New Heartgem Rune ultimate abilities guide

we don’t know if you can use theses in pvp or how to obtain them
its way to early to be speculating and arguing over something we don’t have enough information on

Hot take:

The developers will introduce 15 runes, but players will only use the two overpowered ones.

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Do all weapon has the same charing rate to use rune?

If that is the case, some weapon with fast cool down and atk speed will gain a buff because they will be able to use rune more frequently

i don’t like that people are given an option to fix the weaknesses in their given class, i also dont trust that ags can balance it

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Based on the last two years of updates, I don’t think they care if it’s balanced.

Because they use it once and now you know what they have equiped.

Exactly the same as playing against someone without knowing their equiped skills.

Plus you can look at their weapons and narrow down based on what they SHOULD have equiped.

Nothing new here.

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I know you’re not using Gravity Well if you’ve got SnS/Hatchet.

I know you’re not using Petrifying Scream if you’re BB/IG.

I know you’re not using using Vault Kick if you’re running Rapier/Life Staff.

I have no idea what runestone you’ve got equipped and which version of aforementioned runestone you’ve selected.

Much like weapon abilities, if I can predict which runestone you’ve got, then they’ve done a shit job balancing the game, as per usual.

You’re right, it’s nothing new. Just the same non-competitive shitty design they’ve been pushing for years now.

Right but if you see someone with a spear, you dont know which spear abilities theyre using.

It is another element to predict, but honestly i see that as just playing cautiously until you see them use the skill once in a game mode.

The balancing of the heartgems matters more to me.

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they’ve allowed rapier to be OP on every build that only needs 1 weapon + safety for the past 6 months. i doubt we will see serious changes in that regard.

If I see someone with a spear I only care about 1 ability and I already know they’re using it: Vault Kick. Whether they’re using Skewer, Perforate, Sweep, Cyclone, or Javelin as their others is mostly inconsequential since all of those abilities are either well telegraphed or minimally impactful. I can either react to or ignore those skills. Vault kick is fast and is a true stun.

That doesn’t speak to whether spear should be considered good or bad, it just shows the kind of thought processes involved.

Heartgems screw that up quite a bit. If they’re even remotely balanced then you won’t be able to reasonable guess who is running what. It’s a surprise, a wildcard, and unpredictable variable aimed at eliminating advantages based on matchup knowledge. Matchup knowledge being one of those highly important competitive skills. If, like most weapons, they are poorly balanced, then they will be highly predictable but lack engagement; Everyone knows rapier is amazing as an escape tool, but there’s nothing you can realistically do about it because there’s almost no way to counter it outside of extremely niche situations.

It’s not that heartgems will be unbalanced, since everyone gets one, it’s just that they don’t add any skill-based depth to the game and aim to achieve quite the opposite. Hence my original response.

In any “competitive” situation, once is probably too late.

Looking forward to heartgems. I understand some concerns about readability and competitive gameplay. Maybe we first play with it on the PTR to see how they are implemented? Could be for example, that it is visible which one a player uses. Anyway, the older I get the less I care about competitiveness and value fun above all else and this system looks fun to me. And yeah I know there is also fun in more skill based competitive combat, but this is an MMO, not a fighting game.

I think it’s safe to say the nail is in the coffin on the competitive gameplay front. A lot of people were hoping the competitive scene would be bigger in this game due to its use of action combat but the devs have chosen a different path for the game. To me, that’s a shame. A game can both be accessible for casual play as well as have the depth for competitive play. Lots of games across many formats pull this off like the aforementioned fighting games, as well as MOBAs, or even TCGs like Magic: The Gathering pull this off splendidly.

Hopefully, Heart Gems at least feel fun to use. It just feels like they pull away from character identity to me.

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Let’s be real there , in a 50v 50 war you don’t have time to analyze EVERY enemy and their weapons / skills. Ultimate won’t change that. Runes are easily implemented in a MMORPG, you can wait easily tie every runes to some sorts of enemy / lore. We alrdy have magic in NW so chill out

Yes, but harder to develop^^

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Wars are out of the question when it comes to personal skill, it’s a zergfest which needs coordination. The player itself doesn’t matter much.

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I wish they had just made the “fourth ability” based on the two weapons you have equipped. A balancing nightmare, sure, but more “class” identity.

I don’t see myself taking anything but the stoneform … as they exist right now. I’d love to take a cool one for fun, but …

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That’s a huge Kapp though, every individual is important in a war and individual / small group plays make HUGE difference

Your own words say otherwise^^

??hum no. I’m saying that you don’t have time to analyze every enemy and what skills they use. THIS is different than saying individual skills isn’t important in a war, individual skill gap is what wins war

Gosh, starting a post off like this just makes me ignore it. Debate issues, not people.