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Runecrafting


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#26
rak72

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CybAnt1 wrote...

]You make it sound so much harder than it really is,


It's not "hard" as in difficult to figure out or do, no, that's not my point.

Just tedious. I think adding to the tedium is that again every rune takes up 1 inventory slot. I think it would be less tedious if Sera sold something other than novice runes. Why doesn't she get upgraded also just like the other merchant? By the end of the game she should also be selling GM runes so that to make Masterpiece and Paragon you don't have to "start" with Novice, you can start with GM.

Also adding to the tedium is the disorganization of the crafting menu, since you have to make the tiers in order, it would be nice if the tiers appeared in order on the crafting menu, they don't. Oh, and as some have complained, some of the tracings don't explain what the rune is actually supposed to do, either. (Good thing there's wikis and guides.)

And then finally there's the bugs, the problems that are not by design ... like BTW some "chains" having missing elements (so you can't go from Novice to Paragon because something is "missing" on the way), or some runes switching from armor to weapon when they shouldn't (like Silverite).

And again my last nitpicky thing ... personally were I doing the runecrafting system, I would make dweomer and hale runes armor runes by design, and amplification runes weapon runes, by design. I also would tier some of the specials/combo runes, maybe not with 7 tiers, but with 3-5.




I totaly agree with you, Cybant.  And don't forget the whole walking in and out of the throne room if the PC isn't doing the Ruincrafting

Modifié par rak72, 22 mars 2010 - 02:50 .


#27
sajahVarel

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For dweomer, hale runes, I would prefer them to stay weapon runes actually. why ? because while there are much better runes for 1h weapons, for 2H weapons damages runes are next to useless, a +7 dmg is like a scratch compared to what a 2H hammer does with some skills, and the attack speed is far to slow to use damage runes correctly. so putting a dweomer and hale rune (+ a mementum or intensifying rune) is more efficient.



btw the switching weapon -> armor bug of high rank rune is really a pain...

for the special runes, making new tiers will give another overpowered function to the game, and the addon already has too many overpowered stuff has it is...

They should stuff the mobs with the same stuff we use, that would be more fair >.>

#28
CybAnt1

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Dunno, it's just in my mind "defensive" functions belong on armor, and "offensive" functions on weapons.



Hale and Dweomer are increasing magic and physical resistance. They are defensive. They belong on armor.



Amplification is boosting damage. That's offensive. It should be on a weapon. Of course, that said, there are plenty of rings and stuff boosting elemental damage, too.



One other weird thing: I think of shields as armor, but as far as runes go, they take weapon runes. Don't know if anybody noticed that. So I wonder what effect putting a damage bonus rune on a shield does? My guess is it adds to your shield bash damage..... ?



Oh and I can add another nitpick: put runeslots in mage robes, please. If Amplification can't be put on a staff, then the one char who I would most want to give it to ... can't put it on his robe.




#29
CybAnt1

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Forgot to add: *do* like that bows and crossbows can take weapon runes in this game now, too.



My breakdown, btw, of the new runes.



Evasion, Diligence, Momentum, Tempest ... good for rogues/archers. But Momentum could give a speed boost for the 2H swinger warriors as well.

Menacing ... great for warriors.

Amplification ... great for mages. Too bad no place to put it.

Intensifying, Elemental, Endurance, Reservoir ... good for both war/rogue, obviously.



Barrier .. good for your tanks. Too bad it's not there. So is Stout. Although stout seems a natural fit for Sigrun.

Immunity ... useful for all.



Of the old ones, I always thought Silverite and Cold Iron were best for templars, or anybody "devoted" to killing the undead.

Paralyze and Slow I'm usually putting on rogue weapons.





A good triple rogue weapon combo is paralyze, momentum, intensity.

#30
volmara

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seams the chest with the paragon slow and dilligence tracings turns my master piece slow to a second dilligence for some reason(ps3), and would have liked to see char with this skill able to enchant freely

#31
Nemesis_67_

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First off, I am on a PS3. I've been unable to craft a rune.



Let me see if I am understanding this correctly because so far I've been unable to make a rune. That's why I came here to the forums. I purchased blank stones, etching oil, and bought/found a butt-load of tracings. I elevated a player all the way up the runecrafting ladder yet when I open runecrafting all I get are a bunch of red zeros??? Can't find the tracings anywhere in my inventory?? Theres no info in the book, because there is NO book for $40. LMAO! Do I require a bunch of novice stones of the type I wish to craft? Help me get this straight thanks.

#32
CybAnt1

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Here's the system in a nutshell.



To make a paragon rune, here's how you do it.



First you must make 1-2 tier 1 (novice) runes ... in order to make 1 tier 2 rune of the same type ... 1-2 tier 2 runes to make a tier 3 rune ... rinse and repeat until you hit tier 7. (All along the way you also need some etching agent and blank runestones too. Good for you Sera has endless amounts of them.)



Now bear in mind you will always have to start with novice and work your way up; Sera doesn't sell anything other than novice, no other merchant does either, and it's pretty rare to find them as drops/loot.



Now BTW as with any other crafting skill, you need the recipes (tracings) as just the materials. Here's the good news, or bad, depending on how you look at it. Sera sells some recipes. So do the merchants in Amaranthine. And so does Yuriah. However Yuriah needs to be "upgraded" in order to sell some of the better tracings. You didn't know he *could* be upgraded or had to be in order to do this? Well welcome to metagame knowledge. And BTW I'm still not positive how you get his 2nd upgrade, but it seems to involve some quests & talking to the old merchant woman (not him).



Incidentally, you will not find Masterpiece or Paragon tracings *anywhere* other than in Kal'Hirol. Didn't know this? Well be glad I just told you.



Now once you have most of the tracings, and the materials you're ready to make your first rune.



Guess what:

1) You can't make some Paragon runes because one of the tracing tiers is missing. Remember, you must "climb" every tier to get there. If one's missing ... tough luck.

2) Forget making anything above a Novice Barrier rune: it's impossible. No one sells them.

3) Did I point out what makes this all joyful is the tiers are completely unsorted in your crafting menu so you're jumping all over the menu to make a higher level one?

4) Did I point out if someone other than your warden has the runecrafting skill, you've got to come into & out of the Keep endlessly to do this?

5) Have I mentioned that for some mysterious reason, some Masterpiece & Paragon runes change ... incorrectly ... from weapon to armor runes, btw making them non-functional?



Welcome to the world of runecrafting.



I'm eagerly awaiting my first Skill Mod, love the new runes, hate this skill.












#33
Sidney

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CybAnt1 wrote...
Welcome to the world of runecrafting.

I'm eagerly awaiting my first Skill Mod, love the new runes, hate this skill.


Yep it is a huge PiTA and even better news, it is wholly unecessary. I blew through the whole game with novice runes and whatever was left over from my weapons imported from the first game.

You have to be deeply devoted to the power gaming concept to worry about this stuff.

#34
CybAnt1

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Meh. I'm not pure powergamer. I like trying stuff out. I also like to customize my gear. If it just so happens to make me/my weapon overpowered, well, that wasn't really my key goal. Not that I'm complaining if that's the result, I suppose.



It's certainly not needed by "necessity" it just would be fun to try if it worked enjoyably, it just doesn't.



BTW, I loved the concept of the Winter Forge Mod, found the recipes and methods for making stuff boggled my small mind, and dumped that mod. It was another case where concept and implementation just didn't meet for me.








#35
sOLRAVEN

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I agree with Cybant1 about organizing the craft menues. please comment on my mod request  here if you feel the same and want a mod to fix the crafting system.

Modifié par sOLRAVEN, 19 août 2010 - 09:26 .