Thank you for addressing our concerns, Camate, but I get the feeling there a few things that the dev team and the EN playerbase don't see eye-to-eye on as far as runefencer goes.
They should be strong to status effects, yes. If an enemy only does ice damage and the only status effects he inflicts are bind and paralyze, then awesome, RUN will do above average defensively against that enemy. Most enemies can inflict several kinds of status effects though, and RUN can't even reach 100% resist rate for 1 status effect from "even match" enemies.
The best cure for a status effect is a healer who spams -na spells regardless of whether or not the effect was resisted. The best cure for a large swathe of status effects is fealty.
And until RUN gets barlight and bardark, they're not going to be very good at blocking the status effects which really matter anyways.
RUN has two abilities which affect party members: one for all and valliance. One for All does almost exactly the same thing that PLD's rampart does, minus the fact that rampart also gives defense to the party members. So valliance is the unique thing that RUN does which sets them apart from PLD. 3/5 minutes, we can reduce the damage taken from one element by 45%, provided valliance doesn't get dispelled.
There are 8 elements of damage, and most enemies make use of more than one. Because of this, it's hardly ever worth bringing a RUN along. The thing which makes RUN unique does not make RUN useful.
Now this is something we do agree on, and I'm ok with waiting. I'm just worried that things which prevent RUN from proving themselves useful to a group may not be seen as such by the developers.


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