02-17-2023, 03:51 PM
A few suggestions to try and alleviate the current issues with Rune Magician.
1. Chronos rune detonates when it gains a Count while at 4 like it was originally intended to.
Reasoning:
There was no good reason for the change to Chronos rune. Having it detonate earlier now means it's borderline impossible to stop a fully stacked Chronos rune as you only have one turn where it is vulnerable without the use of Air Pressure to remove Smoking rune's effect, if Swift Rune Casting is used to create it.
2. Focus Tuning gets a 3 (or 2 round if suggestion 1 is implemented) round cooldown.
Reasoning:
This is mostly due to Chronos rune's interaction, as now with Focus Tuning being 1m there is little reason not to cast it twice per Chronos rune to have them detonate within 3 rounds. Another alternative is to have this cooldown only if a Chronos rune if affected by it, given it is the prime offender.
3. Haste Rune gets a 3 round cooldown.
Reasoning:
Haste rune lacking a cooldown means Rune Magician doesn't even need to invest in Skill or Hit whatsoever to deal its damage efficiently. Resulting in the optimal build being to dump all your points into defensive stats + WIL for damage.
4. Herons can no longer cast runes while silenced.
Reasoning:
Stacking runes is on par in power if not greater than invocations can be, possessing the same ability for extreme damage if given the momentum equivalent of a Charge Mind boosted invocation, while being much, much harder to stop compared to an invocation. There are multiple methods to cancel an invocation, whereas if you are facing a rune covered in smoke your only option is Air Pressure and against a Heron you can no longer stop them from casting runes without killing them outright.
While there may be other contentious points to Rune Magician as it stands these are the major problems with the class at the moment.
I don't expect that all my solutions are perfect but I hope it at least illustrates what's currently wrong with Rune Magician in how overbearing it is.
I will give a special mention to the fact that currently Rune Magician is, once you learn how to use it, extremely boring. There is no diversity in how they're built as they can buy literally all their SP's worth of skills without destiny, the only thing that changes is what flavor of explosion you make (which is usually going to be Sound or Acid due to how difficult those elements are to resist given the lack of 30% resist items for them, bar running Luminary to abuse one of the applicable elements for max damage instead, resists be damned). Though this would be more inline with overhauling the class entirely to address, right now I am only trying to fix what we currently have to be less oppressive.
1. Chronos rune detonates when it gains a Count while at 4 like it was originally intended to.
Reasoning:
There was no good reason for the change to Chronos rune. Having it detonate earlier now means it's borderline impossible to stop a fully stacked Chronos rune as you only have one turn where it is vulnerable without the use of Air Pressure to remove Smoking rune's effect, if Swift Rune Casting is used to create it.
2. Focus Tuning gets a 3 (or 2 round if suggestion 1 is implemented) round cooldown.
Reasoning:
This is mostly due to Chronos rune's interaction, as now with Focus Tuning being 1m there is little reason not to cast it twice per Chronos rune to have them detonate within 3 rounds. Another alternative is to have this cooldown only if a Chronos rune if affected by it, given it is the prime offender.
3. Haste Rune gets a 3 round cooldown.
Reasoning:
Haste rune lacking a cooldown means Rune Magician doesn't even need to invest in Skill or Hit whatsoever to deal its damage efficiently. Resulting in the optimal build being to dump all your points into defensive stats + WIL for damage.
4. Herons can no longer cast runes while silenced.
Reasoning:
Stacking runes is on par in power if not greater than invocations can be, possessing the same ability for extreme damage if given the momentum equivalent of a Charge Mind boosted invocation, while being much, much harder to stop compared to an invocation. There are multiple methods to cancel an invocation, whereas if you are facing a rune covered in smoke your only option is Air Pressure and against a Heron you can no longer stop them from casting runes without killing them outright.
While there may be other contentious points to Rune Magician as it stands these are the major problems with the class at the moment.
I don't expect that all my solutions are perfect but I hope it at least illustrates what's currently wrong with Rune Magician in how overbearing it is.
I will give a special mention to the fact that currently Rune Magician is, once you learn how to use it, extremely boring. There is no diversity in how they're built as they can buy literally all their SP's worth of skills without destiny, the only thing that changes is what flavor of explosion you make (which is usually going to be Sound or Acid due to how difficult those elements are to resist given the lack of 30% resist items for them, bar running Luminary to abuse one of the applicable elements for max damage instead, resists be damned). Though this would be more inline with overhauling the class entirely to address, right now I am only trying to fix what we currently have to be less oppressive.