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Fever Crafting (Rune mage balance thread)
#1
Okay so feel free to jump in, play at home with your friends and family but I've been coming up with ways to make rune mage both more fun and also keep them from being destroyed from the inside out from an improper nerf that would make them into a magic engineer.

So first things first, elemental runes aren't a proper thing to hate, as they mean the runes blown up, and in most cases means they have to spend 7m standing still to make that work out, and that already counterplays itself, on top of the fact that builds can hit much harder than this 7m turn, we can debate that but it's true people are just worried about one big damage. The real villian is how rune mage functions with Razor and that starts with my first idea, Razor rune.

Razor Rune So it's no secret someone slaps a null rune down the fight is pretty obvious with their intent, they're going to pizzaria that shit into a giant razor rune that makes walls and kills you for 200 damage a spin upwards of 700 damage to tanks, it's not fun you know it's not fun, I advocate not to fight like that on a rune mage because I hate the fact that it's so strong for no reason, and yes in that way rune mage ISN'T fair, and IS broken, In most cases it's because evasion isn't working on runes, see my bug report on that if you need to but that's just what's happening so this change and that should make a healthy balance, the change build that I feel like razor rune should instead do one big damage, divided by damage per person, so if it were say 200 damage at level 6 rune status and hits someone 5 times it does 40 damage before DR, suddenly it's a controlled damage without being crazy.

Side noteI'm adding this later for dev to see, hopefully. I would like razor rune to behave as a scaling ability when doing this, whether it's SWA or willpower or something, it needs some sort of build relevance but not too high, something like thousand stab so if it's like SWA 100% then maybe it does like 3 hits on a single target doing 33 each, or maybe increase that so that it's not eaten to the ground on DR alone, but that's not my call

Null Rune I mentioned it because lets be fair, if you take away the spinner dream from chunking people what good is it right? Chrono does it better and this rune just makes runes last forever, you slap a cigarette addict on this baby it's not going no where. So my idea is to make it stop nulling itself and instead make it so all linked runes damage ignore elemental resists, this would be healthy because the rune will still trigger and slash resist isn't common, if it even would be counted, allowing rune mages to be healthy with ice or fire runes, with a trigger effect to remove one positive effect, only ever one, not no "level statuses" no just one status from enemies hit.

Smoke Rune Yeah baby it's your time to hear about the rune everyone hates, within good reason this runes been a subject of debate for a while now from my understanding so let me dig my claws into this, it's no secret the issue with this is more that smokescreens a problem, and the fact that it makes runes arguably invincible, and that's not fun, especially if there's a null rune involved, see above, so I propose the smoke rune when stacked does NOT create smoke screen, if it does make it a placement for 1 turn. In spite of this I'd like smoke rune to function as a "Sturdy" effect, so no damage no matter how high can break it on the first try, runes get their survivability but they're breakable with or without smasher.

Illumination Rune I like what you were going for with this rune, I do...But it's too much, I'm sorry, it needs to cap at like 50, MAYBE 100 with a chrono rune involved due to the 5 rounds it takes to prepare, as it stands I can dish out level 400 glowing to someone if I made a perfect explosion glowing rune, where's your evade? lazarus knows. We already have a magnet rune which I'll talk about that in a moment but for now lets address the pure audacity of taking 200 evade from someone. Evade struggles, and it's not okay, and rune mage without this rune already counters evade builds even when the evasion bug is fixed. It's not okay we know it's not okay, you don't have to feel bad for hating it, you're safe here.

Magnet Rune Yes, magnet rune, this ones a different idea personally I'd like it if magnet had more purpose to it, we're offing a bit of utility from the rune if we kneecap illumination but it needs to be done. I'd like it if magnetize wasn't so heavy on it but lets be fair I've seen 72 magnetize and it caps at 50 hit anyways so it's not like game killing, all reality it's one of the fairer runes, makes great for traps and whatnot, but I would really like it if it had a placement effect in addition to pulling runes pulling magnetized enemies towards the rune at least 1 tile, this would make comboing with earth magic more fun and involved than just slapping a crawling rune down.

Chilling Rune Oh boy don't get me started, I gotta set my hat down for this one kids, this puppy can with very little effort chrono into over 100 frostbite, which can swap into dealing 100 damage to someone and freeze their toes off, or push them for 30+ damage a tile through it, it's a verglas WET DREAM, and that's...Not okay, I'd sooner say to take away the frostbite effect and make it frozen and only for one duration it'd make it where anchor and chilling don't play well together and make more choices for rune pathing, plus even with the frostbite being kinda broken, who's going to run through your ice for 400 damage anyways, but it still can happen.

Warding Rune Okay so this is mostly just to make warding a better rune in general, its resonation placement trigger and engraving effects don't...do anything, a few walls are annoying but everyone and their mother blinks hauntings side cuts farts their way in hanging maneuvers, you're lucky if a max power rune can keep out a black knight, but I'd be willing to accept that fact for ONE change, just one. I'd like if it lived up to the name warding rune and when it triggers causes every ally within range of the rune to gain the warding tattoo status, or similarly, make it more of a support rune.

That's my main gripes about the class, most of what I mention should ideally shift the balance a little and make them less frustrating to deal with, for both the rune magician and anyone unlucky enough to have to deal with arena sized smoke
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