This idea has been formulating for some time. I have considered several possibilities to work runes in ways that allow you to attach multiple runes to a single skill.
I would like to see the current skill rune system split into Major and Minor Runes. Major runes would be identical(with some obviously needed balance tweaks) to what we have now. But additionally I would like to incorporate Minor runes that would have 50% of the potency of the major runes.
Example:
Skill: Ancient Spear
Major Rune: Major Grappling hooks.Throw 3 spears. Each spear will pull back the enemy that it hits.
Minor Rune: Minor Dread Spear: Gain Life equal to 30% of the damage inflicted.
To add to this I would like to see each class get 1 additional rune option bringing us to 6 rune options per skill. The main reason for this is to allow, where appropriate, Runes that change the primary stat that an attack is based off of. These rune slots would also need to buff the skill in some way so that it does not feel like a wasted rune.
The combination of these two things blows the build possibilities sky high.
2 Examples:
Skill: Ancient Spear.
Major Rune: Major Mind Spear - Your weapon becomes a phantasmic spear, Increasing the damage to 205% weapon damage. Intellect replaces strength when calculating the bonus damage to this skill.
Minor Rune: Minor Skirmish Increases Fury gained to 22
Skill: Ancient Spear
Major Rune: Major Dread Spear - Gain Life equal to 60% of the damage inflicted.
Minor Rune: Minor Mind Spear - Your weapon becomes a phantasmic spear, increasing the damage to 210% weapon damage. The bonus damage to this skill is now determined by 50% of your Strength and Intellect combined.
This would have to be an expansion idea as skills would have to be substantially re-worked to accommodate
One potential problem I could see with this idea is a single weapon could end up being universally amazing for all classes, This could be remedied by not all skills being able to be transformed to all primary attributes.
I would love some decent discussions on this topic. Also I would love to have anyone who is able to help me flesh out this posts with some photo shopped images.
Who would use minor runes? No one, unless the minor rune had an added benefit that made it equal to the major rune it is assigned to. It would be far more practical to just add more runes to choose from.
Example:
Skill: Ancient Spear
Major Rune: Major Grappling hooks.Throw 3 spears. Each spear will pull back the enemy that it hits.
Minor Rune: Minor Dread Spear: Gain Life equal to 30% of the damage inflicted.
One such as this for example, 30% of damage inflicted would be a healthy amount of HP back. What other minor runes could compete with this?
I think it sounds like a decent idea but not in a way that it would be such a huge change. Maybe if it had animation changes etc, that could work very nice.
I just took a flat 50% of existing runes. As this skill has a 10 second cooldown and already has an existing rune for 60% life returned I don't think its too far fetched, although this would multiply 3 fold so runes would have to be completely rebalanced and rather than a flat 50% buff they would likely have to be individually balanced. This could be represented by a 'major rune affect' 'minor rune affect' tooltip, and balanced as such.
As far as it not being a huge change, That is why I introduced the idea of a 6th rune that, for many skills, not all, would add a way to change the primary stat(s) that govern it. This would allow for whole new builds via itemization.
One thing I have not come up with a solution for is the threat this would have on legendary weapons. Any weapon, barring class specific weapons, could be so good, that players will just utilize the stat governing runes to make use of a weapon that is very good for another class. If not balanced properly this could have an effect of several classes having the same weapon as 'best in slot'
Skill: any
Major Rune version: Instead of Stat X this skill is now governed by Dexterity and can be used with a ranged weapon.
Minor Rune version: Instead of Stat X this skill is now governed by 1/2 of your Dexterity and Stat X combined.
Sorry I have a skill of -2 with photoshop. If anyone is into my ideas and can shop some decent photos showing these ideas I would be willing to pay some d3 gold.
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I would like to see the current skill rune system split into Major and Minor Runes. Major runes would be identical(with some obviously needed balance tweaks) to what we have now. But additionally I would like to incorporate Minor runes that would have 50% of the potency of the major runes.
Example:
Skill: Ancient Spear
Major Rune: Major Grappling hooks.Throw 3 spears. Each spear will pull back the enemy that it hits.
Minor Rune: Minor Dread Spear: Gain Life equal to 30% of the damage inflicted.
To add to this I would like to see each class get 1 additional rune option bringing us to 6 rune options per skill. The main reason for this is to allow, where appropriate, Runes that change the primary stat that an attack is based off of. These rune slots would also need to buff the skill in some way so that it does not feel like a wasted rune.
The combination of these two things blows the build possibilities sky high.
2 Examples:
Skill: Ancient Spear.
Major Rune: Major Mind Spear - Your weapon becomes a phantasmic spear, Increasing the damage to 205% weapon damage. Intellect replaces strength when calculating the bonus damage to this skill.
Minor Rune: Minor Skirmish Increases Fury gained to 22
Skill: Ancient Spear
Major Rune: Major Dread Spear - Gain Life equal to 60% of the damage inflicted.
Minor Rune: Minor Mind Spear - Your weapon becomes a phantasmic spear, increasing the damage to 210% weapon damage. The bonus damage to this skill is now determined by 50% of your Strength and Intellect combined.
This would have to be an expansion idea as skills would have to be substantially re-worked to accommodate
One potential problem I could see with this idea is a single weapon could end up being universally amazing for all classes, This could be remedied by not all skills being able to be transformed to all primary attributes.
I would love some decent discussions on this topic. Also I would love to have anyone who is able to help me flesh out this posts with some photo shopped images.
I would like to see more runes, though.
I just took a flat 50% of existing runes. As this skill has a 10 second cooldown and already has an existing rune for 60% life returned I don't think its too far fetched, although this would multiply 3 fold so runes would have to be completely rebalanced and rather than a flat 50% buff they would likely have to be individually balanced. This could be represented by a 'major rune affect' 'minor rune affect' tooltip, and balanced as such.
As far as it not being a huge change, That is why I introduced the idea of a 6th rune that, for many skills, not all, would add a way to change the primary stat(s) that govern it. This would allow for whole new builds via itemization.
One thing I have not come up with a solution for is the threat this would have on legendary weapons. Any weapon, barring class specific weapons, could be so good, that players will just utilize the stat governing runes to make use of a weapon that is very good for another class. If not balanced properly this could have an effect of several classes having the same weapon as 'best in slot'
Skill: any
Major Rune version: Instead of Stat X this skill is now governed by Dexterity and can be used with a ranged weapon.
Minor Rune version: Instead of Stat X this skill is now governed by 1/2 of your Dexterity and Stat X combined.
Sorry I have a skill of -2 with photoshop. If anyone is into my ideas and can shop some decent photos showing these ideas I would be willing to pay some d3 gold.