147891-im-done-but-heres-some-feedback

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You have a bottomless pit of a learning curve, and new players are at the bottom looking up.
 
There's no explanation for anything in this game. I was googling for weeks trying to understand the rune system alone. Only after talking with an experienced player did I figure out that the goal is for a single item to contain the most "power" from a rune set possible. Why do you even call them set runes? Does it compliment a set of gear? Is there even gear set pieces in this game? Why are there two versions of a single rune set, one that offers 1 power and another that offers 2? Which ones do I take? I can't filter them by healer vs dps vs pvp. There's several levels for each set, some can be made for lvl 50, some lvl 80, others 120. Can I add the same rune twice? If I take the same rune but one with 1 power and one with 2 power does it add to the same 6/6 power for the rune set? If I add the same rune, but from different levels, one 50 and another 80, does it add to the set power? Which one, the lvl 50 power or the lvl 80?
 
If a developer is reading this, you have an absurd amount of complexity in almost everything you do. Programming complexity:
 
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"As the number of entities increases, the number of interactions between them would increase exponentially, and it would get to a point where it would be impossible to know and understand all of them." 
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I understand your struggle, however the rune system is something explained in the forum multiple times or, as you did, asking for help in game kinda fix every concern you might have. It's a 'one afternoon' thing.
 
It's not the best rune mechanic (really fcked up), but it's not this void brain sucking dilemma either. Hope you change your mind XD. Until then, see ya =3
			
				
	Edited December 6, 2015 by DorianTail	
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You have a bottomless pit of a learning curve, and new players are at the bottom looking up.
 
There's no explanation for anything in this game.
(snip)
Adventures are easy, but they don't get you gear that you use in dungeons. 
(snip)
People won't even play the game, the group disbands immediately on proto academy, the first dungeon. 
(snip)
It's a paradox, the only viable way to acquire gear is to have gear in the first place. Or get carried.
(snip)
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Great feedback IMO, highlights the MANY questions the rune system presents to a new player. It took me a few written guides and a few vids before I felt like I had the rune system explained to me enough to start runing. I was wrong and wasted some plat :(
 
Instead of wasting time on Lore (that hardly anyone reads), set that team to create video tutorials for things like runes. After googling "Wildstar upgrade fusion runes" I still have no idea how to upgrade them as there was no information anywhere about it, I think I read it in a patch note after the fusion rune nerf? I only recently came to the conclusion that putting non set normal runes in my gear was OK (say for pure or divine) after some forums discussion. So in effect, 2 months in and I still don't fully understand the rune system...
 
As for the gear, people always want an easy ride so the healer is probably the most important class to have in good gear for a run. It's weird/sad but as a guildless/solo player it seems like the best way to gear is to completely ignore veteran expeditions, adventures and dungeons and just join a world boss farming train. People wont complain about your gear level and you can actually get better gear from it. Granted the drop rate for gear isn't great though. Also doing the daily contracts that I stumbled upon (hint hint Carbines) on my first char is a great way to level up gear solo.
			
				
	Edited December 6, 2015 by H3rboss	
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To address this from a professional noob perspective:
 
1.  yeah there could and should be WAY more explanation for things in game.  if not in the form of a tutorial, at least in the form of some sort of in game wiki.  Why there are two kinds of runes though, you may not have all the stuff to make the super cool 2 ones so you make the 1s.  if you can make a 2 and a 1 you get 3.  say you are gearing for strikethrough and you have two air slots on the item.  You *could* rune 1 with a 2 and the other with a 1 rune so the strikethrough was helpful, you increased the set count, etc.  At least that is how I understand it.
 
2. I have never done adventures and only did one single dungeon run to attune one character for a raid.  YES i am pathetic.  BUT if you did like me and crafted your gear (spending plat on matrixes, cores, leveling, etc.) you *could* have item level 72 stuff that one dungeon run and one world boss later is item level 88.  If you hang in housing the people there are actually majorly cool most time and have been some of the best players to just help with stuff.  Like a tailor saying, bring me these mats and i can do for you, etc.  Awesome. Then you have great gear to do, heck Item level 72 should get you into a dungeon run.  Farming world bosses gets you like Item level 90 stuff, and then the contract system can net you an item level 100 gear at top level.  SO there are ways to get gear beyond the adventure-dungeon path.
 
3. and yes i have friends who i chat with, etc. that were complaining about disbanding on protogames just today.  
 
4. and mostly you are spot on there, but it *can* be circumvented a bit (crafted gear, contract and world bosses) just takes time.	
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			Protostar games is pretty challenging and has some mechanics that can melt you pretty quick if you're in anything less than raid gear. It is a very cool dungeon though!	
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I have a dungeon learning circle and I lead raids, and it's fun having theoretical discussions with raiders over how to rune, but new players just get frustrated, and often end up way overspending on rune sets they don't need. 
 
Carbjne needs to do a better job of separating the "simple" part of runing from the "deep dive min/max optimal" part.
 
Ilvl 68 is find for dungeons (if it's runed) and no one should have griefed you unless you were trying to get into a speed run.
 
Anyway, sorry you didn't have as much fun in this game as you shovel have.	
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The rune system is indeed super intimidating. I downloaded the addon RuneMaster, and it taught me more by me just clicking around than anything I learned from guides or asking in game. I feel like they were way too ambitious with this idea, and should've stuck to gems/enchants like other MMOs. It's easier for everyone. They could even keep the runes, but just have base stat runes. For how confusing and expensive it is, it's way too much.
 
 
As for the dungeons, I've only done the first three, and I enjoyed them. I was lucky enough to get good groups each time who explained fight mechanics before each boss, but I'm sure most new players are not that lucky. I like that the dungeons aren't just "tank and spank", but I've heard horror stories about later dungeons.
 
 
I don't know much about gearing up, and I started PvP soon after hitting 50, but that's not going any better for me than dungeon gearing seemed to be going for you. I haven't logged in in about a week due to burnout and frustration, so I feel where you're coming from. I'll give it another go next patch.	
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I have a dungeon learning circle and I lead raids, and it's fun having theoretical discussions with raiders over how to rune, but new players just get frustrated, and often end up way overspending on rune sets they don't need.
 
Carbjne needs to do a better job of separating the "simple" part of runing from the "deep dive min/max optimal" part.
 
Ilvl 68 is find for dungeons (if it's runed) and no one should have griefed you unless you were trying to get into a speed run.
 
Anyway, sorry you didn't have as much fun in this game as you shovel have.
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The rune system is indeed super intimidating. I downloaded the addon RuneMaster, and it taught me more by me just clicking around than anything I learned from guides or asking in game. I feel like they were way too ambitious with this idea, and should've stuck to gems/enchants like other MMOs. It's easier for everyone. They could even keep the runes, but just have base stat runes. For how confusing and expensive it is, it's way too much.
 
 
As for the dungeons, I've only done the first three, and I enjoyed them. I was lucky enough to get good groups each time who explained fight mechanics before each boss, but I'm sure most new players are not that lucky. I like that the dungeons aren't just "tank and spank", but I've heard horror stories about later dungeons.
 
 
I don't know much about gearing up, and I started PvP soon after hitting 50, but that's not going any better for me than dungeon gearing seemed to be going for you. I haven't logged in in about a week due to burnout and frustration, so I feel where you're coming from. I'll give it another go next patch.
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I agree somewhat -- I understand runing very well, but it took a long long time to learn. However, I think instead of having just basic runes, they should completely drop those basic runes, and only have rune sets. I feel the basic runes just throw people off, however I understand the lack of set focus makes it a little hard to force players into that
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It is confusing as hell, and I like many others completely ignored normal runes which you can pretty much do with how plentiful Superb majors and minors are. It's getting to the next stage (Pure and Divine) where it's ok to craft basics, at least I think. I mean at this stage, but that could change, how much extra percentage to multi-hit is 329 over superb 269? Is it enough to offset losing the set bonus? Will I then go over the soft cap on the multi-hit stat and experience diminishing returns that are mentioned ABSOLUTELY NOWHERE on your character page?
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I'm honestly still kind of lost here, but it depends on class too, I believe. I made a PvP medic (this was a bad decision apparently), and I find conflicting info about runes. Some say for PvP healing, all class rune sets are bad, some say some are good, but there's really no way to find out for myself without spending a ton of platinum I don't have.
 
And I agree so much about the missing info. I had to look up so much stuff to figure out caps, which stats affect which spells, etc. I've heard so much conflicting info too, it's almost overwhelming. I dunno what I'm gonna do when I need to do the same for my alts.
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The bellow spreadsheet some kind soul linked me on the forums once is a godsend and contains info that simply should be easily accessible to the player ingame like diminishing returns. Before that I had no clue and as you said, there's conflicting info all over the place. Probably because some guides were written before free to play and some (not many) after.
 
https://docs.google.com/spreadsheets/d/16sYaGZp0UQw7l5eXhLSslCkxrGBtGAkbTWOIbfQ_AI4/edit#gid=1930386807&vpid=A1
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i wont miss you OP. You seem to play WS as a singleplayer game (which is fine for the easy content it has like housing, leveling, expeditions) but once it comes to group play the lone wolf mentality does get you nowhere.
the rune system is pretty easy to understand and there are guides on youtube for the dummies, there are even class guides which tell you which runes to put in what piece of gear to be BiS. and even if you dont rune BiS because its expensive you will get an idea what sets to use.... unless #wildstartohardigoplaywowagain
byebye
			
				
	Edited December 7, 2015 by furoflo	
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i wont miss you OP. You seem to play WS as a singleplayer game (which is fine for the easy content it has like housing, leveling, expeditions) but once it comes to group play the lone wolf mentality does get you nowhere.
the rune system is pretty easy to understand and there are guides on youtube for the dummies, there are even class guides which tell you which runes to put in what piece of gear to be BiS. and even if you dont rune BiS because its expensive you will get an idea what sets to use.... unless #wildstartohardigoplaywowagain
byebye
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I'm tipping most people don't like you in RL either...
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i wont miss you OP. You seem to play WS as a singleplayer game [...] the lone wolf mentality does get you nowhere.[...]
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most ppl dont know me irl so why would i care what strangers think of me.
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so you go to a complete stranger and ask him to be friends? There is no irony in my posts....
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wow only 0.5 pages before it turned into bashing.
Community is on a roll !
 
Goodbye OP.
Best of luck finding a game that suits your needs.
Yes, WildStar is difficult and requires effort to learn.
Thanks for the feedback, perhaps Carbine can change a thing or two.	
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wow only 0.5 pages before it turned into bashing.
Community is on a roll !
 
Goodbye OP.
Best of luck finding a game that suits your needs.
Yes, WildStar is difficult and requires effort to learn.
Thanks for the feedback, perhaps Carbine can change a thing or two.
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No I meant the people that do know you, or is it the vale of anonymity that turns you into an asshat? 
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I can understand the problem you have with the runesystem, its really bad. Gear without runes is really bad only with runes it gets good.
 
The second part ist in my mind not true anymore, dungeon become super easy even with blue gear, they were super hard at release.	
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			Another day another shit show on the forums.GG boys didn't even need me to start the hate. So proud 	
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Hey Everyone,
 
There's some valuable feedback here, but if we can't avoid personal attacks and trolling this thread will be locked and warnings given.
 
Keep it civil.
 
Cheers,
 
Team WildStar.	
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You have a bottomless pit of a learning curve, and new players are at the bottom looking up.
 
There's no explanation for anything in this game. I was googling for weeks trying to understand the rune system alone. Only after talking with an experienced player did I figure out that the goal is for a single item to contain the most "power" from a rune set possible. Why do you even call them set runes? Does it compliment a set of gear? Is there even gear set pieces in this game? Why are there two versions of a single rune set, one that offers 1 power and another that offers 2? Which ones do I take? I can't filter them by healer vs dps vs pvp. There's several levels for each set, some can be made for lvl 50, some lvl 80, others 120. Can I add the same rune twice? If I take the same rune but one with 1 power and one with 2 power does it add to the same 6/6 power for the rune set? If I add the same rune, but from different levels, one 50 and another 80, does it add to the set power? Which one, the lvl 50 power or the lvl 80?
 
If a developer is reading this, you have an absurd amount of complexity in almost everything you do. Programming complexity:
 
 
You need to bring everything together into nice little classes that the masses can intuitively understand. Hire someone with some User Experience knowledge, they'll tear this game apart. It took me a week of asking around, googling, watching videos, just to figure out the rune system, and just to find out how bloody expensive it is to gear up. How can I get gear in this game once I hit 50?
 
Adventures are easy, but they don't get you gear that you use in dungeons. Nobody would run with me in ilvl 68 gear with basic runes that I can barely afford as a healer. I've heard it so many times, find a guild, join a circle, play with friends.
 
 
People won't even play the game, the group disbands immediately on proto academy, the first dungeon. Or they say the healer is too low, even though I'm past the recommended ilvl for the dungeon. It's too bloody hard for people to even bother trying. I know I can do it, I've watched videos, and execute mechanics and dodge...But they don't know that. They don't even care because they don't want to be bothered with the level of difficulty a new lvl 50 imposes on the group; even if they've prepared for the dungeon.
 
 
It's a paradox, the only viable way to acquire gear is to have gear in the first place. Or get carried.
 
And why the focus on good gear? Clearly this game was designed for people who are quite skilled. Nobody would say this is a casual friendly game. As a healer, I am completely at the whim of other party members. If they're bad at the game or have fresh 50 gear, I need that much better gear to keep them alive. Yet I get blamed because they're used to geared healers carrying them. I could be the most skilled healer in the game but I'm still limited by the ilvl 68 gear. Why would party members even bother with me? The answer is, they don't, and the group just disbands immediately or I get kicked for a more geared healer.
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There is some really great feedback here, thanks for the informative post OP and sorry to see you go.
 
I agree the rune system is a complete... well, I have to sit down and explain it to newbies for 45 minutes or recommend the runemaster addon just for them to get some sense of it.
 
Good luck in whatever you do, and ignore the sour response here :)	
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OP is right. Rune system sucks. It's too expensive, too convoluted, too much repetition and not enough explanation.
 
Seriously, if you NEED an add-on just to make sense of your game, then you have done something seriously, seriously wrong.
 
I thought this was supposed to be easier than the old system? Well, news flash, it's not any easier at all.	
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			I thought the old system was easier personally, more fiddly to min/max but way easier to understand XD	
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OP is right. Rune system sucks. It's too expensive, too convoluted, too much repetition and not enough explanation.
 
Seriously, if you NEED an add-on just to make sense of your game, then you have done something seriously, seriously wrong.
 
I thought this was supposed to be easier than the old system? Well, news flash, it's not any easier at all.
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OP is right. Rune system sucks. It's too expensive, too convoluted, too much repetition and not enough explanation.
 
Seriously, if you NEED an add-on just to make sense of your game, then you have done something seriously, seriously wrong.
 
I thought this was supposed to be easier than the old system? Well, news flash, it's not any easier at all.
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I just used a guide for runes, doing what's done in the guide.
Other than that it hasn't been expensive unless perhaps if you are in a rush for it.
I'm gathering mats for runes from bgs which is a little slow but not too slow. And rerolling slots has not cost that much.
But sure, it could be more straight forward ofcourse so it's easier to figure out yourself how to do it and think about which runes should be best	
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Yeah, the UI layout is also pretty horrible at trying to explain anything either. I mean, just look at this mess:
 
 
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I just used a guide for runes, doing what's done in the guide.
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This is where people need to be careful, though, because some guides are min/max rather than "what is good enough to get you through the content".
 
The min/max guides are awesome, and they really help me understand things, but they will cause new players to go broke :(
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I find the rune system we have now a lot easier to manage than what we used to have. Now when we upgrade a piece, we don't have to play rune tetris, reshuffling runes around on all of our other gear to make sure we still have the right set bonuses. It's got a few major shortcomings, but in terms of learnabilty... I find it quite easy.
 
- Build a set on a piece of gear; you can use the same set on more than one piece of gear to stack bonuses. You can have more than one set on a single piece of gear, too!
- Rune sets have a limited number of options in terms of color and stat. You're likely to only use two of those options. For example, the Cynosure set has multi-hit on water runes, focus recovery on air runes, and health on... I can't remember if it's life or earth runes. Obviously I ignore the health stat and just use multi-hit and focus recovery.
- You can't repeat the same exact rune on your gear, but you can use the same rune at different qualities (a pure and a superb of the same rune, for example, can go on the same piece of gear)
- Don't invest in the purple-quality runes (the ones that give 2 points) until you've got raid gear, and even then it's not absolutely necessary. Unless you can afford it, and then go for it.
- Fusion runes can go into any color rune slot. Fusion rune slots can take any color of rune.
 
And that's pretty much it.
 
As far as progressing into dungeons go... You absolutely can get plenty of gear to complete them before setting foot in dungeons. While you work your way through expeditions and adventures, you'll pick up items from drops and from their respective vendors. You should also be working on contracts and dailies, which will also provide you with gear. It's more than enough. You don't need dungeon-level gear to do dungeons.	
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Though, doesn't that go against the system as Carbine intended it too? I thought they said it was going to be "easier" and "give more options", if you need the guide...it's not easier and most of them just look at one, maybe two options therefore killing variety.
 
Something tells me something went wrong with this one.
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			seems the issue is less the game but those who play it ... 	
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seems the issue is less the game but those who play it ...
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Personally I feel like itemization and definitely runes have been one thing that have plagued Wildstar out the gate and even prior. like for the longest time everyone knew Grit was useless and even devs(J-tal at the time) admitted it was useless. Fast forward a bit though and now we have overhauled itemization all around that in my opinion is still rather complex, more so for new players.
 
Things I've had to explain to new and returning players:
You can no longer have rune on your boots from set X and a run on set X on your glvoes and have them count.
Omni slots are not a thing anymore as far as I can tell
Fusion runes can be places in any slot
Before you invest in a a rune MAKE SURE you are high enough level to use it and that the item level meets requirements otherwise you wasted your materials for now.
There is no profession that creates rune components
You an slot identical basic runes on the same gear, but not set runes.
Almost always explaining how to navigate the rune crafting interface for about 10 minutes
 
Something I REALLY wish would happen is they stop using "rating" and just tell me the actual increase/decrease I'd get like some add-ons do. That irks me so much and I'm often going "uuuuugh.....how much of a % does this give me again?"	
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When a lot of people seem to get the same wrong ideas about how to play the game, it's not "those who play it" causing the problem.
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Yeah, the UI layout is also pretty horrible at trying to explain anything either. I mean, just look at this mess:
 
 
So many numbers for just one stat and that's not even all of it, I mean at first glance it's like the rune system became Wildstar: Math Edition or something. Definitely do not want. None of the numbers at first glance make any kind of sense at all. How do solid numbers turn into percentages, how to percentages turn into hard numbers, how does one have more AP in their weapon than they do overall? Seriously...that's just some seriously screwed up stuff right there.
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It also comes down to "no one wants to settle for half-way" when it comes to systems like this.
 
You SAY that "players can get by just fine with Superb or even High runes" ... Well, groovy. I agree with you. You don't NEED the best runes to do well, pre-Raids.
 
Thing is, who the hell wants to have +200 Crit when I can get +269 or +300 or higher (whatever the Pure and/or Divine runes give, hell I've never even bothered looking!)?
 
Well, I do. Knowing that I'm not a high-end player, I am perfectly fine with High/Superb runes, and for the content I do, I wreck faces.
 
But other folks hit 50, get a good piece of gear and IMMEDIATELY INSIST on the very best runes that exist, damn you if you try and stop them. That's the way of the world, in a post-WoW niche like ours. Get best, or go home.
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Seems the rune system is your problem OP.  I'm shaking my head at all the hate for runing.  It's not hard.  Want x stat, rune for that stat.  You have regular runes, set runes (1 or 2-set).  Obviously, the "stronger" rune will cost more with 2-set being way more expensive than the other 2.  Also, Runes are based on iLvl of the gear.  You can put lesser iLvl of rune into your gear if you can't afford or get better returns.  A set is based on one piece, not all 12.  In fact, you can only put runes in 7 pieces of gear.  For those that scream, it's so expensive to rune, you need to not try to go for the most maxed out stats.  They only give at most a 10% increase in output.  So get a regular rune, costs less than 5g to make.  At 10g (iLvl 100/80) runes,  would take 2.8p for full epic iLvl 70 pieces.  I donthink thats alot at all.
 
Stats, they aren't hard to figure out.  You have a stat rating which x amount of said stat rating equals set amount of percentage.  Need less multihit rating to get 1% (333) compared to crit rating to get to 1% (400).  And that also changes depending on class amps.  Example is a warrior has an amp that increases % of assault power and crit so you get 400 rating, it will be more than 1%.  And that stats that are there, are easy to figure out (not going to list them all but using critical hit because everyone knows that).  
 
Critical Hit- Damage bonus % wised based on Critical Hit Severity
Critical Hit Severity - % bonus when you criticaly hit.  
Multihit-  Extra hit which is extra damage on an attack, the amount of damage is % based on multihit severity.
 
People maybe forget its mmoRPG which usually has stats to them.  The hardest thing is figuring out what stat your class wants and max amount you want to have either as solo or with groups (due to buffs) before you reach diminishing returns.  Diminishing returns = to much of a stat, will have less of an impact as you get more of the stat.	
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The Rune system is awesome...but it almost made me quit. This paradoxical statement is explained below:
 
I'm a f2p arrival and atm I absolutely love the mechanics and complexity of adding runes to my gear. The fact that I can better my gear with runes despite not getting any new pieces of equipment for a while (we are working on last 2 bosses of GA), is a big plus imo for progression. It keeps me engaged and pushing forward. I can do things in-between raids which directly better our GA runs. Every week I know I can improve my dps and help the guild thanks to upgrading a few runes.
 
The big problem is the utter lack of an appropriate in-game introduction/explanation to the dungeon/raid end game rune system. I am a relatively veteran mmo player and having played games like EQ1, lineage2 etc I am used to do research and ask fellow players for advice, and even then the information was scarce, dispersed and sometimes conflictual. So, before I understood the rune system like I do now, I almost began to loathe it. I imagine players who started their mmo experience with, say WoW, would feel completely overwhelmed and even annoyed.
 
The solution? Imho, rework adventures and make them a point of entry into the end game pve:
-leave the difficulty as it is but shorten them considerably
-integrate a quest for adventures so players build their first high quality rune set (ie. like striker for engineers or medics).
-make them understand there are even better runes than high quality and that, in most cases, having a good rune setup affects their performance more than a bit higher ilvl gear does.
-mention the ways a player can farm runes: rune bag purchases with renown points for up to high and with glory points for superb+; direct players to the renown and glory vendors in the quest.
 
All of the above points might look obvious to veterans but I can assure you it can be pretty overwhelming to people used to progress strictly through gear replacement.
 
That way adventures become relevant again and players get into dungeons equipped with better knowledge about a complex, potentially engaging system, but too misunderstood as it is. 
			
				
	Edited December 7, 2015 by Shadow95	
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Part of the problem is that people turn to guides to work out how to rune their gear, and the guide is written for the high-end raiders.
 
I've recently got an alt to 50, and I've geared it up from in-game stuff. Joining boss groups I picked up a few ilvl 90 items, items drop a lot from the daily zones and then I could start joniing in on STL and KV runs. I'm collecting glory too, so will be spending that soon. Lots of ways to gear up.
 
If you join a "random vet" queue and don't have dungeon read (ilvl 70-ish) gear with at least basic runes in it, then you can't be surprised when it get disbanded on the Proto dungeons. And the Vet Acedemy is not the "first" dungeon, it's a very challenging one. If you queue for only vet STL and KV and run them a few times, then either you will get gear through drops to do the others, or you'll get enough Glory to do so.
 
I'm sad you didn't have a lot of fun at 50, and didn't think there was enough info to help you get going. Most guilds would be able to fill that void for you, try joining a friendly one instead of leaving!	
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Seems the rune system is your problem OP.  I'm shaking my head at all the hate for runing.  It's not hard.  Want x stat, rune for that stat.  You have regular runes, set runes (1 or 2-set).  Obviously, the "stronger" rune will cost more with 2-set being way more expensive than the other 2.  Also, Runes are based on iLvl of the gear.  You can put lesser iLvl of rune into your gear if you can't afford or get better returns.  A set is based on one piece, not all 12.  In fact, you can only put runes in 7 pieces of gear.  For those that scream, it's so expensive to rune, you need to not try to go for the most maxed out stats.  They only give at most a 10% increase in output.  So get a regular rune, costs less than 5g to make.  At 10g (iLvl 100/80) runes,  would take 2.8p for full epic iLvl 70 pieces.  I donthink thats alot at all.
 
Stats, they aren't hard to figure out.  You have a stat rating which x amount of said stat rating equals set amount of percentage.  Need less multihit rating to get 1% (333) compared to crit rating to get to 1% (400).  And that also changes depending on class amps.  Example is a warrior has an amp that increases % of assault power and crit so you get 400 rating, it will be more than 1%.  And that stats that are there, are easy to figure out (not going to list them all but using critical hit because everyone knows that).  
 
Critical Hit- Damage bonus % wised based on Critical Hit Severity
Critical Hit Severity - % bonus when you criticaly hit.  
Multihit-  Extra hit which is extra damage on an attack, the amount of damage is % based on multihit severity.
 
People maybe forget its mmoRPG which usually has stats to them.  The hardest thing is figuring out what stat your class wants and max amount you want to have either as solo or with groups (due to buffs) before you reach diminishing returns.  Diminishing returns = to much of a stat, will have less of an impact as you get more of the stat.
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{| class="blockquote"
Stats, they aren't hard to figure out.  You have a stat rating which x amount of said stat rating equals set amount of percentage.  Need less multihit rating to get 1% (333) compared to crit rating to get to 1% (400).  And that also changes depending on class amps.  Example is a warrior has an amp that increases % of assault power and crit so you get 400 rating, it will be more than 1%.  And that stats that are there, are easy to figure out (not going to list them all but using critical hit because everyone knows that). 
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Do Runes affect the iLvL rating of gear at all? I mean, does an iLvL 90 piece with no runes hold the same "weight" as a perfectly- or even partially-runed identical piece?
 
If not, why not? If so, how much more weight does a rune give?
 
I ask because if we're using iLvl as the basis for 'bare minimum to run X-level of content" - shouldn't good runes figure into that?	
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@Kitsune
Why would your AP go up for adding runes?  Your adding a stat. Not Assault Power.  You get assault power from your gear.  Better gear=more assault power.  Runes are purely secondary stats.  And obviously not every rating amount equals 1%.  It is based on the specific stat.  They could of had it so 400 of any stat would raise that stat 1%.  But they don't and I don't know the exact reason, but I can guess.  Comes down to balance.  And about the percentages, people like %'s.  Its way easier to understand that.  Sorry that adding x stat, add that stat rune into your gear is to complicated.
 
I like this rune system more than the past.  But the thing I don't like is so many of your secondary stats come from runes.  Runes are more important than gear.  It lessons the ooo I must have this gear and becoming a, ok I have this iLvl piece so I can now put in these runes to make it badass.
 
The last rune system was so convulted with runes, that it just became a pain in the ass.  I had 79 rune slots and so many different stats and colors and sometimes didn't get the color's of runes I wanted so wasn't fully min/max out so either made due and rerolled another piece of gear's slot to hope to get the combo's I wanted or I got another piece of gear and rolled those slots.  Oh look, a new pair of gloves, oh, didn't get the rune colors I wanted, but if I change the runes from my head piece, I can get a set bonus again.  Compared to now, and just having to deal with one piece and OH, I can reroll forever to get the color I needed, vastly improved.
 
@cern
1. Assault Rating on gear equates to Assault Power.  It looked like they kept Assault Rating to go with every other stat in the game for rating = stat.  And reason they do rating is a couple reasons.  (1) Set bonuses work off percentages, so bonuses become more powerful than just doing ratings, (2) Works with skills and amps better than just Power.  Also probably coefficients with skills.  I'm sure there's an even more advanced super math reason, but for ease of use, x amount of Assault Rating = Assault Power.  I agree, the Rating's are starting to get high, but for gear purposes, putting rating on the piece is most likely easier to do with all the other stat system in the game.
2. No clue, I dont really notice the decimals, most likely because the other stats have decimals.
3. Percentages round up.  33.13% is vastly different from 33.80%.  It's still 33% but it's more of a finite number.  It could do 33.131298188282.    And alot of people don't understand 33.8 is the same as 33.80.  
4.  The big reason in different iLvls are the assault rating on the iLvl gear but also where the item's drop and the power.  You will notice that all related iLvl gear has the exact same assault power.  iLvl 80 has same as other iLvl 80 gear.  iLvl 116 same as all other 116 gear.  And you have a iLvl 90, than I can put pure iLvl100 runes in the gear but pure runes are from GA, and iLvl 90 is pre-GA (Think +/- 10 for runes in what you can place, but always able to put lesser iLvl, i.e. how powerful they are, runes in more powerful gear, example 100 can place a 110 rune in from Y-83 and I can place all iLvl runes below 100 in my gear).  i have a iLvl 96, it's GA level gear, but it's not the max level for that tier of gear.  Another example is having the iLvl helps with figuring out what content you should be doing.  I have iLvl 76 gear and should shoot for 80-90 for raiding  Well, I can put in the Superb iLvl 80 runes
 
@Tex
Runes have nothing to do with iLvl and increasing the power of that gear (iLvl wise).  Runes have iLvl in them because that's how powerful they are, and can be placed in the respective pieces.  
 
Idk, maybe runes are just really clear for me.  I have a stat that gives me a rating.  X amount of rating is a percentage.  Seeing 15.45% is alot easier for me to figure out compared to going I have 6200 rating.  Add in amps/abilities, than I'm like But oh, I have amps that give me 1% which is, hold on, have to figure that out, that's 6200/100 so 620 rating added on, so I have 6820 rating now.  But what does that rating have to do with how much I crit.  Oh, its 15.45% so I will crit 15.45% of the time.
 
They could of put in iLvl 120 runes and iLvl 116 runes and have less stats in them.  Throw in also, a iLvl piece of 120 gear raises the rune by a percentage so mor epowerful gear would raise the power of the runes. 
 
Also, like to point out, the reason they have iLvl in runes, are due to lower level players with lower level gear wouldn't have to pay the higher price for runes that are popular like it did prior to f2p.  Imagine that level 30 dude needs a rune of critical-hit and there are no rune levels/quality only that one level.  And that's a popular rune.  So now he has to pay alot of gold for that rune, so instead just says forget it, I'll go without.  That's how it was pre-f2p.  
 
And reason no one is purchasing runes as they level, is they outgrow the runes so fast now that it's pointless to rune.  Leveling time is stupid fast now, that you replace the gear to fast for it to be worth it to put in runes.  So they aren't figuring out how to rune and getting the practice of it while leveling so when they hit 50, and have all these options, seems overwhelmed.  Also, on people playing and figuring how to play.  Things die so quick, you don't have to interupt, you don't have to dodge or get out of red.  The only time is if you are facing a higher level mob or "ultra".  I am leveling up a stalker, 38 now, and I am destroying everything.  Everything dies in seconds, no need to interupt at all.  I don't even get in a rotation.  And I don't even rune up my gear.  
			
				
	Edited December 7, 2015 by Orrestes	
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@Kitsune
Why would your AP go up for adding runes?  Your adding a stat. Not Assault Power.  You get assault power from your gear.  Better gear=more assault power.  Runes are purely secondary stats.  And obviously not every rating amount equals 1%.  It is based on the specific stat.  They could of had it so 400 of any stat would raise that stat 1%.  But they don't and I don't know the exact reason, but I can guess.  Comes down to balance.  And about the percentages, people like %'s.  Its way easier to understand that.  Sorry that adding x stat, add that stat rune into your gear is to complicated.
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Maybe I shouldn't comment on this, but being a new player might shine some light on this.  Or maybe I am completely wrong.
 
In the above examples, the assault power = 2917.  Assault rating = 11669.51.  2917/11669.51 = 25%.  Therefore, you gain 1 assault power for every 4 assault rating you have.  *(unless this is not linear)  I assume support power / rating works the same way.
 
The same sort of thing holds true for Strikethrough rating.  The example shows a strikethrough rating of 1447.19.  This is 4.34% of the maximum allowed.  (or so I read it).  So the maximum allowable strikethrough rating would be 1447.19/0.0434 = 33346.  It also shows that you have 3.00% Strikethrough percent.  I read this as the overall allowable strikethrough rating that gets applied to the foe.  This maximum is 1447.19/0.03 = 48240. 
 
It seems to me that there is a difference so that 100% strikethrough rating is not achievable.  I assume this is the case with other stats, but I haven't done the math on them.
			
				
	Edited December 7, 2015 by Valiana Trusprout	
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Honestly think a few changes done officially(not via addons) to the UI would go a long way:
For stats with soft/hard caps just have it say in the tooltip what that is...
Instead of displaying the rating, just have it display +X% or +X(work all them calculations and passives into it, you can do it!)
Filter out some redundant information like in kitsunes screenshot I think it'd be less confusing for people if they took out the 3% percentage part. I imagine the user already knows from their AMPs that the 3% is from there.^->If not removed than specify "X percentage gained from AMPs:"/"Base percentage of X"...however you want to do it.
When affected by buffs and or debuffs change colour of respective stat(green for buff and red for debuff usually works well)
Why is the armor mitigation yellow? I never got that...
Those are UI changes I'd make, but that's just me.	
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{| class="blockquote"
Honestly think a few changes done officially(not via addons) to the UI would go a long way:
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If min-maxing is too hard to understand for the majority of the players but doable for those who put time and effort into it, then it is working as intended.
 
The way stats and rune system function is great. It weed out those who can't be bothered to do their homework.
You want to play casually? Than why do you care about min-maxing and how good optimally you rune your gear?
The rune system may be a little too hard to pick up at first for new people and could use some in-game tutorial or a more user-friendly interface, but the overall complexity of it is perfectly fine.
 
Regarding Protogames Academy, Carbine already acknowledge that it was bad design that the dungeon was seen as the "easy" one when in fact it's probably the hardest one. They also said that they would look for a way to make it clear that it's not the easy dungeon.
 
As for the overall difficulty of dungeons, the problem is that they cannot make them easier without pissing off the more skilled/geared players and they can't keep them hard without annoying less-skilled/geared players.
Honestly, I'd like to see more than just Veteran difficulty to dungeons. An easier difficulty for newer players with the same loot but less glory and no Amp/Ability from gold medal. A harder difficulty than Veteran that is raid-level of difficulty for the really good players that award extra glory and maybe some unique cosmetic for gold.
			
				
	Edited December 7, 2015 by Fluffy McNuggets	
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{| class="blockquote"
@cern
1. Assault Rating on gear equates to Assault Power.  It looked like they kept Assault Rating to go with every other stat in the game for rating = stat.  And reason they do rating is a couple reasons.  (1) Set bonuses work off percentages, so bonuses become more powerful than just doing ratings, (2) Works with skills and amps better than just Power.  Also probably coefficients with skills.  I'm sure there's an even more advanced super math reason, but for ease of use, x amount of Assault Rating = Assault Power.  I agree, the Rating's are starting to get high, but for gear purposes, putting rating on the piece is most likely easier to do with all the other stat system in the game.
2. No clue, I dont really notice the decimals, most likely because the other stats have decimals.
3. Percentages round up.  33.13% is vastly different from 33.80%.  It's still 33% but it's more of a finite number.  It could do 33.131298188282.    And alot of people don't understand 33.8 is the same as 33.80.  
4.  The big reason in different iLvls are the assault rating on the iLvl gear but also where the item's drop and the power.  You will notice that all related iLvl gear has the exact same assault power.  iLvl 80 has same as other iLvl 80 gear.  iLvl 116 same as all other 116 gear.  And you have a iLvl 90, than I can put pure iLvl100 runes in the gear but pure runes are from GA, and iLvl 90 is pre-GA (Think +/- 10 for runes in what you can place, but always able to put lesser iLvl, i.e. how powerful they are, runes in more powerful gear, example 100 can place a 110 rune in from Y-83 and I can place all iLvl runes below 100 in my gear).  i have a iLvl 96, it's GA level gear, but it's not the max level for that tier of gear.  Another example is having the iLvl helps with figuring out what content you should be doing.  I have iLvl 76 gear and should shoot for 80-90 for raiding  Well, I can put in the Superb iLvl 80 runes
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			Yes, min maxing is not for everyone. The problem is the game doesn't make clear what is min max and why is just doing the basic necessary.	
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{| class="blockquote"
4) But what's the point of ilvl 90 when runes are 80, 100, 120? 
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@Kitsune - I don't know what to say if can't understand what secondary stats are for.  They say in the tooltip.  You showed strikethrough.  If I don't wany my attacks deflected, than I need more strikethrough.  I'm reading your responses again, and seems you just want Assault Power, no secondary stats at all or them not having that big of an impact in the game.  That is, idk, lazy and no RPG base at all.  Pretty sure gear isn't explained in any part of the lore.  You don't see it mentioned the legendary Red Sword with glowly sparkles that is from inside the Avatus machine.
 
@Fluffy - Called adventures for those easier group content than vet dungeons.
 
@ Cern- The decimal places are probably there in assault power because it's in every other stat where those decimals have more of an impact than 10k assault power.  Instead of edit that specific tooltip in a database for that specific stat, have every stat display this so less room for error in the UI.  And it's a tooltip and such a minor thing though, it doesn't show in your window at all, just the tooltip where I would expect to see the extra little decimals numbers.  And I do need to know those .8.  Avatus crit cap is 24.48 or something, so decimals have a part.  Idk, having more than just a flat whole number for percentage with it rounding up seems easier for me to figure out, especially when adding small amount of stat.  I had a Weapon Attachment that had 100-something more crit hit rating than another.  Took me from .31% to .78%.  It's not 1 and not 0, but showed a difference and it may of been small difference, but when your min/max, that means something.
And difference in iLvl shows that this item 90 is less powerful than 96, but I can put the same runes in the gear.  It's seperate numbers for gear to show how powerful they are but the runes have a range of gear they can be placed in.  Seperate items.
 
 
 
*@'s because quoting becomes to big of a post
			
				
	Edited December 7, 2015 by Orrestes	
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{| class="blockquote"
The rune ilvl is 100 itself, but only required ilvl90 gear to use them.
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{| class="blockquote"
1) I understand about coefficients. But I still don't understand why we need to have BOTH Assault Power and Assault Rating.
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{| class="blockquote"
@Fluffy - Called adventures for those easier group content than vet dungeons.
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{| class="blockquote"
You may not care about two decimal, but for those of us who care about min-maxing, we want the two decimals.
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{| class="blockquote"
Well then get an addon that shows the decimals to as many places as needed to reach min-max heaven and let everyone else have some sanity ;)
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{| class="blockquote"
Same can be said to get an addon so you don't have to see those decimal places.
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			What if just made a toggle? Same way that interface options display the health and such as percentage or numbers if you prefer.	
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Are you guys seriously arguing about decimals in an RPG game?
 
I agree the rune system is really confusing at first and there's no in-game explanation, but having decimals on your percentages is hardly an accessibility issue.	
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			I'm having a hard time understanding why two decimal places are a sticking point in this... They're two decimal places. If you really want a whole number, then round, which takes all of less than half a second.	
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			I don't really understand some of these complaints myself, though rune sets were definitely an issue for me at first and that was mostly because out-dated guides told me to do the exact opposite of what I needed to make them work.	
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{| class="blockquote"
I'm having a hard time understanding why two decimal places are a sticking point in this... They're two decimal places. If you really want a whole number, then round, which takes all of less than half a second.
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Kitsune can smack me if I'm saying this wrong as I'm not the smartest cookie, but believe that it isn't so much that the issue is 2 decimal points(which somehow it turned into that and was kinda funny to watch unfold hehe). rather that you have so many numbers and types of numbers rating vs actual power that all essentially mean the same thing/result. It's a lot to take in all at once and in some cases remembering the conversion of one thing to another plus the additives.
 
This is kind of also where I've seen people get hung up on and it's a bit of a "WHOA what is all of this?". When you sit with them and explain or even outline how much rating =whatever and such it makes more sense to them. However the game just pretty much throws it at you and presentation and communication goes a long way into easing the user into understanding mechanics.
 
For some folks all they need/want to know is "what are my caps?" "What should I be around for strikethroug/AP/SP in X,Y,Z tier of content", etc... and thats good enough for them to understand and perform well. They build up their stats they see how close they are to their goal and they're done. 
 
Some people want more raw number and such togo a little bit above that and it's great for them, in some cases more fun for them. However in the manner that it's presented it seems to impose this portion to people perceptually and generates a confusion and or "wall" to some in understanding the technical side of it more.
 
I strongly beleive we have a system that in function is fine. However the manner that it is communicated and presented to people can be either daunting or confusing to some degree.
			
				
	Edited December 7, 2015 by Typrop	
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			To be honest, that image doesn't really confuse me at all. I recognize that the rating is converting to the power/percentage, and I don't really do the hard math, so I just focus on keeping track of the end points. Is my focus recovery at around 1.5%? Good. I don't particularly care about the amount of focus recovery rating that goes into it, but I appreciate having the numbers available for the people who actually do the math (and are then able to calculate that focus recovery past 1.5% sees diminishing returns).	
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{| class="blockquote"
@Kitsune - I don't know what to say if can't understand what secondary stats are for.  They say in the tooltip.  You showed strikethrough.  If I don't wany my attacks deflected, than I need more strikethrough.  I'm reading your responses again, and seems you just want Assault Power, no secondary stats at all or them not having that big of an impact in the game.  That is, idk, lazy and no RPG base at all.  Pretty sure gear isn't explained in any part of the lore.  You don't see it mentioned the legendary Red Sword with glowly sparkles that is from inside the Avatus machine.
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im just going to jump in here real quick as a person who has done a fair amount of number crunching on this new rune system as well as the previous rune system. there are a couple things id like to point out.
 
1. this new system is more complex on the outside than the previous stat/rune system.
-- multiple stacking runesets on diff pieces of gear, tiering down rune sets from ilvl 120 to 100, Diminishing Returns on nearly every stat very early on, etc, etc, etc. old system was way more simple and simple is the key word. not necessarily better but 100% more simple.
 
2. this new system is just as shallow as the previous system.
-- there was a lot of backend work to do when i first encountered this new system. calculating rune set bonuses, coefficients of each stats, new multi-hit stat, dr's on each stat but once all that was done I (and many many many) other realized that for all its complexity very simplistic choices emerged for every class/spec. everyone has 2 rune sets they copy paste into all of their gear.
 
3. this new system has just as many bugs and design flaws as the old system
-- the rune crafting ui is terrible
-- from a developer standpoint its impossible to add flat % stats (this is by far the largest blunder)
-- before you had a tier system of rune types (fire,fusion,air,life,etc) because stats/rune sets werent locked to specific rune types. now you actually need to reroll 2/3rds of your slots.
-- fusion runes and fusion slots? come on crb, the naming conventions alone are bad. calling them fusion runes makes it seem like you need fusion slots. should call them omni runes or kept omni slots not fusion slots.
 
this is just a small overview. and im not saying the old rune system was better, but this current rune system blows.	
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{| class="blockquote"
What you described are exactly what adventures are.  Easier 5man content, that doesn't have amp/ability.  I would disagree with the loot bit though.  Why give same loot for less difficult content?
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{| class="blockquote"
Kitsune can smack me if I'm saying this wrong as I'm not the smartest cookie
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{| class="blockquote"
im just going to jump in here real quick as a person who has done a fair amount of number crunching on this new rune system as well as the previous rune system. there are a couple things id like to point out.
 
1. this new system is more complex on the outside than the previous stat/rune system.
-- multiple stacking runesets on diff pieces of gear, tiering down rune sets from ilvl 120 to 100, Diminishing Returns on nearly every stat very early on, etc, etc, etc. old system was way more simple and simple is the key word. not necessarily better but 100% more simple.
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{| class="blockquote"
Chua can bite Typ now?
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Please offer a solo (no rewards?) version of Adventures so I can do them at my leisure and see/read ALL the things.
Forced story stuff in group content within an MMO is a mixed bag unless you find a group of other patient & awesome cupcakes to let you do it.
 
Look at SWTOR.  They did everything to put story front & center yet you still have toxic jerks that yell at people in party chat to 'skip it dumbass' when they jump into random queues with newbies.
Yes, it really is that bad.  >_>	
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{| class="blockquote"
Please offer a solo (no rewards?) version of Adventures so I can do them at my leisure and see/read ALL the things.
Forced story stuff in group content within an MMO is a mixed bag unless you find a group of other patient & awesome cupcakes to let you do it.
 
Look at SWTOR.  They did everything to put story front & center yet you still have toxic jerks that yell at people in party chat to 'skip it dumbass' when they jump into random queues with newbies.
Yes, it really is that bad.  >_>
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{| class="blockquote"
"spacebar" "spacebar"  "SPACEBAR!"
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{| class="blockquote"
Please offer a solo (no rewards?) version of Adventures so I can do them at my leisure and see/read ALL the things.
Forced story stuff in group content within an MMO is a mixed bag unless you find a group of other patient & awesome cupcakes to let you do it.
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{| class="blockquote"
I'm honestly debating firing up my ancient SWTOR account (premium status of course but unsubbed) and doing some lowbie stuff in solo random PvE queues to just record how often this happens.
Maybe a 'jerk meter'?  Dark side meter?  Would make great /popcorn entertainment at least.
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{| class="blockquote"
Please offer a solo (no rewards?) version of Adventures so I can do them at my leisure and see/read ALL the things.
Forced story stuff in group content within an MMO is a mixed bag unless you find a group of other patient & awesome cupcakes to let you do it.
 
Look at SWTOR.  They did everything to put story front & center yet you still have toxic jerks that yell at people in party chat to 'skip it dumbass' when they jump into random queues with newbies.
Yes, it really is that bad.  >_>
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I have to agree with the OP the rune system is still something i am trying to learn... To be honest i dont think ill ever understand how it works completely I just do what people tell me to do and i am ok with that.
 
But over all this game is way to complicated form using the map to how quest start and end nothing is really laid out very easy. I am constantly trying to google stuff I that makes no since.
- one example is the: Party, raid, instance set up you can be in a party then in a instance but if you leave one do you leave the right one? I have been burned so many times doing a World boss to have my dungeon queue pops then I leave what I think is the right group only to leave my dungeon and get a 15 min cool down...  
 
So again instead of trying to wrap my head around over complected system I just wont do world bosses or anything tell I have done my queue.
 
Is all this taxing will I spend money on the game not until its a little more polished but I am not going to stop playing. 
			
				
	Edited December 8, 2015 by Abcsam	
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			Why do people have to announce when they are leaving an mmo? grow up.	
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{| class="blockquote"
Adventures are story driven instances.
Dungeons are linear instances.
Adventures =/= Dungeons
Being 5 man content doesn't make them similar. You don't call 5 man quests in the open world dungeons do you?
 
As for the loot, iLvl 80 gear is trash. The only iLvl 80 gear worth mentioning is the gadget and maybe a shield or something. Contracts and world bosses are easier to do and give better gear so I don't see what's wrong with giving iLvl 80 gear for easier dungeons.
The only thing anyone who actually raid care about for dungeons is the glory, hence why I say more glory for higher difficulty.
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			I enjoy the story in most of the adventures. The dungeons as well, although I guess we're all still busy pretending that those don't have any story to them as if somehow that will keep casual players from wanting to see them...	
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{| class="blockquote"
Yes, min maxing is not for everyone. The problem is the game doesn't make clear what is min max and why is just doing the basic necessary.
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{| class="blockquote"
I enjoy the story in most of the adventures. The dungeons as well, although I guess we're all still busy pretending that those don't have any story to them as if somehow that will keep casual players from wanting to see them...
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{| class="blockquote"
its pretty clear imo... 
 
just look at what people complain about and you see that the game is indeed explaining it without needing to explaining it.
"what 12 plat for one rune? I rather make another one which costs 50g" 
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{| class="blockquote"
Please offer a solo (no rewards?) version of Adventures so I can do them at my leisure and see/read ALL the things.
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{| class="blockquote"
Not clear enough, since people think that 12 plat for one rune is the game being greedy rather than this being something only min/max players need.
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{| class="blockquote"
Wildstar is not a game which holds the hand of the players.
They need to do more than login and expect to know everything that is to know. Its way too complex of an MMO, you cant write 200+ words of tooltips for everything.
They could have done it when they had a bigger staff i guess but now its too late and i dont expect it to happen.
this mostly effects lategame content anyway and by this point people who actually want to put runes in their gear do it with the goal to participate in endgame content like pvp or raids and are expected to inform themselves in the forum/youtube/google.
this is obviously lazy from the devs but if you look at what was important during all this time writing tooltips seems not.... very.... important.
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So I talked to some people last night about this and it was an interesting conversation on their perspective and issues with understanding the system:
 
Below is brief notes from it I took down:
Compared to the old system gear in and of itself does not seem to give the player a sense of growth in power to the degree it used to. By this they meant that in the case of a person in the conversation they play as a stalker and under the previous system they didn't feel like they needed to really invest into runes to do "okay and could casually touch on it as they wanted to for the content they were doing. Even then the runes made a difference, but the difference didn't feel as drastic as it is now. They felt as though though because a lot of secondary stats like crit severity and chance are now more allocated to runes it's taken much of the power from the actual item and made it more about the runes within.
Navigating the interface and filtering needs a bit more work as it seems to be a hassle to find what you need or looking for. They felt that having a filter option that was purely "stat based instead of slot based" as an alternative would be helpful to them in remembering where things are.
They liked that you could check the "can craft" button, but for some reason it would uncheck itself if you changed tabs or category
They felt that something that was confusing to them is how even though you had selected a rune level there were still different degrees of power in them.(set runes that give 2+ instead of 1+)and felt "why would or should i bother with the +1?"
lot of "level vs required level vs level of a level" stuff to remember and it doesn't seem consistent. 
They didn't feel the rune crafting quest really told them much of anything helpful then "this is where you go to craft runes", "this is how you put a rune in", "have fun with the rest"
Felt it would be nice to have the actual gain in power displayed next to the rating number.
 
That's pretty much what came up and we discussed. I feel like the first point is probably one of the more important and can relate to it as well. Runes do feel more mandatory then they used to be and make a world of difference in leveling.
 
Hope maybe that's a tad helpful...
			
				
	Edited December 8, 2015 by Typrop	
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Please offer a solo (no rewards?) version of Adventures so I can do them at my leisure and see/read ALL the things.
Forced story stuff in group content within an MMO is a mixed bag unless you find a group of other patient & awesome cupcakes to let you do it.
 
Look at SWTOR.  They did everything to put story front & center yet you still have toxic jerks that yell at people in party chat to 'skip it dumbass' when they jump into random queues with newbies.
Yes, it really is that bad.  >_>
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			Honestly Carbine should have spent all that time an resources fixing bugs rather than change that itemization and rune system. The old system was as good if not better and so much time was wasted making these changes that could have been spent on content or bug fixes. I still think its the best mmo out.	
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Honestly Carbine should have spent all that time an resources fixing bugs rather than change that itemization and rune system. The old system was as good if not better and so much time was wasted making these changes that could have been spent on content or bug fixes. I still think its the best mmo out.
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Honestly Carbine should have spent all that time an resources fixing bugs rather than change that itemization and rune system. The old system was as good if not better and so much time was wasted making these changes that could have been spent on content or bug fixes. I still think its the best mmo out.
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I can't think of a single bug that has really stopped me from playing or really hampered my experience.
 
Well bar the disconnections on World Bosses when there's too many players around, that's pretty annoying but it only happens to me when using a vpn.
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Please offer a solo (no rewards?) version of Adventures so I can do them at my leisure and see/read ALL the things.
Forced story stuff in group content within an MMO is a mixed bag unless you find a group of other patient & awesome cupcakes to let you do it.
 
Look at SWTOR.  They did everything to put story front & center yet you still have toxic jerks that yell at people in party chat to 'skip it dumbass' when they jump into random queues with newbies.
Yes, it really is that bad.  >_>
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THIS is easier to understand, but Lord knows that the word "Moxie" is just too hard to wrap your little head around! :lol:
 
Seriously. Math. How many of you play MMO's because you love math? I mean, nothing makes my life more relaxing after a long work week than to settle into a great, big, heaping dose of variable-equation mathematics. Man. I'm getting hungry for some math right now, just thinking about it.
 
Honestly though, I don't want to see that crap. Ever. Rows of percentages and lists of numbers? How is that even remotely fun?
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Yeah, the UI layout is also pretty horrible at trying to explain anything either. I mean, just look at this mess:
So many numbers for just one stat and that's not even all of it, I mean at first glance it's like the rune system became Wildstar: Math Edition or something. Definitely do not want. None of the numbers at first glance make any kind of sense at all. How do solid numbers turn into percentages, how to percentages turn into hard numbers, how does one have more AP in their weapon than they do overall? Seriously...that's just some seriously screwed up stuff right there.
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The bellow spreadsheet some kind soul linked me on the forums once is a godsend and contains info that simply should be easily accessible to the player ingame like diminishing returns. Before that I had no clue and as you said, there's conflicting info all over the place. Probably because some guides were written before free to play and some (not many) after.
 
https://docs.google.com/spreadsheets/d/16sYaGZp0UQw7l5eXhLSslCkxrGBtGAkbTWOIbfQ_AI4/edit#gid=1930386807&vpid=A1
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CK jester should get a pay check for this! Really they need to just file this and put it in the game!
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			I'll be using this thread to give one pice of advice as feedback : there are too many mobs clustered on the same place in your questing zones.	
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There was a very Stalker-friendly housing-only expedition that has a boss monster that one-shots you if they see you and the only two classes I could reliably see soloing that would be a Stalker (because stealth) and Spellslinger (with Void Slip) because of the way it is designed.
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			Ah, the Mayday Expedition. I farmed the potato out of that for viewscreens. It really is all about knowing the movement patterns and knowing when and where to move. Ironically, Stalkers in that adventure have no advantage at all, as the mobs see right through the stealth.	
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It also comes down to "no one wants to settle for half-way" when it comes to systems like this.
 
Get best, or go home.
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Ah, the Mayday Expedition. I farmed the potato out of that for viewscreens. It really is all about knowing the movement patterns and knowing when and where to move. Ironically, Stalkers in that adventure have no advantage at all, as the mobs see right through the stealth.
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I'm honestly debating firing up my ancient SWTOR account (premium status of course but unsubbed) and doing some lowbie stuff in solo random PvE queues to just record how often this happens.
Maybe a 'jerk meter'?  Dark side meter?  Would make great /popcorn entertainment at least.
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			I could be entirely wrong but isn't the OP making a case for simplicity within the game? Rather than having to search forums and google for solutions to questions that are entirely reasonble and should be answered by the game being played? I still get asked to this day how to access player pets. The game makes no effort to explain these things and if you worked it out for yourself then thats great but I know I didnt...the issue of runes is on a whole other level tbf. Its little wonder that new players cant be bothered cos when you do google it the majority of the information is out of date. Yes its possible to sort by date of upload but why should you have to? If the game is going to have runes be as pivotal as they are to end-game the game should at the very least explain how to maximise them. Not asking to be spoon-fed by any means but an introduction to runes at level 4 that barely tells you how to equip them really isnt enough lol.	
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There's no explanation for anything in this game.
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If you're googling for weeks for something, your google skills are lacking. I google "Wildstar free to play rune guide" and I immediately find quite a few guides that were posted 2 months ago. Also if you look on the forums here, there is oodles of information to be found. I agree that there should be an easier system to find the runes, but if you look through the rune sets (there aren't THAT many frankly) and READ what they're saying, it's quite easy to see which ones are pvp/pve and which ones are meant for healers or dps. If you don't know what runes to use, google a guide for your class and look at your stat priority. This isn't Wildstar specific, this really goes for any mmo (or any RPG) you're playing really.
 
In all honesty I ran dungeons in shiphand (expedition) vendor gear with guildies and I did just fine (I had 3-4 adventure item pieces max). Join a guild, make friends, have nice dungeon runs.
 
Most people queue for random dungeon to get the random dungeon award, hoping for a fast SSC (skullcano) or STL (stormtalon lair). They just want a quick and easy dungeon for glory. Again, join a guild, make friends, have nice dungeon runs.
 
I run dungeons with part expedition, part adventure gear and I do just fine. This game is part gear part skill. If you have ilvl 70 (which is base to queue for dungeons), you should do a good amount of damage or be able to tank/heal the group properly. I see many people in ilvl 80 gear doing 1k dps in dungeons and this is purely because they're just using 1 skill, wrong skills or have badly placed amps. Also doing world bosses can give you item level 90 gear, which is a very nice boost. Upgrading your weapon first helps a lot, you can buy item level 76 weapons pretty cheap these days. If you do your dailies in the daily areas you can eventually buy item level 60 and 70 gear to help you on your way. It's not fast but it's there.
 
I can understand your struggles but I can't help but feel like most of the people struggling with issues like "I don't find info on x or y" are just being a bit lazy. I'm sorry but you can easily find this information on the forums, enigma guides or just ask it in game. I think lots of people these days just feel like everything should be available in the blink of an eye and just one mouse click away, instead of going to the forums and look there, or god forbid create a new topic to actually ask the question themselves.
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Cupcake...
 
There's nothing in that Mistakes Were Made guide that is difficult to read. It's actually quite organized and gives a pretty good starter idea what you should go for. First result on a search for "wildstar drop 6 rune guide" also brings back this post linking to an awesome visual spreadsheet.
 
If you want something more detailed, Enigma makes incredible guides. Here is a set of spreadsheets to satisfy all those needs, courtesy of the amazing folks at Enigma. Their website is also host to some very solid class guides that are regularly updated.
 
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The forums are not meant to be a primary source of information for any MMO.  That's what fan sites and off-site guides are for.
Also the forums are RC4-only and give browser warnings when accessed.  Many people are turned off from that out of fear of having their username/pasword info taken (and have received no clue that WildStar even supports two-factor authentication) so they stay away.
Forums tend to be overwhelmingly hostile to newbies; they are not and never should be considered a primary source of information.
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			Most of the "toxic" players responses are from poeple that know others and been in this game for a while.  New players see this and go wtf.  But not many are jerks to new players unless said new player is a jerk back.  Just because someone doesn't like the answer or disagreement of views, than well, idk what to say.	
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			If I have to look through a series of spreadsheets just to understand how the game works that's bad design.	
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Someone from Carbine can punch me if they like, but I still say that the more they tried to fix itemization, come up with ways of making stats more viable, and figuring out how to make it all work for the current and future content they simply came to the conclusion that it wasn't working and wiped it all clean.
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You don't have to look through spreadsheets to understand how the game works. The Enigma spreadsheets are for people who are interested in managing/fine-tuning their stats. The spreadsheet on the Reddit post I linked is more just a visual guide of what role each runeset is for. Google docs are pretty popular nowadays to spread info, as they're much more easily updated with new information.
 
That said, it's pretty simple to figure out what rune sets are for what classes just by reading the tooltips - no visual guide necessary.	
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If I have to look through a series of spreadsheets just to understand how the game works that's bad design.
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You need a spreadsheet to see how the game works? 
 
Are the general MMO players that stupid they need everything written out for them.
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Do we even have spreadsheets anymore? Mines been out of date since WW got damage stacks
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			i guess it doesn't matter what gear you get anymore honestly as long as you hit your stat caps	
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