Thinking About Runes
Posted: Tue Apr 22, 2014 4:23 pm
After viewing bpat's thread about inscriptions, I figured why not start another thread about helping Runes or improving them. Runes in game are overly sort of weak compared to inscriptions - in many cases falling short compared to their Infusion counterparts. They generally don't help out as well in some critical departments like status ailments or general damage mitigation, and in more offensive matters they are laughably inefficient.
Outside of improving existing Runes, one way of helping them is to simply think up some more Rune types to add into the mix. Here's some ideas I thought up then:
Corrupted Surge - 15-25 Cooldown - Instant - A Blight Themed Rune, but unlike the other elemental runes it focuses it's offensive powers through the player. Activate Corrupt Strength to instantly remove a Magical Effect afflicting the character and increase Mindpower, Spellpower, or Attack power by X%.
Temporary Reprieve - 15-25 Cooldown - Instant - A Temporal Themed Rune, which focuses on just being defensive. For the next 'N' turns (minimum or 2, maximum of 5 maybe) you take no damage so long as you don't take a hostile action; during the effect your talents in cooldown do not lower. It can sort of double as a limited Movement Infusion (though enemies are still acting every turn), or perhaps as a way of tanking damage that you would rather avoid. Status Ailments would still be a problem - both being something that can still be afflicted on you, slow you down, pin you, etc.
Earth Spike - 15-25 Cooldown - Instant - An Earthen Themed Rune, purely offensive and designed to help players who want to finish off fleeing or mobile foes - or vice versa. You jab a foe from below with a spike of Earth that does X% and inflict a 'N' Turn Pinned Status.
Dark Shroud - 15-25 Cooldown - Instant - A Darkness Themed Rune, technically defensive but also good offensively. Activate this rune to shroud the the tiles adjacent with you with Darkness for 'N' turns and give you Infravision equal to your Vision Radius, inflicting the Blind Status on enemies X% of the time (no check against Physical, Mental, or Spell Save; just Blindness Immunity). All tiles hit by the Shroud are considered Unlit and moves around you as your character moves. Sun: Infusion, Illuminate, and Sun Flare will nullify the effect and Blind actors with the Rune in effect; Dark Shroud will also nullify those talents and Blind actors who have used those abilities (again, no check against Saves; just Blindness Immunity).
Providence - 15-25 Cooldown - Instant - A Light Themed Rune, shouldn't come as a surprise what it is based off of. Activate this rune to cure yourself of one random detrimental effect afflicting your character and heal your character X% for 'N' turns.
I think the concept for the Talent Providence fits really well with the Elemental Runes while providing players with an interesting way of assorting their Inscriptions. A player might opt for this rune over one that removes a specific detrimental effect in the Early Game where multiple detrimental effects don't necessarily pile on to the character.
I'm not sure if Providence would have to be updated or not with such an inclusion of a Rune after it either, since it would still be a very powerful Talent. Some ideas though if Providence was to be updated and improved:
At Talent Level 3, the Talent becomes instant use
At Talent Level 5, the Talent removes all detrimental effects
Outside of improving existing Runes, one way of helping them is to simply think up some more Rune types to add into the mix. Here's some ideas I thought up then:
Corrupted Surge - 15-25 Cooldown - Instant - A Blight Themed Rune, but unlike the other elemental runes it focuses it's offensive powers through the player. Activate Corrupt Strength to instantly remove a Magical Effect afflicting the character and increase Mindpower, Spellpower, or Attack power by X%.
Temporary Reprieve - 15-25 Cooldown - Instant - A Temporal Themed Rune, which focuses on just being defensive. For the next 'N' turns (minimum or 2, maximum of 5 maybe) you take no damage so long as you don't take a hostile action; during the effect your talents in cooldown do not lower. It can sort of double as a limited Movement Infusion (though enemies are still acting every turn), or perhaps as a way of tanking damage that you would rather avoid. Status Ailments would still be a problem - both being something that can still be afflicted on you, slow you down, pin you, etc.
Earth Spike - 15-25 Cooldown - Instant - An Earthen Themed Rune, purely offensive and designed to help players who want to finish off fleeing or mobile foes - or vice versa. You jab a foe from below with a spike of Earth that does X% and inflict a 'N' Turn Pinned Status.
Dark Shroud - 15-25 Cooldown - Instant - A Darkness Themed Rune, technically defensive but also good offensively. Activate this rune to shroud the the tiles adjacent with you with Darkness for 'N' turns and give you Infravision equal to your Vision Radius, inflicting the Blind Status on enemies X% of the time (no check against Physical, Mental, or Spell Save; just Blindness Immunity). All tiles hit by the Shroud are considered Unlit and moves around you as your character moves. Sun: Infusion, Illuminate, and Sun Flare will nullify the effect and Blind actors with the Rune in effect; Dark Shroud will also nullify those talents and Blind actors who have used those abilities (again, no check against Saves; just Blindness Immunity).
Providence - 15-25 Cooldown - Instant - A Light Themed Rune, shouldn't come as a surprise what it is based off of. Activate this rune to cure yourself of one random detrimental effect afflicting your character and heal your character X% for 'N' turns.
I think the concept for the Talent Providence fits really well with the Elemental Runes while providing players with an interesting way of assorting their Inscriptions. A player might opt for this rune over one that removes a specific detrimental effect in the Early Game where multiple detrimental effects don't necessarily pile on to the character.
I'm not sure if Providence would have to be updated or not with such an inclusion of a Rune after it either, since it would still be a very powerful Talent. Some ideas though if Providence was to be updated and improved:
At Talent Level 3, the Talent becomes instant use
At Talent Level 5, the Talent removes all detrimental effects