114878-why-is-the-rune-system-so-complicated

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So many addons just to fix the "broken" in game features... Quite sad sometimes.


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I said it was complicated for what it is. Bad design is just bad design, that path of exiles link is a shining example. Just because some other game is poorly done doesn't mean WS needs to be. Again, the current rune system is okay, esp if you're a 1 character type of player. But it could be better.


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All of the bold runes are the ones to be added with the rune update It's not really complex at all though unless your looking at it from a designer standpoint where you need to make everything fit for everyone. especially after the patch they basically made it so for every class/spec there is a single rune slot that is not good and you can buy a material to fix that and sets are just more expensive to make versions of the exact same runes


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This is not just the Hello Kitty MMO or solely the Chua Roleplayer Simulator 2014 or the Granok Housing Simulator. It is these things and much more. The majority of people play this for the end game content, which opens the possibility to min/max your performance. And the majority is excited about min/maximizing because it gives benefits. To say that min/maximazing shouldn't exist is to deny the competitive nature of players and the content and turn this into a social experience in which the reward is not connected to overcoming the challenges and other players while approximating maximum efficiency.


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There has to be good and bad choices or the choice becomes meaningless. If any collection of runes is equally effective, then there is no point of having runes at all. Heck, why even have gear with different combination of stats on them, forcing me do choose between items? Lets make all gear "viable" so there is no min-maxing. /s Personally, I enjoy the intellectual challenge of getting my health and armor up as high as possible while maintaining crit immunity and enough support power to hold aggro, while also completing the selected tiers on the rune sets that are beneficial to tanking. It is what motivates me to grind reputation, farm gold, search the AH and so on. A large part of MMOs is tricking out your character. If I can do that by equipping whatever, then I would find the game much less appealing.


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It's not about being viable or equally effective it's about the options. Say for example I have 1 single Earth slot that needs a rune. I want to choose between Armor, raw HP, and grit. A particular encounter might require me having more health than armor. While armor is the best in terms of overall min/maxing, HP will suit me best for said encounter. Never would grit be an option because it is a broken stat. In a perfect world that's what it should be, but sadly where the game is now, that's not the case. After reaching crit immunity as a tank there is no reason to rune for support power or deflect ever again due to the tiny amount of bonus gained from either stat. The limited amount of resistance you gain from armor means that you must try and focus most of your effort into runing for armor with a secondary of raw hp when armor cannot be achieved. This same principle applies to DPS. If you can't get assault power, you might as well skip the slot with the current state of the game. There is no viability in other stats because of the way our current stats scale/are factored.


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