Reduce Runic Saturation on Undead from 10 turns to 5
Moderator: Moderator
Reduce Runic Saturation on Undead from 10 turns to 5
Title says it all. Since living races can have a nice split like three Infusions and two Runes, Undead has no such luxury making Runic Saturation highly problematic in longer battles. Reducing the duration of Runic Saturation from 10 to 5 on Undead to compensate for this would help improve their viability.
My wiki page, which contains a guide and resource compilation and class tier list.
-
- Sher'Tul
- Posts: 1293
- Joined: Wed May 22, 2013 2:39 am
- Location: Halifax, Nova Scotia, Canada
- Contact:
Re: Reduce Runic Saturation on Undead from 10 turns to 5
I like this idea. Perhaps we could go farther though and reduce the duration even further then that.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
Inscription Guide - Version 1.7.4 Steam Guide
Let's Learn Tales of Maj'Eyal YouTube Playlist
Edited Escapades of Fay Willows Google Doc
Inscription Guide - Version 1.7.4 Steam Guide
Let's Learn Tales of Maj'Eyal YouTube Playlist
Edited Escapades of Fay Willows Google Doc
Re: Reduce Runic Saturation on Undead from 10 turns to 5
hmmm, i like the idea, but then all the undead npcs (and there are LOTS) would get the same buff...
MADNESS rocks
Re: Reduce Runic Saturation on Undead from 10 turns to 5
literally a non-issuejenx wrote:hmmm, i like the idea, but then all the undead npcs (and there are LOTS) would get the same buff...
"As dying is one of the leading causes of death, you should avoid dying." -rekenner
"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin
"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin
Re: Reduce Runic Saturation on Undead from 10 turns to 5
how many undead npcs are surviving 5 turns and don't have talents more dangerous than runesjenx wrote:hmmm, i like the idea, but then all the undead npcs (and there are LOTS) would get the same buff...
e: honestly just remove saturation, runes are really bad compared to infusions (the most you could really do is chain phase door rune forever since the CD on shielding runes is awful, and meanwhile normal races can keep up heroism permanently).
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered
Re: Reduce Runic Saturation on Undead from 10 turns to 5
This would be a good change. It kind of makes sense from a lore standpoint too; since undead are unnatural beings, they don't need to be affected by runic saturation the same way living being are.
-
- Thalore
- Posts: 172
- Joined: Fri Jul 18, 2014 11:48 am
Re: Reduce Runic Saturation on Undead from 10 turns to 5
Would that have effect on players with lantern/belt "of unlife"?Effigy wrote:This would be a good change. It kind of makes sense from a lore standpoint too; since undead are unnatural beings, they don't need to be affected by runic saturation the same way living being are.
Re: Reduce Runic Saturation on Undead from 10 turns to 5
no because those things literally just exist to con you out of blood of life and do nothing elseSt_ranger_er wrote:Would that have effect on players with lantern/belt "of unlife"?Effigy wrote:This would be a good change. It kind of makes sense from a lore standpoint too; since undead are unnatural beings, they don't need to be affected by runic saturation the same way living being are.
(also i still wouldn't use runes because Ogre Master Race)
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered
Re: Reduce Runic Saturation on Undead from 10 turns to 5
why is that Sheila? Have I misunderstood something?Sheila wrote:literally a non-issuejenx wrote:hmmm, i like the idea, but then all the undead npcs (and there are LOTS) would get the same buff...
MADNESS rocks
Re: Reduce Runic Saturation on Undead from 10 turns to 5
Basically enemy undead are going to die before it gives them much and the enemy AI isn't smart enough to play around saturation so a lot of enemies end up using all their Inscriptions at once. Maybe if you're unlucky they'll get one last Biting Gale Rune off before dying but it's largely a nonissue on enemies.
My wiki page, which contains a guide and resource compilation and class tier list.
Re: Reduce Runic Saturation on Undead from 10 turns to 5
Fair enough. I play almost entirely on madness and the shielding runes on undead are fairly massive later on. I was thinking this then might be a problem, if they can reset the shields quickly. Runic Bone Golems, The Master etc - I think it would be wise to double-check what happens if this change was made.bpat wrote:Basically enemy undead are going to die before it gives them much and the enemy AI isn't smart enough to play around saturation so a lot of enemies end up using all their Inscriptions at once. Maybe if you're unlucky they'll get one last Biting Gale Rune off before dying but it's largely a nonissue on enemies.
the other things I was thinking was, the cooldowns on many enemy talents is very long, so halving it for the runes might also lead to more use of runes by them.
(btw, I wrote two addons to improve the AI, in much older tome versions though, so I have a fairly good understanding of how they function, both dumb and tactical)
MADNESS rocks
Re: Reduce Runic Saturation on Undead from 10 turns to 5
Runes don't have to be more dangerous than other talents to make more use of them make it more dangerous, as lots of runes are instant.ster wrote: how many undead npcs are surviving 5 turns and don't have talents more dangerous than runes
Re: Reduce Runic Saturation on Undead from 10 turns to 5
Madness should have no bearing altogether as far as buffs are concerned though (nerfs are a different matter entirely).
I never encounter much trouble with undead using runes; there's the odd case where they disarm you properly or freeze you at a bad time but it's rarely an issue, having modified AI isn't really a problem with the runes or the game but what your addon ends up doing to you
I'd rather get hit by biting gale or acid wave than a stun at any point in the game though, and in the end if we worry about the implications for NPCs for every little thing (literally every little buff brings this argument up) we wouldn't ever change anything in the game, if something ends up being problematic it can be addressed later, but this is such a small change it shouldn't be.
I never encounter much trouble with undead using runes; there's the odd case where they disarm you properly or freeze you at a bad time but it's rarely an issue, having modified AI isn't really a problem with the runes or the game but what your addon ends up doing to you

I'd rather get hit by biting gale or acid wave than a stun at any point in the game though, and in the end if we worry about the implications for NPCs for every little thing (literally every little buff brings this argument up) we wouldn't ever change anything in the game, if something ends up being problematic it can be addressed later, but this is such a small change it shouldn't be.
"As dying is one of the leading causes of death, you should avoid dying." -rekenner
"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin
"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin