Darmalus

Extra Rune Slots for Rare Items

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Many rares have no apparent added functionality, why not let extra runes be attached? One rune for normal, two for rare, three for supreme and four for fantastic.

 

Some runes might need to be one-per item for balance, but most wouldn't need any extra balancing.

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This is actually a nifty idea.  I'll +1 this.

 

I think it'd need some balancing as some items would become a bit OP, but maybe not as much as I think.  I like the idea of this as long as it's still fair.

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13 hours ago, BlackKittyThePonySlayer said:

I like this, but maybe add some way to "reinforce" regular/rare+ items to allow more rune slots on anything, not just a perk for rare stuff?

 

I disagree, it is often criticized that rares are pretty overshadowed by the runes, because even those with appearant effects may not hold up to say a +10% quality rune; to allow rarity to piggyback on the runes would bring it back into the race pretty neatly, AND give rarity some added benefit across the board that is also often discussed in this forum section.

Edited by Flubb

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Sounds fun! +1

Edited by valodis

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How do I do more than just +1?

Edited by armyskin

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Runes can be pretty crazy powerful.

 

I say the second rune should be half power and the third rune 25% as powerful as the first rune.

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I'm not sure how i feel about this, i like the idea, but it would become extremely powerful if the effects can stack

I'd say +1 as long as the effects never stack, not even a +10% speed from a glimmer libila with a +5% speed from a Lead Fo, because 3 runes would already be powerful if with different effect, but a +20% speed would be insane.

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This would also make some runes like seryll ones more usable as 2nd runes since the effects arent good enough to give up dmg red or speed - things like enchant decay or ql loss from repair. 

 

I also think the effects should not stack so if 2 runes give speed only first counts, but the other effect from 2nd rune works

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