Not sure if it's actually happening or not but I thought I would make a discussion on it. I love runes, runes are fun and I really like them as a part of Shaman. Although they are a bit of a trade skill so I wonder what other think about it being made into a Trade skill rather than a class skill?
Let's try to keep this civil!
-1
Comments
Yes, totems in cities are crucial, and yes everyone demands jera, algiz, and berkana while hunting. But that does not make them tradeskills.
When Canada rules the world,
things will be... nii~ice.
As for changing the runes all to be beneficial, why? The skill was made to be a combat skill with almost every ability therein aimed at combat. Runeblades for Runewardens, runic armour(admit it, these are what you really want), damage runes, afflictions. Runelore is a support skill. To convert it to a tradeskill available to everyone would be to strip away the defining feature of the Runewarden and Shaman classes--as small and minute an identity it is, it -is- what makes Shamans and Runewardens who they are.
Oh sure, lame excuse you might say, you can replace it, you say. I'd not be opposed, because, frankly, runelore is lacking... but the history of the Wardens of the Cerulean Spire is born from Runelore. You can't just retcon that.
When Canada rules the world,
things will be... nii~ice.
Currently, yes, everyone can get runes from a runelorist, and that's great. If you remove the limited duration (pretty sure if everyone could rune, it'd be changed back so that all runes last an hour) and the unique abilities of Runewardens, and make Runelore universally available, you'd at least have to drop runebinding, runeblades, and probably even totems from the mix and make them a denizen thing, or something. Alternatively, if everyone can implant totems, you'd have to get rid of standing totems, and make it so that everyone can implant; otherwise, you'd just have a land of ridiculousness. Which means you've turned interesting classes with very specific advantages and disadvantages into a bland version which everyone can have, but not really.
This was a necessary change, perhaps, to help cities decrease the cost and time associated with totem repairs but overall it shoved a giant rod up the ass of the skillset's roleplay basis. It's not very often you see someone asking for a totemer anymore. When I first started playing they were in as big of a demand as tattooists (Vinci robbed us there too!).
Album of Bluef during her time in Achaea
On that note, you cannot create a warhawk, or a morph, or a monk bashing to sell. You can, just like with Enchantment create a service to be offered to others for sale. "I will give you runes and totems, you give me gold for it" That in my view makes them a trade skill.
Runes are already half beneficial and half supposed to be useful for combat. You can't vodun summon a person into a rune and have it afflict them, the rune will only afflict if they walk into the room. At least on tests I have done I haven't seen them afflict them. So a lot of runes are extremely situational in combat and mostly just a distraction. Unless you use one of the three runes that actually damage someone, which are the the ones I love, the situational runes are all useful for Shaman, not sure about runewarden as they use runes very differently, and they can take a balance or something like that from a person.
The beneficial ones that your talking about all exist, Lagul, Lagula, Gebo, Gebu blah blah blah I'm not talking about creating anything just moving them away from being mostly unused and into something useable to sell as a trade skill. Along with totems :P
Results of disembowel testing | Knight limb counter | GMCP AB files
Site: https://github.com/trevize-achaea/scripts/releases
Thread: http://forums.achaea.com/discussion/4064/trevizes-scripts
Latest update: 9/26/2015 better character name handling in GoldTracker, separation of script and settings, addition of gold report and gold distribute aliases.
Site: https://github.com/trevize-achaea/scripts/releases
Thread: http://forums.achaea.com/discussion/4064/trevizes-scripts
Latest update: 9/26/2015 better character name handling in GoldTracker, separation of script and settings, addition of gold report and gold distribute aliases.