127428-so-eldan-sets-who-decided-the-stats-for-runes

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so this has been bugging me for a loooooooong time, who in their right mind decided to make the eldan set hard rock(which is the elder version of weapon specialist(which is a physical dmg increase that has dps stats for rune slots)) have all tank stat runes besides 1 rune(water of brutality) which means that any dps that would want to get it has to have 20 water slots in 12 different peices of gear, this was before the exceptional runes were implemented, 
 
Like i honestly cant comprehend why in the world would anyone make the rune slot stat variation for an elder set of a dps rune set be only tank stats, 
 
Like could we get some assualt power/ critical hit runes added to this set pls?	
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Wasn't there a very recent thread about the almighty Magic Fire Starter Rune of Recovery?
 
I guess that the dev responsible for the elder rune sets was totally drunk on the day he created them. Not only due to the fact that many stat/set combos are completely pointless, but also due to the utterly useless 20pc boni on all of the tank sets.	
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Fusion Guard is completely useless 20/20 It procs on taking a crit
Tanks should always be crit capped	
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Wasn't there a very recent thread about the almighty Magic Fire Starter Rune of Recovery?
 
I guess that the dev responsible for the elder rune sets was totally drunk on the day he created them. Not only due to the fact that many stat/set combos are completely pointless, but also due to the utterly useless 20pc boni on all of the tank sets.
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Yes let me stand around and get critically hit so I can restore 700 health. Brilliant!
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I'm actually quite excited for seeing some of these in work when i get a full BiS set. Hard rock and Logic bomb 20/20 with all armor runes sounds orgasmic in my elitist ears. Preferably i'd want this:
Fusion Guard 12/20
Logic Bomb 20/20
Hard Rock 20/20
Crystallize 12/20
Haste 09/09
Spectral Shift 12/12	
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itemization and stat system and rune system etc is not so good in wildstar.
basically, the whole game systems design is pretty lame.
 
good thing they have mobile combat, nice animations/fx, telegraphs to make it cool. cause under the hood, the number game, is a joke and probably one of the worst rpg system i have ever seen.
 
it is also pretty weird that considering the telegraphed and mobile combat the stats and runes don't make use of that gameplay (like a stat that increase telegraph size/range for example, or a stat that makes your dodge roll longer/faster, or speed, or directional shields and stuff like that. basically stats that goes in the same direction as the telegraph and gameplay. and not just boring power numbers.
 
instead we have "brutality and assault power, which are more of the same really" "grit and health which are more of the same really" and plenty of details like that that simply don't make sense. and then you consider that most people just want 1 stat for 99% of their toon carreer and it just becomes a linear game without options for personalization. toooooo many of the stats are useless... thats just a bad design. basically they could only have 3 stats in this game: assault power / support power / defense, and it would be the same as what we have now, but less hidden behind stupid crunchy mathematics.	
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itemization and stat system and rune system etc is not so good in wildstar.
basically, the whole game systems design is pretty lame.
 
good thing they have mobile combat, nice animations/fx, telegraphs to make it cool. cause under the hood, the number game, is a joke and probably one of the worst rpg system i have ever seen.
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cause under the hood, the number game, is a joke and probably one of the worst rpg system i have ever seen.
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Imho, they pretty much *cupcake*ed this up when balancing stats the way that AP/mainstat > all (and please don't start with the absolute BiS gear when crit becomes interesting, because that's way too late).
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I mean I kind of get that they don't want to make the 20 point sets absolutely mandatory but I think that they went too far in the other direction and made them useless. For instance, the heal from 20/20 life giver is totally negligible. I am still interested to try out the shield healing runes from the augmentors but of course that means we actually need to run the augmentors instead of attuning or running datascape, so there's the trade off.
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			Considering the dev admitted to not knowing how to do the stats. Then me and other guildies spent months trying to teach him how to itemize GA/DS item stats giving very very thorough information. The ideas were half implemented in drop 4. I would say that he is the person that did rune sets or a dev in a similar position.They straight up don't know what to put on them. They had a basic idea and put random stats because they had no idea how they were supposed to work with individual classes. (A lot of examples of completely unusable runes/rune set specials are a good way to back that up).Think of it like not playing the game but still needing to put out rune designs. You have to do "something" at the end of the day. Just have no idea what that something is. It's like a lack of communication and information. No one is guiding you on how the stats need to be done. I really hope they know by now or are at least willing to sit down and talk with the players for a few weeks to understand.	
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Considering the dev admitted to not knowing how to do the stats. Then me and other guildies spent months trying to teach him how to itemize GA/DS item stats giving very very thorough information. The ideas were half implemented in drop 4. I would say that he is the person that did rune sets or a dev in a similar position.
 
They straight up don't know what to put on them. They had a basic idea and put random stats because they had no idea how they were supposed to work with individual classes. (A lot of examples of completely unusable runes/rune set specials are a good way to back that up).
 
Think of it like not playing the game but still needing to put out rune designs. You have to do "something" at the end of the day. Just have no idea what that something is. It's like a lack of communication and information. No one is guiding you on how the stats need to be done. 
 
I really hope they know by now or are at least willing to sit down and talk with the players for a few weeks to understand.
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Considering the dev admitted to not knowing how to do the stats. Then me and other guildies spent months trying to teach him how to itemize GA/DS item stats giving very very thorough information. The ideas were half implemented in drop 4. I would say that he is the person that did rune sets or a dev in a similar position.
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Verizal? Then either you or he (guess the latter) did a terrible job. From a tank's perspective, itemisation post-drop4 is just horribad.
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its hard to do proper itemization when the core stat system is lacking/weak.
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To be blunt....
Itemization has always just been a "wtf" thing lol...
The way I've seen it is pretty much kind of how Aurellian puts it to a degree. The stat system to me is fine, but the translation of said stat system into gear and set bonuses for respective class/roles seem very off.
 
A warrior tank as example has no usage for moxie, yet we have to deal with it. In case of some of the rune sets why should I want to get crit as a tank, let alone as a healer lol.
Instead if a tank wanted to use it, it should be that it will proc off of deflecting a crit instead. Critical strikes aren't so often that it'd make use gods, but hey happen enough tha it'd be decent mitigation boost and with a 5s limitation it'd balance out itself.	
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Considering the dev admitted to not knowing how to do the stats. Then me and other guildies spent months trying to teach him how to itemize GA/DS item stats giving very very thorough information. The ideas were half implemented in drop 4. I would say that he is the person that did rune sets or a dev in a similar position.
 
They straight up don't know what to put on them. They had a basic idea and put random stats because they had no idea how they were supposed to work with individual classes. (A lot of examples of completely unusable runes/rune set specials are a good way to back that up).
 
Think of it like not playing the game but still needing to put out rune designs. You have to do "something" at the end of the day. Just have no idea what that something is. It's like a lack of communication and information. No one is guiding you on how the stats need to be done.
 
I really hope they know by now or are at least willing to sit down and talk with the players for a few weeks to understand.
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we are talking about some dude who thought that it was a good idea for main stat to give assault power and to have pure assault power runes and sometimes even as a stat on gear.
 
i mean "wtf"...
max out main stat then go all in in assault power ?
and then you have Grit and Health. seriously ?
just wrong.
 
lets say that i am "ok" with the stat system (which i am not, cause: obtuse for no reason) well the gear and runes are a total mess and there is no way out of it.	
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