101020-suggestion-add-a-d3-mystic-style-system-for-rune-slots

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We all know that itemization in Wildstar isn't great, but sometimes you do find a piece of gear with awesome stats....but the random Rune slots are complete garbage or has one worthless slot etc.
 
My proposal is to add a Rune slot merchant that functions like the Mystic in the D3 expansion. 
 
Allow us to reroll ONE Rune slot, still randomized result though.  Make it cost Elder Gem's to use, say somewhere between 25-50 EG's per try.  Perhaps even have it cost more with each roll like how the Mystic gets more expensive as you hunt for that perfect roll.
 
I think this would go a long way in helping reduce a lot of issues with gearing up.  You can make it some sort of lost Eldan configuration technology or a really ancient Eldan Construct that we discover that can do it for our characters etc.
 
Thoughts?	
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			No one would be interested in this to help with Rune slot garbage rolls?	
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			I'm not a fan of punitive RNG like that, to be honest.	
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Well they've already said they have no plans to stop the randomizing of Rune slots, in fact they even made it so PvP gear is now going to randomize Rune slots as well.
 
Being able to control at least 1 Rune slot guaranteed for every piece of gear would be a huge help.	
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No one would be interested in this to help with Rune slot garbage rolls?
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The problem with this idea is that you are trying to fix RNG by adding more RNG on top of it. It sounds nice on practice, because it gives you the chance to "fix" your gear. However, in practice it's pretty bad game design. Just another terrible ruse to have the players grind for X currency until they can afford what is essentially a dice roll to fix their gear. And they might fail. In fact, that's the whole point of RNG: allowing the player to not get what he wants so he has to keep trying. 
 
Like Lemurian said, it's a band-aid fix, not a full fix.
 
Yet, I'm pretty sure this is exactly what Carbine will do soon. And then it will be like TERA's masterworking all over again, with "the hardcorez" shunning people because they were not lucky enough to get the Best in Slot rune selection. It will suck.	
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			50 EG to get the same rune slot. I would slay someone.	
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I'm not a fan of punitive RNG like that, to be honest.
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			Like the mystic?! are you jokeing?! please, no.	
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The gear system is already punitive RNG
-Random Stats [some items]
-Random Rune #'s
-Random Rune types
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I think this would go a long way in helping reduce a lot of issues with gearing up.  You can make it some sort of lost Eldan configuration technology or a really ancient Eldan Construct that we discover that can do it for our characters etc.
 
Thoughts?
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{| class="blockquote"
The problem with this idea is that you are trying to fix RNG by adding more RNG on top of it. It sounds nice on practice, because it gives you the chance to "fix" your gear. However, in practice it's pretty bad game design. Just another terrible ruse to have the players grind for X currency until they can afford what is essentially a dice roll to fix their gear. And they might fail. In fact, that's the whole point of RNG: allowing the player to not get what he wants so he has to keep trying. 
 
Like Lemurian said, it's a band-aid fix, not a full fix.
 
Yet, I'm pretty sure this is exactly what Carbine will do soon. And then it will be like TERA's masterworking all over again, with "the hardcorez" shunning people because they were not lucky enough to get the Best in Slot rune selection. It will suck.
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Well as far as we have heard, Carbine is not going to remove gear rolling random Rune slots at all.  I would like to at least have some sort of ability to salvage at least one Rune slot on that GA gear that just dropped instead of being 100% at the mercy of RNGesus from the get go.
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EG are far too valuable currently to waste 30-40 on ONE reroll.
For 1 elder gem per try I might consider it.	
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I like the idea of a fixed number of runes slots on a given 'tier' of gear (I would even be ok with a retroactive fix to existing gear, but am realistic enough to know that will never happen).  I would be ok with RNG of the specific runeslot type on drop if the player had some control over what runeslots eventually ended up on a item.  Would there be an issue with using an in-game currency cost to shift a runeslot along the spectrum?
 
For example if the spectrum looked like: Fire -Life - Earth - Logic- Water - Fusion -Air - Fire, it would cost x plat or EG or rare tradeable drop item (would probably be EG) to shift an Earth slot to either a Life or Logic slot.  Gear with undesirable slots could be 'fixed'.	
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What items drop are still RNG. So the picture of getting end-game gear would be:
 
-Did the boss drop the thing?
-Did anyone else win the roll?
-Does it have the proper runes?
-Did you get the droppable item needed to change them into what you want? / Did the 're-roll' favor you?
 
It's still RNG on top of RNG. A much better alternative would be to just have a system where no re-rolling is needed: you pay a sum of money to get exactly what you want. An even -better- system would be to have the items drop with non-randomized stats. That way we avoid the stupid "harcorez" elitism that stems out of not having BiS gear. But you know, this game is for them, so the devs will milk them with as much RNG as they ccan tolerate.	
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