sarcasm
Proff
The only problem is that you dont know how to manage your armour... All you do is simply get 3 different head pieces, put 1 of each rune on it (prot, heal, smite).For the rest you put a divine rune on chest piece, vigor on gloves, and a combintaion of the +2 energy or +10 health runes for the legs and feet.Now all you do is switch the head piece to go along with the build you're using.
There is NO reason to use all 3 heal, prot and smite runes at the same time.
If for any reason at all you find yourself in need of using all three runes and your health is not at 55 then your build probably sucks and you should change it.
There is NO reason to use all 3 heal, prot and smite runes at the same time.
If for any reason at all you find yourself in need of using all three runes and your health is not at 55 then your build probably sucks and you should change it.
Kanaye
Quote:
Originally Posted by Proff
The only problem is that you dont know how to manage your armour... All you do is simply get 3 different head pieces, put 1 of each rune on it (prot, heal, smite).For the rest you put a divine rune on chest piece, vigor on gloves, and a combintaion of the +2 energy or +10 health runes for the legs and feet.Now all you do is switch the head piece to go along with the build you're using.
There is NO reason to use all 3 heal, prot and smite runes at the same time. If for any reason at all you find yourself in need of using all three runes and your health is not at 55 then your build probably sucks and you should change it. |
2) I use all of those minor runes at the same time just so I can change my build whenever I feel like it without having to buy more armor sets & runes, I don't actually use all of those attributes at once and don't find the +10 health and +2 energy runes to be worth getting more armor for, mainly because:
3) using your runes my way allows you to make many more builds (smite/prot, heal/prot, etc.) than using them your way (pure heal, pure prot, or pure smite)
Quote:
Originally Posted by judgedread33
Woot 20hp monk i will own u trolls!!!!111/end sarcasm
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CHunterX
Quote:
Originally Posted by Kanaye
lmao, that's a good point, even if it's only a joke...should probably further limit the 6th rune slot to minor runes lol
|
Phoenix Tears
the game needs in general simple (for GW2) a better overall Armor and Rune System i think.
A character can equip much more parts of armor, then only 5.
With more armor parts, the character would have naturally also have more space for runes.
Also GW has absolutely no System for Armor Improvement, then only the Runes and insignias ... thats imo really less.
Weapons and Armors/Accessoires should have imo for GW2 a Refinement System. I mean with that, that equipment in GW2 should also have levels.
Levels of Power, that raises, so mightier the equipment becomes.
Armory for 1 Character should look like this in GW2:
Head Gear:
- Helm/Hats/Tiaras/Exotics (class unbounded, everyone should wear head gear, what you want (more RO like, gives the players lot more individuality and when your hear gears are bonded all to your class - ex_ warriors, that can wear only helms ...thats silly and small minded)
- Ear Rings**
Body:
- Shoulder Protectors/Cape (including personal Cape/Manteau)
- Upper Body
- Lower Body*
(or Full Body - Armors are splittable into these 3 types)
Arms:
-Upper Arm (Armbraces)
-Lower Arm (Armbraces, Gloves)
-Hands (Rings**, up to 10)
Legs:
- Upper Legs* (can be part of Lower Armor, otherwise these part is unprotected maybe to stay agile
-Lower Legs (Knee Protectors/ Boots*) (*include feets)
-Feets (Shoes)
and then the Character has thiss the possibility to equip certain types of Accessoires, like Necklaces, Amulets, ** Earings and Rings, Belts or Artefacts like mystical Jewels and so on ...
You see, there is theoretically lots of more space for Character improvement via Armory, then GW1 enables us in the moment, just by splitting up the armory in all possible categories and not letting it be in GW's small short version.
More Armor Parts = better Indiviaduality for everone, but also = better gold sink, needs then only to be changed, that armory becomes in GW2 droppable/sellable, this was imo a senseless feature in GW1, when there exist NPC#s ,which sell them at fixed prices. But it would be simple awesome, when you get in GW2 then armor parts dropped, that you can sell then to slightly lesser prices to someone other, then the npc sell the stuff, this way the players would have a nice new way to earn money, by selling armor parts you just don't need, but maybe someone other ...
Item improvement should also exist in GW2, as i mentioned, by refining.
Example:
Each unrefined Equipement starts at Level 0:
Level 0 > Unrefined Max Armor with 1 Rune, 1 Insignia
Level 1 > (10P) +20% Defense
Level 2 > (15P) +1 additional Insignia Slot
Level 3 > (20P) +1 additional Rune Slot
Level 4 > (25P) 25% Resist vs. Penetrating Attacks
Level 5 > (30P) Lesser Weight of Armor = +15% Movement or Attack Speed
Level 6 > (35P) +1 additional Insignia Slot, + 15% Defense
Level 7 > (40P) +1 additional Rune Slot, + 15% Defense
Level 8 > (45P) Armor becomes unbreakable (100% resist vs. Cracked Armor)
Level 9 > (50P) 10% Reflection of any sort of Damage to the Damage Dealer
Final Level 10 > (75P) Armor becomes perma enchanted/cursed, thus becoming a Magic Armor. The Perma Armor Enchant will buff your Character, or the Perma Curse will hex any adjacent foes in your near. Armor awakes its true powers and receives its magical looking animation.
Those Perma Enchants/Curses can't be taken away by any Dispells, because they are permantely bonded on the Armor you wear.
The magical effects can be very different - from increased max Hp to increased max Mana or by absorbing Damage from a certain Elemental ,reflecting magic and so on ...
that could be the example for armor improvement in GW2
Weapon improvement could look like this:
Level 0 > Unrefined max Damage Weapon with 2 Mods and 1 Insignia
Level 1 > (15P) Damage + 20%
Level 2 > (25P) +1 additional Slot to improve your weapon also with a Rune
Level 3 > (35P) +1 additional Insignia Slot
Level 4 > (45P) + 10% Armor Penetration
Level 5 > (55P) + 15% to parry Melee Attacks with your Weapon
Level 6 > (65P) Lesser Weight = + 10% Movement or Attack Speed
Level 7 > (75P) +1 additional Rune Slot, + 15% Damage
Level 8 > (85P) +10% to parry Melee Attacks with your Weapon, + 15% Damage
Level 9 > (95P)+ 25% to Auto Counter parried Attacks, Weapon becomes unbreakable.
Final Level 10 (125P) > Weapon receives a Perma Enchant/Curse, like the Armor, thus becoming a Magical Weapon. This Magic also can't be dispelled, like the ones on the Armor, this magic on the equipment is permanently bonded to them.
GW2 will have then a new Money Limit per Character, 100P won't be the max anymore, max will be 10000 Platin or easier called > 10 Damascus
1 Damascus = 1000 Platin
I think, this would be an awesome imrpovement of the Weapon/Armor System, making it far more interesting and making it far better Gold Sinks and giving the player better long term motivation in kind of improving your characters over time, getting more distance from the newbies which wear nearly the same stuff like you, regardless on how they archieved them ...oO
That would be imo also more interesting i think, then just giving armors only space for 2nd runes ^^
A character can equip much more parts of armor, then only 5.
With more armor parts, the character would have naturally also have more space for runes.
Also GW has absolutely no System for Armor Improvement, then only the Runes and insignias ... thats imo really less.
Weapons and Armors/Accessoires should have imo for GW2 a Refinement System. I mean with that, that equipment in GW2 should also have levels.
Levels of Power, that raises, so mightier the equipment becomes.
Armory for 1 Character should look like this in GW2:
Head Gear:
- Helm/Hats/Tiaras/Exotics (class unbounded, everyone should wear head gear, what you want (more RO like, gives the players lot more individuality and when your hear gears are bonded all to your class - ex_ warriors, that can wear only helms ...thats silly and small minded)
- Ear Rings**
Body:
- Shoulder Protectors/Cape (including personal Cape/Manteau)
- Upper Body
- Lower Body*
(or Full Body - Armors are splittable into these 3 types)
Arms:
-Upper Arm (Armbraces)
-Lower Arm (Armbraces, Gloves)
-Hands (Rings**, up to 10)
Legs:
- Upper Legs* (can be part of Lower Armor, otherwise these part is unprotected maybe to stay agile
-Lower Legs (Knee Protectors/ Boots*) (*include feets)
-Feets (Shoes)
and then the Character has thiss the possibility to equip certain types of Accessoires, like Necklaces, Amulets, ** Earings and Rings, Belts or Artefacts like mystical Jewels and so on ...
You see, there is theoretically lots of more space for Character improvement via Armory, then GW1 enables us in the moment, just by splitting up the armory in all possible categories and not letting it be in GW's small short version.
More Armor Parts = better Indiviaduality for everone, but also = better gold sink, needs then only to be changed, that armory becomes in GW2 droppable/sellable, this was imo a senseless feature in GW1, when there exist NPC#s ,which sell them at fixed prices. But it would be simple awesome, when you get in GW2 then armor parts dropped, that you can sell then to slightly lesser prices to someone other, then the npc sell the stuff, this way the players would have a nice new way to earn money, by selling armor parts you just don't need, but maybe someone other ...
Item improvement should also exist in GW2, as i mentioned, by refining.
Example:
Each unrefined Equipement starts at Level 0:
Level 0 > Unrefined Max Armor with 1 Rune, 1 Insignia
Level 1 > (10P) +20% Defense
Level 2 > (15P) +1 additional Insignia Slot
Level 3 > (20P) +1 additional Rune Slot
Level 4 > (25P) 25% Resist vs. Penetrating Attacks
Level 5 > (30P) Lesser Weight of Armor = +15% Movement or Attack Speed
Level 6 > (35P) +1 additional Insignia Slot, + 15% Defense
Level 7 > (40P) +1 additional Rune Slot, + 15% Defense
Level 8 > (45P) Armor becomes unbreakable (100% resist vs. Cracked Armor)
Level 9 > (50P) 10% Reflection of any sort of Damage to the Damage Dealer
Final Level 10 > (75P) Armor becomes perma enchanted/cursed, thus becoming a Magic Armor. The Perma Armor Enchant will buff your Character, or the Perma Curse will hex any adjacent foes in your near. Armor awakes its true powers and receives its magical looking animation.
Those Perma Enchants/Curses can't be taken away by any Dispells, because they are permantely bonded on the Armor you wear.
The magical effects can be very different - from increased max Hp to increased max Mana or by absorbing Damage from a certain Elemental ,reflecting magic and so on ...
that could be the example for armor improvement in GW2
Weapon improvement could look like this:
Level 0 > Unrefined max Damage Weapon with 2 Mods and 1 Insignia
Level 1 > (15P) Damage + 20%
Level 2 > (25P) +1 additional Slot to improve your weapon also with a Rune
Level 3 > (35P) +1 additional Insignia Slot
Level 4 > (45P) + 10% Armor Penetration
Level 5 > (55P) + 15% to parry Melee Attacks with your Weapon
Level 6 > (65P) Lesser Weight = + 10% Movement or Attack Speed
Level 7 > (75P) +1 additional Rune Slot, + 15% Damage
Level 8 > (85P) +10% to parry Melee Attacks with your Weapon, + 15% Damage
Level 9 > (95P)+ 25% to Auto Counter parried Attacks, Weapon becomes unbreakable.
Final Level 10 (125P) > Weapon receives a Perma Enchant/Curse, like the Armor, thus becoming a Magical Weapon. This Magic also can't be dispelled, like the ones on the Armor, this magic on the equipment is permanently bonded to them.
GW2 will have then a new Money Limit per Character, 100P won't be the max anymore, max will be 10000 Platin or easier called > 10 Damascus
1 Damascus = 1000 Platin
I think, this would be an awesome imrpovement of the Weapon/Armor System, making it far more interesting and making it far better Gold Sinks and giving the player better long term motivation in kind of improving your characters over time, getting more distance from the newbies which wear nearly the same stuff like you, regardless on how they archieved them ...oO
That would be imo also more interesting i think, then just giving armors only space for 2nd runes ^^
Kusandaa
/notsigned
Don't see why I should be running with double sup... you have a hybrid build (especially as a monk) using sup healing, which would put you at 16 heal, a minor prot and a minor DF. Plus, it won't reduce your health even more.
Don't see why I should be running with double sup... you have a hybrid build (especially as a monk) using sup healing, which would put you at 16 heal, a minor prot and a minor DF. Plus, it won't reduce your health even more.
Bankai
/unsigned.
Just a stupid idea.
Just a stupid idea.
Antheus
Quote:
Weapons and Armors/Accessoires should have imo for GW2 a Refinement System. I mean with that, that equipment in GW2 should also have levels. Levels of Power, that raises, so mightier the equipment becomes. |
Every single post and change suggestion you make is about linear grind-based progression, or absurdly overpowered skills, while not grasping the basic concepts of what makes GW combat model.
There's still two years before GW2, and WoW is coming out with another expansion in that time. It might be a good game to play in between.
No, runes need to be the way they are, and not a bit different.
Usual approach is:
- headpiece - specialization bonus
- chest - vigor
- gloves - usually primary attribute
Or, if commonly running 3 spec:
- headpiece - specialization bonus
- chest - vigor
- gloves: secondary line
- legs - primary attribute
This way, to swap between builds, you only need to swap head-piece, or, optionally, headpiece and gloves, which should make the cheapest two armor pieces.
Phoenix Tears
Quote:
Originally Posted by Antheus
Yes, it will. Just like WoW. Shame that some people are uncapable of going beyond the grind model.
Every single post and change suggestion you make is about linear grind-based progression, or absurdly overpowered skills, while not grasping the basic concepts of what makes GW combat model. There's still two years before GW2, and WoW is coming out with another expansion in that time. It might be a good game to play in between. No, runes need to be the way they are, and not a bit different. Usual approach is: - headpiece - specialization bonus - chest - vigor - gloves - usually primary attribute Or, if commonly running 3 spec: - headpiece - specialization bonus - chest - vigor - gloves: secondary line - legs - primary attribute This way, to swap between builds, you only need to swap head-piece, or, optionally, headpiece and gloves, which should make the cheapest two armor pieces. |
Don't forget, that GW2 will become more similar to WoW, thus meaning becoming more a traditional MMORPG, what has not to mean, that it will become an Asiagrinder, as people are fearing ...
Sure we can say now also as alternative, when the player should not pay money to get his stuff refined, then the player should make instead quests for his stuff.
(So better the refinement of your equipment, so harder the quests the player has to do for the refine of his stuff to their next levels)
With that alternative it would mean, the player would have to do for optimal 10 quests, to get your weapon and all your armory to the level 10 refine level.
Then the player would have not to make money first, just make "repeatable" quests ...
Antheus
Quote:
improving Armors by refining them through an Blacksmith NPC has nothign to to with grinding ..its just only an other way of an Gold Sink, for improving their characters overtime ..regardless which weapon or armor you wear, you can just improve them so that you stuff becomes more powerfull and looks over time also more powerful, than just any newbie stuff ... |
So your suggestions for improvement are in vain and misplaced.
Phoenix Tears
Quote:
Originally Posted by Antheus
Once again - you do not understand GW combat system, and why it works the way it does.
So your suggestions for improvement are in vain and misplaced. |
My Idea was clearly stated for GW2, not for GW1...
Vilaptca
Kanaye, please start using the edit post button if you feel the need to reply to EVERY single reply to your thread. We do not allow double posts, or for that matter, quadruple posts. The edit button is there for a reason.
Use it.
Thank you.
Use it.
Thank you.
Proff
Quote:
Originally Posted by Phoenix Tears
I think, this would be an awesome imrpovement of the Weapon/Armor System, making it far more interesting and making it far better Gold Sinks and giving the player better long term motivation in kind of improving your characters over time, getting more distance from the newbies which wear nearly the same stuff like you, regardless on how they archieved them ...oO
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Biostem
A nice solution would be to have the existing runes available as both prefixes and suffixes. Keep the stacking/non-stacking rules, but allow us to have a "protective _____ of healing prayers", or somesuch. That way, we can attach runes/insignias w/ a bit more flexibility.
Cataclysm
I think he means only one could be active at a time. You choose which one you want to use from a menu or something.