Page 1 of 2

runepriest buffs

Posted: Fri Oct 16, 2015 3:25 pm
by lilsabin
Is it possible to make the runepriest buffs ( rune of power and the others of it s kind) group buff , instead of having to select each person and buff them ?

Re: runepriest buffs

Posted: Fri Oct 16, 2015 3:27 pm
by grumcajs
its better this way. u do not need to buff resists when u have AM in grp. sometimes dps ask u to buff his off stats if he is not already at softcap, sometimes healer tell you to boost his willpower instead of resists etc. etc.

Re: runepriest buffs

Posted: Fri Oct 16, 2015 3:31 pm
by boog
Yeah if you gave everyone the same buff it wouldn't really be beneficial. A slayer with inc willpower and initiative isn't very helpful just like a healer with a strength buff isn't either

Re: runepriest buffs

Posted: Sun Oct 18, 2015 6:15 pm
by Jaycub
Most of the time RP is using ini buff on everyone anyways lol. Resists covered by knight, main power stats covered by potions or other buffs, etc...

Buff/debuff stacking in this game sucks, and gives certain classes an edge on others if they have unique buff/debuffs that don't get overridden or become near pointless.

The other thing about RP buffs too is they can be severed, unlike our god kings WP and Knight :^) and potion buffs.

Re: runepriest buffs

Posted: Sun Oct 18, 2015 6:17 pm
by OldPlayer
More important thing to do is to make Runes "expendable" as they were in original, you could use the rune placed on you to damage/heal etc.

Re: runepriest buffs

Posted: Sun Oct 18, 2015 6:22 pm
by bloodi
OldPlayer wrote:More important thing to do is to make Runes "expendable" as they were in original, you could use the rune placed on you to damage/heal etc.
I remember a dev asking about it and its simple, using those skills is a waste of a GCD, so fixing them is a waste of development time.

So its not a important thing and will never be, also as others said, its better that the RP/zealot buffs are single target so you are able to buff different things within the group.

Re: runepriest buffs

Posted: Sun Oct 18, 2015 6:52 pm
by Mez
bloodi wrote:
OldPlayer wrote:More important thing to do is to make Runes "expendable" as they were in original, you could use the rune placed on you to damage/heal etc.
I remember a dev asking about it and its simple, using those skills is a waste of a GCD, so fixing them is a waste of development time.

So its not a important thing and will never be, also as others said, its better that the RP/zealot buffs are single target so you are able to buff different things within the group.
It's interesting the dev's skillcap determines what's worthy of implementation in your story. Those attacks were used very often in many scenarios depending on what class you were, i.e. ranged finisher for melee, de-mounting attack for classes with under 65 foot range attacks, and on my BW, (where backlash is doing twice the damage in RoR than on live), I would appreciate being able to cast a non-backlash ability once again. In fact, I've been waiting over a year patiently for the 2nd portion of these buff's abilities to be put in. Oh wells.

Re: runepriest buffs

Posted: Sun Oct 18, 2015 6:56 pm
by bloodi
Mez wrote:It's interesting the dev's skillcap determines what's worthy of implementation in your story. Those attacks were used very often in many scenarios depending on what class you were, i.e. ranged finisher for melee, de-mounting attack for classes with under 65 foot range attacks, and on my BW, (where backlash is doing twice the damage in RoR than on live), I would appreciate being able to cast a non-backlash ability once again. In fact, I've been waiting over a year patiently for the 2nd portion of these buff's abilities to be put in. Oh wells.
Its interesting that you even try to bring skillcap into the convo.

99 times out of 100, those skills are worthless but if you want to talk about those times were it was so great and that never happen while trying to pull a punch on the devs, be my guest.

Is still a waste of time to fix those skills though.

Re: runepriest buffs

Posted: Sun Oct 18, 2015 7:21 pm
by Vdova
bloodi wrote:
Mez wrote:It's interesting the dev's skillcap determines what's worthy of implementation in your story. Those attacks were used very often in many scenarios depending on what class you were, i.e. ranged finisher for melee, de-mounting attack for classes with under 65 foot range attacks, and on my BW, (where backlash is doing twice the damage in RoR than on live), I would appreciate being able to cast a non-backlash ability once again. In fact, I've been waiting over a year patiently for the 2nd portion of these buff's abilities to be put in. Oh wells.
Its interesting that you even try to bring skillcap into the convo.

99 times out of 100, those skills are worthless but if you want to talk about those times were it was so great and that never happen while trying to pull a punch on the devs, be my guest.

Is still a waste of time to fix those skills though.
Thats the reason why I left my Zealot DPS path and get used to healing one .-)

Re: runepriest buffs

Posted: Sun Oct 18, 2015 7:31 pm
by OldPlayer
bloodi wrote: I remember a dev asking about it and its simple, using those skills is a waste of a GCD, so fixing them is a waste of development time.

So its not a important thing and will never be, also as others said, its better that the RP/zealot buffs are single target so you are able to buff different things within the group.
May I inquire the link to be sure that these particular skills are not considered to be important, please?