Runic Materials: A review
Posted: Mon Sep 16, 2019 5:02 pm
Runic materials have been on the server for a small while now, and are well sought after by any characters with an ambition to increase the potency of their gear towards the latter half of their playtime. However, some materials in particular eclipse others entirely in their value. This phenomenon is likely unsurprising when you factor that between the four different kinds of runes, there exists also three 'tiers' among them that are only applicable to certain kinds of equipment with specific amounts of properties on them.
This post isn't meant to educate people on what is already well known, however. It's to address the imbalance that exists between the many materials. One that easily comes to mind is the sheer amount of Blueleaf samples I've come across, when realistically there isn't much of anything that can stand to benefit from them. Comparatively however, you'll find cases like lesser Chardalyn that is used on the very (in)famous Headbands of Protection to throw an ability score or universal save on what's already a potent item. Granted, I don't think going through the crafting matrix of every item and handpicking which should or shouldn't be useable by runes is particularly useful; implying anyone is committed enough to even do that. I think the ability to break down runic materials into a select amount of their lesser selves was a step in the right direction, which brings me to my proposal:
Allow players to have the means to pool together a select amount of materials, of the same type and tier, to create its greater variation. I personally find [4] to be a suitable number, but anything is fine so long as it's harder to make than to break in this case.
It would serve as an equalizer across the board, seeing as how even the most unpopular of materials could be saved and later used to go a step up in tier. An incentive, so if people are missing just one or more materials to make that jump then they'll have a compelling reason to go and buy them from people's shops. I see it also as a means to provide people with another way of achieving their distant ambitions of attaining Masterwork tier runes. I don't imagine it will increase their prevalence in the world in a dramatic way, but if balance remains a concern then I would encourage to have its recipe be more expensive or to even go as far as to prevent people from being able to go above a greater.
But that's just my take on it, and one I felt like bringing to light.
This post isn't meant to educate people on what is already well known, however. It's to address the imbalance that exists between the many materials. One that easily comes to mind is the sheer amount of Blueleaf samples I've come across, when realistically there isn't much of anything that can stand to benefit from them. Comparatively however, you'll find cases like lesser Chardalyn that is used on the very (in)famous Headbands of Protection to throw an ability score or universal save on what's already a potent item. Granted, I don't think going through the crafting matrix of every item and handpicking which should or shouldn't be useable by runes is particularly useful; implying anyone is committed enough to even do that. I think the ability to break down runic materials into a select amount of their lesser selves was a step in the right direction, which brings me to my proposal:
Allow players to have the means to pool together a select amount of materials, of the same type and tier, to create its greater variation. I personally find [4] to be a suitable number, but anything is fine so long as it's harder to make than to break in this case.
It would serve as an equalizer across the board, seeing as how even the most unpopular of materials could be saved and later used to go a step up in tier. An incentive, so if people are missing just one or more materials to make that jump then they'll have a compelling reason to go and buy them from people's shops. I see it also as a means to provide people with another way of achieving their distant ambitions of attaining Masterwork tier runes. I don't imagine it will increase their prevalence in the world in a dramatic way, but if balance remains a concern then I would encourage to have its recipe be more expensive or to even go as far as to prevent people from being able to go above a greater.
But that's just my take on it, and one I felt like bringing to light.