New Rune Type in Expansion (interesting)

SOT

SOT

Banned

Join Date: May 2005

East Texas

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

Ordas

Academy Page

Join Date: May 2005

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.

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.

SOT

SOT

Banned

Join Date: May 2005

East Texas

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.
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

Eclair

Desert Nomad

Join Date: Apr 2005

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.

Spartan2

Lion's Arch Merchant

Join Date: May 2005

The Intarweb

Wrath of Nature [WoN]

E/Mo

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.

Kershent

Lion's Arch Merchant

Join Date: Apr 2005

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.

deathwearer

deathwearer

Krytan Explorer

Join Date: May 2005

Canada/Quebec

Silentum Altum

E/Mo

immunity? hell no..... resistance... maybe but not immunity. IMO that would increase the "grind" problem said by many people.

Winterclaw

Winterclaw

Wark!!!

Join Date: May 2005

Florida

W/

Runes that give +5 - +15 armor versus a single damage type and be specific to the body part being hit would be okay.

Tormunda

Frost Gate Guardian

Join Date: May 2005

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.
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.

SOT

SOT

Banned

Join Date: May 2005

East Texas

Interesting ideas all around. I have much to drool over now.

night folks

Makarei

Elite Guru

Join Date: Feb 2005

A skill called immunity would be good, it makes you immune to everything for 5 seconds. after that you die. lol

Shadow_Avenger

Krytan Explorer

Join Date: May 2005

Stolen Dreams

R/Me

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
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.

toastgodsupreme

toastgodsupreme

Wilds Pathfinder

Join Date: May 2005

United States

Me/

What about runes that decrease the duration of:
Bleeding
Crippled
Blind
Burning
Poisoned
Etc.

Perishiko ReLLiK

Perishiko ReLLiK

Wilds Pathfinder

Join Date: Feb 2005

Divine Guardians of the Soul (Soul)

Mo/E

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
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...

Rieselle

Krytan Explorer

Join Date: May 2005

Melbourne, Australia

E/Rt

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.