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Wheel of Death (and other rune mage balance stuff)
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As I mentioned, it doesn't work making the >runes< mutually exclusive, due to how Rune Level works. We need all of them to be able to stack up since that's how you make a big rune, you'd be missing one extra level on that if this was the case, so!

Quote:- Chrono Rune and Null Rune's effects, should be mutually exclusive. If you place Chrono Rune first, Null Rune will not do anything. If you place Null Rune first, Chrono Rune will not do anything, making the order matter.

And yes, agreed on Glowing LV. At its best, it's -300 Evade for like 8 rounds. That, and all of the Rune Magician's team will benefit from an enemy getting their Evade reduced by 300 for the entirety of the fight, or quickly mow them down if they were a defenseless dodge with low HP.

But yes, sure. For that to become that, you'd need a fully stacked rune popping on an enemy, so.

Quote:- Illuminated Rune's Glowing LV should be capped in three ways:
> Resonate and Engrave: LV capped at 5 + Runemage Class Level, (doubled if Rune Magician is both your main and sub-classes)
> Trigger: LV capped at 5 + Runemage Class Level * 2. (doubled if Rune Magician is both your main and sub-classes)

Razor Rune has been the bread and butter of a Rune Magician and it's disgusting, godmoddy and memey in any instance of combat, be it PvP or PvE. There's nothing interactive with being hit out of nowhere several times for 90 slash damage and that shit's very anti-climatic. Imagine being at the tail end of it? I suggest a hard cap again, really. The way it works now is alright, but the damage is miserably strong for how you can control a rune for a mere 3M.

Quote:- Razor Rune's damage is capped at RM Class Level, and the cap is doubled if your Main Class and Sub-Class are Rune Magician.

And there's one last one you're forgetting, Appobuddy. Haste Rune, which for a mere, small 2M, you can ignore Evasion of the entire enemy team for as long as you have your rune around. That should also go, because anything that ignores Evasion makes it a staple for someone to build tank and just be this invincible doomwall when you can kill both other tanks, and dodges, no matter what.

Quote:- Haste Rune's effect should be changed from 'ignores Evasion' to 'reduces enemy's Evasion damage reduction by half'.

Closing thoughts and open discussion:

- Why do you think I'm limiting Rune Magician's things to "Destiny only" in a sense? Well. First, because we need more Destiny boons for the class and SL2 in general, and that kills two birds with one stone, and second, it's because Rune Magician is not really that self-sufficient to carry itself, given all the class offers aside Mage's basic things is what? More rune durability? It's hard to play Rune Magician/Rune Magician, and it should reward the player for being mad.

Rune Magician needs Grand Summoner, Bonder or Engineer to distract the enemies while they build up their thing, and those class combinations most likely will always succeed in their endeavors against your average player. So limiting the power they can have with dual-classing the classes that piggyback Rune Magician, for having a more successful chance in fighting seems like a fair trade.

If you wanna be super powerful runespinner? Just go destiny and suffer for more damage.
If you wanna play safe and be sustained damage while tricking your enemies with baits? Don't go destiny and be a watered down version of what it currently is.

What do y'all think?
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RE: Wheel of Death (and other rune mage balance stuff) - by Snake - 05-31-2021, 04:13 PM

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