147600-runes-are-not-destroying-wildstar

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So this is what I did for both of the alts I raid with. First off, I didn't re-roll or add slots to my dungeon gear UNLESS I had a life slot. Other than that, I just put whatever dps stat made sense for the color. I picked up sets if I happened to have the right stats to do so. Once I started getting ilvl 96 and ilvl 100 gear (including contracts), I started putting two pure single power pure devastation runes, and two superb double power devistation runes, to give me 6/6 in four slots. I put in pure strikethrough or fusion runes for the fifth slot (if it was GA gear with a fifth slot). Once I did *that*, I systematically replaced the one power pure runes with two power ones in my ilvl100 gear (BiS GA) as I could afford them (because they are alts, I get my source of these from running LoR raids on my more geared alts- if you are in a guild, I would assume your guild should have some way of handing out the ones that come from raiding). Honestly, with the scheme outlined above I've been doing fine DPS, and tend to be very high in groups (DS geared players notwithstanding). My warrior (ilvl 103) is now fully superb, and my second spellslinger (ilvl 95) is mostly in single power pures combined with double power superbs. I am about to cross that bridge with my main once we get SD down and start getting DS gear (could tonight be the night???!!!?!?!), and I plan to follow a similar scheme (using single power divine runes and double power pure runes)- we've accrued quite a few major set foci in the guild, and those will help everyone as we are moving into divine runes. I don't know if this is the best plan, but it's been working for me and I've never felt like I was holding back a raid.


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The problem is when others are out performing you because they spent money.


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Funny you should mention WoW. When WoW first released it was the same way as all the other games you mentioned. It used to take months to max out a character's power at end game because the enchants and gear were so difficult to get from Raids. After a few years Blizzard started dumbing down the end game progression system at the behest of the min/maxers and low and behold, the turnover rate for players actually doing the Raids increased drastically. Eventually people were able to max out their character after only a couple weeks, then they would declare Vinni Viddi Vicci and complain that "there was nothing left to do". So they stopped Raiding. Then people blamed everything that wasn't Raids (you name it, it was a scapegoat - LFR in particular). I think the whole point to this thread is to say that the difference between 30% and 33% Multi-hit in Wildstar is not going to make or break a Raid group. The Runes, as they currently are, are very much like the enchanting system from WoW was years ago. It is a long term goal of endgame progression and a reward for persistently playing the content - it is not the means for accomplishing the content. The top end Runes are, as far as I can tell, supposed to be RARE. Not everyone is supposed to have one, and they are the reward to continuing to do the content over and over again. They are something to *ahem* "work" towards. Being able to extract Runes, that mechanic is the convenience, not the main attraction. So, I agree, Rune extraction is not ruining Wildstar. All the "but I want it now" business that I see going on, well, that might ruin Wildstar in the long run...

Edited December 1, 2015 by Srfrogg23


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Uh-huh, tell me another one. I don't care how much glory you spent, players "feeling negatively" about getting rewards is purely a problem of the player. As far as I am concerned, Carbine has struck a perfect balance with their short term and long term end game progression system. In the short term, players have more than enough power to engage in the content with stats that will ensure the content is challenging and relevant. In the long term, players have rewards to strive for by doing the content repeatedly, which comes in the form of these BiS rune sets to go into their BiS gear. If a player "feels bad" because they got an upgrade, that is purely that individual's problem. But, I've been playing MMOs long enough to know a couple of things are going to happen if Carbine gives in to this: 1.  All the min/maxers who cried and complained that the end game progression takes too long are going to get their BiS crap right away and max out their characters right away. Then,  all the min/maxers who max out their characters right away are going to start crying because now they "have nothing to do!" and they're going to quit the game because they're "bored". 2.  And, of course, when these same people who complained that upgrades "feel like punishment" and it "takes too long" see that everybody and their freaking mother has the exact same BiS gear and runes from the endgame raids, they will complain about that, too. Because now, everybody has it and it isn't special anymore. Lol, because "back in the good old days that stuff use to require hard work and dedication to get..." And here's the funny part, these same people will blame the nebulous concept of the "casuals" (Dun, dun, DUUUN!!!) for ruining their game "because Carbine wanted to make the 'casuals' happy". Lol, nope, I have Zero Sympathy for the "plight of the Min/Maxer" in any MMO. The Runing system is perfectly fine the way it is. Challenging but relevant early engame power levels accompanied by long-term rewards for the dedicated - as it should be.

Edited December 2, 2015 by Srfrogg23


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I assume talking minor runes vs major? I cant do 96 to 100 but I can do 116 to 120. My esper has mostly 116 gear, with 1 100 piece for his healing spec. I put in all minor runes (except I did do the pure class set) and went off Baelix guide for gearing(his stats in parethesis, he's in full 120 gear min/maxed out). My multihit is 46%(54%), crit 13.43%(16.67), crit sev 158%(166.21%), mh sev 31.5%(33.05), focus pool 1621(1644), focus recovery rate 1.47%(1.45%), Intesity 4.8%(3.91%). So for very minor stat differences, 8% mh, crit is 3%, crit sev 8% and other stats are near the same. that is maybe less than 10% output maybe. ANd that's healing where as if I was dps, that stats would be way closer because of how many crit runesets there are in the game. If I was to drop multihit and put them in crit, my stats be way closer to dr's. I put in all minor runes in my gear, cost me nothing to obtain the minor runes because I have around 500 rune blue tokens. But last I checked was around 30-40g for divine minor rune. @30g x 31 slots is 9p30g. It cost me 10p to reroll my divine runes (would of been lot less with iLvl 96 gear). And the 4 fusion runes were not to expensive maybe a plat a piece. So roughly 20 plat to fully rune all your Divine 116/120 gear. That is not bad at all honestly. And that's with not getting any minors for kills cause they drop like candy in raids or having rune tokens or knowing someone with rune tokens. And that's set runes. Not regular runes. Probably double the amount of stats you lose, but I think divine rune fragments are going for 1-2g a piece last i looked so 12g to make a rune vs 30g for minor set rune.

Edited December 2, 2015 by Orrestes


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