Runes and Sigils

Runes and Sigils

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Posted by: onio.6403

onio.6403

Wanted to propose a much simpler system that offers real possibilities that can change the runes and seals in pve weapons and armors.

Today there is no possibility to change a seal or a rune, because if you get an expensive component improvement and apply it and you’re not going to change though in some cirscustancias can be better other. This makes it difficult to customize how you want to play from my point of view.

What I propose is that the system is similar to pvp and to unlock runes, seals and other improvements have to get them and therefore to recycle rather should decrease the rate of receiving an upgrade.

Also there is the quick choice of a whole set rune (as in pvp) and do it piece by piece put the rune or improvement you want.

(edited by onio.6403)

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Posted by: Tracio.7285

Tracio.7285

Very good Idea!!!

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Posted by: Cosmin.8306

Cosmin.8306

I like it , but i’d rather see a solid build saver first and than this. We need the build saver badly.

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Posted by: Tracio.7285

Tracio.7285

yes, we need both, I hope that will improve soon. Which eg can not save builds is a considerable delay, which did not even have images traits system too.

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Posted by: aspirine.6852

aspirine.6852

It’s a good idea but runes and sigils also make an ok gold sink. Not sure if Anet wants to do this
Also would help the amour and weapons bought with badges of honor. Because once you cannot salvage or change them. Wich makes them a bit more expensive than I first thought.

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Posted by: Tracio.7285

Tracio.7285

It’s a good idea but runes and sigils also make an ok gold sink. Not sure if Anet wants to do this
Also would help the amour and weapons bought with badges of honor. Because once you cannot salvage or change them. Wich makes them a bit more expensive than I first thought.

If done what he has said and the percentage of low extraction, the price also rises and is not a problem for the economy, this could offload the trade but that does not affect the movement of money (gold)

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Posted by: Hoaxintelligence.4628

Hoaxintelligence.4628

Multiple armor sets ftw

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Posted by: metaldude.4132

metaldude.4132

Multiple armor sets ftw

Throws money at the monitor " moore banktabs..mor alt char slots…MOAAARRRRR" XD

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Posted by: Linken.6345

Linken.6345

It’s a good idea but runes and sigils also make an ok gold sink. Not sure if Anet wants to do this
Also would help the amour and weapons bought with badges of honor. Because once you cannot salvage or change them. Wich makes them a bit more expensive than I first thought.

If done what he has said and the percentage of low extraction, the price also rises and is not a problem for the economy, this could offload the trade but that does not affect the movement of money (gold)

How exactly since he propose you unlock said runes once forever, it would def affect the gold sink.

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Posted by: Tracio.7285

Tracio.7285

something like that happened to dyes

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Posted by: Tracio.7285

Tracio.7285

Multiple armor sets ftw

Throws money at the monitor " moore banktabs..mor alt char slots…MOAAARRRRR" XD

I would like them to put something but this would make the legendary weapons were somewhat less precious.

I think I should put something like that on ascended weapons and armor could have 4 types of attributes

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Posted by: GamerOnline.3650

GamerOnline.3650

It’s a good idea but runes and sigils also make an ok gold sink. Not sure if Anet wants to do this
Also would help the amour and weapons bought with badges of honor. Because once you cannot salvage or change them. Wich makes them a bit more expensive than I first thought.

A gold sink takes gold out of the game.

Buying a rune or sigil from the trading post simply puts the majority of the gold into someone else’s account. Buying the same from an npc would be a gold sink, but the majority I’ve seen are purchased with dungeon tokens, another form of earned currency.

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Posted by: Sorel.4870

Sorel.4870

I don’t like this idea. I feel like in PvE and WvW, you need to feel like you OWN your gear. I would much prefer a system that would allow us to extract a sigil from a weapon, or a rune from an armor piece, without having to salvage it. It should be something rare, with the drop rate of a transmutation charge for example.

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Posted by: pdavis.8031

pdavis.8031

Although it’s not a very cost effective method, but there is the upgrade extractor which allows you to remove and keep the rune/sigil without salvaging or destroying the rune/sigil.

It has also been suggested to allow legendaries to be able to save unlocked sigils and to replace as desired. Maybe have something like that for ascended armor as well…

As far as a gold sink, yeah it places the majority of the gold into the hands of another player, but 15% of the cost is still removed. So it still is serving as a gold sink.

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Posted by: mtpelion.4562

mtpelion.4562

For this suggestion to work, the following must happen:

1. Crafting Recipes for all Runes/Sigils would need to be introduced.
2. All Crafting Recipes would need to be redone so that the material requirement are many TIMES higher (we’re talking full stacks of refined materials and multiple tens of rare crafting materials).
3. Only Runes/Sigils created after the change would unlock the Rune/Sigil for your account. Runes/Sigils that are available now would still be able to be socketed and used, but would not unlock the Rune/Sigil for your account.
4. Runes/Sigils would unlock for each SLOT (so you will need 6 runes to unlock it for all armor slots and 2 Sigils to unlock it for first and second Sigils).
5. Activating an unlocked Rune/Sigil will REPLACE the existing Rune/Sigil (meaning if you bought an old Rune off the TP and were using it, then used an unlocked Rune over it you would have to buy the Rune again if you wanted to go back to it).

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Posted by: onio.6403

onio.6403

For this suggestion to work, the following must happen:

1. Crafting Recipes for all Runes/Sigils would need to be introduced.
2. All Crafting Recipes would need to be redone so that the material requirement are many TIMES higher (we’re talking full stacks of refined materials and multiple tens of rare crafting materials).
3. Only Runes/Sigils created after the change would unlock the Rune/Sigil for your account. Runes/Sigils that are available now would still be able to be socketed and used, but would not unlock the Rune/Sigil for your account.
4. Runes/Sigils would unlock for each SLOT (so you will need 6 runes to unlock it for all armor slots and 2 Sigils to unlock it for first and second Sigils).
5. Activating an unlocked Rune/Sigil will REPLACE the existing Rune/Sigil (meaning if you bought an old Rune off the TP and were using it, then used an unlocked Rune over it you would have to buy the Rune again if you wanted to go back to it).

It’s not a bad idea

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Posted by: onio.6403

onio.6403

Without this we can not do many convinations we’d like is one thing and another thing armor runes and sigils are.

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Posted by: Antimonio.4872

Antimonio.4872

Without this we can not do many convinations we’d like is one thing and another thing armor runes and sigils are.

yes, we need that and an update for builds too please

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Posted by: Unovo.2167

Unovo.2167

I think that is fine, but you should definitely add more information to some runes and sigils, such as the sigil of water that does not regard cure depending on your healing power.

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Posted by: Tracio.7285

Tracio.7285

What about this? i want :P