Separate Runes and armor

Separate Runes and armor

in Suggestions

Posted by: runeblade.7514

runeblade.7514

Suggestion: Separate Runes and Armor.

When a player equips a Rune, it becomes soulbounded to that player.

Why:

  • Easy configuration. I don’t need to waste money on an extra gear and then bag or bank space just to play a new rune. I don’t need to heavily invest just for six runes.
  • Easy configuration means more variety. Instead of looking at guides for the best optimization, if I find a cool rune, I can easily configure my build and Boom, go straight to playing.
  • Encourages horizontal progression. No need to add more vertical progression when you got runes to buy.
  • Opens up to the Rune market. Players will buy a variety instead of finding the optimizing one. In Diablo II, players would change their build to fit to new equipment. If a Barbarian finds a equipment that turns them into a werewolf, they would change their entire build around that. I believe Guild Wars 2 PvE should be more like that to be fun. Rather than Runes being a supplement to the build.
5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Separate Runes and armor

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

I’ve always wanted to see things more like the Materia from FF7 implemented. I have a similar idea I’m working on submitting for reworking the trait system to be more fun/intuitive. However, I agree entirely with your idea, we should have the runes/sigils separate from the armor/weapons to make the playstyle of the character more modular/customizable.

Maybe like dyes! Unlock it once, and you just change it out as you want.

Separate Runes and armor

in Suggestions

Posted by: Olba.5376

Olba.5376

Suggestion: Separate Runes and Armor.

When a player equips a Rune, it becomes soulbounded to that player.

Why:

  • Easy configuration. I don’t need to waste money on an extra gear and then bag or bank space just to play a new rune. I don’t need to heavily invest just for six runes.
  • Easy configuration means more variety. Instead of looking at guides for the best optimization, if I find a cool rune, I can easily configure my build and Boom, go straight to playing.
  • Encourages horizontal progression. No need to add more vertical progression when you got runes to buy.
  • Opens up to the Rune market. Players will buy a variety instead of finding the optimizing one. In Diablo II, players would change their build to fit to new equipment. If a Barbarian finds a equipment that turns them into a werewolf, they would change their entire build around that. I believe Guild Wars 2 PvE should be more like that to be fun. Rather than Runes being a supplement to the build.

So wait… you’re suggesting that runes should be soulbound on equip but removable from the gear?

It would certainly be something that the players would love. However, I have to admit that as soon as you make something new that is soulbound, there will be people asking for it to be account bound.

Also, I find it kinda hilarious that you would use Diablo 2 as an example, because the diversity of gear in Diablo 2 was absolutely ruined by how unbalanced their runewords were. Not to mention that the only way to remove items from the sockets was to destroy them, which is exactly what Guild Wars 2 already has.

Separate Runes and armor

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

I think the suggestion is more towards; “When you obtain a rune and use it, make it bound to that character. No longer does it go straight into a piece of armor, but instead goes into something like a rune/sigil interface. You can unlock up to 6 runes of the same type per character, and use them as you need without the inventory space ((again, think of things like the dye system, unlock a dye – use it whenever you want on that character))” If not, this is certainly what I’m looking for.