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Initial Thoughts about Runemage balance
#10
It's still too early for us to try and get Runes reworked because people are abusing one trick. Why not target the problem first before thinking about adjusting things like that, yeah? For all you know, the class might not be that powerful without the Beyblade stacking.

If it turns out that way, we can always come back and make another thread on it.

While the class is new, it's oppressive, yes. Just like everything else, it has a few counter plays and options to shut it down completely. I've played and fought against the class enough to see the plus and flaws. The points about it only having two damage sources IS correct but the class itself wasn't made for mainly damage.

The immobilize problem thread has already been made, so that problem is addressed (https://www.neus-projects.net/viewtopic....amp;t=7728).

As stated above, the problem are Smoke Rune & Ward Rune resonate effect as well as Null Rune linked effect;
Quote:Smoke Rune, while useful, prevents people from attacking the rune and destroying it via basic attack indefinitely. Suggestion? Why not let the smoke surrounds only the edge of the rune (Like a circle around the rune), a thin lay of smoke to avoid it losing it's effectiveness, as well as letting others be able to walk inside and attack the Rune if needed.

Ward Rune suggestion: Why not have it work similar to Boxer's Felsmanege? Whereas the inside is hollow? While it will still block people off/trapping people inside. This way, it won't completely prevent others from attacking/reaching it or lock off movements completely. (Has seen in Spo's gif, whereas the user wasn't able to move without Blink, Jetpack and so on. The same can apply if someone else gets trapped in it like that which isn't difficult.)

Null Rune is quite useful, however this is part of the reason why the beyblade is quite powerful. We do have two ways to prevent the trigger effects however this Rune solidify the problem. The individual would be ripped in half before they'd be able to fully destroy the super-rune if they, for some reason, couldn't get their hands on Smasher due to the trait's requirement. How about a suggestion? Once Null is linked, let it reset the Rune's HP to only ten.

Those suggestions are still bare but I do hope some sparks some idea.
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