#"+% effectiveness of X type" runes reduce build diversity.

1 messages · Page 1 of 1 (latest)

narrow cedar
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At just level 1, these give +50% to the values of all runes of a specific type on one skill. When there are 3 total rune slots, this number is mostly fine, as +50% to 2 runes is, on paper, 100% of a rune worth of power.

The problem is that you likely have this levelled and/or are using it on a skill with 4 slots thanks to another rune (forgot the name). +50% to 3 runes makes it on paper 150% of a rune, and when leveled, +100% to 3 runes is 300% of a rune worth of power.

Because these runes only buff one type, it makes it extremely powerful to have individual skills go all in on one rune type.

I'm not quite sure what the correct route is to fix this. I personally think the best route would be to take the effects out and replace them with 3 new Eldritch rune effects, but there's multiple options here.

untold estuary
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presently, yeah, these runes mean that if you're doing anything other than monotype primordial runes on damaging ability + monotype sun runes on energy-generator you are doing it wrong.

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I wonder about giving them (25-50% by rune level) increased local and (25-50% by rune level) increased global effect of primordial/sun/moon runes? So you've got the same 100% local option, but you can also use all three/four slots on mixed-type runes on the skill you care about, and shove the buff runes on moveskill or whatever at a- still extant, but significantly smaller- efficiency penalty