In general I am not super sure if it's a good a idea to force runes into a classical tiering system, since truth to be told - they just never were intended to. You may have some tiering for certain kinds of runes (i.e. mind -> chaos -> death -> blood or body -> chaos -> soul) at times, but not for all of them - and usually you need most of them at all times, depending on what you want to cast. It isn't an issue for most runes, since you just could buy them in a shop - but especially blood runes will be made way worse compared to status quo. Of course that also remain to when to introduce the guaranteed creation of multiple runes at once.
What certainly should be changed is the divergence some runes have between their crafting requirements and the first time they're used in the magic system - you basically propose a level 60 law rune vs. a level 5 teleport spell for instance. But yet again - this must especially considered for the runes you just can't buy at a shop.
It's certainly not that easy, since OS basically did a couple of adjustments as well - for instance they artificially introduced a chance to create multiple runes for law and death runes, despite it being mathematically impossible to reach a sufficient level to do so. They also introduced a rune exclusive to them at RC 95, which might be a good idea for RS3 as well eventually, since you just shouldn't clutter more and more of the same runes into more newer spells. It just could help to have something fresh eventually - the senntisten spells certainly haven't helped to economically use other spells using the same runes for instance - water, blood and soul probably being the worst offenders.
I generally would be open to rebalance runes, but players certainly shouldn't end up worse than status quo both compared to experience and crafting rates for any given rune or at any given time. But that's certainly too big for that thread.
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20-Mar-2023 07:50:09
- Last edited on
20-Mar-2023 07:53:11
by
Rikornak