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.


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. Would add a lot of customization to heroes.

