Major runes health penalty should be lowered

Deathwingg00

Academy Page

Join Date: Jan 2006

If the prices and the use of major runes has been so small compared to minor and major runes is because of the great health penalty they inflinge and the smaller benefit they provide. (Sacrifiing 75 instead of 50 and you get a major one)

If arenanet wants players to use major runes as often as the others, they should consider reducing the health penalty to -25/-30, so that it becomes affordable to be used by players.

Mordakai

Mordakai

Grotto Attendant

Join Date: Aug 2005

Kyhlo

W/

I think most people agree, the question is how much?

If a sup rune is +3 for -75 HP, then wouldn't two +2 maj runes be better for a net +4 att at -50/-60 HP?

Of course, +3 in a single att is more useful than +4 accross two att, so I think -50 HP for a maj is too much.

But I'm thinking -35 Hp for major.

Deathwingg00

Academy Page

Join Date: Jan 2006

That's the idea.

Currently:
+1 -> -0
+2 -> -50
+3 -> -75 (I sacrifice only 25 more and get full rune)
+1+1 -> -0
+1+2 -> -50
+1+3 -> -75
+2+2 -> -100
+2+3 -> -125
+3+3 -> -150

If we reduce it to -30 we would have:
+1 -> -0
+2 -> -30
+3 -> -75 (I sacrifice over the double, maybe not so interesting)
+1+1 -> -0
+1+2 -> -30
+1+3 -> -75
+2+2 -> -60
+2+3 -> -105
+3+3 -> -150

We have to keep in mind that the +3 rune allows you to get benefits of having 16 points on an attribute, whereas the +2 rune does not.

In conclusion, the power a +3 rune gives you is much greater than the +2 rune, still the penalty of a +2 rune is as bad. And definitely, if people don't use major runes is because of that big health penaly

quickmonty

quickmonty

Ancient Windbreaker

Join Date: May 2005

Sounds like a good idea. I would like to see the cost of major runes increase.

Sevanyr

Ascalonian Squire

Join Date: Mar 2006

Retro Gamers Clan

E/Me

35hp would be enough to peak my interest in using these runes.

/signed

Mentalmdc

Mentalmdc

Lion's Arch Merchant

Join Date: Aug 2005

Vile Of Faith [NOVA]

Mo/Me

If you imagine runes as a number of attribute points saved to get to level 12 then we find that a major runes saves 36 points (20+16) with a 50 penalty, and a superior saves saves 49 (20+16+13) with a 75 penalty

Ratio of - Points Saved : Health Lost

Major - 36:50 / 18:25
Superior - 49:75 / 16:25 (its actually 16.3 however u cant spen a third of a point, can you!?!)

Therefore a Major actually gives you more spare attribute ponts per health point lost than a superior does. Maybe people are just under-estimating the usefulness of a major rune.

Now a minor rune beats both the major and superior if calculated in the same way, giving a wopping 20 points saved for no health loss making it a ratio of 20:0 (which i think calculates as oo:25 but i'm not really sure what happens with ratios of zero )

I have always used a superior and a major or two majors on the 2 main attributes that i am using and i dont seem to have health issues.

I suppose its really down to opinion, but if your not trying to max out (16 points) an attribute line then majors are the way to go.

-THE M-

P.S. I hope my calculations are correct

jummeth

Wilds Pathfinder

Join Date: Mar 2006

London

Diary of a Madman [SiKK]

conversely when you go over 12 attribs, does that mean the attribute cost becomes infinite there for the cost:health ratio is infinite?

30-35 is a decent figure. I'd go for it.
Atm, the only class I'd consider getting maj runes for is a monk since the sups are stupid prices.

Deathwingg00

Academy Page

Join Date: Jan 2006

The problem imho is that minor runes do not have health penaly. The only way to make major runes be somewhat worthy is either by having minor runes with -25 health or major runes with -25/-30/-35 health.

Now look at this:
+1+1+1+1 = +4 (+0) -> -0
+1+1+1+2 = +5 (+1) -> -50
+1+1+1+3 = +6 (+2) -> -75 (One attribute at 16)
+1+1+2+2 = +6 (+2) -> -100 (Why -100 instead of -75? No attribute at 16)
+1+1+2+3 = +7 (+3) -> -125
+1+1+3+3 = +8 (+4) -> -150 (One attribute at 16 and another at 15)
+1+2+2+2 = +8 (+4) -> -150 (Why? No attribute at 16, maximum one at 15)

Please remember that the +3 rune allows you to reach 16 points on your attribute which gives you the best results, whereas +2 rune does not.

Mentalmdc

Mentalmdc

Lion's Arch Merchant

Join Date: Aug 2005

Vile Of Faith [NOVA]

Mo/Me

Quote:
Originally Posted by jummeth
conversely when you go over 12 attribs, does that mean the attribute cost becomes infinite there for the cost:health ratio is infinite?
No!
It is impossible to have more than 12 points without runes/hat, which does not mean an infinate cost if we were able to use points for more than 12 attribs then their cost would increase by more and more each time e.g,

Attrib Level 10 - 11 - 12 - 13 - 14 - 15 - 16
Point Difference 13 - 16 - 20 - 25 - 31 - 37
Point Increase 3 - 4 - 5 - 6 - 7

This would further reinforce my point.
-THE M-

Mentalmdc

Mentalmdc

Lion's Arch Merchant

Join Date: Aug 2005

Vile Of Faith [NOVA]

Mo/Me

Quote:
Originally Posted by Deathwingg00
The problem imho is that minor runes do not have health penaly. The only way to make major runes be somewhat worthy is either by having minor runes with -25 health or major runes with -25/-30/-35 health.
True

Major runes seem like they are worse off because minor runes are astoundingly better than Major or superior if health is a key issue. If health is not a issue then there is no point in even arguing about it on this thread as the best results would obviously be obtained from all superior runes.

The key here is to get a balance between health loss and attribute gain and it is because minor runes allow an attribute gain with no health loss that people are loadthed to pay a 50hp penalty for one extra attrib. If minor runes were increased to 25hp penalty then nobody would ever think that majors had anything wrong with them. It is therefore not majors that need a buff, but minors that need a nerf, and as most people are opposed to nerfing skills/items, they do not notice the unfair advantage that a minor gives, and believe that it is major that bears the problem.

hopefully this will make people reconsider.

-THE M-

NatalieD

NatalieD

Desert Nomad

Join Date: Aug 2005

Quote:
Originally Posted by Mentalmdc
If you imagine runes as a number of attribute points saved to get to level 12
Why would you imagine that? That's not what superior runes are typically used for.

Quote:
but i'm not really sure what happens with ratios of zero
Nothing. They're undefined.

quickmonty

quickmonty

Ancient Windbreaker

Join Date: May 2005

Quote:
Originally Posted by Mentalmdc
The key here is to get a balance between health loss and attribute gain and it is because minor runes allow an attribute gain with no health loss that people are loadthed to pay a 50hp penalty for one extra attrib. If minor runes were increased to 25hp penalty then nobody would ever think that majors had anything wrong with them. It is therefore not majors that need a buff, but minors that need a nerf, and as most people are opposed to nerfing skills/items, they do not notice the unfair advantage that a minor gives, and believe that it is major that bears the problem.

hopefully this will make people reconsider.

-THE M-
Interesting. Never looked at it that way before.

Deathwingg00

Academy Page

Join Date: Jan 2006

Now from the player's view (and considering the PvP issue) minor runes might not be able to get nerfed, though it would be considerable, nerfing them right now would also damage the PvE economy, really badly, because runes pre-nerfed would be worth a lot and they are all around everywhere. So the best solution afaik is to decrease health penalty on major runes.

Hunter Sharparrow

Hunter Sharparrow

Krytan Explorer

Join Date: Mar 2006

Jeepers Kreepers

R/Mo

Not sure what this 1+1+3+1 stuff is for. Runes of the same kind don't stack so you can't have four minor runes of swordsmanship to get +4 in it at 0hp loss while a +3 rune gives -75hp. I agree that the -hp for a major is too high and should be a number in between 0 and 75 so either 37 or 38. How about giving the minor a -25hp. +1/-25hp, +2/-50hp, +3/-75hp so for every increase in the attribute there is a 25hp drop this way too the vigor runes could provide the amount of hp the other runes take away so minor +25hp, major +50hp and superior +75hp.

Deathwingg00

Academy Page

Join Date: Jan 2006

Quote:
Originally Posted by Hunter Sharparrow
Not sure what this 1+1+3+1 stuff is for. Runes of the same kind don't stack so you can't have four minor runes of swordsmanship to get +4 in it at 0hp loss while a +3 rune gives -75hp.
Simply think on it a little more. For example, imagine a ranger with +1 beast mastery, +1 expertise, +1 wilderness survival and +3 marksmanship. The result is +1+1+1+3 = +6 (+2) extra points.

Mentalmdc

Mentalmdc

Lion's Arch Merchant

Join Date: Aug 2005

Vile Of Faith [NOVA]

Mo/Me

Quote:
Originally Posted by Deathwingg00
Now from the player's view (and considering the PvP issue) minor runes might not be able to get nerfed, though it would be considerable, nerfing them right now would also damage the PvE economy, really badly, because runes pre-nerfed would be worth a lot and they are all around everywhere. So the best solution afaik is to decrease health penalty on major runes.
Do you remeber how they nerfed the leutenents helm from denravi??

They changed all the items that had allready been bought, i'm sure they could do this with minor runes too

Plague

Plague

Krytan Explorer

Join Date: Aug 2005

N/E

I personally still wouldn't use them. 20 HP doesn't go much of a way. I'd still use Sup runes.

Really, you either have to look at it in a way that Sup runes are always better (superior, in the case of vigors and absorbtion - why use anything else?) or look at runes as a ladder. Minors have no negatives, Superiors have heavy downsides, and Majors... well, are crappy Superiors.

Make them have another affect, such as reducing energy or damage dealt or increasing points of damage dealt when hit. -2 maximum energy, -3 damage from all attacks, +2 damage when hit.

Mr D J

Mr D J

Permanently Unbanned

Join Date: Jun 2005

/signed

Mandy Memory

Mandy Memory

Desert Nomad

Join Date: Mar 2005

USA

Xen of Sigils [XoO]

W/

I suggest -40 for major. (Just my idea)

M3lk0r

M3lk0r

Lion's Arch Merchant

Join Date: Jul 2005

R/Mo

/signed

Would really help rangers with utility builds. I would imagince damage (wars and air/earth eles) classes still need +3.

Deathwingg00

Academy Page

Join Date: Jan 2006

Looks like the health penalty reduction on major runes is seen generally in a positive way by everyone. At least we all do agree that the -50 health penalty is simple too much.

Hello Kitty

Hello Kitty

Academy Page

Join Date: Jan 2006

/.signed

Anet plz make us -35 major runes! >_<

SpeedyKQ

SpeedyKQ

Krytan Explorer

Join Date: Dec 2005

E/Me

/signed

I think -25 or -30 would be the best balance.

Undivine

Undivine

of Brackenwood

Join Date: Oct 2005

Ontario, Canada

Quote:
Originally Posted by Mentalmdc
Do you remeber how they nerfed the leutenents helm from denravi??

They changed all the items that had allready been bought, i'm sure they could do this with minor runes too
No, doing so doesn't just change the runes... it changes everyone's armor! Care to buy your FoW armor all over again?

What your math isn't showing is the strategy behind people's decisions. You shouldn't think of it as "saving attribute points vs. health," you should think of it as "reaching a high rank vs health."

Deathwingg00

Academy Page

Join Date: Jan 2006

Quote:
Originally Posted by Undivine
No, doing so doesn't just change the runes... it changes everyone's armor! Care to buy your FoW armor all over again?

What your math isn't showing is the strategy behind people's decisions. You shouldn't think of it as "saving attribute points vs. health," you should think of it as "reaching a high rank vs health."
If you are looking towards reaching a high rank vs health, then I repeat my argument, +3 on an attribute can give you 16 on it, which allows you really powerful skills compared to 15 on the attribute. So the health penalty for +2 indeed should be lowered. This change improves game's economy, gives a more fair view on PvP and a nice playing on PvE.

What it is indeed very pointless is your argument about buying your FoW armor all over again... what the heck does that have to do mate? If you don't like the rune on it, replace it for another one. As simple as that. If you fear health penalty, simply replace that rune for a minor vigor that does nothing and you're all done. Peruse!

d4nowar

d4nowar

Wilds Pathfinder

Join Date: Apr 2005

Mo/

Quote:
Originally Posted by Undivine
No, doing so doesn't just change the runes... it changes everyone's armor! Care to buy your FoW armor all over again?
Just override the rune on it. Cut your losses and forget about it.

NatalieD

NatalieD

Desert Nomad

Join Date: Aug 2005

Undivine was talking about the idea of adding a health loss to minor runes. I don't think there's any way to override an existing rune with no rune.

Blaarg

Blaarg

Lion's Arch Merchant

Join Date: Dec 2005

Kelowna, British Columbia, Canada

Kinetic Fuzion [kF]

R/

You couldn't do no rune, but you wouldn't have to rebuy, just use a bunch of minor vigors instead

kvndoom

kvndoom

Forge Runner

Join Date: Jul 2005

Communistwealth of Virginia

Uninstalled

W/Mo

Minor runes don't need a penalty. The reason you pick your primary class is because you get one attribute (Fast Casting, Strength, etc) that's exclusive to that class, and you are able to increase your primary class' power with runes and armor. Minor runes are a small boost with no penalty. Without penalty you have the ability to get up to 14 in one primary attribute, and up to 13 in all others. If a health penalty was put on Minor runes, people would stop using them too. And still no one would use Major runes.

Other than Absoption and Vigor, Major Runes are practically unused. As they stand now, Major attribute runes could be removed from the game entirely and hardly anyone would care. It certainly wouldn't hurt the economy, since they have no value whatsoever. Most Minor Runes are worth more than their Major counterparts. It's either Minor or Superior. All or nothing, so to speak. I agree with the -25 or -30 for Major Runes. Some health loss, but not as large a gain as with Superiors.

OR... make Superior Runes -100 HP. Heh. There would be some very happy Monks in China if that happened though.

VitisVinifera

VitisVinifera

Banned

Join Date: Nov 2005

Northern California

HoTR

N/Me

/signed

I do consider this a no-brainer. I don't think there is a single person who would use a major except for Vigor or Abs. When an entire class of items are useless, I don't think Anet intended on this. They might as well do away with major runes, or balance them between minor and sup.

oh yeah I'd love to see them have some value as well

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

The way I see it right now when I'm composing a build is.

Minor runes by default, they have no negative effect- But I could be more powerful, and I have a lot of extra HP so hmm... Loose 50 hp and gain 2 attrib points in what I want... Or I could loose just 25 more and get another attrib point. When 25 more health gone is compared to 50 health gone, it doesn't seem like a big loss.

All in all, I think runes are balanced out fine. And they also added health giving armor sets, which are to help the players with this issue. A health giving armor set gives I think... 35 Health.

As a caster..
35 Health Armor
50 Superior Vig Rune
30 Staff Head
30 Staff Wrapping

Thats 145 HP to blow off on runes, not too bad.

Sientir

Sientir

Lion's Arch Merchant

Join Date: Mar 2006

At DigiPen.

Biscuit of Dewm [MEEP]

I'm /signing this, particularly because I think it is crazy that you have to have a superior vigor rune just to overwrite the penalty from a major rune. I do use major runes though. >.>

Deathwingg00

Academy Page

Join Date: Jan 2006

I'd like to have more people signing this if possible How may we know what the developers think about it?

Cjlr

Wilds Pathfinder

Join Date: Aug 2005

SMS

E/Me

Anyone else always think of matrices when this comes up?

[1 1 1 1 0
1 1 1 2 50
1 1 1 3 75
1 1 2 2 100
1 1 2 3 125
1 2 2 2 150]

and so on? Always comes to my mind. What you can do with it, that's a little tougher to work out.

Deathwingg00

Academy Page

Join Date: Jan 2006

Update - Thursday June 1

Decreased the Health penalty on attribute-boosting major runes from 50 to 35. Existing runes are unaffected.


Thanks ArenaNet and NCsoft.

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Thumbs up, ANET, for listening to the players.
Keep up the good work aye.

Deathwingg00

Academy Page

Join Date: Jan 2006

New penalty table:

+1+1+1+1 = +4 (+0) -> -0

+1+1+1+2 = +5 (+1) -> -35 [-35 jump]

+1+1+1+3 = +6 (+2) -> -75 (One attribute at 16) [-40 jump]
+1+1+2+2 = +6 (+2) -> -70 (No attribute at 16) [-35 jump]

+1+1+2+3 = +7 (+3) -> -110 [-35/-40 jump]

+1+1+3+3 = +8 (+4) -> -150 (One attribute at 16 and another at 15) [-40/-75 jump]
+1+2+2+2 = +8 (+4) -> -105 (No attribute at 16; 1 attribute at 15) [-35/+5 jump]

Symeon

Symeon

Forge Runner

Join Date: Jul 2005

Congratulations on this, and thanks to ArenaNet and NCsoft.

I'm sorry to say it, but this thread now has to be closed .