114878-why-is-the-rune-system-so-complicated

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I'm not saying you need to be a rocket scientist to figure it out, but for what it is, I think it's pointlessly complex. See:
 
 
 
 
 
 
 
Why not have all slots be color coded omni slots, red for DPS, green for healing, yellow for tanking. You can put any base stat into any color, but to use a role specific rune set, you would need to have enough slots of the appropriate color. Simple, but still requires you to go out of your way to rune properly and get gear with the right slot types. Thoughts?	
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			3 rune slots colours? That wouldn't be hardcore enough.	
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			I mean... it's not very complex as is... Type advantages and effort / ev / IV points were more complicated in Pokemon... and it was a children's game.	
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It's not very complex, but it does require a great deal of commitment.
 
Farming the resources is a grinding nightmare.	
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The only reason it seems more complex than it really is, is because of stat balancing. Which ever dev team created the rune matrix never communicated or even knew of the dev team working on stat weights.
Each role and class (all 12 combinations) can benefit directly from each type of slot, be it through elder runes, attribute runes, general runes, class runes, or any combination thereof. 
The problem lies with the weight of stats. Such as AP currently being weighted better than any other stat for DPS, or grit being 110% worthless for everyone.	
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The only reason it seems more complex than it really is, is because of stat balancing. Which ever dev team created the rune matrix never communicated or even knew of the dev team working on stat weights.
Each role and class (all 12 combinations) can benefit directly from each type of slot, be it through elder runes, attribute runes, general runes, class runes, or any combination thereof. 
The problem lies with the weight of stats. Such as AP currently being weighted better than any other stat for DPS, or grit being 110% worthless for everyone.
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			I'll admit I have really no clue what that table is saying. :S	
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			Try the RuneMaster add-on. It's a lot easier to rune your gear and plan runes with it. Easy to use and has great functionality.	
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I wouldn't mind a simpler rune system.  Or at least, simpler than what we're getting, I'm assuming?
 
Still, this isn't that complicated.  I didn't just play EVE, I played Shadowrun.  That's damn near a mutivariable calculus exam compared to this rune system.	
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Try the RuneMaster add-on. It's a lot easier to rune your gear and plan runes with it. Easy to use and has great functionality.
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Try the RuneMaster add-on. It's a lot easier to rune your gear and plan runes with it. Easy to use and has great functionality.
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Also check out WhatTheRune. It changes the interface and has a handy button that pops up the RuneMaster addon as well as other options.
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I'm not saying you need to be a rocket scientist to figure it out, but for what it is, I think it's pointlessly complex. See:
 
 
 
 
 
 
 
Why not have all slots be color coded omni slots, red for DPS, green for healing, yellow for tanking. You can put any base stat into any color, but to use a role specific rune set, you would need to have enough slots of the appropriate color. Simple, but still requires you to go out of your way to rune properly and get gear with the right slot types. Thoughts?
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I didn't realise there was PVP offence runes in life and logic trees are they set bonus runes.
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I've always been of the thought that core systems should be simplistic. You shouldn't need guides and addons to piece together a workable rune set.
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I was simply trying to help a fellow player out with a workaround.  I don't need a guide to work the current system. It just makes things a bit easier. I was just trying to help.
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This ain't complicated.....
Yoiu have a few runes, categorized in a few areas. 
You always have stat-boosters, class-runes, generic-runes, eldan runes and then PvP.
Every rune type offers the same selection, but focuses on a different aspect of your character. 
 
People who think this system is complex......
Please try playing with this:
 
http://www.pathofexile.com/passive-skill-tree
http://nwcalc.com/
http://www.bafordham.com/swg/skilltrees.html
Those things were complex.....	
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This ain't complicated.....
Yoiu have a few runes, categorized in a few areas. 
You always have stat-boosters, class-runes, generic-runes, eldan runes and then PvP.
Every rune type offers the same selection, but focuses on a different aspect of your character. 
 
People who think this system is complex......
Please try playing with this:
 
http://www.pathofexile.com/passive-skill-tree
http://nwcalc.com/
http://www.bafordham.com/swg/skilltrees.html
Those things were complex.....
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That's the point  was trying to make, too many of the core systems in the game are unnecessarily complicated.
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This ain't complicated.....
Yoiu have a few runes, categorized in a few areas. 
You always have stat-boosters, class-runes, generic-runes, eldan runes and then PvP.
Every rune type offers the same selection, but focuses on a different aspect of your character. 
 
People who think this system is complex......
Please try playing with this:
 
http://www.pathofexile.com/passive-skill-tree
http://nwcalc.com/
http://www.bafordham.com/swg/skilltrees.html
Those things were complex.....
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I said it was complicated for what it is. Bad design is just bad design, that path of exiles link is a shining example. Just because some other game is poorly done doesn't mean WS needs to be.
 
Again, the current rune system is okay, esp if you're a 1 character type of player. But it could be better. 
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Granted, I probably misunderstood CunningLinguist. A workaround isn't really needed though. It's not like you are asked to do trig to rune your gear.  You can do well with the current system with some thought.
 
If you want to min/max in the true sense it will take some planning and it should. Min/max shouldn't be easy. What would you strive for if it was easy?
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To me min/maxing should be something fun, the my proposed system would actually expand what you could do, instead of slapping BiS runes in the good slots you managed to get, and random worthless secondary stats in the crappy slots, you could fine tune a rune set that fits YOU not RNG gear. You still have to learn what's best, and there would still be class slot RNG, but you could tell at a glance if a piece of gear is good for any class.
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Then where is this bad design? Just because you have a choice, and not a cookiecutter build to follow?
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Not sure if you're referring to WS or PoE, but I'm ALL about being able to be creative. There will ALWAYS be cookiecutter builds, and if anything, the current system forces you into a cookie cutter build, more than my proposed system would. 
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min/max should not be fun, it should simply not exist.
Every option you take should be a viable one for your class. 
And on that I agree with you the system might need a few tweaks.
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The system doesn't force you into anything.....People simply think they have to to succeed at this game's challenges.
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I didn't realise there was PVP offence runes in life and logic trees are they set bonus runes.
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I have moved this thread over to the Economy / Tradeskill section of the forums since that's where the rest of the conversations about the rune system currently are. 
 
- Team WildStar 	
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The system doesn't force you into anything.....People simply think they have to to succeed at this game's challenges.
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min/max should not be fun, it should simply not exist.
Every option you take should be a viable one for your class. 
And on that I agree with you the system might need a few tweaks.
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There has to be good and bad choices or the choice becomes meaningless.
 
If any collection of runes is equally effective, then there is no point of having runes at all.
 
Heck, why even have gear with different combination of stats on them, forcing me do choose between items? Lets make all gear "viable" so there is no min-maxing. /s
 
Personally, I enjoy the intellectual challenge of getting my health and armor up as high as possible while maintaining crit immunity and enough support power to hold aggro, while also completing the selected tiers on the rune sets that are beneficial to tanking. It is what motivates me to grind reputation, farm gold, search the AH and so on. 
 
A large part of MMOs is tricking out your character. If I can do that by equipping whatever, then I would find the game much less appealing.
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Well viable doesn't mean BiS, it means you can still be competitive. Why would you make some stats totally worthless, just so you only have one choice? Might as well not have min/max at that point. I'm not saying toss in any rune/slap on any piece of gear, I'm saying there should be multiple routes to kicking ass (which is why I'd love to see strikethru replaced with alacrity). Crit builds, AP builds, attack speed builds etc. All we have are AP/SP builds.
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There has to be good and bad choices or the choice becomes meaningless.
 
If any collection of runes is equally effective, then there is no point of having runes at all.
 
Heck, why even have gear with different combination of stats on them, forcing me do choose between items? Lets make all gear "viable" so there is no min-maxing. /s
 
Personally, I enjoy the intellectual challenge of getting my health and armor up as high as possible while maintaining crit immunity and enough support power to hold aggro, while also completing the selected tiers on the rune sets that are beneficial to tanking. It is what motivates me to grind reputation, farm gold, search the AH and so on. 
 
A large part of MMOs is tricking out your character. If I can do that by equipping whatever, then I would find the game much less appealing.
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I said it was complicated for what it is. Bad design is just bad design, that path of exiles link is a shining example. Just because some other game is poorly done doesn't mean WS needs to be.
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