Should Anet bring back Rune only drops?
Started by Captain Bulldozer, Feb 19 2013 05:23 PM
9 replies to this topic
#1
Posted 19 February 2013 - 05:23 PM
As some of you are certainly aware, in GW1 it was fairly commonplace to receive a drop that was essentially a piece of armor you couldn't use (say it was for the wrong size or species for example) yet was still upgraded with a rune or insignia. Since armor could only be bought in the game and never dropped, this served as a way to bring runes/insignias into circulation other than the rune trader.
In GW2, of course armor drops and with some of it we get runes. However, there are often times you want to use the armor with a different rune and since there's no way to remove a rune without destroying the armor, the rune is completely wasted. You either have to use the rune or mod over it. This has made high end runes extremely hard to get in some cases (although partly because exotic drop rates are already laughably low) and caused prices on the TP for some of these to spiral out of the realm of affordability for many.
So, my question is, what do you think about the idea of re-introducing drops of non-usable but runed armor pieces to help increase the supply of runes? (admittedly it would be better if anet just significantly increased the drop rate of exotics, but since they seem unwilling to do this, perhaps this is something they could consider instead... they could make the runed stuff not salvage for ecto if need be).
In GW2, of course armor drops and with some of it we get runes. However, there are often times you want to use the armor with a different rune and since there's no way to remove a rune without destroying the armor, the rune is completely wasted. You either have to use the rune or mod over it. This has made high end runes extremely hard to get in some cases (although partly because exotic drop rates are already laughably low) and caused prices on the TP for some of these to spiral out of the realm of affordability for many.
So, my question is, what do you think about the idea of re-introducing drops of non-usable but runed armor pieces to help increase the supply of runes? (admittedly it would be better if anet just significantly increased the drop rate of exotics, but since they seem unwilling to do this, perhaps this is something they could consider instead... they could make the runed stuff not salvage for ecto if need be).
#2
Posted 19 February 2013 - 05:28 PM
No
They just need to increase the drop rates of everything worth having and stop making the game into a stereotypical stat grinder
They just need to increase the drop rates of everything worth having and stop making the game into a stereotypical stat grinder
#3
Posted 19 February 2013 - 05:30 PM
An idea I've been having is the ability to craft all runes. Or even a specific crafting profession that could craft runes and even have the ability to craft unique runes specific to that profession. That way the player has control over what runes they can get their hands on.
#4
Posted 19 February 2013 - 05:37 PM
I can see it now, divinity only 100 lodestones per craft. I agree though it may be a hassle for loot pools or whatever.
#5
Posted 19 February 2013 - 05:41 PM
Anything power related (by "power" I mean anything "vertical progression" related) should be available in unlimited quantities from merchants.
Keep vanity to the free market.
Keep vanity to the free market.
#6
Posted 19 February 2013 - 05:58 PM
I either want a perfect salvage kit that removes upgrades without breaking items like GW1 or lvl400 specific decipline crafter should be able to remove upgrades from items without destroying the item.
#7
Posted 19 February 2013 - 07:37 PM
Captain Bulldozer, on 19 February 2013 - 05:23 PM, said:
In GW2, of course armor drops and with some of it we get runes. However, there are often times you want to use the armor with a different rune and since there's no way to remove a rune without destroying the armor, the rune is completely wasted. You either have to use the rune or mod over it. This has made high end runes extremely hard to get in some cases (although partly because exotic drop rates are already laughably low) and caused prices on the TP for some of these to spiral out of the realm of affordability for many.
Exotics are easy enough to craft. Losing dropped exotics is pretty irrelevant barring unique items or other non-craftable combos, particularly when many sigils are exceeding the average exotic cost. (Meaning, someone should always salvage + sell/use.)
#8
Posted 20 February 2013 - 07:04 PM
Marketwise, I honestly think the rune/sigil ratio is fine now. The rune prices are pretty balanced compared to the armor prices on the TP and such. What would be nice would be if you didn't only get major runes from rare armor, minor runes for masterwork, and superior from exotic. Though I realize making it differently would need the introduction of some sort of identification process for armor or it'd just be a weak update. On that note: I want Identification
It's a fun aspect of MMO games.
#9
Posted 20 February 2013 - 09:59 PM
ShezuTsukai, on 19 February 2013 - 05:58 PM, said:
I either want a perfect salvage kit that removes upgrades without breaking items like GW1 or lvl400 specific decipline crafter should be able to remove upgrades from items without destroying the item.
Exactly. There should be a method in game to keep both the armor AND the Rune.
#10
Posted 22 February 2013 - 08:46 AM
As said, a perfect salvage kit would be the solution. It would probably cause more players to salvage off useful runes they dont need and sell, thus increasing the availability of them.
What about having the laurel vendors selling the kits? or karma merchant?
Or even make them craftable, so you can use your crafting skills for some more useful stuff:)
What about having the laurel vendors selling the kits? or karma merchant?
Or even make them craftable, so you can use your crafting skills for some more useful stuff:)
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