Warrior Artifacts

by Vathael

Back to Ideas.

Vathael2010-07-14 14:39:56
Starting a new thread for this for the sake of it.

QUOTE (Vathael @ Jul 14 2010, 01:25 PM)
I saw warrior runes having to be switched and costing a lot of credits and I have to say this yet again. Make warrior runes a type of artifact that effects all weapons wielded pls or something of the sort. I don't even know how many credits I've spent on weapon runes.


QUOTE (Zarquan @ Jul 14 2010, 02:05 PM)
I'm all for warrior runes that affect all wielded weapons. I've invested over 3000 credits in runes, and now with skillflex, there's no chance that I'm going to try out other weapon specs and lose that investment.

Akui:
Yes, please. No skill changes make you feel so trapped as what putting a lot of runes on a knight weapon does.
Vathael2010-07-14 14:43:31
Also, I wouldn't object to the price of them being raised if they were made to work this way.
Catarin2010-07-14 14:52:48
This would be wonderful. Being able to try new things is great with skillflex but for warriors with an investment in their weapons it's painful at best.
Unknown2010-07-14 15:03:39
Ragniliff brought up the concern that damage type runes would be tricky to handle this way. Also, I don't want my custom flails to be made non-artifact weapons, so we'd need something to keep them reset/non-decay. Perhaps we can just keep the damage type runes as they are and kill two birds with one stone?
Unknown2010-07-14 15:09:31
I understand that its a source of income, but this one is particularly brutal.

Obviously, everyone but bards (and maybe wiccan athames? Not sure on that one one, honestly) faces a similar situation, should they switch "specs" and remain in the same archetype. However, a maxed out knight weapon (set) is 3150 credits. That's a pretty hard lock on a particular weapon spec, especially considering how volitile knight mechanics have been.

I mean, since I've started, we've had several reworkings on weapon mechanics, reworking of character stat mechanics, and a major racial change, all of which impacted what style (speed/wounding/damage) of weapon is favored, and within those, what weapon stat distribution is favoured.

That's just general knight mechanics, without getting in to envoy changes that have brought this or that specific spec out of obscurity, or alternately, killed a trick that was making this or that spec the weapon du jour.

I've got a katana piled up with runes, and I count myself lucky that there haven't been any sweeping changes that make speed weapons less than optimal. I mean, sure, my katana looks more like a great sword at the moment, but that hasn't really hurt the thing. 3000+ credits is a big investment to have blowing in the wind all the time.

It would be very nice to be able to move runes around without incurring massive cost, both for the viability of switching knighthood weapon specs, and as a guard against the danger that mechanical changes will render not only a weapon spec, but a weapon type (again, speed/precision/damage/balanced (ha.) ) obselete.
Vathael2010-07-14 15:15:19
And to think I've maxed out 3 different weapon sets or close to max anyway (I've never used bleeders) and fixing to do it again for a 4th time on a set of rapiers.. That makes me weep a little inside. Thank you for hurting me with those numbers akui. =(
Anisu2010-07-14 15:20:36
So what warriors need is an "artifact transfer rune from wep1 to wep2' that can only be done once a month, and/or possibly cost 10 credits or so.
Vathael2010-07-14 16:13:29
Sounds possible.
Sylphas2010-07-14 16:14:57
QUOTE (Anisu @ Jul 14 2010, 11:20 AM) <{POST_SNAPBACK}>
So what warriors need is an "artifact transfer rune from wep1 to wep2' that can only be done once a month, and/or possibly cost 10 credits or so.


This would be the simplest solution, if it's possible. If we could lump in shield/gripping/enchantment runes too, that would be wonderful, but warriors really need it.
Razenth2010-07-14 16:18:15
BM always seemed like it's a solid spec. Maybe everyone should just go BM!
Eldanien2010-07-14 16:21:12
Also, Rune of Surging.











What?

I agree with the idea of switchable weapon runes. But I'd rather see those runes put on jewelry, and made applicable to whatever weapons you're using.
Janalon2010-07-14 16:27:02
QUOTE (Eldanien @ Jul 14 2010, 12:21 PM) <{POST_SNAPBACK}>
Also, Rune of Surging.
I agree with the idea of switchable weapon runes. But I'd rather see those runes put on jewelry, and made applicable to whatever weapons you're using.


Or a "runeflex" command for weaponry artifacts whereby you would be charged something like 20% credit cost to a rune from one weapon to another.
Sylphas2010-07-14 16:32:34
QUOTE (Eldanien @ Jul 14 2010, 12:21 PM) <{POST_SNAPBACK}>
I agree with the idea of switchable weapon runes. But I'd rather see those runes put on jewelry, and made applicable to whatever weapons you're using.


Except then you've basically runed every weapon you own or will ever own for the same price as now. I don't see that happening. It also seems complicated to apply the effects if you have mulitple elemental runes, or switch from a 1h to a 2h or something. It would be easier all around to just be able to swap runes to a new weapon.
Vathael2010-07-14 16:35:08
I think most warriors concerned about this have already been cost enough credits and another large charge isn't really the idea we are trying to get at. Given the amount of runes you will have to change over 20% will add up quick.

Edit: was aimed at janalons post
Noola2010-07-14 16:43:27
QUOTE (Sylphas @ Jul 14 2010, 11:32 AM) <{POST_SNAPBACK}>
Except then you've basically runed every weapon you own or will ever own for the same price as now. I don't see that happening.



Well, you'd spend the 3000 credits to rune them all, then, you want to switch weapons, because you want to try a new spec. You can either push that desire away, cause you don't want to waste 3000 credits. Thus, no more credits are bought.

Or, there can be a 600 credit artifact you can use to transfer your runes to a new set of weapons. One use item. Now the new weapons are all runed. You want to switch back, another 600.

Yes, it's not as much as if someone went and spent another 3000 credits each time, but who the heck is going to do that? No one. Or maybe one guy with more money than he knows what to do with. 600 is still steep, but it's only 20% of the 3000 and much less expensive by comparison. I could see someone being willing to do that when they get an urge to switch. And that's 600 credits that wouldn't have been bought otherwise being bought.
Sylphas2010-07-14 16:52:37
I think you misunderstood me. If you just have them in your inventory, you can skillflex to any of the four specs and have runed weapons for them all, for nothing. If you had to at least move the runes you could only have one set at at time, and if they wanted, you could give it a cooldown.

Also, it would stop you lending weapon runes out, which is the case now but might not be if they just made it a seperate thing that sits in your inventory.
Janalon2010-07-14 16:56:17
QUOTE (Vathael @ Jul 14 2010, 12:35 PM) <{POST_SNAPBACK}>
I think most warriors concerned about this have already been cost enough credits and another large charge isn't really the idea we are trying to get at. Given the amount of runes you will have to change over 20% will add up quick.

Edit: was aimed at janalons post


Agreed.

I can see the need for warriors to want to apply runes on multiple weapons, though I like playing devils advocate now and again. After all, Lusternia is in the business to sell credits to make $$$. And judging buy an admittance of how many credits people have invested, Lusternia was successful in luring your $$$. It is a business after all.

Stepping aside from a devils advocate POV, what would you suggest to make this rune switching idea apply/not apply to monk's use of weaponry artifacts? Monks use many of the same runes after all. Would this idea also apply to warriors that want to go monk, or vise versa?
Vathael2010-07-14 16:57:32
If you are a bard and you rune your instrument with a shield rune so it acts as a shield then you get tired of that and you decide to switch to Mage do you have to pay another 500 cr or even 250 to transfer the rune? No you just keep wielding the instrument and it still does the same job.
Vathael2010-07-14 17:03:54
QUOTE (Janalon @ Jul 14 2010, 11:56 AM) <{POST_SNAPBACK}>
Agreed.

I can see the need for warriors to want to apply runes on multiple weapons, though I like playing devils advocate now and again. After all, Lusternia is in the business to sell credits to make $$$. And judging buy an admittance of how many credits people have invested, Lusternia was successful in luring your $$$. It is a business after all.

Stepping aside from a devils advocate POV, what would you suggest to make this rune switching idea apply/not apply to monk's use of weaponry artifacts? Monks use many of the same runes after all. Would this idea also apply to warriors that want to go monk, or vise versa?

I do not see why it wouldn't. Even if it is made to transfer at a cost of 10 cr per transfer. My idea for the having a weapon rune not attached to a weapon and just worn instead went something like.. You have to touch the rune to activate its effects every time you log in or something and in the case of elementals maybe only allow one type of elemental damage be active at a time which would be a tad different than those like myself that use both fire and electric as elementals but I'm willing to have that sacrifice. If you are wielding a twohander the the rune applies whatever formula it is if you were to attach 2 runes to that weapon and for onehanders just the normal additional stats to each weapon. If that makes any sense.
Ixion2010-07-14 17:14:01
I suggested "runeflex" but if they don't want to do this... maybe we just have runes bind to the character and effect all weapons we wield? Runeflex seems the better option though.