No consistency in rune power

There is a fundamental problem with the weight of power with runes. Talents are balanced by all of us getting the same number of them and each one only does small increases in specific areas, with 11, 21, and 31 point talents being impactful in power.

How are items balanced? They are given a weighted item value and stats are distributed within that value

Now lets look at runes. they completely vary in power with no rhyme or reason to it besides “trust me bro”

Look at some of the power put into these atypical “Tank” runes like paladin, warlock shaman etc… so many things put into 1 rune ability

Hand of Reckoning for Paladin doesnt just give them a taunt, that would be powerful enough on its own… it also gives
80% Righteous Fury Threat
25% Mana returned from heals
Damage reduction below 35% HP

This basically turns a paladin into a tank with 1 skill, forget talents or anything

My point with all of this is that if there is no method of “weighing” the allocation of power within these runes then balance will be impossible and certain runes will just be the go to.

Its a nice idea but the way its been implemented doesnt seem to be great for the long haul

Just seems half baked overall

This is more of a beta phase for the game which is why runes are structured this way. It will take significantly more work to change the fundamentals of the game as SoD is tied to regular era servers. Tank runes in particular have to feature a bunch of bonuses to make it possible to tank in the first place. Kind of sucks for warriors since they were already quite strong, so their runes aren’t as exciting as other classes.

I think they will adjust accordingly and the servers will be flooded in similar ways like Hunters did this weekend.

I don’t think it’s half baked either. I think much of what they’ve done so far has been pretty good but you’re not going to hear that from, say, Hunters for example.

It’s not even a week since it released and there’s 3 more phases, at least. Give it time.