I thought of these in response to another thread, but here are the ideas I would present if I worked at Blizzard to design runes for SoD. Obviously a lot are inspired by other iterations of wow up until retail, but I think they’d fit nicely and some of the original ideas I think add cool tweaks to classes too.
Let me know if I’m hired, or chip in your own constructive ideas.
Just daydream with me about what you wish you had.
Druid:
Solarbeam: AoE silence/interupt that also deals moderate nature Damage over Time.
Germination: Your Rejuvenation spell’s ticks have a chance equal to your Critical Strike chance to spread to a second nearby target with a remaining duration equal to the Rejuvenation that triggered it and refund mana cost of the spell proportional to that remaining duration, up to 50%.
Hunter:
Barbed Shot: Bleed DoT that increases pet attack speed by 15% per stack. 9 sec duration, 12 sec recharge, max 2 charges.
Harpoon: The Hunter pulls themselves to their target and reduces their movement speed by 70% for 1 second.
Mage:
Icicle Barrage: Frost spell critical strikes or Frost Spells on Frozen Targets form an icicle around the mage, Critical hits on Frozen Targets generate 2, up to 5 icicles; casting Icicle Barrage causes icicles to fire every .5 seconds at the target. Icicle Barrage Critical Strikes cannot further generate Icicles.
Alter Time: The Mage brings back a dead party or raid member by pulling them in from another timeline, reviving at 40% health with 10 seconds of Temporal Beacon applied to them.
Paladin:
Glimmer of Light: Holy Shock now has a 10 second base cooldown. Casting Holy Shock on a friendly target resets the cooldown to 6 seconds and reduces the cost of your next Holy Shock by 50%. It now also leaves behind the Glimmer of Light buff on friendly targets or the Glimmer of Light Debuff on enemy targets for 30 seconds. Targets with the buff will be healed for 66% of Holy Shock healing value and targets with the debuff will receive damage equal to 100% of the damage value any time the paladin casts Holy Shock.
Light of Dawn: The Paladin heals the 3 most injured party of raid members in a cone in from of them, healing more the lower the target’s HP.
Priest
Shadowy Apparitions: Your Damage over Time spells and Mind Flay ticks have a chance equal to your critical strike chance to summon a Shadowy Apparition which will travel toward your target and deal Shadow damage on contact.
Archangel Form: The priest takes on the form on a divine Archangel of war, increasing or altering the effectiveness of their damaging abilities in addition to increasing all Holy damage dealt by 30%. Shadow Word: Pain becomes Power Word: Solace, which deals considerable Damage over Time and restores 1% max mana per tick. Casting Holy Fire on a target also hits up to 4 nearby targets for 50% of the effect. Casting Smite reduces the Cast time of Smite by .2 seconds per cast, stacking up to 5 times, casting a direct heal on a friendly target removes all stacks.
Rogue
Shroud of Concealment: The rogue shrouds nearby party and raid members, granting them stealth for 10 seconds or until entering combat.
Killing Spree: The rogue lunges through the shadows to strike nearby targets up to 5 times with both weapons before returning to their original location. While Killing Spree is active, poison application chance is 100%.
Shaman
Spirit Link Totem: The shaman places a totem which will attempt to redistribute the health of all raid members within 10 yards equally by percentage every second for 6 seconds.
Earthquake: The Shaman causes an earthquake at the target location, dealing damage to all targets in the area with a chance to knock them down for 2 seconds
Warlock
Decay: Extends the duration of all DoT effects on the target by 3 ticks and speeds up those 3 ticks causing them to occur every second over 3 seconds.
Seed of Corruption: The warlock plants a seed on the target, exploding after 8 seconds or when the target takes a set amount of damage, dealing mild damage to all nearby targets and applying corruption to affected targets.
Warrior
Heroic Leap: Leap up to 30 yards away to target destination, dealing damage to enemies within a small area and slowing affected targets by 50% for 3 seconds.
Colossus Smash: The warrior instantly slams for high damage and applies 5 stacks of Sunder Armor to their target as well as increasing the targets bleed damage taken by 30% for 1 minute
That’s all I have for now, what do y’all think or what would you guys wanna see?
I play retail casually so there’s definitely a lot of inspiration there, like Glimmer of Light for Paladin, but some things are just totally new like the Decay idea for Warlock or Archangel for Priest. Germination is an idea I got from an old Tier set in Wrath and just used the retail talent name since germination is just plants making more plants, seemed fitting.
Not for me sorry.
Personally I’d like them to address the many baseline issues that are holding classes back prior to the addition of runes first anyway.
Oh and I especially don’t want balance to have anymore PvP related power considering how bad they suck in PvE yet people are always complaining about them when they let them cast and they just happen to roll a 10% crit chance.
We can make runes tune every class to be exactly the same. That way every class tanks is the same, every melee dps is the same, every healer is the same and ranged dps is the same. Everything will be perfectly balanced and people will stop crying.
Personally, I like that you’ve taken some iconic, but not too-over-the-top warrior abilities from later versions of the game that would fit in quite well with the overall Classic feel.
Go ahead and implement your ideas on a PTR so we can test them, and we’ll get back to you
People will never stop crying. The more they are catered to, the louder they will become…
This reads to work a lot like the Temporal Beacon for Mage-healing.
I hate the Temporal Beacon mechanic.
Additionally, we rarely use Shock because it’s rather lackluster and prevents another heal for 1.5 seconds.
Glimmer would be better served as a byproduct of casting either FoL or HL. With Shock being the ‘combo finisher’.
((Also, why does every suggestion for Holy Paladin pull in an Azerite Power…BfA’s whole Azerite thing was terrible; RNG a gear to have a talent that makes or breaks a spec, super smart.
Why not go with Legion, which is the pinnacle of WoW (imo)…Holy Prism, LoD, Avenging Crusader. BRING FORTH THE MELEE HOLY PALADIN!))
I mean, we’re getting new runes next phase regardless of any balancing issues we might want addressed.
First move when I’m hired, implementation of PTR with an abundance of fluff rune options so that the ones making it to live are still a surprise, but have been tested.
I did toy with this in my head, but I can’t imagine it working well in classic with it’s very limited healing options that aren’t just party-wide. If they made the Avenging Crusader heals party-wide only it’s be tragic and unused, but making it heal the raid would quickly make it overpowered as no other class really has the same burst AOE potential on raids.
But I didn’t miss P2 and P3 where they did it anyway.
Narcissus died by a pool gazing at his own reflection that he fell in love with.
He has no concern about anything around him nor does he eat or sleep. He takes his last dying breath by himself and dies by the image that he will never have but so badly desires.
yes, vanilla classes need at most minor adjustments by a very skillful and vanilla-experienced dev not a bunch of TBC/wrath/retail skills just shoved in there because lolz it’s funsies.
the whole rune system is unnecessary and dumb all they need to do is adjust certain skills/talents, and possibly add a couple new skills to trainers like a paladin taunt.
Why do you enjoy SoD if not the familiarity of nostalgic Era content combined with the fun mechanical ideas of future iterations of wow?
You need both aspects of the game for SoD, that’s always been what this is.