I do not need two runes for existing spells. They should buff existing, unused spells respectively runes instead.
Also they could easily make other runes useful if you could combine two. While some runes totally need to be re-done if not re-worked completely. Could you imagine using some of these in their prime form right now?
Think about it.
Besides if you just made every-single rune just as good as another it would be so boring dude.
While it's not a bad idea, I think that for many skills, it would just remove what little decision you have to make already. Many skills only have 2 runes that you might actually want to use, which means that instead of having to sacrifice one rune effect for the other, you simply use both.
It would also make damage skills interesting to balance, since they have elements attached to them. Does you Arcane Orb with obliteration/FO do cold or arcane? Does it do whichever of those 2 is your highest +ele?
If this were to become a thing, I think that yet another pass at all of the unused or under used rune effects would need to be redone first.
While it's not a bad idea, I think that for many skills, it would just remove what little decision you have to make already. Many skills only have 2 runes that you might actually want to use, which means that instead of having to sacrifice one rune effect for the other, you simply use both.
It would also make damage skills interesting to balance, since they have elements attached to them. Does you Arcane Orb with obliteration/FO do cold or arcane? Does it do whichever of those 2 is your highest +ele?
If this were to become a thing, I think that yet another pass at all of the unused or under used rune effects would need to be redone first.
First off thank you for trying to be creative and talk about the topic.
1. The Arcane Orb Obliteration/FO it could work in many ways, first cast is arcane, second cast is cold. It could maybe add cold and arcane dmg together. Or it would simply choose your highest +ele and use it.
2. Yes these runes would certainty need to be re-done if this was ever to become a thing but hell anything can happen at this point.
That's certainly worth considering, if not for all skills, it could be an interesting set bonus/leg power to say "You may choose 2 runes for Wrath of the Beserker". The potential for skills that actually have interesting rune effects (or at least 3 runes that are viable) would be pretty nice.
In this way, it's less powerful than "WOTB gains the effect of all runes", while still giving the player control over the item bonus. I'd love this for COTA personally, as choosing between the fury on hit, 50% damage reduction, and the extra damage of the ancients can be rather annoying.
Were you suggesting allowing 2 runes for be chosen for each of a players 6 skills, or just as an item bonus for some skills? Given the direction of the game, I'd say that if something like this were to make it into the game, it'd probably be as item bonuses.
I think something like this should be attached to sets or legendaries. Which they frequently already are. No need to change that up, I think. There are some obvious things they could do this with, mostly cases where one rune is commonly regarded as a no-brainer, or only eschewed in very specific builds. For example, some WD boots that applied Jaunt to Spirit Walk, or a fetish that applies Slam Dance to BBV. Stuff where there's basically no choice in runes, since one is vastly better, and applying that rune automatically so the other choices open up.
I think something like this should be attached to sets or legendaries. Which they frequently already are. No need to change that up, I think. There are some obvious things they could do this with, mostly cases where one rune is commonly regarded as a no-brainer, or only eschewed in very specific builds. For example, some WD boots that applied Jaunt to Spirit Walk, or a fetish that applies Slam Dance to BBV. Stuff where there's basically no choice in runes, since one is vastly better, and applying that rune automatically so the other choices open up.
This is true. Sadly, for some of the skills, the other runes are so far outclassed that it wouldn't be worth the item slot to get another rune. BBV is a pretty good example, as the others runes are pretty sad. I was recently playing with another WD, and we wanted our BBV's to stack, so Iooked for another rune to use..... and we just decided to stagger them instead, since slam dance is just that much better. I guess in that case you end up with the one that increases duration (especially without SMK).
For something like Spirit walk though, having Jaunt on an item would be pretty awesome.
In most cases, there are just too many skills where one rune is really good, and the others aren't really that attractive even when the really good one is given to you for free.
I think something like this should be attached to sets or legendaries. Which they frequently already are. No need to change that up, I think. There are some obvious things they could do this with, mostly cases where one rune is commonly regarded as a no-brainer, or only eschewed in very specific builds. For example, some WD boots that applied Jaunt to Spirit Walk, or a fetish that applies Slam Dance to BBV. Stuff where there's basically no choice in runes, since one is vastly better, and applying that rune automatically so the other choices open up.
This is true. Sadly, for some of the skills, the other runes are so far outclassed that it wouldn't be worth the item slot to get another rune. BBV is a pretty good example, as the others runes are pretty sad. I was recently playing with another WD, and we wanted our BBV's to stack, so Iooked for another rune to use..... and we just decided to stagger them instead, since slam dance is just that much better. I guess in that case you end up with the one that increases duration (especially without SMK).
For something like Spirit walk though, having Jaunt on an item would be pretty awesome.
In most cases, there are just too many skills where one rune is really good, and the others aren't really that attractive even when the really good one is given to you for free.
For BBV, I've had some fun using the Mana one. It allows you to spam stuff to a ridiculous degree, but the trade off just isn't worth it for 30% damage.
While I agree with most that underpowered runes should be fixed. It would be cool though to see something like sweeping wind for the monk do fire and ice. Freeze him first and then melt him and cause fire damage!
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What if...we could choose 2 runes for one spell?
We already have certain legendarys and sets that can have 2 runes or unlock a whole set for a spell.
But what if we could just automatically choose 2 runes for 1 single spell?
WOTB Insanity and Slaughter?
Blessed Hammers - Burning Wrath and Dominion?
Sentry - Impaling Bolt and Guardian?
Mantra Of Conviction - Overwae and Submission?
Arcane Orb - Obliteration and Frozen Orb?
Acid Cloud - Acid Rain and Corpse Bomb?
I mean so many possibility's to make unused spells better and making certain spells even stronger.
Also the elements types could mix and intertwine so you're skills could do fire and cold or straight up holy.
What would you guys do if you could choose 1 extra rune for a spell?
Just join along and be creative.
Think about it.
Besides if you just made every-single rune just as good as another it would be so boring dude.
It would also make damage skills interesting to balance, since they have elements attached to them. Does you Arcane Orb with obliteration/FO do cold or arcane? Does it do whichever of those 2 is your highest +ele?
If this were to become a thing, I think that yet another pass at all of the unused or under used rune effects would need to be redone first.
1. The Arcane Orb Obliteration/FO it could work in many ways, first cast is arcane, second cast is cold. It could maybe add cold and arcane dmg together. Or it would simply choose your highest +ele and use it.
2. Yes these runes would certainty need to be re-done if this was ever to become a thing but hell anything can happen at this point.
If you used for example: Arcane Orb Obliteration/FO it would go 700% faster while shooting out spikes like frozen.
or
WOTB - Gaining 20% increase overall dmg while everyone you crit explodes for 300% physical dmg.
Sentry would penetrate targets while having chains linked up for 300% WD a second.
In this way, it's less powerful than "WOTB gains the effect of all runes", while still giving the player control over the item bonus. I'd love this for COTA personally, as choosing between the fury on hit, 50% damage reduction, and the extra damage of the ancients can be rather annoying.
Were you suggesting allowing 2 runes for be chosen for each of a players 6 skills, or just as an item bonus for some skills? Given the direction of the game, I'd say that if something like this were to make it into the game, it'd probably be as item bonuses.
For something like Spirit walk though, having Jaunt on an item would be pretty awesome.
In most cases, there are just too many skills where one rune is really good, and the others aren't really that attractive even when the really good one is given to you for free.
While I agree with most that underpowered runes should be fixed. It would be cool though to see something like sweeping wind for the monk do fire and ice. Freeze him first and then melt him and cause fire damage!