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)


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