146856-suggestion-default-basic-runes-for-new-gear

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I've run into a few problems recently where I find people I join in groups have content appropriate gear, but no runes at all in them. 
 
Now this used to be OK, as rune sets were a "little on top" of what the gear came with. However, with the new rune system (which I very much like, thank you), the runes are acutally a large part of the gear stats. So these people are struggling to tank, dps or heal effectively. I do mention this to them and in general they say "thank you" and say that they will look into runing their gear. (Which is actually very cheap if you limit yourself to Minor or Basic High runes or below).
 
So, in order to mitigate this issue a little, when Dungeon and below gear drops, could you possibly pre-populate the slots with some basic role-appropriate runes? I was thinking you could use runes that are two layers below the gear, so for ilvl 80 gear (Superb) you would use Basic Refined runes. For ilvl 50 gear, you would use Greater, and so on.
 
If there is more than one slot of a given type then use the layer below again, so if an ilvl 80 DPS item drops with three air slots, it will come runed with Refined, Greater and Normal runes of Strikethrough.
 
You could maybe limit this to Adventure and Dungeon gear, or even further limit it to BoP (Soulbound) drops. I don't think it needs to be done for raid gear.	
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Queues should not have an suggestion item level, it should restrict.
They might run some content without runes, but please, make it an expedition.
 
Vet dungeon shoudl require at least 72 item level and all runed.	
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Queues should not have an suggestion item level, it should restrict.
They might run some content without runes, but please, make it an expedition.
 
Vet dungeon shoudl require at least 72 item level and all runed.
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Queues should not have an suggestion item level, it should restrict.
They might run some content without runes, but please, make it an expedition.
 
Vet dungeon shoudl require at least 72 item level and all runed.
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As for OPs suggestion- yes, putting basic runes in gear (at least, pre-raid gear) would help this game a lot and make it more accessible. That is "good enough" for all content up to raids and would help new players not drown in the complexity of the rune system. I suggested this about a month ago, actually.
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Also, I wouldn't want to be the person that has to code the algorithm to calculate the best combination of runes for RNG slots, depending on class and role. I guess they could hire the author of the Runemaster addon :)
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			@Slyjeff with the new rune drop rate I don't see this neccesary at all, high/superb runes fragments should be common and cheap in no time. What they need to do is improve in game tutorials about runes and emphasize their importance.	
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			Great idea... but oh noes!  What about the Service Token sales to correct the slots?  Won't anybody think about the Service Token sales?  Oh I know!  To make the new gear usable there's an unlock fee of 20p-70p or 25-200 Service Tokens.  Oh they'll make soooo much money! (not)	
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Nah, it wouldn't be too hard. There's pretty much one decent basic rune per slot per role.
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@Slyjeff with the new rune drop rate I don't see this neccesary at all, high/superb runes fragments should be common and cheap in no time. What they need to do is improve in game tutorials about runes and emphasize their importance.
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I guess, although this assumes RNG gives you three different element slots. All too often the RNG gives you three elements the same. Some elements don't even have three basic runes to choose from (Water and Fire only have two). I guess they could lift the restriction on having more than one rune the same in a piece of gear, but then this would be counter-intuitive to how the system works with higher quality runes. Counter-intuitive would be appropriate for the rune system though, so I guess it's ok.
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I guess, although this assumes RNG gives you three different element slots. All too often the RNG gives you three elements the same. Some elements don't even have three basic runes to choose from (Water and Fire only have two). I guess they could lift the restriction on having more than one rune the same in a piece of gear, but then this would be counter-intuitive to how the system works with higher quality runes. Counter-intuitive would be appropriate for the rune system though, so I guess it's ok.
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It has nothing to do with the availability of runes. It has more to do with the fact that there is a ton of information thrown at players at 50 who have to learn it all. Dungeons have a steep enough learning curve without ALSO having to figure out runes. The whole goal for the rune system was that it was supposed to be simple to get into, and deep if you want to min/max. The latter part works, the former, not so much.
 
Providing runes already in gear gives a new player an easier time by not forcing them to learn everything at once. Just ask someone like Tex about his initial impressions of rune in gear. Yes, in the end, all you really have to do is follow the colors and stick something in. But you are presented with sets, exceptionals, and all this other stuff you don't "need" (but are available if you want to go deeper).
 
For me it completely makes sense that someone might not even really think about runes until that shiny orange drops with no runes in. Then it's "woah, I guess I need to do some digging around now!" But a person with a lot of knowledge, or maybe is just a nerd like me, might get that dungeon drop and go "LOL- these runes are terrible- Imma fix it up right!". That seems completely consistent with the vision that Carbine had for the new rune system.
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I don't agree with you, basic runes are pretty straighforward. Sets are more complicate to understand sure, but you don't need those till raids/pvp. By providing basic runes players are going to ignore them even more.
 
And, from my personal experience, a lot of players don't slot their gear not because they don't know how but becase they assume it's not worth it.
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I don't agree with you, basic runes are pretty straighforward. Sets are more complicate to understand sure, but you don't need those till raids/pvp. By providing basic runes players are going to ignore them even more.
 
And, from my personal experience, a lot of players don't slot their gear not because they don't know how but becase they assume it's not worth it.
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I do like this idea except that it seems like another way for Carbine to pressure players to the cash shop. I also agree with concerns that by placing runes in the gear, people might ignore runing even more. I would agree with this suggestion with alterations. 1) the runes in the gear are free to destroy and 2) when you get a piece of pre-runed gear you get a tutorial quest for runing your gear that explains runes, rerolls, rune levels and rune sets. 
 
This would help at early 50 for sure. 
			
				
	Edited November 12, 2015 by MedicMelawen	
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Usually in a fantasy setting runes / enchants are extra refinements to gear, not a core part of the gear's power. The trouble is, in WS since F2P runes have become a very important part of what makes gear powerful, they aren't just optional extras.
 
{snip}
 
Also, there's been stat inflation. Numbers for Assault and Support Power are into their thousands, numbers on runes are into their hundreds. It's very hard to get a grasp of what any of this really means without watching the percentages change on the character sheet. All in all, it's a user-unfriendly mess.
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the runes in the gear are free to destroy
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