Sirrocco wrote:- Rerolling based on your level makes it entirely too easy to scum low-level dungeons, acquire a huge stack of them, and then reroll them to the player's level - particularly if you can be cramming in egos while you do.
Good point. I hadn't considered that. Perhaps they can reroll to an average of the levels of the two runes. This would keep the pressure on to find more powerful runes.
Sirrocco wrote:- You say "getting runes and infusions that do exactly what you want them to is quite important" - but that's not true, unless you have some sort of deeply integrated skill-and-infusion strategy. It's important to get runes/infusions that will take care of your needs (whatever they may happen to be) but they're like gear now. If you have an infusion that cures poison/disease and a stun-resist armor, you're in about the same place as if you have a free action infusion and a poison/blight resistant armor - and grinding for infusions won't really be all that different from grinding for gear.
I suppose I was looking at the system on a smaller scale than you are. I meant getting runes to do what you want to fit your current needs. To use your example, if you've got the poison/blight resist armor, but lack stun resistance, then you'll want to construct different runes than an identical character in different gear. I didn't mean making the perfect runes for your perfect eventual endgame talent/gear build.
As for grinding for gear, I don't do it, and I don't picture grinding for runes. Getting a hardened mithril plate of the mumakil is a mind-numbing task that could easily take dozens of hours of scumming orc prides. Getting a brawler's teleportation rune of absorption is a matter of finding several much less rare items and combining them cleverly. This system does exactly the opposite of making grinding for runes like grinding for gear.
Sirrocco wrote:- As far as inventory clutter goes, there they also act a lot more like equipment than like potions/scrolls. They don't stack, but you'll also never carry them *in* to the dungeon - and if you find one that you don't want to wear and don't care to sell, you can easily just leave it behind.
What you describe is what I originally wanted. Having them act like equipment would be good-- fairly permanent things that you generally stockpile in town and use in strategic decisions, not tactical decisions. Certain people objected strenuously to it, so I compromised. In that situation, I agree. They would not be inventory clutter. But now you can swap them out in dungeons, and so the current vision held seems to be that you inscribe new ones as needed (though they start on cooldown). This means keeping a supply of all runes on hand that you might want, which is one of the things I was originally trying to avoid. I'd like to find a way to fix this.
Sirrocco wrote:I'd much rather the interesting tactical challenge of "hey - I suddenly got this amazing rune that does this interesting thing. How do take advantage of that?" than the grind-and-build challenge of "I've figured out exactly which runes I want, and I'm going to keep going until I get them." If anything, the "mix runes/infusions" bit is going to make for more of an inventory hassle, rather than less, as people accumulate and hang on to random runes that they want for the prefix/suffix/base rather than just applying them or selling them off as they get them.
You're right that we lose the fun gameplay challenge of trying to find a use for a particular rune found. I think that it's offset by certain fun things that the system adds, like being able to at least get something done towards some end with most runes you find instead of dismissing most finds as not what you're looking for. And similar thrills to the one you describe still exist; finding a new, interesting ego is quite exciting, as you say, "Man, I've got to find a way to include this ego in my set of runes."
You're throwing around the word 'grind' again, but there's nothing inherently grindy about the system, any more than finding any other piece of gear. Just keep on adventuring, and build your ideal runes as you come across components, and inscribe them when they're ready. I think it will be very fun to have a couple runes in your bag for which you're keeping an eye out for the right parts and upgrading as you go. But if we can get things working so that we don't carry runes around as needed (strategic instead of tactical), then you're right-- this will cause more inventory clutter than if it didn't exist. But I *did* try to set it up so that you're really only carrying around a few runes that you're actually building, and you apply or ignore new runes as you find them instead of accumulating a whole mountain of them.
It seems that the current tactical nature of runes versus the original strategic nature is causing a little trouble here. I'd love to hear suggestions!