Rune Tuning and the Rarity Bonus Chance Explained

13»

Comments

  • This is an excellent adjustment to the rune system. Thanks guys!
  • tallkris wrote: »
    So I noticed that on my 12th tune under this new system doubled the blue bar from approximately 35% to approximately 70%. Why the huge jump when I can't tune any more leaving me stuck at a 5* heroic

    This is a huge punch in the gut. It would be nice to have another crack at it with a bar that actually makes a difference. I still think the rune tuning needs more tweaking. Getting Greater Salvage Fodder for spending 700+ gems is rough. I haven't tested it enough yet but it still hurts too much to try.
  • Since the last tweak I feel like I'm spending more gems for fewer improvements.

    The first couple of tunings are cheaper, but soon I'm at 75 or 85 gems a go, not getting any further, and have yet to get a rune with the extra wings (don't know what you call them) that point NE, NW, SE and SW on the compass.

    I preferred the previous formula where I could better judge the maximum gem cost before I got started.
  • Barleyman wrote: »
    Since the last tweak I feel like I'm spending more gems for fewer improvements.

    The first couple of tunings are cheaper, but soon I'm at 75 or 85 gems a go, not getting any further, and have yet to get a rune with the extra wings (don't know what you call them) that point NE, NW, SE and SW on the compass.

    I preferred the previous formula where I could better judge the maximum gem cost before I got started.

    That would be a legendary rune, the highest a rune can go.
  • I personally wouldn't mind the tuning costs, for me and I imagine other players as well, the real issue has more to do with being forced to "accept" the rune based on the current amount of gems one has. Even if costs remained the same, and the process maintained the chance based model, it would make a tremendous difference if players had the chance to put the rune "on hold," so that they could have a chance to gather the necessary gems to finish tuning it at a later time, before agreeing to "accept" it.
  • Kianoli wrote: »
    I personally wouldn't mind the tuning costs, for me and I imagine other players as well, the real issue has more to do with being forced to "accept" the rune based on the current amount of gems one has. Even if costs remained the same, and the process maintained the chance based model, it would make a tremendous difference if players had the chance to put the rune "on hold," so that they could have a chance to gather the necessary gems to finish tuning it at a later time, before agreeing to "accept" it.

    I've ran into a situation a couple times where I didn't have enough gems to finish upgrading a rune - in this case, I've force quit the application, and when I reload, it let's me play as normal as long as I don't go back into the crafting screen. I was able to finish a tower run and use the gems to complete the rune.


  • Nice trick.

    Oh. Dungeon Boss just got better!

    Doesn't work anymore!

    (j/k)
  • @Joveth

    This is all awesome stuff. One suggestion though. You can no longer tune a rune after it is 5* legendary. But a lot of these times the rune doesn't have the 4th special ability which to me would be a completely maxed rune. You should allow tunes until the rune does have a 4th ability and only then consider the rune maxed. You know you could also increase the chance of this ability happening as its tuned as well. And heck if you really want us to blow our gems you should allow retunes to increase the percentage of said ability until it is maxed. ie I get a lifesteal at 5% I can retune it all the way to 10%. Just throwing out ideas that benefit both of us.
  • Anûbis wrote: »
    @Joveth

    This is all awesome stuff. One suggestion though. You can no longer tune a rune after it is 5* legendary. But a lot of these times the rune doesn't have the 4th special ability which to me would be a completely maxed rune. You should allow tunes until the rune does have a 4th ability and only then consider the rune maxed. You know you could also increase the chance of this ability happening as its tuned as well. And heck if you really want us to blow our gems you should allow retunes to increase the percentage of said ability until it is maxed. ie I get a lifesteal at 5% I can retune it all the way to 10%. Just throwing out ideas that benefit both of us.

    Not all runes can have a 4th ability. If you get your rune to Legendary rarity, that rune will get a 4th ability if it is set to have one, otherwise it simply won't get one. These are the mechanics that I know, but your idea doesn't seem bad at all, and I'd actually enjoy that to be a thing
    Andre4897
  • Andre4897 wrote: »
    Anûbis wrote: »
    @Joveth

    This is all awesome stuff. One suggestion though. You can no longer tune a rune after it is 5* legendary. But a lot of these times the rune doesn't have the 4th special ability which to me would be a completely maxed rune. You should allow tunes until the rune does have a 4th ability and only then consider the rune maxed. You know you could also increase the chance of this ability happening as its tuned as well. And heck if you really want us to blow our gems you should allow retunes to increase the percentage of said ability until it is maxed. ie I get a lifesteal at 5% I can retune it all the way to 10%. Just throwing out ideas that benefit both of us.

    Not all runes can have a 4th ability. If you get your rune to Legendary rarity, that rune will get a 4th ability if it is set to have one, otherwise it simply won't get one. These are the mechanics that I know, but your idea doesn't seem bad at all, and I'd actually enjoy that to be a thing

    Exactly Andre, just like all runes don't max after using all tunes. It will simply provide an opportunity for a rune that does go 5* legendary on say the 3rd tune to continue to be tuned for that added 4 ability. But even still you wont be guaranteed the 4th ability every single time.
  • I've never seen a 4th ability added if that rune doesn't have one when it becomes heroic. In other words, if it goes heroic and there's no passive ability, it's not going to get one added even if it goes Legendary. Anyone seen otherwise?
  • MattCauthronMattCauthron Member
    edited January 11
    FatCat69 wrote: »
    I've never seen a 4th ability added if that rune doesn't have one when it becomes heroic. In other words, if it goes heroic and there's no passive ability, it's not going to get one added even if it goes Legendary. Anyone seen otherwise?

    I am 99.99% sure this was confirmed in an older post (Before November) by Joveth or Joel. It came up when the question of why the 4th ability never improves. The response was that the 4th ability is innate to the rune and it either has one that can be unlocked at heroic/legendary or does not.
  • FatCat69 wrote: »
    Nice trick.

    Oh. Dungeon Boss just got better!

    Doesn't work anymore!

    (j/k)

    This worked for me yesterday
    KashHatton
  • Wait... so you're saying you can tune a rune, and if you don't get legendary, you can just force quit and try again???
  • koolkuba wrote: »
    Wait... so you're saying you can tune a rune, and if you don't get legendary, you can just force quit and try again???

    No he's saying that sometimes he won't have enough gems to keep tuning a rune. And the game won't let you leave the screen unless you accept the rune. So what he does is force close the game and restart and it will put him back into the game to do other things like get more gems. Then he goes back and finished tuning when he has enough gems.
  • Ah I see. Thanks for the clarification
  • The other day I had a heroic rune tune to legendary, when that happened it added a %dmg to demons.

    First time I've ever seen it add that way...
  • BrianSM wrote: »
    The other day I had a heroic rune tune to legendary, when that happened it added a %dmg to demons.

    First time I've ever seen it add that way...

    I think anytime you get a heroic or legendary upgrade, you have a chance of getting a 4th modifier. Of course if you got that 4th modifier on a heroic rune, then going to legendary won't give you a 5th modifier.
  • Kianoli wrote: »
    I personally wouldn't mind the tuning costs, for me and I imagine other players as well, the real issue has more to do with being forced to "accept" the rune based on the current amount of gems one has. Even if costs remained the same, and the process maintained the chance based model, it would make a tremendous difference if players had the chance to put the rune "on hold," so that they could have a chance to gather the necessary gems to finish tuning it at a later time, before agreeing to "accept" it.

    Just don't craft runes when you don't have enough gems to max tune. You're welcome. ;)
  • The system was improved after the last update but it is still very frustating, unfair and gems grabbing in a casino style. It's not possible that after that you spent 1.140 gems you can't max a rune!!!! GEnerally speaking the increase in % after every lack of success is ridicolous.
    In my last try I got an eroic 5* after 3 improvements and wated 9 tries with no succes to get to legendary. This is simply ridiculous!!!!
  • Kianoli wrote: »
    I personally wouldn't mind the tuning costs, for me and I imagine other players as well, the real issue has more to do with being forced to "accept" the rune based on the current amount of gems one has. Even if costs remained the same, and the process maintained the chance based model, it would make a tremendous difference if players had the chance to put the rune "on hold," so that they could have a chance to gather the necessary gems to finish tuning it at a later time, before agreeing to "accept" it.

    Just don't craft runes when you don't have enough gems to max tune. You're welcome. ;)

    Or craft a rune whenever you want, but then close the game without accepting it, and once you re-open it get as many gems as you need and finish crafting the rune. You're welcome :D
    Andre4897
  • Andre4897 wrote: »
    Kianoli wrote: »
    I personally wouldn't mind the tuning costs, for me and I imagine other players as well, the real issue has more to do with being forced to "accept" the rune based on the current amount of gems one has. Even if costs remained the same, and the process maintained the chance based model, it would make a tremendous difference if players had the chance to put the rune "on hold," so that they could have a chance to gather the necessary gems to finish tuning it at a later time, before agreeing to "accept" it.

    Just don't craft runes when you don't have enough gems to max tune. You're welcome. ;)

    Or craft a rune whenever you want, but then close the game without accepting it, and once you re-open it get as many gems as you need and finish crafting the rune. You're welcome :D
    Andre4897 wrote: »
    Kianoli wrote: »
    I personally wouldn't mind the tuning costs, for me and I imagine other players as well, the real issue has more to do with being forced to "accept" the rune based on the current amount of gems one has. Even if costs remained the same, and the process maintained the chance based model, it would make a tremendous difference if players had the chance to put the rune "on hold," so that they could have a chance to gather the necessary gems to finish tuning it at a later time, before agreeing to "accept" it.

    Just don't craft runes when you don't have enough gems to max tune. You're welcome. ;)

    Or craft a rune whenever you want, but then close the game without accepting it, and once you re-open it get as many gems as you need and finish crafting the rune. You're welcome :D

    Tank you for teh suggestion , bro, but the problem is not the lack of gem...I had them and I went till the end. The problem was was it's not acceptable to spend 1.140 and get not a legendary...
  • StyxusStyxus Member
    edited April 25
    1140 Gems for one rune, that's a barrel of gems (20€), it's 3VIP portals, 4Heroic portals, an improved rune craft pack, more than the 40 tokens from Pontifex team pack, around 2.5M gold. (all that is very approximative but still it makes things clearer somehow)

    SO that being said I sit on over 23Mgold for which I have no use. It may deserve another thread but if I could turn that gold back into gems it would grant me about 11500 Gems (around 140€).

    This being said, and to go back to the thread's purpose: the gems cost to tune up a rune IS TOO BIG.

    To illustrate : For f2p players it represents 4 days of saving tower gems. With no certainty of getting the best rune.
13»
Sign In or Register to comment.

© 2015 Big Fish Games. Inc., Big Fish, the Big Fish logo, and Dungeon Boss are
trademarks of Big Fish Games, Inc., used with permission www.bigfishgames.com