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An idea of how the new Rune System should work.

Masterkiller April 9 2010 10:12 am 11 Comments

Not the greatest illustration, I’m not the best at Gimp/Photoshop but this should give a rough idea.

Instead of the 200% example that GC was giving, it’s better to think of the strikes as taking 50% of our rune pool. It’s going to be hard to differentiate between Runic Power used for Frost Strike/Death Coil and the “Rune Power” or “Rune Energy” in the new rune system. Maybe a name will catch on somewhere…

Basically, we will have 3 runes now in theory. We will still actually have 6 runes, but to understand how it works, and to put GC’s description into illustration, it looks like this:

full runes

After you use an Obliterate, which used to take 1 UH and 1 FR, it now takes 50% UH and 50% FR. This leaves your Rune “Energy” now at 50%.
obliterate

Now the UH and FR rune energy is regenerating, much like our old rune system did.
regenerate

So our “Rune Energy” for Unholy and Frost is now 60%. If we Obliterate again, which takes 50% (of the full pool) we are left with 10%.
another obliterate

To discuss the system in more detail, please follow this link to the forums.

Here is an additional visual aid created by wooshiewoo at mmo-champion forums. This gives an actual breakdown of what we’ll see the runes doing in Cataclysm, according to what was released in the preview.

another illustration of runes

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11 Comments »

  • Jericho said:

    Doesn’t practically make a difference to the current system. At least I don’t see it.

  • Elderamy said:

    Of course it does,

    lets imagine a rune takes 5 secs to fill and u use a rune at second 1 and another at second 2

    old system:

    0 sec – brune1 at 100% brune2 100%
    1 sec – brune1 at 0% brune2 100%
    2 sec – brune1 at 20% brune2 0%
    3 sec – brune1 at 40% brune2 20%
    4 sec – brune1 at 60% brune2 40%
    5 sec – brune1 at 80% brune2 60%
    6 sec – brune1 at 100% brune2 80%
    7 sec – brune1 at 100% brune2 100%

    at second 6 you could use HS again, same as second 7

    new system with similar rate:

    0 sec – brune1 at 100% brune2 100%
    1 sec – brune1 at 100% brune2 0%
    2 sec – brune1 at 20% brune2 0%
    3 sec – brune1 at 40% brune2 0%
    4 sec – brune1 at 60% brune2 0%
    5 sec – brune1 at 80% brune2 0%
    6 sec – brune1 at 100% brune2 0%
    7 sec – brune1 at 100% brune2 20%
    8 sec – brune1 at 100% brune2 40%
    9 sec – brune1 at 100% brune2 60%
    10sec – brune1 at 100% brune2 80%
    11sec – brune1 at 100% brune2 100%

    This, that is more or less what they shown in the preview, would increase a lot the rune downtime…

    Of course this depends on the filling rate, since only one rune fills at a time, while in the old system 2 would fill up. Still they match it with some gain, if they change it to double speed, i.e.

    new system with 2x previous rate:

    0 sec – brune1 at 100% brune2 100%
    1 sec – brune1 at 100% brune2 0%
    2 sec – brune1 at 40% brune2 0%
    3 sec – brune1 at 80% brune2 0%
    4 sec – brune1 at 100% brune2 20%
    5 sec – brune1 at 100% brune2 60%
    6 sec – brune1 at 100% brune2 100%

  • shartar said:

    Um……sounds interesting, although I have no problem with the current runic system, but i think the new system would be even better seeing as we dont need to wait for runes to get fully ready, therefore being able to use our abilities faster, i think blizz is doing a good job hereXD

  • Scy said:

    It is in fact much like the change they once did with mana/energy/rage regeneration.
    Some might actually remember a time where all this blue,red,yellow stuff came back to us in ticks which blizz changed later.

    What they are doing now is to open up an opportunity to use certain abilities more frequently as the regeneration will be a lot more fluent than it is now.

    now you actually have to wait until a rune cd is up again in order to use it again, but since you will now be able to use two “half full” (wow … it actually does sound optimistic) runes as one “full” rune.

    I hope I’m making sense :)
    Did I understand it correctly?

    I pretty much agree with shartar here.

  • Shadowclaw said:

    Yea its basically similar to the energy regen from rogues back in the day ticking 20 energy/xSec it now graduatly fills so u can be more efficient in usage. Very nice, besides that they should have given scourge strike consumption of 1 blood and 1 unholy imo, now the rotation is still crappy.

  • Mr. X said:

    I see it as a bullcrap excuse to arbitrarily change a class people enjoy because certain Devs do not like the Dark Knight style class and have not since Everquest days.

    If it isnt broken dont fix it. This new system is a massive nerf to the class which turns it into what Paladins were for 3 years in Vanilla. Attack Attack Attack Special Attack Attack Attack Special.

    Guess I roll Warrior in Cata or maybe go to Old Republic.

  • Mr. X said:

    People enjoy a class? Massive influx of DKs? Ok. Lets destroy the class.

  • Mr. X said:

    Quote: Another plus to this system is burst. Since we will be doing less strikes, each strike will hit harder (Blizzard’s stated intent). This means when you have all runes ready, you can dump back to back big hits. ERW becomes a pretty cool CD in the process as well.

    Not to spam, and this is my last post on this- But consider guys.

    Less Strikes + Dodges in PVP / PVE = Gimped DKs. Yeah you can hit hard (supposedly. I dont buy it) but if a dodge happens your screwed.

    In the end I remain of the mind this is just a capricious measure by Blizzard to control how much people play a class. I hope they prove me wrong.

  • Zhynka said:

    WHOA WHOA WHOA

    Let me get this straight

    1) “In the current rune system, any time a rune is sitting idle, death knights are losing out on potential damage output. By comparison, rogues spend most of their time at low energy levels, and if they’re unable to use their skills for a few seconds, that energy builds up and can be spent later, minimizing the net loss from the interruption.”
    True.

    2) “A death knight’s runes, on the other hand, cannot be used until they are fully active. If a death knight ever goes more than a few seconds without spending an available rune, that resource is essentially wasted. Because the death knight is pushing buttons constantly, it can be difficult to add new mechanics to the class because the player doesn’t have any free global cooldowns to use them. We can’t grant extra resources or reduced cost, because there is no time to spend them. Missing an attack is devastating, and it’s impossible to save resources for when they’re most useful.”
    True.

    (Paraphrased)
    Therefore, we are making it so that, effectively, only one rune of each type can regenerate at a time. Instead of taking between 10 and 20 seconds to recharge both runes, it now always takes 20.

    WHAT??? How does this make any sort of sense? It flies straight in the face of what they were saying! Unless each rune only takes 5 seconds to fill, then they are the worst type of deceptive. They’re saying “Hey guys, your system is underpowered, so we’re giving you a gift. We’re making this gift sound -really cool-, but if you actually think about it, we’re crippling you further.”

  • Mr. X said:

    With the new real ID change, all of those pissed Paladin and DK Players can finally see who Ghostcrawler / Tigole / Furor etc. really is . If Bashiok/Drysc’s mishap earlier was evidence.. I dont think that he will be as bold as before with that level of accountability. Imagine non stop angry calls from players for capricious nerfs. Hell, imagine some nutjob vandalizing his home. Dont tell me it wont happen because there are immature morons that WILL do that.

    To quote a line from the final battle with Arthas:

    “Is it over?”
    “At long last.”

  • Cmorgan said:

    Just keep the old system ffs…. dont wanna change into a fucking rogue wanna be class

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