Kick runes are so messy to build around now.
They don’t get lifesteal which I guess is an intended consequence of them not scaling off of weapons. But they’re also not regaining health with the regainable health mechanic. The only thing that I found that works is gain health on fatality which is useless on boss fights. Since gain health on fatality works, you would think they are classified as runes. However their damage doesn’t scale with the rune ring or increased rune damage enchant on the weapon. In fact, their damage is unaffected by the other damage increasing rings too - the ring of broken promises and the fierce ring. The only enchant that works is the physical damage increase on the glove.
Since they are stamina based, you would think they would benefit from the jade ring which gives 6% stamina on damage dealt. Nope. For some reason, instead of gaining stamina on damage dealt, they gain stamina on fatality which is not what the ring is supposed to do. Stamina cost lowering enchantments also doesn’t work. The stamina ring and decreased stamina cost on low focus which is an enchant found on pants both doesn’t do anything. Also, if they don’t scale off of the weapon, why do their damage type change based on the elemental attribute of the weapon equipped?
It’s ok that they were nerfed since they tend to be overpowered before especially when equipped on heavy two handed weapons. But to nerf them to this extent where they are impractical to use is such a downer because I love the dropkick rune. Please change this. At least make them be able to use the regainable health mechanic.
Edit: Another suggestion would be to maybe just create a foot type secondary weapon with similar mechanics to a bow.