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You simply aren't going to need them by that point.
I know at least in my social group none of us used Great Runes outside of fighting a few bosses we found particularly hard for our builds or in general. The Runes are neat but never really evolve into a useful or meaningful mechanic. As it stands it seems like our behavior is pretty par for the course for everyone else. You might use a Great Rune occasionally but for the most part they're just a game mechanic that kind of...is there.
I get that this is mostly what the devs intended but it really feels like a waste. There's a lot of space for them to do interesting things with it and there are runes I wish I had when I was taking on certain dungeons or areas. But like I said, by the time I could actually use the rune they were no longer necessary.
They probably could've just left them out.
At least with humanity you get so much of it and it is readily available that it's far easier to freely use. Also, it doesn't come with differing powers. I just defaulted to Godrick's rune for the most part because I already had it and it was decent. All of the late game runes are cool but like I said, I really didn't have much of the game left by the time I got them.
I prefer this over humanities, the only drawback being the lack of viable Great Runes. You'll either use Godrick's, or Morgott's. The fact that Godrick's is the most powerful during low-mid levels, and also the first one you'll generally pick up was a bit of a weird decision as well.
Finally, you're awarded Rune Arcs for invading and killing hosts. The limited supply in the world is to incentivise you to do just that.
If you balance PVE with doing invasions, you're generally going to be pretty stocked up, tbh.
The problem really just comes down to implementation and preference. Too many Great Runes really only become a "thing" at the very latest stages of the game. Far beyond when you'll usually need them or want to use them. Godrick's is really the only Great Rune you'll use and honestly ones like Malenia's or Rykard's are the kind you want to use exploring the world or taking on certain bosses but in order to get them you'll already typically be beyond that point in the game. Humanity/Ember's are something you're encouraged to use and are fairly easy to farm. Outside of PVP you have a set number of Rune Arcs that are feasible and are you really going to go out of your way to farm them.
I mean I only used my Rune Arcs against a few specific bosses, I only ever used Godrick's rune, and eventually I reached a point where the Rune Arc just didn't contribute very much at all. Perhaps if you got a range of runes earlier on or they carried over they'd be more interesting or usable. As it stands they're just kind of...there. I mean does anyone really consider them to be something truly "valuable"?
Hell, I beat Malenia without using any great runes. And by the time I got her great rune I'd killed pretty much every other boss and big fight in the game. Her rune seemed neat but really what's left by that point in the game?
Do you think that dying to fall damage or being afflicted with scarlet rot are fun things to do? The option exists to farm rune arcs for people that die a lot and/or feel like they need to farm them. It doesn't even have to feel like a chore if you're happy to be summoned to help other people with bosses or enjoy invading.
Don't know why you think Elden Ring has to hold your hand and make things easy for you, it's supposed to be a hard game with punishing mechanics, get over it.
Have you ever used consumables other than estus? Many of them are much rarer than arches, give less and do not last forever. Maybe you're just too afraid to lose and the fact that the number of rune arcs in your inventory has decreased reminds you of your defeat?
The percentage means that characters who invest in Vigor (or mind/endurance for Radahn) will still benefit the most, not dissimilar from their current implementation, while the flat part of the buff means that a decent benefit is still guaranteed even without the high stat investment.
Either that or swap the effect of Godrick's rune around with a later rune. I don't want to see the effect itself actually nerfed because I think it is in the right place for an average endgame level 125-150. But until then the previusly mentioned runes just aren't good enough.
You can compare how much HP/FP/stamina they all give, but the practical uses of Godrick's rune far exceed that. Multiple of the boosted stats also offer resistance bonuses, and it even gives you more equip load to work with, further boosting the value of granted HP than can be seen at first glance.
I think swapping Godrick's effects with Morgott's sounds reasonable. Or maybe Rykard. Rykard's rune effect sounds too cool to give out that early, however people will hopefully begin to understand the importance of choice when their new favourite crutch has zero application in most boss battles. Being that they both have their own way of growing their power from the dead, it doesn't sound like too much of a stretch from a lore standpoint either.
Only somebody that never played a souls or never used the consumables would classify this post as the truth, it's not entirely true