RawBanana
Diabloii.Net Member
Re: Analysis of Runes and ideas
I just had another idea for the effect of runes. I keep thinking about runes as a special item that allows people to change the way their skills play.
That is, a rune will give bad effects in addition to good effects. These effects will be different from any effects you can get from other items/skills:
- Focus/charge up - slows you casting speed for the skill by 1/2/3 seconds but adds 33/66/100% to the damage of the skill. eg. delay to cast disintegrate but more powerful when cast
- Overpower - doubles the mana/cost of the skill but adds double damage to the skill
- Snail - slows the speed/movement of skills/projectiles (eg. slow flying magic missile) by half but doubles the damage of the skill. (eg. would work well with some skills like whirlwind allowing it to do more damage to a single target)
- Delay - adds a 1/2/3 second cast delay after each spell but allows that skill to do 1/2/3 times more damage.
- Feather - skills do 1/2 damage but costs 1/2 mana to cast. Good for skills where you only want its effect. Eg. teleport, slow-time.
- Swarmming - skills do 1/2 damage but casts 2/3/4 times faster.
- Berserk - armor is halfed but gives double runspeed, attack/cast speed, and double damage
Note: These effects allow runes to add game changing effects without just making all skills do way more damage without any cost. Certain effects like Snail (slow skill) will make some skills like Whirlwind more effective. These "negative" effects can be paired with any of the "positive" effects previously presented to give a much larger and varied collection of runes.
Also a good way to prevent the abuse of runes would be to make them changeable on a timer. Or changeable every level. So low level runes could give their full effects nearly instantly. But at high levels, you need to equip the new rune for 30min or perhaps even level up with the rune equiped before it gives you the full effects.
I just had another idea for the effect of runes. I keep thinking about runes as a special item that allows people to change the way their skills play.
That is, a rune will give bad effects in addition to good effects. These effects will be different from any effects you can get from other items/skills:
- Focus/charge up - slows you casting speed for the skill by 1/2/3 seconds but adds 33/66/100% to the damage of the skill. eg. delay to cast disintegrate but more powerful when cast
- Overpower - doubles the mana/cost of the skill but adds double damage to the skill
- Snail - slows the speed/movement of skills/projectiles (eg. slow flying magic missile) by half but doubles the damage of the skill. (eg. would work well with some skills like whirlwind allowing it to do more damage to a single target)
- Delay - adds a 1/2/3 second cast delay after each spell but allows that skill to do 1/2/3 times more damage.
- Feather - skills do 1/2 damage but costs 1/2 mana to cast. Good for skills where you only want its effect. Eg. teleport, slow-time.
- Swarmming - skills do 1/2 damage but casts 2/3/4 times faster.
- Berserk - armor is halfed but gives double runspeed, attack/cast speed, and double damage
Note: These effects allow runes to add game changing effects without just making all skills do way more damage without any cost. Certain effects like Snail (slow skill) will make some skills like Whirlwind more effective. These "negative" effects can be paired with any of the "positive" effects previously presented to give a much larger and varied collection of runes.
Also a good way to prevent the abuse of runes would be to make them changeable on a timer. Or changeable every level. So low level runes could give their full effects nearly instantly. But at high levels, you need to equip the new rune for 30min or perhaps even level up with the rune equiped before it gives you the full effects.