Rune feeback and ideas
Hello, i think the way rune work does not make sense within the general balence of the game. Those are made to be small improvement over your build (mostly fixing resistance issue). However an issue arise with it once you get to end game (and before but it's barely noticeable) where it can become difficult to upgrade your gear.
For instance i just dropped an upgrade but i cannot use it has it has the wrong resistance type, solely because i cannot change socket on my gear. So effectively in order to upgrade i would need a second upgrade to counteract that. I think the solution is straight forward, allow us to resocket has we see fit. And in order to keep the same balance make rune / soul core consumable (so that changing mean loosing the currently socketed rune) I also think their is more to do overall to make rune interesting, like spliting existing rune into 3 tier at 6/9/12 % rest (i would say to put the 6% rune with drop rate similar than of our current 12%) along with that create a currency that allow us to remove a rune without breaking it (which should be rare maybe around exalt / divine rarity). And perhaps add in some special rune with really powerful effect who are mutually exclusive unless specified (1 active per char) exemple : Rune of the arcanist " if you have 4 rune of the arcanist slotted grant spark and trigger spark on crit " Last bumped on Dec 15, 2024, 4:29:50 AM
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The rune getting locked in really sucks.
As it is, the system prevents its intended use. Flexibility to solve problems. It "can" solve problems, but its a really damn expensive way to go about it. I might be tempted to pay that price if it was flexible. Its not. So I ignore it instead. Socket orbs are for weapons only. Considering just how stingy drops are, I'm not gonna spend what little resources I do get on anything. Unless that one thing is already great. Even then, probably not. Runes kinda fall into the same place as all of the other PoE2 systems and mechanics. I'd love to engage with it, but the game refuses to give me the means to do so. Best bandaid to put on runes in particular is to add a button to the salvage bench that blows up runes in a piece of gear. It's gotta be on the base salvage bench, because that's when you get the ability to farm socket orbs. It'd also be nice to be able to get runes from salvaging gear too. |
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I have a different issue with runes and that is loot table. I am still uncertain if runes are tied to act or level. I was out of desert runes and decided to try and farm some. I remembered they dropped in late act 1 and early act 2. After clearing from ramparts to last boss in act 1 i decided early act 2 would be better. Did first area in act 1 once and then i moved to Mawdun quarry. After 5 clears of quarry + mine i got 1 storm rune. Cant remember where these used to drop so not sure if it's low level rune like desert rune. I currently have no idea if the runes are tied to level or area since i remember desert runes dropping like crazy in early act 2. This is beyond frustrating and i wish i had an answer. I already dislike that these are not in the same loot table. What makes an artic rune higher level than desert rune? God only know, but now the thought that they might be tied to level is starting to creep in which would make desert rune unobtainable outside of trade or making another character. Gonna update if i see a storm rune drop in act 3 then it's definitely level, or if i decide to try another 10 runs of early act 2 and see if it drops. Got 2 exalted 1 regal 2 artificier and no damn rune (except the storm rune that made me give up since i wasn't even sure i was farming them where i should). I would think they should drop more often if they are area bound since i can farm the rest of these drops anywhere in the game
Last edited by exile13#6211 on Dec 13, 2024, 12:57:19 PM
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Ok just crazy got a desert rune in act 3 and iron runes as well. So apparently devs listened, i am quite happy. These two would only late act 1 early act 2 for desert and mid to late act 2 for iron. Great change guys, this loot table make much more sense, actually impressed this got changed so fast
Last edited by exile13#6211 on Dec 14, 2024, 9:41:39 AM
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Regarding the UI, I think each rune should have its own color.
As for now, they're all blue, you always have to hover the item to know which rune is which. For controller players this sucks. I know each Rune has a different symbol, but would be easier to have different colors. A bright orange for fire damage, deep blue for shock, pale blue/white for cold, etc. |
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" Yep GGG has so many good options with Runes and they went with the limited BAD option. I really question who is running the development of the game. It seems they dont know what good and fun is for players. 99% of us are not Streamers/ No-lifers. We have lives. |
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Yeah, IMO they should let us destroy runes to open up the slot. In PoE1, what gave your build a little bit of flexibility was the bench crafts that you could swap out, patching up weak spots as you upgrade your gear. In PoE2 we have nothing, and it's frustrating.
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Its wild that Ziz brought this up in a Q and A and Jonathon was adamant it was fine.
It absoultely isn't, Kitty in G5 was in tier 10 maps with ele resists just above positive. Runes were sold as an alternative to bench crafting to patchwork your gear but the inflexibility of runes ruins that. One cannot help but wonder how such a lust for loot can affect a persons mind. Although these exiles appear to be our salvation, it would not take much for them to turn on us as easily as they fight gods and demons.
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Here's an idea:
Add an option to Doryani's npc to remove a rune from an item for a certain gold cost. Simple. Scale the cost exponentially with the item's iLvl. for example 1000 gold at iLvl 20 and 100,000 at ilvl 80. Last edited by PrettyCasual#3565 on Dec 15, 2024, 4:31:46 AM
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