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Thread: Suggestion for new Runes

  1. #1

    Suggestion for new Runes

    So I understand why there are only 3 combo runes. For those that don't understand why, it's because if you put more than 3 combo runes, it would mean that heroes would then be able to equip every rune in the game at 4 combo runes, and would start to have open slots at 5 combo runes.

    So a better suggestion for runes going forward in my opinion is to have the new combo runes add new effects instead:

    Super Dodge: Adds a retaliation rating which gives a chance to return damage the same way block does.

    Super Block: Adds a magic block rating which reduces the value of the damage and then turns into healing. (this would also give a reason for mages to get break)

    Super Resilence: Adds a regeneration value that heals every turn, increasing with each level of the rune.

    Super Hit: Adds a vampirice attack rating that gives a percentage of the damage dealt in health back to the hero.

    Super Crit: Adds a double attack rating that gives a chance to attack twice

    Super Break: Adds a defensive break rating that reduces all defensive stats for 1 round on the target, works every hit, the level increase of the rune increases how much it lowers the defenses

    Super Physical Attack: Adds a pierce through value that deals some damage to the hero behind the hero you are attacking, damage dealt increases with rune level

    Super Magic Attack: Adds a magic vampiric rating that gives a small percentage of the magic damage dealt back to the hero as health.

    Super Skill Attack: Adds a DoT effect to your skill attacks that lasts for 3 rounds and does a percentage of the orginal attack every round, percentage increases with rune level

    Super Physical Resist: Adds a physical thorns value that returns a percentage of the physical damage taken as damage back to the attacker

    Super Magic Resist: Adds a magic thorns value that returns a percentage of the magic damage taken as damage back to the attacker

    Super Skill Resist: Adds a team skill resist value that increases the skill resists of all teammates (does stack with other super skill resists on other heroes)

    Super Morale: Adds a morale avoid rating that gives a chance that your opponent will neither gain morale when they hit this hero, nor gain morale when being hit by this hero. Percent chance increases with rune level.

    Super HP: Adds a team regeneration value. This value is much lower than the resilience rune, but applies to everyone on the team. Stacks with other super HP runes on the team.

    Now as you can see, I even added ones that alread have combo runes. This means that there are way more choices than you have rune slots available. For those thinking this is a bad idea, it's not. If you have more things you would love to have than you have room for, it actually makes for a better game because it gives more choices for players to build unique strats, instead of everyone doing the same thing.
    Last edited by tonyhunt22_7080019; 12-10-2013 at 05:52 PM.

  2. #2
    I like these runes

  3. #3
    King Horem with Super Crit would be pretty awesome. Up to 4 attacks in one turn? I'm with Herby, these runes are good ideas . Would add a lot of customization to heroes.
    Last edited by c5g6p6_2235711; 12-10-2013 at 06:05 PM.

  4. #4
    Lightbringer
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    yeah and even less rooom to store everything so lets first make a rune BANK then start to worry about new runes.

  5. #5
    Lightbringer ChickenWing's Avatar
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    More runes would be great indeed. Even more lower runes for the early game. Customisation should be available not only when a player can afford super runes, but all the time. This is a great idea!

  6. #6
    Ironheart
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    Thumps up for the suggestion tony

  7. #7
    the runes are too OP

  8. #8
    Lightbringer Wildflower's Avatar
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    Great suggestions!
    Would love to see these.

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  9. #9
    Except if they put in a +magic attack +hit points rune, that wouldn't stack with anything else useful since mages cannot make use of the Vengence rune, or at least not in a realistic manner. And physical characters wouldn't want the +magic rune. Its a huge, obvious gap in the double runes.

    Super Block - I like the idea but I think this might cause a lot of bugs, especially when it comes up against boss abilities. But I don't like the idea of making mages weaker then they already are.

    Super Dodge - Too powerful, dodge is already the king defense. And it would have no effect against bosses since you, apparently, cannot dodge higher level bosses attacks.

    Super Break - I like it but I don't see Tynon putting in negative stat modifiers. Furthermore, you have an issue where the stats are going to keep going up and up and making the -stat modifier scale will be tough, or make the -stat modifier of negligible use. However, if you gave it a -morale effect, that would be easy to properly scale would be in spirit of the rune breaking something.

    Super Hit - Won't happen. Vampiric attacks are too powerful to give willie nillie unless they are weak, such as 3% per rank, max. If it reduced the base miss rate of mages on the other hand ....

    Super Critical - Would break the game. But if it allowed mages to crit ....

    Super Moral - I think this is a very good base concept.

    Super Hit Points - What if instead of regeneration, it gave a small chance to have the character come back at a certain % of health, based on rune level, if defeated. I really don't think Tynon wants general character healing, but its not a bad idea.

    Super Skill Resistance - I like the basic idea, especially since defense is so hard to build compared to offense. But I also like the idea of the rune instead having a chance, based on rune level, of reflecting a set percentage of the damage the attacker would do back on the attacker. Could really reduce the crush power of Adam and his ilk if he gets killed by his own attack.

    Super Physical Resistance - I like it. Doesn't seem overpowered and I cannot really think of anything else that would be good. Unless it gave you a critical chance to double your physical resistance against the attack. That would be more in keeping with a defensive rune.

    Super Magic Resistance - I like it just because it gives mages more survivability, which in the case of Smoulder and the like, would give them more chance to actually do damage. Would also help Shayd tank.

    Super Physical Attack - I don't know, I see where you are drawing the concept from. But its kind of replicating a skill attack, in a limited form. And in the hands of a few heroes (not sure if it would work with Bloodstorm, but Lance du Lac ....) it would prove very ugly. But its probably workable, or a small chance of a stun. The thing about the stun is, we know that physical power affects skill attacks, but would an effect tied to such a rune also effect skill attacks? If it did, then at high equipment levels it would be too powerful, since characters will be skill attacking nearly every round. But if not, or if there are lots of morale reducing effects, then the effects might be workable.

    Super Skill Attack - Ah no, just no. Skill attacks are already pretty gruesome with crits. I don't have any good counter suggestion, other then maybe the person retains 1 morale per rune rank, but skill attacks don't need to do more damage, especially not over time.

    Super Resilience - This works, just have to balance healing.
    Last edited by Rumbleguts; 12-20-2013 at 10:39 PM.

  10. #10
    Ironheart Joker's Avatar
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    Yes 1 or 2 new runes should be added in the game as after you unlock the last rune slot and you have all the 100 frag runes there aren't many diffrent rune combo's you can use on your hereoes. For me its just a choice between advantage or resistance for the last slot. With new runes people will try new combos and others will try to counter that so should be interesting or they should just hide the rune section of your heroes so people don't know what sort of runes your using
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