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Thread: New rune suggestions

  1. #21
    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)

  2. #22
    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)
    Both look good.

  3. #23
    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!

  4. #24
    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)
    I think the only RUNE we need that is already in line with what we have is a Magic version of Vengence. Venegence gives more physical and skill attack at the same level as an adpet or bane. However mages only have intensness. Also to give mages endurance to get max HP is great but the other half of the rune is useless. SO combine magic attack with hp. That would be the super divine rune for magic users.

    Combining the 3 defense runes removes a strategy element to the game -0 game is already to simplistic so dont do this please

    In terms of creating a rune that does something totally different then what runes do now - Im not really sure what this will do to the balance of the game - this too could lead to less strategy or more strategy in the game. I have no objections to a rune that increases stun rate provided there is a rune to increase stun resistance

    Of the devs are unhappy with how mages are working out increase their damage output - add 40% to each level of intenseness or something - decrease their miss rate - tweak them as they are before adding new abilities

  5. #25
    Sirius kaisim_2492829's Avatar
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    Quote Originally Posted by Herby View Post
    You must remember we have 8 slots for runes.

    If you combine too many rune attributes together, you wouldn't have enough space to fill all 8 slots anymore.

    The only "mega" rune that really makes sense is a combo rune that combines Burliness, Flintiness, and Messiness all together.

    This should go for 300 frags.
    on the contrary it would also free up rune slots since they are also talking about combining attack and defense runes, etc ...



    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)
    reflect damage doesnt have to be working with mages only, however if you want to do something with mages i would suggest to be able to empower the existing skills and add magical stun (or do this as a new combo rune for magic attack/surrender to magic?), magic evasion, magic hitrating (other than the existing preciseness) that not only influences your hit/miss rate but also the number of targets you can hit at the same time...
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  6. #26
    Lightbringer Wildflower's Avatar
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    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)
    If their damage should be more reliable, the answer would be to adjust their miss rate.
    This does not have to increase stun chance.
    If they want them to do more damage increase the effect of magic attack?

    I like the first rune especially eventhough it sounds like a skill inflicting something like burn or after effect.
    Perhaps the mages can have skill attacks?
    This could mean adept or vengence runes could also go towards them.

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  7. #27
    Quote Originally Posted by Wildflower View Post
    If their damage should be more reliable, the answer would be to adjust their miss rate.
    This does not have to increase stun chance.
    If they want them to do more damage increase the effect of magic attack?

    I like the first rune especially eventhough it sounds like a skill inflicting something like burn or after effect.
    Perhaps the mages can have skill attacks?
    This could mean adept or vengence runes could also go towards them.
    Perhaps another mage rune:

    Greek Fire - Continues to 'burn' and do damage throughout the entire turn, while other heroes are getting their chance to attack.

    In other words, a very long duration, slow burning attack that has a slightly larger hit ratio, then trickles off gradually as the 'fire' dwindles down.

    By the time the next turn comes back around, the fire would be extinguished, and the mage would not always be able to hit every turn, similar in function to the morale bar being at 100% in order for a skill attack being launched. To phrase that part differently, chance to hit / miss might be 30-70%, depending on other runes, etc.

  8. #28
    Ironheart
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    I like the idea of Greek fire

  9. #29
    hey wats up im new here

  10. #30
    Lightbringer Greenly's Avatar
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    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)
    they both seem great, but a rune where power and precisness were combined i think would be more helpful.

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