Can you make it so that after a rune is changed the amount you get for sacrificing that rune is increased. It sucks to forge a rune and find out a day later it doesn't have combo attack devastate anymore.
It sucks when the tournament releases a rune and farmers make the price of said rune drop in value. So no.
MW24 (I believe) I don't think this is mw24. Played him/her in ranked couple of times and kinda steamrolled. But yeah, he/she is mad.
The value is based on rarity and release date. Simple as that. It doesn't manter if the Rune changed or not.
heartstone does or did something like this right? It's not like it changes a lot the economy of the game.
True, I forgot that. I still think that the proposition won't have a negative effect, people that whines about stuff getting nerfed is compensated (should they? I think yes) and DOG's plan for economy (everything cheap exept last expansion) keeps going unaltereded.
I don't really know about coding and what not, but i'm pretty sure adjusting Forge prices after every patch would be an insane waste of coding time. If changing forge rates doesn't require coding, then ignore me.
The current system prices runes automatically based on rarity and set. This is to avoid having to set prices for individual runes and allows for quick updates of the entire system. So setting individual runes to different prices would require refactoring to accomplish.
All you have to do is make the system have a 'recently' changed flag in which case the sacrifice value is increased and have the flag update after a patch and 2 weeks after a patch. easy, would take 20mins.
I'm against this. Runes are changed way too much in pox for this. Hearthstone changes a couple of cards a month, if that.
far less than that, I think it took 8 months since Grim Patron was released until they changed a card in the deck it enabled (and only because it was a very uninteractive deck)