109337-rune-changes-part-5-rerolling-rune-elements

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There are 7 "elements" not 6.


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Since the original element can't be selected as an option, and the other two are chosen without replacement, we can calculate the number of potential combinations to be 15 (6 choose 2). Of these 15, only 3 of them don't have an Assault Power rune. So you have an 80% chance of going from Water/Earth/Logic/Life to Air/Fusion/Fire.


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I just had a thought on this topic. If you are planning on this, such that crafters have more control over their final results, perhaps you should consider incorporating it into the circuit board crafting window. Let us spend charge, or additional mats, to influence the number of rune slots and the type of rune slots. Maybe instead of a mat or charge cost, each specific type of rune we add introduces a significant failure chance independent of the overcharge. The exact implementation is something that could be worked out, but the idea is that we are already fiddling with the stats in the circuit board crafting window, so it would be natural to also fiddle with the rune slots in that window instead of going to a separate interface for each item.


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How come on this the Architect was not included? While I admit being able to make a reagent as an Architect would be a little weird, at the same time everyone else can create at least 1 of the items they will need to give Technologists to make the Runic Elemental Flux, but Architects wont be able to help themselves, just have to buy all parts like Technologists except that at least they can make the end item themselves. When these changes go live, will all 4 crafted items and the Runic Elemental Flux be list-able on the AH/CX, were talking about a ton of tipping here if not......


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WTF? I dropped Outfitter a while back because I don't play any medium wearing classes. Now you tell me it's needed for this?? WTF?


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It wouldn't be so bad if the current gold sinks weren't so bad. A new piece of gear already costs a LOT of money to rune (depending on item lvl and number of slots of course). Say you get a chest piece out of GA w/ 3 slots. Thats already ~1.5 plat to unlock and rune if the slots are good. Adding on the significant cost of rerolling runes (if needed) and unlocking all rune slots (even more expensive) will make getting a new piece a huge sink now. While the biggest reward from raiding should be the achievement of overcoming encounters as a team, getting gear is a big reward too. Adding large costs to rewards takes away the enjoyment of even getting that reward. Instead of "sweet, a new piece! cant wait to rune it and use it", its gonna turn into "great....more money ive got to spend/farm". The idea of rerolling runes is a great way to fix the system w/ changing to much. But making the cost so high when it involves a supposed reward is stupid. Significant money sinks should never be attached to the usability of rewards.


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You get two options, neither of which can be the original. So even if your class has two bad rune types, and some only have one, if you start from a bad option then the worst case is that one of your two choices is also bad. But the other choice will be a main stat or AP rune.


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