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Khettry 10-31-2019 12:15 PM

New rune type
 
Double-edged sword of a suggestion, imho, but here goes.

Rune would vamp both mana and energy (at half the rate of current manergy vamp runes, obviously) and essentially give you the same amount of mana OR energy you would get from a single vamp.

For "mana dualvamp" it would only buffer your mana well. For "energy dualvamp" it would only buffer your energy well. But in either case, it would take from both wells on a mob.

+ Drains both wells simultaneously (at half rate) while filling your chosen at the usual rate so makes mob wells last longer (for those who are limited), allowing you to use more powerful gems longer.

- Since it vamps at half the regular rate, and equivalently between them, mobs are likely to continue using all status gems, including late-fight apocs, which can really mess up a player counting on being able to prevent this happenstance.

I could see it having a higher dom/ter requirement and cost more RP to activate since it's more benefit than penalty.

This only refers to Vamping runes, not drains. DoT casters are already too OP.

As always, I welcome any and all feedback.

Sadoul 10-31-2019 12:27 PM

maybe something like combo runes, blood draw energy and mana draws combine them to 1 runes and be like 2-3% for each so u get like 1/3 -1/2 of the direct solo runes as to not be op, this would allow to free up some runes could have combos for the vamps( hp/energy mana) aswell and stats, currently stats give 80 to 1 stat maybe do combo stats like str/dex +35 each and so on for the others

Blaze 10-31-2019 08:41 PM

Quote:

Originally Posted by Khettry (Post 203861)
Double-edged sword of a suggestion, imho, but here goes.

Rune would vamp both mana and energy (at half the rate of current manergy vamp runes, obviously) and essentially give you the same amount of mana OR energy you would get from a single vamp.


For "mana dualvamp" it would only buffer your mana well. For "energy dualvamp" it would only buffer your energy well. But in either case, it would take from both wells on a mob.


+ Drains both wells simultaneously (at half rate) while filling your chosen at the usual rate so makes mob wells last longer (for those who are limited), allowing you to use more powerful gems longer.

for dual vamps it's irrelevant entirely as the only people who would actually need that much mana/energy replenishment would be casters. and casters drain stuff anyway. as for non caster builds whether you use dualvamps or just the single rune neither will drain the mob unless you're a fairly high tiered bm. so this is mostly irrelevant as you'd get infinite resources from them.

- Since it vamps at half the regular rate, and equivalently between them, mobs are likely to continue using all status gems, including late-fight apocs, which can really mess up a player counting on being able to prevent this happenstance.

even a dcdd can't drain a mob enough to prevent cc gems. as for apoc. it's hit or miss for if you can drain an apoc as a non caster either way. so again...no real change with or without this rune. at best it might give some non caster builds a chance at least to stop apocs better.

I could see it having a higher dom/ter requirement and cost more RP to activate since it's more benefit than penalty.

cuz clans need higher rp costs.

This only refers to Vamping runes, not drains. DoT casters are already too OP.


As always, I welcome any and all feedback.

has some interesting concepts for pvp. but this combo in particular seems mostly unneeded. hybrid runes in general could be fun tho.


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