Good points guys. So maybe if we treated it like the cube and you only get ONE extra rune effect for each skill. Maybe between 150 to 200 Paragon for each awarded extra rune.
But like you mentioned, there could still be mechanics conflicts with various combinations.
Maybe with enough playtesting, those conflicting combinations just wouldnt be selectable from the UI, grayed out or something.
In the various discussions for possible improvements to Paragon, some have put forth a skill tree concept to strengthen selected skills. Flat damage bonus or otherwise.
I was thinking about a system to activate additional skill runes at various Paragon levels. Lets say at every 100 Paragon level.
It doesnt cost any paragon points, just simply allows you to select an additional rune effect for any currently equipped skill.
The equipped skill/rune on your skill bar would be the primary, for determining element type. Just like the existing system for items that give all rune effects of a skill. So the UI for selecting additional runes would have to be part of the Paragon UI, so it stays separate from the Skill UI.
You could allocate the additional runes however you like, you dont have to evenly distribute between all skills. So for WD, if you are running Zuni set and want all the fetish army runes you could have 8 dagger fetishes + 2 tiki torchers + 2 blowdart head hunters = 12 fetish. Plus 15 from Sycophants belt or passive. 27 total fetishes for a healthy damage reduction from Zuni 4 pc bonus. Might be a little overpowered in that example.
So assuming you have no items that give additional rune effects, at 2400 Paragon you could activate all rune effects for all your equipped skills.
Do you think there are any skills where it would be totally broken to have all rune effects active?
Good points guys. So maybe if we treated it like the cube and you only get ONE extra rune effect for each skill. Maybe between 150 to 200 Paragon for each awarded extra rune.
But like you mentioned, there could still be mechanics conflicts with various combinations.
Maybe with enough playtesting, those conflicting combinations just wouldnt be selectable from the UI, grayed out or something.
In the various discussions for possible improvements to Paragon, some have put forth a skill tree concept to strengthen selected skills. Flat damage bonus or otherwise.
I was thinking about a system to activate additional skill runes at various Paragon levels. Lets say at every 100 Paragon level.
It doesnt cost any paragon points, just simply allows you to select an additional rune effect for any currently equipped skill.
The equipped skill/rune on your skill bar would be the primary, for determining element type. Just like the existing system for items that give all rune effects of a skill. So the UI for selecting additional runes would have to be part of the Paragon UI, so it stays separate from the Skill UI.
You could allocate the additional runes however you like, you dont have to evenly distribute between all skills. So for WD, if you are running Zuni set and want all the fetish army runes you could have 8 dagger fetishes + 2 tiki torchers + 2 blowdart head hunters = 12 fetish. Plus 15 from Sycophants belt or passive. 27 total fetishes for a healthy damage reduction from Zuni 4 pc bonus. Might be a little overpowered in that example.
So assuming you have no items that give additional rune effects, at 2400 Paragon you could activate all rune effects for all your equipped skills.
Do you think there are any skills where it would be totally broken to have all rune effects active?