Is it just me or are runes useless?

Post » Fri Jun 22, 2012 7:44 pm

Now, I've heard how bad destruction is, primarily because the mana cost to damage ratio is so skewed. My problem with runes is that they have that problem, PLUS the manner in which the player uses them can be awkward. I can only think of two ways to use runes: put it down in front of a charging enemy or use it in an ambush. The former is just not very efficent mana-wise, and the latter just doesn't work because, even with dual casting, it doesn't pack enough of a punch to really do anything.

Ideally, I would want to use runes to set up a sort of mine field into which I could lure enemies. One problem here though: you can only lay down one rune at a time! As far as I'm concerned, the limit makes no sense, getting rid of it would make runes infinitely more useful, and it would still take a butt-load of mana so it couldn't be considered overpowered.

Other ideas? Or does anyone else have any successful strategies they use with runes currently?
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Ells
 
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Post » Fri Jun 22, 2012 8:18 pm

They are. They are like sand mines. You can make them blow up but only a bit of sand will come out and in the end you'll just say ouch and realize the waste of time it was to build it.
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Charlotte Henderson
 
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Post » Fri Jun 22, 2012 6:02 pm

I've honestly never found them to be particularly useful.
They're flippin' cool, but kind of pointless.

And well, the one rune limit, annoys the crap out of me too.
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stephanie eastwood
 
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Post » Fri Jun 22, 2012 9:13 am

I liked runes when I played on xbox and at lower levels. When going down the road if something started chasing me I dropped a rune down, ran past and as whatever creature was being flamed I spun and attacked. At higher levels it was just enjoyable. A bit of a power trip I guess when I could walk down the road and ignore the wolves. As they chased I just calmly walked, dropped a rune and grinned as I heard them fall to their death as they passed over my rune just behind me.
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Britta Gronkowski
 
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Post » Fri Jun 22, 2012 7:31 pm

I liked runes when I played on xbox and at lower levels. When going down the road if something started chasing me I dropped a rune down, ran past and as whatever creature was being flamed I spun and attacked. At higher levels it was just enjoyable. A bit of a power trip I guess when I could walk down the road and ignore the wolves. As they chased I just calmly walked, dropped a rune and grinned as I heard them fall to their death as they passed over my rune just behind me.

True, it does work well enough against low-level enemies. I guess when I first played the game I wanted to use them as equalizers against tougher enemies, you know, soften them up a bit. Then I found that they did jack-all...and honestly, wolves just aren't worth that much mana, know what I mean?
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Amy Masters
 
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Post » Fri Jun 22, 2012 1:42 pm

They're fun to cast on coffins you know Drauger are going to pop out of. Beyond that, I haven't had much use for them.
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James Wilson
 
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Post » Fri Jun 22, 2012 1:37 pm

I've never tried to use them.
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Laura Shipley
 
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Post » Fri Jun 22, 2012 8:31 am

They work great earlier on when running catacombs. You just toss a tune at the feet of an unanimated draugr and when he wakes BOOM!

But yes later it's not as much fun. I think they should be more like traps with a small damage, but a secondary effect like slowing for frost, slow magic regen for lightning and immolation dot for fire.
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John Moore
 
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Post » Fri Jun 22, 2012 6:32 am

True, it does work well enough against low-level enemies. I guess when I first played the game I wanted to use them as equalizers against tougher enemies, you know, soften them up a bit. Then I found that they did jack-all...and honestly, wolves just aren't worth that much mana, know what I mean?
Yes, well anything above wolves or skeletons they weren't worth much. That's why I only used them at lower levels.
They're fun to cast on coffins you know Drauger are going to pop out of. Beyond that, I haven't had much use for them.

I did that all the time too.
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Nicholas C
 
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Post » Fri Jun 22, 2012 7:12 pm

IMO they take too lanig to cast. Once something starts moving toward you, it's hard to get one down in time for them to step on it. The only way to really benefit is to lay one down when the enemy hasn't seen you and then draw them over it with a ranged attack. Cool idea, though.
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Shiarra Curtis
 
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Post » Fri Jun 22, 2012 4:44 pm

I like them for springing ambushes, drawing out draugr, and killing spriggans. The rune will damage the spriggan, but the spriggan won't emerge from the tree or not emerge until they are almost dead.I can also use them as a area denial tool. Many times if an enemy sees me cast the rune, they will not cross it. Lightning Runes tend to stagger automatons which gives me extra time to run or ready to kill them.
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Lindsay Dunn
 
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Post » Fri Jun 22, 2012 6:24 pm

never use them
when i see a scroll of any kind i either dont pick it or i pick it and sell it
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Ella Loapaga
 
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Post » Fri Jun 22, 2012 6:26 pm

I like them for springing ambushes, drawing out draugr, and killing spriggans. The rune will damage the spriggan, but the spriggan won't emerge from the tree or not emerge until they are almost dead.I can also use them as a area denial tool. Many times if an enemy sees me cast the rune, they will not cross it. Lightning Runes tend to stagger automatons which gives me extra time to run or ready to kill them.

Holy [censored]! Someone who actually contributed! I never thought of area denial, and I can always use new methods for slowing automatons. Are you sure though that it can stagger them without Impact?

And seriously people, stuff like this:

never use them
when i see a scroll of any kind i either dont pick it or i pick it and sell it

Not helpful!
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Lil Miss
 
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Post » Fri Jun 22, 2012 11:29 am

You tell em!
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Alexander Lee
 
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Post » Fri Jun 22, 2012 12:26 pm

@Sheepdog - Most of the time when an automaton sets off a lightining rune it will stop and wait for a a couple seconds before continuing. I haven't noticed that happening with other runes or other creatures setting off the runes. It happens whether I have Impact or not.
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Amy Smith
 
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Post » Fri Jun 22, 2012 10:55 am

@Sheepdog - Most of the time when an automaton sets off a lightining rune it will stop and wait for a a couple seconds before continuing. I haven't noticed that happening with other runes or other creatures setting off the runes. It happens whether I have Impact or not.

Cool, excellent tip! When it comes to "special" destruction spells (runes, cloaks, etc) I usually stick to fire, only using lighting and frost projectile spells, so I never would have figured this out.
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Kerri Lee
 
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Post » Fri Jun 22, 2012 4:11 pm

I use Runes pretty often, not exactly a game changer but it is fun and I can set of some nice tactical ambushes with them
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Nina Mccormick
 
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Post » Fri Jun 22, 2012 10:49 am

Actually, they can be good for essentially hitting an enemy with a massive blast of destruction magic. I'm currently at level 34 and my mage uses sneak and muffle a lot in order avoid alerting enemies. When I spot one, ahead in the distance, I'll place a rune half way between us. Then I'll hit him with a dual wield fireball. Then I'll cook another dual wield fireball and time it to hit him right when he's running over the rune. If that doesn't take care of him and anyone in his proximity... I'll summon an atronach (because I switched one hand to summon spell just after releasing the two handed fireball) and use the other hand to either summon a weapon, like a bow, or leave it at destruction in the event that my atronach gets dispatched.

I still find them quite useful, but use them sparingly. It's not one of those spells that's *right* for every ocassion.
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lilmissparty
 
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Post » Fri Jun 22, 2012 7:14 am

Runes are pathetic, Destruction ratio magicka to damage is pathetic, Destruction master spells are pathetic, Destruction wall spells are pathetic..

The whole skill is pathetic.
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Spencey!
 
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Post » Fri Jun 22, 2012 2:24 pm

Actually, they can be good for essentially hitting an enemy with a massive blast of destruction magic. I'm currently at level 34 and my mage uses sneak and muffle a lot in order avoid alerting enemies. When I spot one, ahead in the distance, I'll place a rune half way between us. Then I'll hit him with a dual wield fireball. Then I'll cook another dual wield fireball and time it to hit him right when he's running over the rune. If that doesn't take care of him and anyone in his proximity... I'll summon an atronach (because I switched one hand to summon spell just after releasing the two handed fireball) and use the other hand to either summon a weapon, like a bow, or leave it at destruction in the event that my atronach gets dispatched.

I still find them quite useful, but use them sparingly. It's not one of those spells that's *right* for every ocassion.

I was thinking that they might be usefull for a stealth mage, I've just never gotten around to making that character type. Good to know that they are effective in that situation though.

Runes are pathetic, Destruction ratio magicka to damage is pathetic, Destruction master spells are pathetic, Destruction wall spells are pathetic..

The whole skill is pathetic.

You know what else is pathetic? People who just say "this svcks" without any constructive criticism (for example: get rid of the limit). If you're not gonna contribute, get off my thread.
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Wayne W
 
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Post » Fri Jun 22, 2012 6:25 pm

Runes and destruction magic is underwhelming and pretty useless at high levels and on master difficulty. It comes down to the fact you only have 2 ways to buff deconstruction magic damage and 5 ways to increase melee and archery damage. After everything is said and done maxed weapons are 450%+ stronger then maxed destruction magic damage. If you plan to play a character past level 50 I wouldn't put a single point in the destruction perk tree so you can put those perks in something more use full.
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Tasha Clifford
 
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Post » Fri Jun 22, 2012 10:34 am

Runes and destruction magic is underwhelming and pretty useless at high levels and on master difficulty. It comes down to the fact you only have 2 ways to buff deconstruction magic damage and 5 ways to increase melee and archery damage. After everything is said and done maxed weapons are 450%+ stronger then maxed destruction magic damage. If you plan to play a character past level 50 I wouldn't put a single point in the destruction perk tree so you can put those perks in something more use full.

Oh no, not again! Sorry, but I've already done that thread. If you're interested: http://www.gamesas.com/topic/1375912-i-think-i-may-have-changed-my-mind-about-magic/page__fromsearch__1
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Miguel
 
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Post » Fri Jun 22, 2012 4:36 pm

Runes and destruction magic is underwhelming and pretty useless at high levels and on master difficulty. It comes down to the fact you only have 2 ways to buff deconstruction magic damage and 5 ways to increase melee and archery damage. After everything is said and done maxed weapons are 450%+ stronger then maxed destruction magic damage. If you plan to play a character past level 50 I wouldn't put a single point in the destruction perk tree so you can put those perks in something more use full.
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Amie Mccubbing
 
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Post » Fri Jun 22, 2012 2:55 pm

I've honestly never found them to be particularly useful.
They're flippin' cool, but kind of pointless.

And well, the one rune limit, annoys the crap out of me too.
Same ><

What i think they should do is more to - status effects.
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Catherine N
 
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Post » Fri Jun 22, 2012 6:17 am

I had sooo much fun playing around with runes at low level. As others have mentioned, Draugrs are a fun target for runes early in the game. :chaos:

It was disappointing to have to stop using the runes in combat eventually. I would love to see improved runes in a DLC!
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Scott
 
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