108017-upcoming-rune-system-changes-the-series

== Content ==
			
I'll be going into more detail and explaining the changes coming to the Rune system over the next few days/couple weeks. This post will organize those upcoming threads so you guys can get an idea of everything that's changing without being overwhelmed with a giant wall of text.
 
Part 1: New Stat/Element Breakdowns
 
Part 2: New Runes per Rune Set
 
Part 3: Weakened Runes
 
Part 4: Rune Slot Counts
 
Part 5: Rerolling Rune Elements
 
Part 6: Adding Rune Slots
 
Part 7: Improvements to acquiring Runes and Runecrafting materials
			
				
	Edited August 21, 2014 by J-Tal	
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			Looking forward to it. I've been hard on you guys about Runes but just from the title I can see some effort to get back the flexibility that came under the old system, so I'm looking forward to details	
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			Please be closer to a few days and not a couple of weeks.	
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			This wasn't a big issue for me personally, I just wanna say it's nice to see you guys talking in the forums.	
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			Good to know earth slots are going to be more useful now.  :D	
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One request: Please don't change the general sets to which the runes belong. As in, I'd really hate to log on and find that my 12/12 weapon specialist is now 8/12 because some of the runes lost their sets.
 
Thanks for the update!	
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			I think they are just adding more attributes not changing them I think.	
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Part 5: Rerolling Rune Elements
 
Part 6: Adding Rune Slots
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Looking forward to the change :D
 
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You sly dog, keeping the most exciting parts until the very end. ;)
 
 
THE HYPE IS REAL
 
...you sly dog, keeping the most exciting bits until the very end. ;)
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You sly dog, keeping the most exciting parts until the very end. ;)
 
 
THE HYPE IS REAL
 
...you sly dog, keeping the most exciting bits until the very end. ;)
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*sissy slap flail* Shhhhhh Shhhhh don't do that you'll jinx it!
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*sissy slap flail* Shhhhhh Shhhhh don't do that you'll jinx it!
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Well I'm only half serious.
I've learned to keep my expectations low at all times when it comes to video game... "promises".
But I am very intrigued by re-roll/add actually becoming a reality.
 
Preparing to be kicked in the crotch by the actual implementation though. :P
 
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Only 15 plat per socket! :ph34r:
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			This is good as I got 5 earth slots due to RNG, good to know I can now max them out with fitness and increase my AP.	
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			this is Carbines attempt to add more of a korean mmo flair to it....anyone play TerA? 	
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			Wow, this looks very promising :) excellent job j-tal and team	
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its a good start for the basic stat runes, but the changes to sets and weakened runes are  the real big sections to see. a few questions.
can we assume that the new runes will come sooner rather than latter, since  they aren't  truly new thing and should take little testing?
what the hell is up with the Hardrock set, its itemized like a tank set but weapon specialist is  itemized  as a dps with a bit of defence?	
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			Yes well done.	
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			This could be great! Let's hope we don't get scroogled.	
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			Just a quick question, when are we going to hear about the changes to how stats work in more detail to make it so that AP > Mainstat/Everything else instead of AP >>>>> Main Stat >>>>> everything else?   I heard that you want to standardize 1 Main Stat = .61 AP but that just makes  AP > Main Stat>>>>> everything else.	
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Seriously, how the heck is this still an Issue Carbine... I am pissed.... this is unacceptable.....
 
 
 
Why can I still not Like Staff posts :D WTG JTal ! Keep being awesome!
 
 	
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just remove the elements ffs.
We have enough RNG.	
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Coming Soon:
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Unacceptable. Change needs to happen yesterday.
 
Also, why isn't stopping boosting in arena a priority for you?
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			As someone who has been pretty vocal about hating the current system. I'd like to say this is a step in the right direction and knowing it's coming is definitely keeping me subbed. Thanks.	
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this is Carbines attempt to add more of a korean mmo flair to it....anyone play TerA? 
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			Tera had exceedingly bad systems design from the very beginning. It was an unfinished game to start with. I played for more than a year on Korean servers and then NA as well. The enchanting system was awful. The game was/is only anything worth mentioning for its combat systems (still some flaws with that even). This game is in a far better state than Tera ever was or will be but I'm not sure that's saying a whole lot.	
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Tera had exceedingly bad systems design from the very beginning. It was an unfinished game to start with. I played for more than a year on Korean servers and then NA as well. The enchanting system was awful. The game was/is only anything worth mentioning for its combat systems (still some flaws with that even). This game is in a far better state than Tera ever was or will be but I'm not sure that's saying a whole lot.
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Hi J-tal, Thank you for sharing this with us. Would be more than happy to give some input.
 
However before I start getting too deep into it, I am curious if the changes to stats AP/SP and Grit will coincide with this or is that going to be before or after that? Just so I know how to focus my feedback a bit on this	
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			To be honest this post should be stickied especially if its supposed to server as a thread hub.	
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			We've moved this to Econ and Tradeskills and stickied it. Carry on!~Team WildStar	
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			As someone who has also been very vocal of the horrible implementations of stats / itemization / rune slots in the past...Give us an ETA of when a robust, working, and good implementation is going to be released. Do not release it until then. It is so frustrating getting half  and broken systems in this game.Please, announce the patches ahead of time, so that we can read and understand them, and prepare for the changes. It is so frustrating to spend your time/money only to have a patch come unannounced.ETAs are good. Remember that. Use words like September or say things like Eta is 3 weeks. None of this coming soonThanks for your professionalism and communication this time j-tal!
			
				
	Edited August 13, 2014 by BusterCasey
	
		Language	
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I guess this would be the topic to ask in. Since the stream/info about rune system changing, the numbers, upgrade and re-rolling...I noticed one segment of gear wasn't really mentioned. The world drop items.
 
My question is this: dungeon epics are going to drop with 4 rune-slots, up-gradable to 6. How about world drop epics? Will they drop with 4 and be up-gradable to 6 using this new fancy item? Will they be 'fixable' or up-gradable so if they have 2 slots currently, can I upgrade it to 4 then 6?
 
Also on the topic of "fixing" current dungeon epics. How will that work exactly? For example, my Pirate's Bane has Fusion + Life. I like the fusion slot, life is OK -- will I be able to talk to an NPC and have him 'magically fix' my dungeon epics to have 4 sockets if they don't already? Then I can use the special new item to go from 4 to 6?
OR
Do I need to take it from current state (2 slots) and use multiple upgrade items to get it to 6? If that is the case, and this is a dungeon epic...would it require only two of these new items to go from 2> 4 >6?
 
Overall the changes seem like a great idea - glad to know it's coming soon. Any info on the above questions would be greatly appreciated.	
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So I like most of what I see, but it seems to me that there is an easy, low hanging fruit here being missed.
 
Make it so that you can put any rune in any socket, but if you mismatch the runes, you only get half the normal benefit.
 
Example, I have a piece of gear with a fire and water socket.  
I put a Fire rune in the fire socket, I get 100% of the bonus(first Socket, matching socket)
I put a Water Rune in the Water socket I get 78% of the Bonus(Second Socket, matching Socket)
I put a Fusion Rune in the Fire socket, I get 50% of the rune bonus(First Socket, mismatched rune)
I put a Fire Rune in the Water Socket, I get 38% of the BOnus(Second Socket, mismatched rune)
 
I feel this would add a whole other level of depth with runes.	
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			Part 2 has been added.	
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Part 2 has been added.
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			now if only these changes will be in for drop 3 at the latest. Longer it takes, worse the fallout.	
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			There was mention once upon a time of the current set bonuses seeing changes / buffs, considering some of them are borderline useless. Stuff like Fusion Guard. Are those changes still happening? Will they be featured in any of these information updates?	
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New upcoming section has been added to go over some changes we are making to the availability of Runes and Runecrafting materials in order to reduce the overall cost of Runing gear.
 
For the actual effects of Rune Sets, I cannot comment at this time on when/if any changes are being made to them. Spell balance and effects are under the Class team umbrella. I can say that they are reviewing the balance and effectiveness of Item Specials, Gadgets, and Rune Set bonuses.
			
				
	Edited August 14, 2014 by J-Tal	
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			Fair enough re: set bonuses. I really hope some changes come to a majority of them, because as it is in a world with so many "choices" between rune sets, you actually only boil down to picking from a small sub-group of the ones with even remotely useful bonuses. The choice is a disappointing illusion. Maybe Eldan sets, especially the Fusion Blast/Guard/Gorge sets, aren't meant to be the highly sought after, really cool end game sets some of us thought they were supposed to be... but if that is actually their intended functionality, they REALLY need a major second pass. Fusion Blast is amazing, of course, but the rest...  yeah. Let's hope for more patch notes!	
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I gotta say, I really like the fact you are feeding us alot of information before the project is completed. A big complaint people have is the information withholding. Keep up the good work.
 
P.S. can you feed us some info about the Amp/Ability point drop rate? seems like any time the question comes up on a live stream frost start talking about trigger fingers for some reason.	
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			Part 3 has been posted and added to the list.	
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Interesting to see the changes, but my one gripe with the rune system is more that the same rune sets over and over again are boring. Used to be a major point of excitement (and disappointment as well, sometimes) to see the new tier bonuses in WoW.
 
So I'm not sure if this has been mentioned anywhere before, but are there new rune sets coming out with new raid (I don't pvp, not sure if it matters to them) content in the future, exclusive to players that clear that content?	
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			Part 4 is posted and has been added to the list.	
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			Thank you for keeping us so informed on the upcoming changes J-Tal! I think they sound perfect for helping towards fixing item progression, and the changes are excellent to help add value to "bad" element slots. Thank you for all the hard work! I am excited to see these changes implemented.	
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			Is there a time-frame as to when this will drop?  Drop 3 seems unlikely, sadly. Drop 4 seems like a long time to have community wait though. Anything past Drop 4 seems absurd.	
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			so if I'm understanding this right it will no longer be an RNG chance to get between 0-3 runes or whatever the gear states and will now be sure fire number for rune with only RNG deciding what they elements will be?	
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I think these new fixes are mostly missing the point and you're fixing symptoms of a deeper problem. I'm just going to repost something I did to reddit with some minor edits.
 
The rune number randomization fix is great. The type rerolling fix(and addition of new stats for each type) is only fixing a symptom of poorly balanced statistics, and a sign that j-tal still doesn't understand the core issue he's supposed to be dealing with. Further evidence of that is the fact that instead of bringing secondary stats closer to primary stats their solution is to force crafted gear to have more secondary stats instead of leaving them in as a tool to fine-tune min-maxing(which they are not now). Perhaps their intention all along is for secondary stats to be inferior by a significant amount. If that is the case it would be nice to hear it confirmed. But I think that's a terrible choice as it encourages very one-dimensional character imrpovement and takes most of the fun out of collecting and min-maxing gear.
 
As an example: For my stalker, Brutality is worth about 2-3* more dps than moxie or finesse. Admittedly the gap is smaller for classes without stances, but it's still huge. When looking at gearing choices, brutality and ap >>> anything else. It is not just the rune rerolling that make certain craftables or adventure/dungeon loot better than epics. It's the fact that many of those epics have stats that are budgetted equally but are far less valuable.
 
They have said they will address primary stat vs the resulting ap and grit vs health(ap and health are worth far more per budget point), but nothing about making secondary stats interesting or viable stats to seek.
Contrast this to something like wow where attack power, critical hit and severity, haste and mastery are all competitive stats and their power varies on the build. There's an interesting interplay of statistics with some soft and hard caps along with points where one stat will overtake another in power.
 
What they need to do is two things:
- Fix the random rune slot numbers(they're doing it. Woohoo!)
- Make all stats interesting and viable. This would fix the core issue and with it the symptoms.  
  - All rune slot types viable
  - Make a lot of gear(e.g. anything with not much primary stat) stop sucking.
  - Put crafted gear in balance with other gear, rather than being superior due to the primary stat stacking currently possible. People could still stack primary, or they could stack critical hit if that would better  benefit them. It would make each craft custom-tailored for the clients needs instead of being mass produced primary-stat stacked crap.
 
Half of the rune system changes are not necessary, the changes to crafting are not necessary. They're tending the symptoms while ignoring the deep down disease and I feel either J-tal doesn't understand this or that he simply thinks that having one-dimensional statistics is ok.
 
I'm bored of stacking brutality and AP. I miss min-maxing my character figuring out what will give me the best gains. I miss working to get my hit cap and not to waste points by overshooting it. I miss having gear with different stats being more or less viable for the same class depending on spec.
 
I don't need J-tal to give me pain-killers to help me ignore the headache. I hope he will instead fix the flu that is causing it. I still haven't seen him make a post tackling the imbalance on statistics but still hope he will come around and say something. The current changes will still leave every piece of gear with low primary stat/high secondary/crit sev/etc to suck. If they plan to then address that symptom(rather than the stat imbalance disease) all we will have is a game full of loot with gradually increasing amounts of primary stat/ap on it. I hope they stop wasting time on the symptoms and start fighting the disease.
 
But the rune slot count change is good.	
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The type rerolling fix(and addition of new stats for each type) is only fixing a symptom of poorly balanced statistics, and a sign that j-tal still doesn't understand the core issue he's supposed to be dealing with.
 
They're tending the symptoms while ignoring the deep down disease and I feel either J-tal doesn't understand this or that he simply thinks that having one-dimensional statistics is ok.
 
I don't need J-tal to give me pain-killers to help me ignore the headache. I hope he will instead fix the flu that is causing it.
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Just to clarify, my team does not control stats, stat balance or stat changes. I am painfully aware of the itemization issues our current stat structure produces, but my team can only make suggestions - any fixes or changes to stat balance are up to the Class/Combat team(s) to analyze, adjust and communicate. Unfortunately, all I can say at this time is that they are working on adjustments to stat balance.
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Just to clarify, my team does not control stats, stat balance or stat changes. I am painfully aware of the itemization issues our current stat structure produces, but my team can only make suggestions - any fixes or changes to stat balance are up to the Class/Combat team(s) to analyze, adjust and communicate. Unfortunately, all I can say at this time is that they are working on adjustments to stat balance.
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Just to clarify, my team does not control stats, stat balance or stat changes. I am painfully aware of the itemization issues our current stat structure produces, but my team can only make suggestions - any fixes or changes to stat balance are up to the Class/Combat team(s) to analyze, adjust and communicate. Unfortunately, all I can say at this time is that they are working on adjustments to stat balance.
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{| class="blockquote"
Just to clarify, my team does not control stats, stat balance or stat changes. I am painfully aware of the itemization issues our current stat structure produces, but my team can only make suggestions - any fixes or changes to stat balance are up to the Class/Combat team(s) to analyze, adjust and communicate. Unfortunately, all I can say at this time is that they are working on adjustments to stat balance.
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			Part 5 has been posted and added to the list.	
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			Part 6 has now also been posted and added to the list.	
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			Hey J-tal, all of these changes are very exciting. You and your team are doing a fantastic job. When can we get our hands on the new rune system, is the ETA drop 3? I really hope so.	
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			Currently on schedule for the next major patch. This is, of course, subject to change should we feel the system is not ready and needs more work or polish before going live.	
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Currently on schedule for the next major patch. This is, of course, subject to change should we feel the system is not ready and needs more work or polish before going live.
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Currently on schedule for the next major patch. This is, of course, subject to change should we feel the system is not ready and needs more work or polish before going live.
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Amazing changes. This removes a lot of frustration from the game I think.
Also thank you for the explanation threads.	
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Currently on schedule for the next major patch. This is, of course, subject to change should we feel the system is not ready and needs more work or polish before going live.
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Drop #3 or #4?
 
Drop #3 sounds a little bit fast ^^
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			I just want to say thank you for this series J-Tal and the way you've handled it. Perfect communication.  No info dump, here's what we're doing, here it is broken down into segments, here's how they work together, answering questions, just great. Really looking forward to hearing the rest and seeing these changes get implemented. Kudos to you sir. 	
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http://i.imgur.com/FNGSdeD.jpg
 
Please hurry up... I'm about to throw my computer out the window	
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			What happens to my GA items with 2 sockets on them right now? Will they get updated to be 4 socket just by logging in after patch then I can add a socket to 5?	
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What happens to my GA items with 2 sockets on them right now? Will they get updated to be 4 socket just by logging in after patch then I can add a socket to 5?
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What happens to my GA items with 2 sockets on them right now? Will they get updated to be 4 socket just by logging in after patch then I can add a socket to 5?
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You can add 3 more socket to those! :)
 
And what i read last night. Items needed to add runeslots drops from normal dungeons, adventures, vet dungeons and adventures (4-8) and raids. And those are boss loots, world drops, satchel drops etc.
 
Really easy to get
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I thought they'd automatically get upgraded, for free,  to the current minimum rolls which in this case would be 4. Like how all gadgets became 2 socket, all pieces of blue dungeon pve gear would become 3, all epic dungeon raid gear would become 4, and all legendary gear would become 5. Retroactive.
 
Is this not the case?
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Hi J-TAL
 
Any plans to change the way the rune is shown in slot?
At the current state we dont know if the rune is one rune set or just attributes runes.	
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I thought they'd automatically get upgraded, for free,  to the current minimum rolls which in this case would be 4. Like how all gadgets became 2 socket, all pieces of blue dungeon pve gear would become 3, all epic dungeon raid gear would become 4, and all legendary gear would become 5. Retroactive.
 
Is this not the case?
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At the current state we dont know if the rune is one rune set or just attributes runes.
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You can see them in Equip runes. There's even addon called SlimRune so you can check them even while not on crafting station.
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Currently on schedule for the next major patch.
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Are you at all concerned about issues that will come up by not coupling the rune slot changes with the stat rebalance?  If this goes live in drop 3, and the rebalance in drop 4, then we are going to see a massive buff as people max out their AP slots on gear, followed by what may end up being a significant nerf as those AP slots lose a significant amount of power.  Not to mention people rerolling rune slot colors without knowing what the future is bringing in terms of rune set changes, those Earth/Life/Logic/Water slots may be getting a crazy good rune set in exchange for not having AP as an option.
 
As much as I'd like so see these changes sooner, I've got about 50 CW-4s with Air slots gathering dust, I do think it would be best if they came later, since there are so many interdependencies between this and the stat changes.
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Realized I posted this in the wrong thread so I actually wasn't responding to you, Smoldiekun.
 
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I thought they'd automatically get upgraded, for free,  to the current minimum rolls which in this case would be 4. Like how all gadgets became 2 socket, all pieces of blue dungeon pve gear would become 3, all epic dungeon raid gear would become 4, and all legendary gear would become 5. Retroactive.
 
Is this not the case?
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Nice changes overall!
 
Will there be any way to get back some of the next-to-impossible to reaquire runes from outdated items? (I'm looking at you, Haste rune set).
Would be nice if you could destroy an item to get a rune out of a slot or something like that.	
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			Part 7 has been posted and added to the list.	
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			ETA until this is live? 	
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			I'm concerned that there are still a few gaps:Basic Runes, AP/Main Stat=================================DPS Stalker/Warrior:Fire: AP/BrutWater: BrutEarth: BrutAir: APLife: BrutLogic: NoneDPS Engineer/SpellslingerFire: APWater: FinesseEarth: FinesseAir: AP/FinesseLife: FinesseLogic: NoneDPS EsperFire: AP/MoxieWater: NoneEarth: MoxieAir: AP/MoxieLife: NoneLogic: MoxieDPS MedicFire: AP/TechWater: NoneEarth: TechAir: AP/TechLife: NoneLogic: TechStalkers, Warriors, Engineers and Spellinger can slot AP/main stat in 5 slots. Medic and Esper however can only slot AP/main stat in 4 slots.I sugguest a life AP rune to be added to balance this out, so that all 6 classes can slot in AP/main stat in 5 slots. Life is getting PVP Offense too, which gives more weight to it having AP as well.Basic Rune, Strikethrough/Secondary Stat===========================================DPS Stalker/Warrior/Esper:Fire: StrikethroughWater: Strikethrough/FinesseEarth: FinesseAir: Strikethough/FinesseLife: FinesseLogic: StrikethroughDPS Engineer/Spellslinger/MedicFire: Strikethough/BrutalityWater: Strikethrough/BrutalityEarth: BrutalityAir: StrikethoughLife: BrutalityLogic: StrikethroughStrikethough/secondary stat are relatively balanced. No issue here.Basic Rune, Critical Hit/Critical Serverity/Tertiary Stat===========================================Non-EsperFire: Critical Hit/MoxieWater: Critical ServerityEarth: Critical Serverity/MoxieAir: Critical Hit/MoxieLife: Critical Hit/Critical ServerityLogic: Critical Hit/Critical Serverity/MoxieEsperFire: Critical/BrutalityWater: Critical Serverity/BrutalityEarth: Critical Serverity/BrutalityAir: CriticalLife: Critical/Critical Serverity/BrutalityLogic: Critical/Critical ServerityWell, mostly balanced on the crit/crit severity/tertiary stat end too.Basic Runes, SP/Main Suport Stat=================================Engineer/Stalker/WarriorFire: TechWater: SPEarth: SP/TechAir: TechLife: NoneLogic: TechEsper/Spellslinger/MedicFire: InsightWater: SP/InsightEarth: SP/InsightAir: NoneLife: InsightLogic: NoneEngineer/Stalker/Warrior can slot 5 slots with SP/main support. Esper/Spellslinger/Medic can only slot 4.I suggest a logic SP rune to be added. Logic is already unwanted by most classes for DPSing and it has very little value to healers too. Adding a SP rune to logic will make logic a bit more attractive. And with my AP of life suggestion, 3 slots can be slotted with AP, and so logically (such bad pun) SP should have 3 too.Tanking========Resist stats currently only goes into 3 rune slots, while every other stat, excluding AP/SP goes into 4. Is this intended?Else I've this suggestion:Fire, add resist techLife, add resist magicLogic, add resist physical---------------------------------------------------------------------General Rune Sets---------------------General rune sets has some issues as well.AP rune distribution------------------------Assassin has 2 AP runes, every class uses it.Weapon spec has 2 AP rune, Engineer/Stalker/Warrior/Spellslinger uses it.Spellweaver has 1 AP rune, Spellslinger/Esper uses itTechnophile has 1 AP rune, Engineer/Medic uses it.Additional Fire AP runes needs to be added to Spellweaver and Technophile to balance it.Main stat rune distribution------------------------------Assassin has a Finesse and brutality rune. Both runes doesn't overlap with AP ones.Weapon spec has a Finesse and brutality rune. Both runes doesn't overlap with AP ones.Spellweaver has a Finesse and moxie rune. The moxie rune overlap with the AP one.Technophile has a Finesse and tech rune. Both runes doesn't overlap with AP ones.Fairly balanced on the main stat side. Moxie overlapping AP for Spellweaver is both an advantage and a disadvatage, so it kinda cancels itself out.---------------------------------------------------------------------Elder Rune Sets--------------------AP rune distribution-----------------------Magic Fire Starter has 1 AP rune.Tech Fire Starter has 1 AP runeHard Rock has no AP rune.An air AP rune needs to be added to Fire to balance it.Main stat rune distribution----------------------------Magic Fire Starter has Moxie but no Finesse runes.Tech Fire Stater has Tech but no Finesse runesHard Rock has Brutality and Finesse runes.Magic Fire Starter needs a air Finesse rune added.Tech Fire Starter needs a water Finesse rune added.---------------------------------------------------------------------Class Rune---------------Distribution within the class runes are more or less okay.---------------------------------------------------------------------PVP RunesDistribution within the pvp runes are more or less okay too 	
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Please re-evaluate elder rune sets, as the current changes mean anyone who is attempting to "upgrade" their rune sets and incorporate these in any capacity are generally having a huge downgrade, as often in order to do so you are dropping Assault Power / Main Stat, for crit sev / strikethrough.
 
Specifically, please re-evaluate Water - Finesse in Eldars, and Air - Assault Power in Eldars.  
 
Also, please quash rumors that this rune change is set to coincide with the upcoming content DROP, and that it is / will be patched in seperate and not subject to the change in stance regarding content drops that have angered the large majority of subscribers.	
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			I also would love to see a change to runes being costly and wasted when replacing gear or sets. I think it is unreasonable to have another gold sink in order to put a new rune in a slot occupied. Either I should be able to overwrite for free with new rune, as I lose money from the old rune investment anyway, or I should get to pay the fee to pull out the rune. With the abysmal drop rate of Augmented Runes (since these are the highest in demand) and their extreme price, upgrading or runeing an offset is very pricey. I feel the game has plenty of gold sinks that we could fix this system a bit more.	
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I didnt quite understand if our existing 2slot purple group gear will have a cost associated with upgrading them to 4slot post patch.
 
 
Or perhaps it is only the 5th maximum slot that will cost the new upgrade item.
 
 
This question only refers to our already equipped purple gear from prepatch grp content.
 
Was there ever given a dev response on this particular question?	
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I didnt quite understand if our existing 2slot purple group gear will have a cost associated with upgrading them to 4slot post patch.
 
 
Or perhaps it is only the 5th maximum slot that will cost the new upgrade item.
 
 
This question only refers to our already equipped purple gear from prepatch grp content.
 
Was there ever given a dev response on this particular question?
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Also, please quash rumors that this rune change is set to coincide with the upcoming content DROP, and that it is / will be patched in seperate and not subject to the change in stance regarding content drops that have angered the large majority of subscribers.
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It wouldn't surprise me if this was still locked in to drop 3 and is a big reason for its delay.  Some of J-Tal's posts indicated that some parts were still being designed, let alone implemented or tested.  I don't know what the status is now, but I absolutely don't want them to rush any part of it.
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Not quite sure the complexity of the programming, but on the surface it appears very easy to allow / permit to happen.  Just would like some sort of clarity on this as I cant imagine the need to release this along with a content patch. 
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			Too bad all changes related to rng, itemization, pvp, broken mechanics and unbalances are coming too late. Most people already moved on, hence all the servers are losing pop.	
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			So true. These are good changes but with my guild basically imploding over the last week, there's just not much reason for me wait for them to go live.	
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Since this thread got closed https://forums.wildstar-online.com/forums/index.php?/topic/112218-rng-runeslots-runeslot-rerolling-and-why-people-lose-faith-in-carbines-developers/page-3 and i dont feel like retyping my concerns here again. I'm going to just copy paste my thoughts here. Hopefully Carbine can revisit their desicion on how they will be handling the rune system.
 
 
1) "Except for the few that left before even reaching lvl 50, MOST players left when they got to 50 and were greeted with a big cupcake wall that players found too boring to grind out. Why cant Carbine understand that we do NOT want to keep grinding for the same gear over and over and over again? If i put in 20 hours of my time to get x chest piece....i do NOT cupcake want to grind for the same x chest piece again because of rngception. However, what players ARE willing to do, is put in more time to UPGRADE those pieces without having to dump the gear they already put in 20 hours for! Its called progression. Having to grind for the same gear again is going backwards. 
 
The next part is having true customization like Eclips mentions. Why can't we do that? There is absolutely no reason to deny us that. Give us a system where we can change the rune slot types to whatever we desire! That's a carrot players will actually ENJOY chasing after. 
 
The biggest weakness this new system will bring is that NO MATTER WHAT! there WILL be a rune slot type/s that is/are NOT as desirable by the player which is the same weakness as the current system. Carbine you are trying to lessen this I know, but the fact still remains that there WILL be one....you can't beat math. This means that the player is stuck with it unless he spends yet another x hours to grind to the same item again. Do you know how players feel when that happens? Frustration will happen thats what! Carbine you know FULL well what happens when players are frustrated.....simple....they LEAVE THE GAME. We are trying to avoid that remember?"
 
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2) "I think Carbine is missing something. How player psychology works. If there is an item that is available in the game. Players WILL want. If that item is hidden behind extreme rng, which is essentially a big ass wall, players get frustrated. Because you have essentially told the players that it doesn't matter how skillful or dedicated you are. You will have to pray like the rest of them. There is a big difference between an item behind a raid (player dedication can get through that wall) and an item hidden behind extreme rng when you have already won the rng for it (player dedication does not matter). Statistically, ofc you can beat rng....but that's not how the mind works. The mind will just say..cupcake this crap!"
 
To which then a player named Drebble mentions a very good point about this:
 
"The Burden of Optimal Play"
http://www.gamasutra...ptimal_Play.php
 
Players want to beat the game. If the optimal strategy is to grind, then players will grind. Not because they enjoy grinding, but because it is the optimal way to reach their goals.
 
With "The Burden of Optimal Play" theory, we can easily extrapolate that players are "forced" to grind for the same gear over and over and over again. Except for a few, the vast majority doesnt find this fun (The player exodus backs my point) The new upcoming system will STILL have "weak" rune types for whatever class/builld you are playing. That means that, yes you have lessened the problem, but have not entirely solved it. The root of the problem still persists.....and that's that the system is still based on players having to grind for the same item/stat/rune type/etc over and over again if rng is not in your favor, and it mostly never is.
 
Let me repeat again.....if the item/stat/rune type/etc so much as EXISTS inside the game, then players WILL want it. Players then are "forced" (based on the burden of optimal play theory) to grind endlessly for the item/stat/rune type/etc. When a player is forced to grind for the same thing over and over again, its no longer called progression and instantly becomes a "wast of time" in the players mind and then it becomes unfun.
 
Players are willing to grind, even if its not fun (almost no one enjoys grinding), if by the end of the grind they have something tangible in return. The feeling of "YES! all my hard work paid off and now i got this awesome upgrade to my equipment". How it is now and in the futue update will have the same feeling if rng shines upon you that day....but lets not fool ourselves, rng almost never shines on you. So instead of the "YES! i got this awesome upgrade" you will have players saying "wtf is this cupcake? i spent x hours of grinding for this? cupcake this game"
 
Last point i want to make as i have seen this arguement before. Some players ask "So whats the big deal? Instead of AP you will get finesse." The big deal would be that i WANT AP instead of finesse. Math doesnt lie. There will always be an optimal stat % for pve, pvp, and whatever role you want to fill in. If players dont get what it wants, he/she will grind the gear over again and hope for the stats he/she DOES want.....The Burden of Optimal Play.
 
Again Carbine, PLS revisit your rune system changes. Polishing a turd just makes it a polished turd. Its still not too late. Keep all the changes to the stats you have made, those are good. Just give us a way to pick our rune slot types without having to destoy our base item.	
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Last point i want to make as i have seen this arguement before. Some players ask "So whats the big deal? Instead of AP you will get finesse." The big deal would be that i WANT AP instead of finesse. Math doesnt lie. There will always be an optimal stat % for pve, pvp, and whatever role you want to fill in. If players dont get what it wants, he/she will grind the gear over again and hope for the stats he/she DOES want.....The Burden of Optimal Play.
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			Hey Dinwiit, can you check something, after the patch last night. I made 15 CW-4 HVY and all of them came with 2 rune slots. I know RNG and what not but not a 1 slot, not a 3 or 4 in 15 made. I think they may have dropped some of the rune stuff in that patch??	
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			I've never seen a 1 slot CW-4.  I haven't needed to craft much recently, someone crashed my CW-4 markets on Avatus (30g buyout for a fire/fire CW-4 HVG?  Are you serious?) so I haven't been moving enough stock to run out of supply, but when I craft again I'll let you know.  My gut feeling though is that 15 two slots in a row isn't uncommon, though it is annoying when it happens (especially when using dual cores, which I won't be able to do at current prices).	
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Hey Dinwiit, can you check something, after the patch last night. I made 15 CW-4 HVY and all of them came with 2 rune slots. I know RNG and what not but not a 1 slot, not a 3 or 4 in 15 made. I think they may have dropped some of the rune stuff in that patch??
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			Can we reroll added slots? In the PTR i've gotten some reports that they can not be rerolled using a runic elemental flux	
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Can we reroll added slots? In the PTR i've gotten some reports that they can not be rerolled using a runic elemental flux
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Maybe someone already pointed that out but here's what is missing of a medic point of view:
 
 
we go with Assassin + Technophile + Full Charge when we start.
Later we switch from Assassin to Fusion Blast and from Technophile to Tech Fire Starter.
 
in these changes Technophile and Assassin gets Assault Power in Air, yet Fusion Blast and Tech Fire Starter does not.
 
So Air keeps being bad for us if we want the Elder rune sets.
 
 
A similar thing goes with Logic:
Technophile has Tech, Tech Fire Starter doesn't.
 
Logic is almost completely useless for a DPS-Medic if you want the elder sets.
 
 
 
I can understand that Life and Water might be bad for a DPS-Medic, sounds reasonable but...
 
LOGIC doesn't have Tech for a Medic-Class-Set or TECH Fire Starter? TECH Fire Starter has only one element providing Tech and that's earth? What? Who missed these opportunities. Doesn't sound that logic.
 
 
I thought the Elder Rune Sets were supposed to be an advanced version of the General Sets so I don't know why they use different runes at all. Why not use the same or even more.
 
 
For me it looks like Devs need to take a few steps back and look at the whole picture of runes. The adding of some stats to elements seem almost random or not well coordinated with class-designers.
 
Are there more changes not listed in the topics?
Am I missing something here?	
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