Let’s look at druid for example. A rank 2 Moonfire at level 15 does 17-21 initial damage and then another 32 over 12 seconds and cost 50 mana. At level 15 the rune skill Sunfire does 32-38 initial damage and an additional 65 damage over 12 seconds for 50 mana.
This is the reason why balance is so wonky right now.
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Why would you press it if it was equal to, or worse, than vanilla abilities?
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because it would be two dots instead of one???
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Lol. So you take one very very very niche example and use it to (poorly) give justification for the other 200 runes?
Yeah, because clearly the other 200 runes are all balanced.
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Uhh huh.
Yep they sure are… if there’s one thing I’ve read on these forums it’s how balanced the runes are!
At level 40, Moonfire and Sunfire do almost identical damage, albeit from different schools.
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Your point is valid, so stick to it and don’t get Drosuled. A Drosul is someone who hangs back 36 yards, casting the inferior older spells Corruption, Curse of Agony, and Siphon life, meaning not realizing how powerful new runes spells and abilities are, thus ignoring to cast a rune empowered Drain Life, thus totally throttling his damage.
Don’t argue the ignorance though or you will be in an epic quote battle for days.
Giving an example is what we do as humans. Only someone with low social IQ would go off listing everything when a single example would get the job done. Do you really require a list or can you not simply be able to tell by yourselves by looking at your old spells and abilities vs you’re new ones?
I mean, just to help you more, here is a 200 rune example: The mana cost of them compared to old spells.
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auto white shots on my hunter are between 200-300 but with steady shot they are less than 190
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yup, it makes no sense, and plenty of baseline skills have been made obsolete by the runes. terrible game design 
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Because they replace those baseline abilities.
That is the whole point of SoD. It’s different than classic, which is something that is lost on most of you somehow.
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why shouldn’t new skills like, enhance and complement baseline abilities instead of outright replace them? 
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A number of elements of Vanilla are awful and deserve to be overwritten. A big part of the hype of Gnomer is that it took an awful instance and made it great.
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Never thought I’d see the day where I’d agree with the “-_-” lady. Classic+ not retail-.
Why are you playing classic, sorry retail- if you’re not into the baseline abilities for classic? Runes were supposed to switch up the game, which it did, but runes should have been enhancement abilities, like add so and so to arcane shot, make moonfire do this instead of adding 15 new skills that completely replace 90% of your vanilla rotation/skills.
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Because Vanilla skills/rotations were bad, and were never the reason Classic was so popular, so it makes sense for a season like this to trample over them.
Hope this helps.
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Why is that surprising? It’s 60% auto damage. But more importantly - if cast between autoshots is a damage increase.
The problem is that it requires a slow ranged weapon to work - something around 3.2 or 3.3 speed. Our slowest weapon available is 2.9, which is too fast.
Casting it between shots could be a DPS gain, but the issue is that there’s little reason to. Chimera Shot, multi-Shot, aimed shot, and trap all come off CD enough that I rarely have the gcd to spare for it, and all hit considerably harder. Expose Weakness doesn’t eat a GCD and is likely to have higher uptime, boosting all my attacks that scale off weapon damage (aimed shot, multishot, chimera Shot, auto shot) by more than the damage pressing SS 1 per 6s does.
Steady Shot doesn’t need more damage to be worth pressing, it needs to do something more - reduce cast time on aimed shot, reduce cooldown on the big red kitty, increase crit chance by X% - anything more than just damage.
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Because it’s fun? Balance is boring.
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Runes are intended to be strong and make the class better/stronger. There’s still many runes that fail at this objective.
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you haven’t the foggiest idea why classic was so popular 
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