114683-how-is-this-new-rune-system-better-than

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Could someone explain to me how this content update that takes months is better than:
 
1. Removing elemental requirements from gear (any rune can be put in any slot)
2. Charging an increased price in reslotting a rune, rather than destroying it and adding another
3. Adding a new slot via a future patch
4. Adding new set bonuses via a future patch
 
They are basically taking our old system, adding more RNG and cost to it, while still limiting customization.
The way I described allows better use of rune slots.  It still time-gates (currency) the gear.
It allows full customization.
Still implements future technologist updates.	
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			The idea behind the rune system and gearing was to make it easier to get decent drops which allow you to complete and progress in the content, but have the BIS drops be rare, which makes getting full BIS more time consuming and near impossible.  Essentially there would be more consistent upgrades, with the occasional jackpot moment.  Further, it was to force more interesting gear acquisition decisions, you might be needing a Water Rune to finish a set, while another member has too many, which makes you value the same drop differently because of your current needs.  The problem was that the implementation of the system made it so that upgrades were too rare compared to crafted gear or the previous tier jackpot rolls, the upgrades only occurred in those jackpot moments.  This was primarily because there was poor balance between the rune elements, sets, and AP/SP vs. all other stats.  Further, with the low salvage rate of a lot of fragments and signs, the rune cost was inflated, when added to the cost to unlock it made runing and changing runes and gear even more costly.	
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The new rune system makes you grind even more. That's a HUGE plus for those who created it.
 
Trying to hold on to your old gear rather than jump though the exact same hoops again? You get to grind the upgrade items to get the slots the Devs acknowledge it should have had in the first place.
 
Got an item that kicked you in the junk with RNG rune slot flavors? Woo-hoo, now you can grind 32 Eldan Signs and bug the 5 different expert crafters who didn't drop this game already (especially the technologist who has been missing their top tier since launch) to make you a widget that -- get this -- RANDOMLY rolls two new possible flavors. Oh, and you get one shot, EVER to fix that slot.
 
The cure is DELIBERATELY worse than disease because they'd rather you just go back and try to farm the same item all over again.
 
Stretch that content. Stretch it!	
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You guys seem to not have full knowledge of the changes.
Most importantly, along with rerolling/adding slots, the stats you can put into them changes along with what stats are best. Put simply: there are going to be 3 mainstat, 3 AP and only 2 "bad" (crit/SR stat) runeslots, mainstat will be better than AP until you hit the final milestone and is only better by a miniscule margin (full rerune gave an engi guildie +50 AP on PTR).
This means that if you get one of those two bad ones (IE earth and logic for spellslinger) you can reroll and *allways* get mainstat or AP. While rerolling once and getting 2 random choices seems bad at first, this really means that you go from a bad slot to either a great or a really good one (mainstat being 100% and AP 95% effective (roughly), or reverse once you hit mainstat milestone cap).
 
Also you won't farm the items to reroll from dungeons, the rerolling item is a crafteable made by a whole bunch of different crafteables (all tradeskills except architect are involved). This boosts the economy and makes all of them useful.
The item for adding runeslots will be the ones you farm in dungeons/adventures etc.
 
The cure is a real cure: you can choose to reroll a bad slot for a decent chunk of money (i think current mat costs are like 4~5plat on hazak) and adds more variety/options in existing runeslots, and it boosts the usefullness of most tradeskills.	
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			From someone who has spent a lot of time on the ptr I will say this is an awesome fix	
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The rune change is an awesome patch.  It isn't going to make or break anything as far as what you can do to take down content (since obviously people are doing it without extra and/or completely optimized rune slots).  However, it adds that layer of a game that allows for min/maxing, and it makes it that much easier to do so.  I absolutely min/max my character as much as possible, like everyone else who enjoys doing any sort of raiding should do.
 
+1 to Carbine and -1 for a complaint thread about them actually doing something about the current rune/gear issue.	
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It is doing something, but sometimes putting a Band-Aid on a mortal chest wound just keeps you from addressing serious underlying damage.
 
"What? What more do you need? We put a band-aid on it..."	
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But it isn't a band-aid.  It is a huge fix, in which if we are realistic here, is a quality of life aspect of the game anyways.  It is a feature to add more customization to something something which is currently slightly broken and completely RNG.  This fix still has RNG, but it removes 99% of it with 1 single patch.  Sure you could say that after you add a slot and don't like it, that you get to roll 2 more slots for a more reasonable one (but what if you don't want those 2).  The awesome thing about the patch is that it isn't just adding the ability to add rune slots, reroll rune slots, but it is also adding a TON of the rune sets to the other elements to give you a much easier way to acquire set bonuses and stats you actually want.
 
It is a huge change, and very welcomed by anyone who actually knows what's in the patch.
 
Here is a link for people who have no idea what is actually happening with runes:
https://forums.wildstar-online.com/forums/index.php?/topic/108017-upcoming-rune-system-changes-the-series/	
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You call "Hey, I finally got my purple after 29 runs... oh crap... bad slot flavors..." slightly broken. I call it soul killing, player-base annihilating bad design. People don't uninstall and walk away in disgust over 'slightly broken'.
 
The new choices for each flavor, both in straight stats and in stretching the reach of the sets? THAT is an awesome change.
 
The "Hey we heard you like RND (no, we cupcaking hate it...) so we puts some RNG on your RNG when you're trying to fix a round of RNG! But only ONCE, because you might get what you want if you could keep trying..." so-called solution was just petty spite.
 
The not updating existing items that are deficient in slots to the correct number is just kicking people in the junk that have already had to put up with sub-par gear.
 
It good results being handed out through poor mechanisms.
 
And yes, anyone who is actually unclear on what's being discussed should follow the above link :).	
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From a PvP perspective, it is absolute shit. People will still be RNG rolling poor piece choices. I know you're thinking that it shouldn't matter since you can get main stat or PvP power on every piece if you want... But it still limits customization.
 
Further, since this is an economy forum, a player who primarily pvps does not have the gold income to sustain rerolling items / adding slots. This is a huge issue.
 
Consider making all PvP gear omni slots in this pass, that way it will save you the trouble in the future. 
 
This idea of rune changes is just a bandaid fix to a system people hate for its design. What makes you think that this is going to solve any issues? It's just going to make the current shit stink less when you could've spent the time and resources overhauling the system to be nice.	
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I like the system as it is coming.
Your chances of having a "bad" item is really low with it. By bad I mean not optimal, the differences of best and worst will be like 1% I guess.
 
I'm not a PvP person but while I was collecting prestige for the AMP and ability points I got around 10 Augmented runes and 1 extra AMP point.... so I can't imagine that gold income is that big of a problem for you... maybe I was lucky tho
 
And after all isn't PvP much more about skill than gear?	
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And after all isn't PvP much more about skill than gear?
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The only thing I can agree is a problem is the significant cost.  It would make sense if it was like this from day one.  As you got new gear, you'd reroll runes so the cost would be spread out.  But now its gonna be frontloaded.  And its being taken into consideration with the class changes so until you rerune and add all slots to existing gear, you wont be up to par.  So at the start of the patch, yes, its gonna be a HUGE grind and cost a LOT of money but a month or two down the road it will be in a lot better place.
 
I don't expect this, but it would be nice if current players were gifted with enough fluxes to reroll a certain number of slots, whatever was deemed appropriate, because we have already put in a lot of time and money into our current gear set and its demoralizing to have to go through it all over again on the same gear. Plus I fully expect people to manipulate the market for maximum profit, making runic fluxes absurdly expensive. 	
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I would like see them put back the original gear with static rune slots in addition to the current system. Even gear with less optimal static rune slots would be fine, anything to allow the player to plan their runes sets. This should apply to PVE also. Every piece of gear which can be purchased from a vendor should have the option of predetermined or random rune slots. Random slotted items should be slightly cheaper and you should not be able to reroll static rune slots.
 
There is a lot of depth in the rune system but it's extremely painful to use. If a player is advancing towards a piece of gear sold by a vendor give them the piece of mind that the first time they purchase it, it will not be garbage. Static runes will allow them to plan for their first purchase while repurchasing random slotted items will help to min/max or compensate if you end up with a piece of new gear with non-optimal slots. Allowing the rune station to be opened anywhere will also be a welcomed addition. Right now the only options are to search the tradeskill crafting menu or installing an addon. Every player I have told about the crafting search has been completely unaware of its existence, I even wonder if some of the devs know about it.
 
 
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No he wants all omni slots for PvP gear........ L... O... f***ing L.
 
The entire point of this game is that there are so many facets to play, and they want you to play multiple to keep from burning out on doing 1 thing over and over again.  Yes, this means PvP players will have to run dungeons to get the mats to reroll/add slots or w/e.
 
Just like PvE players have to PvP for 2 AMP/1 Ability points, and to get the Protection trinket, the 1800 weapons, to farm augmented runes (yes you have a far easier time farming money than PvE players) etc etc.
 
PvP gear from my understanding will be able to be rerolled and such as well.  It is a great change no matter how you slice it.
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Why do you think PVPers have an easier time farming money?
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The only thing I can agree is a problem is the significant cost.  It would make sense if it was like this from day one.  As you got new gear, you'd reroll runes so the cost would be spread out.  But now its gonna be frontloaded.  And its being taken into consideration with the class changes so until you rerune and add all slots to existing gear, you wont be up to par.  So at the start of the patch, yes, its gonna be a HUGE grind and cost a LOT of money but a month or two down the road it will be in a lot better place.
 
I don't expect this, but it would be nice if current players were gifted with enough fluxes to reroll a certain number of slots, whatever was deemed appropriate, because we have already put in a lot of time and money into our current gear set and its demoralizing to have to go through it all over again on the same gear. Plus I fully expect people to manipulate the market for maximum profit, making runic fluxes absurdly expensive. 
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I just said :P.  salvaging the loot bags for runes, which you can turn around and profit big time off of.  I got nearly 30 augmented runes farming prestige for 1 Ability and 1 AMP point, from salvaging the gear i got in the meantime.  at 30g Minimum, I'd say that isn't bad for like 7-8 hours of work.  That equates to about 9 plat minimum WHILE getting other things from the bags (such as AMP and Ability points that drop more frequently in PvP than ANYWHERE in PvE), if you are capped on EP you get gold quicker, while getting currency to work towards other PvP related items or w/e.  Simply a great time investment.
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What you described in your second paragraph is 2 fold for PvE since we have more rune slots in a majority of the gear.  Especially for players in DS.
 
Still, the fix in place to be launched soon is hands down a massive improvement.  If they are able to reduce the gold sink in other aspects of the game, I would rather keep this gold sink where it is at.
 
As is they are making certain tradeskills cost less, reducing AMP respec costs, already reduced the ridiculous cost on rare AMPs themselves.  They are making changes for the better, yet people keep forgetting how far CRB has come since launch on all aspects because sometimes it had nothing to do with the player bitching about their current issue.  Which brings me to the point that this new fix should not be an issue for anyone due to the multiple points stated, without any actual rebuttle than cost to PvP players (which PvE players will be paying more, anyways).	
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			The frequency of re-roll chances is really low in comparison on the PVE side though. I think the biggest problem for PVE players will be expanding items that should have had 4 slots in the first place. I don't mind paying to reuse a slot but idea of opening locked slots is pretty stupid. With the new system I dislike the concept even more. Work to unlock a slot which should already be there, then pay to open it. For future drops, always having more slots will ensure more expenses for PVE. Currently it might be more expensive for a small fraction but I would bet that its pretty close to even on average.	
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They are also increasing the amount of stuff you get salvaging including adding rune set pieces which will create a market on the Ah. 
 
Right now the only time you see "sight before sight rune of PVP power" (esper rune) on the AH is when someone makes it by accident. Come patch those will be dropping from salvaging.
 
They are also reducing the ingredients to make runes	
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