- Joined
- Nov 25, 2012
- Location
- United States
Balance Team
Here is the Runeblade concept I am proposing.
I think that, with the exception of a small few, every single skill that the Runeblade currently has should be removed and tossed aside. It would be a complete revamp of the entire class, with an entirely new system to accompany the new abilities.
Similarly to the current Runeblade, he would be a melee spellcaster--one with the focus being on melee combat abilities rather than mid to long range spells. Each of their abilities would be an actual spell (and thus, silenceable), but the spell itself would do absolutely nothing without the aid of their melee attacks.
Envenom is a skill that works like this. You activate the ability before combat, but the poison effect isn't actually applied until you attack the enemy. It's a "preparation" skill that aids you in combat. This is the foundation of the new concept.
I believe that I was able to properly create this system during my last week of learning Herocraft skill programming. I created a system that allows you to "bind" runes to your weapon, that will be applied upon left clicking an enemy.
Example 1:
Player uses the "ToxicRune" skill. this applies a toxicity rune to their weapon. Upon left clicking a target, he will now poison them. After one left click, the rune has been consumed, and their future left clicks will function as normal, and have no additional effects.
Example 2:
Player uses "ToxicRune", "VoidRune", and then say, "IceRune". The first left click he deals will poison the enemy, the second left click will silence the enemy. The third left click will slow the enemy. After this, once again, their left clicks will function as normal.
Example 4:
Player uses "VoidRune", "VoidRune", and then another "VoidRune". This is the interesting one. Being able to silence a target repeatedly for so long is clearly too strong. But is it? Indeed, that would be a very long silence, but they'd have to actually remain in melee range in order to keep it. What if "VoidRune" had a 5-10 second cooldown? This would mean that if he wanted to silence a target and do nothing else, he'd have to prepare these runes ahead of time. Long before any actual fighting started.
The idea is to give them a plethora of abilities, but constrict them to using only a small few during a fight. Constrict them with cooldowns, constrict them with mana costs, constrict them with how "often" the runes actually apply. Give them versatility, but don't give them complete control.
In the system I propose, each "Rune" skill would have very different mana costs, very different cooldowns, and very different effects. Make the player feel as though he is a true Runeblade. He has the power to infuse powerful magic into his blade, and he can do so as he sees fit, but he isn't a mage--he's a melee fighter.
I personally feel that 3 runes is a good number for the Runeblade to have. But this of course could be increased or lowered as necessary.
The system would also function as a "queue". So let's say they have a maximum of 3 runes that they can apply. They apply Toxic, Void, and then Ice. The order that the runes would be applied would be like so:
1. Toxic
2. Void
3. Ice
If, after this, they used say, I dunno, "ArcaneRune", it would look like this:
1. Void
2. Ice
3. Arcane
It "pops" the last rune off the list, and puts the new one on the end.
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Here are some basic abilities I thought of for the Runeblade runes:
Toxic Rune: This is just a simple poison tick--basically envenom.
Void Rune: This is a rune that silences. (And possibly deals damage).
Ice Rune: This is a rune that slows (And possibly deals damage).
Arcane Rune: This is just a basic damaging rune.
Rune of FlameShield: This would work just like the current flameshield, but require you to actually hit your target to apply it. (I personally think this would help balance the ability out a bit as well, so it works out that it only applies "on hit" rather than the current method.)
Fire Rune: This would be fire damaging ability. This means that the Pyromancer could "block" it with flameshield. But it's also important to state here that this would NOT be a fire ticking rune (and thus, wouldn't be negated by fire resistance potions). "Fire Tick" is, in my opinion, a very poor mechanic for anything other than Fireball, and has no presence in melee abilities. Additionally, with ability for the Runeblade to use "Fire Aspect" weapons, I think that making this skill a fire tick would prevent it from ever being used by players.
You don't necessarily have to force the entire class into this system either. In fact, I think that that would be a bad idea. Forcing them to have absolutely nothing outside of left clicking is a little silly, and would probably lead to an "unfun" experience.
There are a wide arrange of abilities that don't require you to use your sword in order to function.
Some random ideas:
Phase Shift (Blink): This would be their gap closing ability. I think it's actually It would function very similarly to the Wizard's Blink skill, though possibly force it to only work on the horizontal plane. You could perhaps give it a shorter range, and possibly longer cooldown. I think that giving them a more "mage esque" form of mobility suits the design of the class better. Instead of "One", "WindWalk", "Jump" or even "Backflip".
Kainzo has expressed that he is not comfortable with the amount of exploits that occur from Blink, but I'm curious what every else thinks here. I personally don't feel as though blink is "exploity" at all, and I think it's a perfectly functioning ability that is a great tool for Wizards. Having something similar on the Runeblade sounds to me like a really neat idea, and could be done without it being too overpowered.
Runeword: Carry over Runeword to the new Runeblade. It still synergizes really well with his concept, and Kainzo has mentioned his desire to keep the skill.
Siphon Life / Drain Soul: This would actually just be a renamed "DuskBlade". The current DuskBlade ability, funnily enough, doesn't actually require a blade to use. You can simply use it whenever you want, regardless of whether or not you are carrying a sword. While this is somewhat silly, I think it would be a good addition to the new Runeblade concept. It gives them an "inbetween" skill use that isn't tied to their left click spam, while also allowing them to defend themselves slightly if they are weaponless. I thought about including this as a "Rune" ability, but I think keeping the ability function as it currently does is the better option.
Perhaps the damage / lifesteal amount could be altered as well, but it's hard to say at this stage.
Sword Damage Changes: I also think that their melee damage should be lowered by a large amount, to emphasize the dependence on their "magic" in their fighting style. This means that when focusing on more utility based runes (such as slows or silences) their ability to kill a target will be hindered greatly.
Another interesting thought I had was regarding the Heroes HeroMod. Seeing as how the "Mana Bar" and "Party Frame" UI elements were created specifically for the HeroCraft server, you could technically do the same with the Runeblade RuneWords. It would be a bar, similar to the mana bar, that shows which runes the player currently has in queue--and updated as they used them. This would be a really great improvement to the functionality of the class, as well as a great addition to the HeroesMod. Though, that's just a thought, I don't know just how extensive the work on that would be.
-------
Now, there are definitely several balance and playability concerns with this system, and I haven't neglected that fact.
I think that with proper cooldown / mana cost placement, you can balance the more powerful combinations that are possible with the system.
In the end, I think it's a good idea. I actually play the current Runeblade class on Herocraft, and, in terms of PVP, it's actually one of the "better" classes on the server. (Overpowered, even.) But the problem with it is that it just isn't unique--it isn't interesting. It's a pieced together abomination that doesn't have much that's special or unique to it, and that's why I decided to design this system.
Anyways, lemme know what everyone thinks, and if you wanna ask any questions--feel free.
I'll probably end up editing this post as time goes on to reflect the discussion / decided changes.
Here is the Runeblade concept I am proposing.
I think that, with the exception of a small few, every single skill that the Runeblade currently has should be removed and tossed aside. It would be a complete revamp of the entire class, with an entirely new system to accompany the new abilities.
Similarly to the current Runeblade, he would be a melee spellcaster--one with the focus being on melee combat abilities rather than mid to long range spells. Each of their abilities would be an actual spell (and thus, silenceable), but the spell itself would do absolutely nothing without the aid of their melee attacks.
Envenom is a skill that works like this. You activate the ability before combat, but the poison effect isn't actually applied until you attack the enemy. It's a "preparation" skill that aids you in combat. This is the foundation of the new concept.
I believe that I was able to properly create this system during my last week of learning Herocraft skill programming. I created a system that allows you to "bind" runes to your weapon, that will be applied upon left clicking an enemy.
Example 1:
Player uses the "ToxicRune" skill. this applies a toxicity rune to their weapon. Upon left clicking a target, he will now poison them. After one left click, the rune has been consumed, and their future left clicks will function as normal, and have no additional effects.
Example 2:
Player uses "ToxicRune", "VoidRune", and then say, "IceRune". The first left click he deals will poison the enemy, the second left click will silence the enemy. The third left click will slow the enemy. After this, once again, their left clicks will function as normal.
Example 4:
Player uses "VoidRune", "VoidRune", and then another "VoidRune". This is the interesting one. Being able to silence a target repeatedly for so long is clearly too strong. But is it? Indeed, that would be a very long silence, but they'd have to actually remain in melee range in order to keep it. What if "VoidRune" had a 5-10 second cooldown? This would mean that if he wanted to silence a target and do nothing else, he'd have to prepare these runes ahead of time. Long before any actual fighting started.
The idea is to give them a plethora of abilities, but constrict them to using only a small few during a fight. Constrict them with cooldowns, constrict them with mana costs, constrict them with how "often" the runes actually apply. Give them versatility, but don't give them complete control.
In the system I propose, each "Rune" skill would have very different mana costs, very different cooldowns, and very different effects. Make the player feel as though he is a true Runeblade. He has the power to infuse powerful magic into his blade, and he can do so as he sees fit, but he isn't a mage--he's a melee fighter.
I personally feel that 3 runes is a good number for the Runeblade to have. But this of course could be increased or lowered as necessary.
The system would also function as a "queue". So let's say they have a maximum of 3 runes that they can apply. They apply Toxic, Void, and then Ice. The order that the runes would be applied would be like so:
1. Toxic
2. Void
3. Ice
If, after this, they used say, I dunno, "ArcaneRune", it would look like this:
1. Void
2. Ice
3. Arcane
It "pops" the last rune off the list, and puts the new one on the end.
-------
Here are some basic abilities I thought of for the Runeblade runes:
Toxic Rune: This is just a simple poison tick--basically envenom.
Void Rune: This is a rune that silences. (And possibly deals damage).
Ice Rune: This is a rune that slows (And possibly deals damage).
Arcane Rune: This is just a basic damaging rune.
Rune of FlameShield: This would work just like the current flameshield, but require you to actually hit your target to apply it. (I personally think this would help balance the ability out a bit as well, so it works out that it only applies "on hit" rather than the current method.)
Fire Rune: This would be fire damaging ability. This means that the Pyromancer could "block" it with flameshield. But it's also important to state here that this would NOT be a fire ticking rune (and thus, wouldn't be negated by fire resistance potions). "Fire Tick" is, in my opinion, a very poor mechanic for anything other than Fireball, and has no presence in melee abilities. Additionally, with ability for the Runeblade to use "Fire Aspect" weapons, I think that making this skill a fire tick would prevent it from ever being used by players.
You don't necessarily have to force the entire class into this system either. In fact, I think that that would be a bad idea. Forcing them to have absolutely nothing outside of left clicking is a little silly, and would probably lead to an "unfun" experience.
There are a wide arrange of abilities that don't require you to use your sword in order to function.
Some random ideas:
Phase Shift (Blink): This would be their gap closing ability. I think it's actually It would function very similarly to the Wizard's Blink skill, though possibly force it to only work on the horizontal plane. You could perhaps give it a shorter range, and possibly longer cooldown. I think that giving them a more "mage esque" form of mobility suits the design of the class better. Instead of "One", "WindWalk", "Jump" or even "Backflip".
Kainzo has expressed that he is not comfortable with the amount of exploits that occur from Blink, but I'm curious what every else thinks here. I personally don't feel as though blink is "exploity" at all, and I think it's a perfectly functioning ability that is a great tool for Wizards. Having something similar on the Runeblade sounds to me like a really neat idea, and could be done without it being too overpowered.
Runeword: Carry over Runeword to the new Runeblade. It still synergizes really well with his concept, and Kainzo has mentioned his desire to keep the skill.
Siphon Life / Drain Soul: This would actually just be a renamed "DuskBlade". The current DuskBlade ability, funnily enough, doesn't actually require a blade to use. You can simply use it whenever you want, regardless of whether or not you are carrying a sword. While this is somewhat silly, I think it would be a good addition to the new Runeblade concept. It gives them an "inbetween" skill use that isn't tied to their left click spam, while also allowing them to defend themselves slightly if they are weaponless. I thought about including this as a "Rune" ability, but I think keeping the ability function as it currently does is the better option.
Perhaps the damage / lifesteal amount could be altered as well, but it's hard to say at this stage.
Sword Damage Changes: I also think that their melee damage should be lowered by a large amount, to emphasize the dependence on their "magic" in their fighting style. This means that when focusing on more utility based runes (such as slows or silences) their ability to kill a target will be hindered greatly.
Another interesting thought I had was regarding the Heroes HeroMod. Seeing as how the "Mana Bar" and "Party Frame" UI elements were created specifically for the HeroCraft server, you could technically do the same with the Runeblade RuneWords. It would be a bar, similar to the mana bar, that shows which runes the player currently has in queue--and updated as they used them. This would be a really great improvement to the functionality of the class, as well as a great addition to the HeroesMod. Though, that's just a thought, I don't know just how extensive the work on that would be.
-------
Now, there are definitely several balance and playability concerns with this system, and I haven't neglected that fact.
I think that with proper cooldown / mana cost placement, you can balance the more powerful combinations that are possible with the system.
In the end, I think it's a good idea. I actually play the current Runeblade class on Herocraft, and, in terms of PVP, it's actually one of the "better" classes on the server. (Overpowered, even.) But the problem with it is that it just isn't unique--it isn't interesting. It's a pieced together abomination that doesn't have much that's special or unique to it, and that's why I decided to design this system.
Anyways, lemme know what everyone thinks, and if you wanna ask any questions--feel free.
I'll probably end up editing this post as time goes on to reflect the discussion / decided changes.