As far as runes go, you can overwrite a rune with another rune; if one would be useful, there's really not much reason not to use one. Exceptions are a couple of unique runes that you get from Sandal; those ones I couldn't really justify using given the rate of item turnover.Patryn said:Something I am curious about: Since they made runes be a lot cheaper, weaker and more disposable in this game, coupled with not being able to change companion's equipment, I've kind of just skipped enchanting all together.
For companions, why should I put a rune in now if it's there forever when better runes will inevitably come along? For me, why should I bother when I'm constantly changing what I'm using?
I just far preferred the way it was handled in DA:O.
Actually, now that I think about it, I've kind of stopped using crafting altogether. Which is funny, since I lived for herbalism in DA:O, but now that there's only one kind of potion, with a timer, I just don't feel the same need to supplement healing the way I did in DA:O.
I never used them much myself until the very end of the game (when I realized there was no reason not to), but I chalk that up more to the encounter design than anything; there are just too few types of encounters to warrant the level of customization that runes will give you.
Ultimately I wish they'd changed runes so you could enchant your own shit on the fly. It would have made runes useful (why would you ever use Cold Resistance runes if the only time you can ever use them is if you happen to correctly guess that you're going to run into an Ice-type Arcane Horror?); it would have acted as a proper gold sink (if you needed new enchantments for each difficult encounter and kept a variety of enchantments on-hand, the money would start to add up even if individual runes are cheap); and it would have made inventory management slightly less trivial (carrying around a full complement of runes would eat up a fair bit of space).
It would be pretty much a 100% improvement in terms of design and gameplay mechanics; unfortunately people would bitch that it detracted from their precious awful boring "lore" so I don't see it as likely to happen.
Still, the enchantment system in Origins was so fucking dire and awful that I didn't use it even once, so I can't really call it a step backward.
Same thing with crafting, really. It was so poorly designed in Origins that I never ever bothered using it once, until the last mission of the game where I decided I was just too bored to give a shit if I had god mode or not and just started making potions to chug. It wasn't particularly well done in DA2, but considering I used it and it felt useful without trivializing the game and it wasn't a pain in the ass totally out of proportion with what it actually added to the game, I'd have to call it an improvement.