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Thread: New rune suggestions

  1. #31
    Sirius kaisim_2492829's Avatar
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    Quote Originally Posted by scot_202809 View Post
    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.
    "wildfire"?
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  2. #32
    Quote Originally Posted by Greenly View Post
    they both seem great, but a rune where power and preciseness were combined i think would be more helpful.
    Neat idea there, Greenly! I'd love to hear a dev pop in and comment on these ideas.

    Is anybody listening? Or is that too much too ask?

  3. #33
    Lightbringer
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    Vampirism- Life steal.
    Mana Burn- Drains morale.
    Inspiration- Adds morale per round.
    Crushing Blow- Reduces damage of enemies hit.
    Keenness- Increases % damage of critical hits.
    Berserk- Adds chance of 2nd attack.
    Cleave- Adds small % of damage to all enemies. For Thousand Strikes, this would just boost overall damage period (by a smaller %).

    Some of these runes are modifications of ideas proposed earlier in the thread.

    I suggest these runes be priced at 200 fragments.

    Furthermore, these runes should be an entire new color (not Yellow, Purple, Blue, Green), such as Red (different shade from the, "trash," runes) and have cool unique graphics. Each hero is limited to at most two of these runes.
    Last edited by Yelsha; 02-03-2014 at 07:18 AM.

  4. #34
    Another rune/stat that would be useful is one that reduces the morale given to an enemy on a physical attack (for both when you hit him and when you get hit). (I assume the mana drain is only on skills).

    I really like the idea of mana manipulation since it makes the morale we have a lot more fluid. Right now it's just how many turns/hits we need until a skill, making 99 morale almost the same as 75.
    Last edited by g346007_1906957; 02-03-2014 at 03:31 PM.

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