Quote Originally Posted by Dawnseeker View Post
It seems to me that we need another rune for mages. Melees have +phys, +skill, and +crit while mages only benefit from +magic. I think this may be a contributing factor to mages not scaling as well end game. The devs don't want to change mages to be crit-based. They want their damage to be more predictable and reliable compared to melee. So what do you guys think about runes like:

  • Damage Echo - Any hero damaged by the mage would take ~5-30% (would need to be balanced) of that damage again on the next turn (scales with rune level)
  • Searing Touch - Any time the mage is attacked, reflect a fixed amount of damage (scaling with rune level and magic attack)
NICE! I love those suggestions, DS!

I tried included ideas for mage runes, and I guess we all agree that there should be more available for the mages.
I have to ask, though....Wouldn't Damage Echo be a better name for the second rune you described?
Seems to me it's sort of a boomerang type of thing, or as your first name implied, 'echo'.

GREAT ideas! Love them!