Report 556

Report #556
Skillset: Knighthood Skill: WeaponRunes
 Org: Ur'Guard Status: Rejected Feb 2011
Furies' Decision:
We do not find this to be necessary.
Problem: Other classes can switch specs via skillflex or permanently without the
added cost of having to switch weaponry runes. While not adding anything to the
game except a credit sinkhole, it rather just frustrates warrior/monk players.
Solution #1: Allow weapon runes to be detatched and reattached once per game
 year for free.
Solution #2: Allow weaponry runes to be swapped as a whole from one weapon to
 another at a cost of 25cr
Solution #3: Make weapon runes instead act like jewelry runes. Attach them to
 a piece of jewelry and gives the benefit no matter what
 weapon/spec one happens to be, just like the other attachable
 runes
Player Comments:
---[Solanis on 2/15 @ 23:14 writes]:
I support this report. I prefer Solution 1 the most, but any look good!
---[Lehki on 2/15 @ 23:15 writes]:
These sound fine
---[Raeri on 2/15 @ 23:21 writes]:
Any of these would be good.
---[Prav on 2/16 @ 03:23 writes]:
I support solution 2 at a cost of 25cr to remove from one-handed weapons and
50cr to remove from two-handed weapons. Solution 2 is a nominal cost, a fair
price for the flexibility and is good for business.
---[Prav on 2/16 @ 03:25 writes]:
Wait, I misrepresented something. The cost should be 50cr total to remove both
runes from two-handed weapons and 25cr to remove a single rune from a one-handed
weapon. Essentially, it should cost 50cr to completely clear one set of weapons.
---[Fillin on 2/18 @ 03:10 writes]:
I like solution 1. A creative way to accomodate the occasional skillflex will
still maintaining the 'specialness' of runed weapons
---[Vadi on 2/18 @ 21:50 writes]:
I support solution 1
---[Sahmiam on 2/19 @ 03:06 writes]:
I whole heartedly support solution 1.
---[Raeri on 2/20 @ 02:37 writes]:
Perhaps it could be possible for weapon runes to be still attached to weapons,
but give their effects to all weapons in the person's inventory? This way, one
would retain the non-decay/resetting portion of the runes, without the need to
attach and detatch. The halving effect on two-handers would be maintained.
---[Iytha on 2/22 @ 11:21 writes]:
I support solution 1 or solution 3. The credit cost of Solution 2 is not needed
at all.
---[Xenthos on 2/22 @ 23:09 writes]:
I far prefer solution 3, but only if bleeding runes still remain as they are (so
there is a way to make weapons non-decay & reset still).
---[Iasmos on 2/26 @ 16:17 writes]:
Solution 3 would be ideal. I'd really rather not have to pay more fees beyond
the already high cost of the runes.