I just want to know a good reason for mixing Runes.
I'm trying to make up my mind if rune Fencer has an issue with not enough streamlining, or not enough rewards on the power set.
If a system has to be more complex, it should offer rewards for the increased complexity.
If this post is correct: June Updates, then one benefit of multiple Rune Enchantment activations for a Tank is gone (Enmity generation).
We're left with a system that adds complexity (multiple manual activations) for little benefit.
So, would it be better then to streamline the process and give a full 'Stack' of Runes per activation?
It would lower the complexity, for sure. You could then illustrate the number of stacked Runes like Utsusemi, or Finishing Moves, with a number in the lower right corner of the Rune. This would address the complaints of not being able to swap Rune types quickly, one activation would refill all Rune Slots to the new type.
However, you could also increase the reward for stacking Runes.
By that I mean that Rune damage is fine (Swipe, Lunge, additional damage), but the Defense aspect could yield more rewards commensurate to the above issue of swapping Runes out quickly.
What if Elemental Defense effects cared about the Number of Runes total instead of the number of Runes of a type.
For Example: let's say each Rune you stack gives 30 Elemental Resistance.
One Gelus gives 30 Wind Resistance.
A Second Gelus gives a total of 60 Wind Resistance.
Adding a Lux Rune would then give a total of 90 Wind Resistance and 90 Dark Resistance.
This would give you the ability to stack more of a correct offensive type Rune, but give the ability for a single Rune activation to cover a Defensive shift quickly.
Example: I have three Ignis Runes active and I see a monster starting to cast Thunder V. One Tellus activation will provide full Thunder Resistance capacity without having to swap out the other two Ignis Runes.
If Swipe always expends the most recent Rune used, You can Swipe and use Ignis again for triple Ignis again, if need be.
As for whether something like this should extend to Vallation effects, I don't know.
Vivacious Pulse could benefit, however.
I've seen complaints on Tenebrae Rune MP restoration.
Not as in it's bad, but in that you have to swap to 3 Tenebrae Runes to get the effect.
If you only had to throw in 1 Tenebrae Rune to get the MP, that's a tactical choice people might make.
The first solution of fully stocking a 'stack' of Runes addresses this particular issue as well, though.

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