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Rune rework idea


Abyssuz.9208

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- Stats removed from runes and moved to new ascended gems, craftable with 500 jewelcrafting. (or just use existing gems) Also possibility for stat swap legendary gems.
- Runes only give the effect/bonus of the current full set.
- 2 rune slots added, enables interesting combos, not sure what to do with current legendary runes.
- Runes need to be balanced/reworked for 2 slots

Adding new runes and updating existing would be faster when you don't have to think about stats.

This would also remove helm/breather rune swap which casuals may not know about.

 

Tormenting:  Gain regeneration after inflicting a foe with Torment.
+ Mirage  Inflict Torment for 4 seconds upon successfully evading an attack.
+ Krait: Inflict bleeding, torment, and poisoned to nearby foes for 8 seconds after using an elite skill.
+ Dwayna: Regeneration you apply is 20% more effective.

 

Ranger: +7% damage while you have an active companion.
+ Soulbeast: When you have an active pet, gain condition damage equal to 7% of your power. When you do not have an active pet, gain toughness equal to 7% of your condition damage.
+ Golemancer: Summon a golem while in combat.
+ Privateer: Shout "Yarr!" while in combat, summoning a parrot and granting might to allies.
+ Lich: Summon a jagged horror while in combat.
+ Ogre: Summon a rock dog while in combat.

 

Forgeman: gain fire aura for 4 seconds when struck by a foe while below 75% health.
+ Fire: 10% strike damage while fire aura is active.
+ Forgeman: +7% damage against burning foes.

 

Trooper: Remove a condition from each affected ally after using a shout skill.
+ Reaper: Chill enemies within a 360 radius for 1 second after executing a shout skill.
+ Privateer: Shout "Yarr!" while in combat, summoning a parrot and granting might to allies.
+ Antitoxin: Incoming condition cleanses remove an additional condition.

 

Defender: Heal for 5% of your maximum health after blocking an attack.
+ Guardian: Burn a foe for 1 second after blocking its attack.

 

Speed: Increase movement speed by 66% when under the effect of swiftness.
+ Evasion: Gain swiftness for 6 seconds after evading an attack.
+ Centaur: Grant swiftness to nearby allies for 10 seconds after using a healing skill.

 

Sanctuary: Gain a barrier with health equal to 10% of any heals you receive.
+ Defender: Heal for 5% of your maximum health after blocking an attack.
+ Dwayna: Regeneration you apply is 20% more effective.
+ Vampirism: Restore 10% of your health upon killing a foe.
+ Dolyak: Regenerate health every second.

 

Altruism: Transfer 1 condition from 5 allies within a 600 radius to yourself after using an elite skill.
+ Lyssa: Convert up to 3 conditions into boons after using an elite skill.

 

Radiance: Increase the duration of auras you grant by +33%.
+ Forgeman: Gain fire aura for 4 seconds when struck by a foe while below 75% health.
+ Air: Gain shocking aura for 4 seconds after using a healing skill.
+ Svanir: Gain frost aura for 4 seconds when hit by a foe while under 50% health.
+ Earth: Gain Protection and magnetic aura when struck by a foe.
+ Fire: Increase strike damage by 10% while fire aura is active.

 

Monk: +10% Healing effectiveness to other allies; increase healing effectiveness to other allies by an additional 1% for 3 seconds after granting a boon to any ally (up to a maximum of 10 stacks).
+ Dwayna: Regeneration you apply is 20% more effective.
+ Druid: +500 Healing Power for 3 seconds after casting a glyph.
+ Flock: You and nearby allies are healed for an additional amount after you use a healing skill.
+ Tempest: Heal allies within a 360 radius after breaking a stun.


Can also build around a specific trait

 

Evasion: Swiftness on dodge
-> Woven Stride:  When gaining either superspeed or swiftness, also gain regeneration.
-> Dwayna: Regeneration you apply is 20% more effective.

 

Smothering Auras: Fire auras have increased duration.
->  Fire: 10% strike damage while fire aura is active. + Radiance: Increase the duration of auras you grant by +33%.

 

Trapper: Gain 3 seconds of stealth and superspeed when using a trap skill.
-> Rending Shade: Steal boons from enemies you strike with stealth attacks. Striking a boonless foe with a stealth attack inflicts fear on nearby foes.
-> Spellbreaker: You deal 7% more damage to foes that have no boons.


Damage multiplier of the current rune sets would consist of some kind of combination, so there would be some kind of variation

 

Scholar: Increase strike damage by x% while your health is above 90%.
+ Eagle: x% increased strike damage to targets with less than 50% health.
+ Ranger: +x% damage while you have an active companion.
+ Spellbreaker: You deal x% more damage to foes that have no boons.
+ Thief: Increase strike damage by x% when striking a foe from behind or the flank.
+ Fire: Iincrease strike damage by x% while fire aura is active.

 

And the runes don't have to work together. The purpose is that the user can choose what he wants to add to the build.

 

Doesn't mean that the current effects and their numbers are good even though they are in the examples.

Some of the current runes should be nerfed / changed anyway, such as the ones that generate boons while in combat.

Edited by Abyssuz.9208
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Going to ask the most obvious question: Which two rune-sets do you want to have in your current build and why do you think this would be a good idea?

I'm not interested in even more powercreep. The breather-rune problem is imo not worth the additional trouble.

Edited by HnRkLnXqZ.1870
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7 hours ago, Abyssuz.9208 said:

- Stats removed from runes and moved to new ascended gems, craftable with 500 jewelcrafting. (or just use existing gems) Also possibility for stat swap legendary gems.

This just adds more complexity and convolution to a system which has no need of it.

You also didn't even consider the effect on exotic items or below and while ascended and legendary is the bis gear to go for, many players are running exotics on many builds.

7 hours ago, Abyssuz.9208 said:

- Runes only give the effect/bonus of the current full set.
- 2 rune slots added, enables interesting combos, not sure what to do with current legendary runes.

Not sure what to do is no acceptable answer. It merely shows you didn't consider your own idea worth enough time to come up with a solution to the issue. If you aren't convinced of your idea, why should others be?

7 hours ago, Abyssuz.9208 said:

- Runes need to be balanced/reworked for 2 slots

Adding new runes and updating existing would be faster when you don't have to think about stats.

This would also remove helm/breather rune swap which casuals may not know about.

The stats on runes is hardly the reason they see low development cycles. In fact the stats are probably the easiest and fastest factor to consider. The individual bonuses are most likely the main crux of the development and your idea doesn't change that.

On the contrary, being able to combine the final bonus makes developing further bonuses even more difficult.

Edited by Cyninja.2954
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Ok but... What's wrong with the current system?

What problem are you trying to fix with the rework?

Why would we need a rework, what's so benificial or better on it that the current system doesn't provide?

 

So far all i'm reading is "huge amount of balancing and coding work for not much gain"... It's more complex for the sake of complexity.

 

So for me:

14 minutes ago, lokh.2695 said:

I'd rather have ANet spend resources on something else.

Gonna go with this...

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12 hours ago, Abyssuz.9208 said:

- Stats removed from runes and moved to new ascended gems, craftable with 500 jewelcrafting. (or just use existing gems) Also possibility for stat swap legendary gems.
- Runes only give the effect/bonus of the current full set.
- 2 rune slots added, enables interesting combos, not sure what to do with current legendary runes.
- Runes need to be balanced/reworked for 2 slots

Adding new runes and updating existing would be faster when you don't have to think about stats.

This would also remove helm/breather rune swap which casuals may not know about.

I don't see the point of that. Current runes are ok. Stats on runes are ok. If breather is a problem, the change should be consisting of removing rune slot from it (and then the helmet rune would be also used underwater) or removing the breather altogether while maybe leaving it as a skin slot for underwater.

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