Non-attribute related runes for other classes than Warrior

Spoony

Spoony

Krytan Explorer

Join Date: Jan 2006

Just chillin', Playing Gw

Rurik Is A Suicidal Maniac [ftw] - Recruiting people for HA

The title speaks for itself.

I actually really don't know what kind of runes should those be for other proffessions. One thing im sure of, those runes shouldnt be attribute related, same as sup absorb.


But i'd give myself a try, though:P

Warrior has absorb, so we'll skip him.

Elementalist

Elements Might

Minor - Your damage caused by your elementalist spells are improved by 5%.
Major - - l l - by 10%
Superior - - l l - by 15%

Monk

Attunement to Dwayna

Minor - Your enchantments last 5% longer.
Major - Your enchantments last 10% longer
Superior - Your enchantments last 15% longer.

Mesmer

Arcane Recovery

Minor - Recharge on spells 5% faster.
Major - Recharge on spells 10% faster.
Superior - Recharge on spells 15% faster.

Ranger

Attunement to Nature.

Minor - Your preperations and stances last 10% longer, and your spirits have 4% more hp.
Major - 20/20/8
Sup - 30/30/12

Necromancer

Hex Mastery.

Minor - 5% longer hexes.
Major - 10% longer hexes.
Superior - 15% longer hexes.


Assassin

Assassin Agility.

Minor - +3% chance to make a double strike.
Major - +6% chance to make a double strike.
Superior - +9% chance to make a double strike.


Ritualist

Ritualist's Insight.

Minor - Lengthen Weapon Spells and "Ashes" Spells, by 5%
Major - - l l - 10%
Superior - - l l - 15%



Edit nr 1: Made a lil mess around here, and try to balance the runes we've got at the moment, so they'll be more acceptable.


That would be it. It was just an attempt, so feel free to correct me. I don't mind a discussion, but i'd like at least 1 person to focus on this thread and make a long reply, with which, that person would place balancing ideas for this, or else that could help, and make all of us get to a compromise

If you feel you like this idea, just take a minute and write /signed, below.:P

Renegade ++RIP++

Krytan Explorer

Join Date: Feb 2006

would change the necromancers sup rune to 15% seeing that enchantments are topped off at 15% and there isn't even a hexupgrade on the weapons possible.

for the rest signed though

frickett

frickett

Krytan Explorer

Join Date: Jan 2006

Shinigami Keys [SHIN]

R/Mo

Sounds like a good idea,
/signed

Hell Raiser

Hell Raiser

Forge Runner

Join Date: Dec 2005

[PHNX]

Mo/

Nice idea, only thing I would lower is the Mesmer recovery (like 1:5 2:10 3:15) and since your whole point was not to base them on attributes, I would say change the ritualist one with channeling. I also agree with lowering max hex increase.
/mostlysigned

Cjlr

Wilds Pathfinder

Join Date: Aug 2005

SMS

E/Me

I saw the title and immediately thought: Energy runes. Like Vigour runes, but for energy. Although, they would still cause health decrease. Like, Minor Energy = +5 energy. Major Energy = +10 energy, -50 health. Superior Energy = +25 energy, -100 health. I didn't bother balancing the numbers, but something along those lines.

lightblade

lightblade

Forge Runner

Join Date: May 2005

The Etereal Guard

Me/Mo

/signed

Great Idea, but you're right...they are way WAY overpowered

Warrior's 3 damage absorb is almost like nothing at all. So all your % based runes should give a maximum of 5% increase.

Phoenix Avenger

Phoenix Avenger

Frost Gate Guardian

Join Date: Mar 2005

Wisconsin

Eternal Knights

E/Mo

Quote:
Originally Posted by Cjlr
I saw the title and immediately thought: Energy runes. Like Vigour runes, but for energy. Although, they would still cause health decrease. Like, Minor Energy = +5 energy. Major Energy = +10 energy, -50 health. Superior Energy = +25 energy, -100 health. I didn't bother balancing the numbers, but something along those lines.
I thought the same thing and I hope GW addes energy runes.

Lasher Dragon

Lasher Dragon

Draconic Rage Incarnate

Join Date: Apr 2005

Iowa

Alphahive

R/A

I still don't understand why only warriors can use absorption. Who doesn't want to take less damage?
/old whine

Some of the ideas seem a bit overpowered (Necro & Mesmer), but I have always been a fan of more options for your characters.

Undivine

Undivine

of Brackenwood

Join Date: Oct 2005

Ontario, Canada

How about the Ritualist runes increase the range of a rit's spirits?

Quajai

Quajai

Ascalonian Squire

Join Date: May 2006

Colorado

Jade

R/

Hmm. I like the more runes ideas. Both for each profession it's like another primary special ability. The energy runes sound good too. But you know with more runes we will be asking for more pieces of armor (or weapons) to put them on. I still like it.

Tarun

Tarun

Technician's Corner Moderator

Join Date: Jan 2006

The TARDIS

http://www.lunarsoft.net/ http://forums.lunarsoft.net/

I'd love to see you be able to slap minor runes of your secondary profession onto your armor.

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

I say they drop runes of absorption from the game just like they dropped the adrenaline runes very long ago.

It doesn't make sense to have all these runes that don't even correspond to attributes.

The general idea of runes is to alter armor so that it adds attribute levels. The absorption rune doesn't fit in with any of the others. PLUS it doesn't have a downside.



EDIT:
Quote:
Originally Posted by lightblade
Warrior's 3 damage absorb is almost like nothing at all. So all your % based runes should give a maximum of 5% increase.
Um yea they do a lot. Have you ever played a warrior? If you take 1's ,2's, and 3's often, a superior absorption could effectively make you take no damage at all. That makes it overpowered compared to all the other runes, especially since the typical warrior player has knight's boots (-2 damage), and shield reduction (-2 or -3 damage).

Might I remind you that it has no penalty whatsover, in the form of energy, health, health regen, energy regen, armor level, or damage decrease.

In thermodynamics, you "can't get something from nothing" which is why I think this rune should carry a penalty that scales with the rune level.

lishi

Forge Runner

Join Date: Jul 2005

Quote:
Originally Posted by LifeInfusion
I say they drop runes of absorption from the game just like they dropped the adrenaline runes very long ago.

It doesn't make sense to have all these runes that don't even correspond to attributes.

The general idea of runes is to alter armor so that it adds attribute levels. The absorption rune doesn't fit in with any of the others. PLUS it doesn't have a downside.



EDIT:


Um yea they do a lot. Have you ever played a warrior? If you take 1's ,2's, and 3's often, a superior absorption could effectively make you take no damage at all. That makes it overpowered compared to all the other runes, especially since the typical warrior player has knight's boots (-2 damage), and shield reduction (-2 or -3 damage).

Might I remind you that it has no penalty whatsover, in the form of energy, health, health regen, energy regen, armor level, or damage decrease.

In thermodynamics, you "can't get something from nothing" which is why I think this rune should carry a penalty that scales with the rune level.
well most of bonus rune dont give so much advantage.

superior vigor increase about 5% of hp level.

That mean a balaced superior energy rune should give less then 1 energy for a warrior (15 the base energy without armor)

1 energy for a caster( a naked caster have 20 energy ...)

no +25 like someone suggested

NatalieD

NatalieD

Desert Nomad

Join Date: Aug 2005

More runes that include downsides, maybe. But please, no more runes that are just must-haves for anyone who wants to be competitive. That's just a pointless addition of grind and another hoop to jump through for people who want to PVP with an RP character.

(If it were up to me, I'd remove Vigor and Absorption runes and just give everyone +50 health and warriors -3 damage automatically. But that's another thread.)

Mandy Memory

Mandy Memory

Desert Nomad

Join Date: Mar 2005

USA

Xen of Sigils [XoO]

W/

Im not so sure about these particular ideas...because I would never be anything but a Mesmer...


But I would love to see hundreds of runes....I mean come on, everyone has the same set up currently....

fb2000

Desert Nomad

Join Date: Apr 2006

Quote:
Originally Posted by Mandy Memory
I mean come on, everyone has the same set up currently....
some people dye their armors differently


and i dont think this is a good idea. a very huge argument is that pvp would be ruined with those..

also see people complaining about how warriors have it easy on them.. go play with a warrior and youll see that its not so easy to play with (might be just me, its just that from mesmer, warrior, monk, ranger, its hardest for me to play with warrior..)

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Quote:
Originally Posted by Mandy Memory
But I would love to see hundreds of runes....I mean come on, everyone has the same set up currently....
Maybe because the runes are not what count so much, but skills and attribute level?

Adding hundreds of runes unrelated to attributes would making unlocking runes more of a chore than it already is.

The skill system is the drive for the game, not the runes.

Renegade ++RIP++

Krytan Explorer

Join Date: Feb 2006

Quote:
Originally Posted by LifeInfusion
Maybe because the runes are not what count so much, but skills and attribute level?

Adding hundreds of runes unrelated to attributes would making unlocking runes more of a chore than it already is.

The skill system is the drive for the game, not the runes.
no the skill system is not the drive of the game, the multitude of options is, which a diverse number of runes would only highten more. On top of that for build x or y you don't need all runes you only need the ones you were planning to use. Besides not like you can add 100 runes to your armor...

BrotherGilburt

BrotherGilburt

Wilds Pathfinder

Join Date: Feb 2006

USA

Mo/

There should deffinatly be more non-attibute related runes for classes. Maybe not these, but there deffinatly should be some.

Brother Gilburt

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Quote:
Originally Posted by Renegade ++RIP++
no the skill system is not the drive of the game, the multitude of options is, which a diverse number of runes would only highten more. On top of that for build x or y you don't need all runes you only need the ones you were planning to use. Besides not like you can add 100 runes to your armor...
Once you take the skills away, you have a bunch of people wanding and shooting/stabbing each other.

Runes and armor boost potency of your skills or your survivability.

Maria The Princess

Maria The Princess

Forge Runner

Join Date: Mar 2006

Aequitas Deis

i see the SUP runes being worth 100k+

especially necro and monk ones

Pillz_veritas

Krytan Explorer

Join Date: Jun 2005

Fun Loving Gamers

R/Mo

I vote for the following sollution:

make absorb for all classes ^^

Mandy Memory

Mandy Memory

Desert Nomad

Join Date: Mar 2005

USA

Xen of Sigils [XoO]

W/

Quote:
Originally Posted by fb2000
some people dye their armors differently


and i dont think this is a good idea. a very huge argument is that pvp would be ruined with those..

also see people complaining about how warriors have it easy on them.. go play with a warrior and youll see that its not so easy to play with (might be just me, its just that from mesmer, warrior, monk, ranger, its hardest for me to play with warrior..)
Who cares who dyes their armors differently? They are still exactly the same.

PVP would not be ruined if people actually had to make a choice on what runes to bring...In fact it would be improved. (Variety = not 4 dominating builds at all times)

I am a warrior, they do have it easiest...then again...absorption is not the reason...its their high al and high damage output. absorption only helps vs other warriors.


Quote:
Originally Posted by LifeInfusion
Maybe because the runes are not what count so much, but skills and attribute level?

Adding hundreds of runes unrelated to attributes would making unlocking runes more of a chore than it already is.

The skill system is the drive for the game, not the runes.
You have a good point...maybe not hundreds of runes....


how about 1 per condition that reduces it by 25-33% (Who knows what minor is....10%?)
Who knows what the others can be...but 1 per condition is a start. What conditions are you the most afraid of...at most you would be able to bring 5...but then you wouldnt be able to bring any other runes. Pick your poison.


And go ahead...make absorption work for everyone...it only nerfs every class but warriors, rangers, and assassins. (assuming the other classes were using melee weapons...for some reason...-3 damage isnt going to make that 200 from the eviscerate that much easier to deal with...)

Maria The Princess

Maria The Princess

Forge Runner

Join Date: Mar 2006

Aequitas Deis

i see the SUP monk rune makin 55 monks TRUELY invincible, cuz spell breaker would last as long as it recjharges with the sup +20% and a +20% sword

Spoony

Spoony

Krytan Explorer

Join Date: Jan 2006

Just chillin', Playing Gw

Rurik Is A Suicidal Maniac [ftw] - Recruiting people for HA

I am open for balancing ideas

I was never a genius in this kind of stuff, but i thought it is a good idea, just gave an example, if you feel its too overpowered, or the runes should mention something else or whatever you think would fit all the people around, please write a balancing reply below;P

Spoony

Spoony

Krytan Explorer

Join Date: Jan 2006

Just chillin', Playing Gw

Rurik Is A Suicidal Maniac [ftw] - Recruiting people for HA

Well ? no1 is ambitious enough? You don't need to! Just write a comment about what you think, that's fine for me. The thing i didn't like about sardelac that it takes 3 hours for your post to be gone on the 2nd page, and not many people want to keep up Any threads.