Akin to most of the previous classlead cycles, I am going to do a bigger series of changes to some skills that require it. In this round, Runelore and Evileye are the targets. I'm going to post all the details here, so that any potential concerns can be caught before the actual implementation begins. There are several things that could potentially be problematic - all constructive feedback is, as always, very much appreciated.
- Ground circles will be removed
- Weapon runes will likewise be removed - Lagua, Lagul and Laguz will become ground runes instead:
Lagul: canopy effect
Lagua: negate hunger in the room
Laguz: rubble-like effect in the room, short duration
- up to two runes will be able to be sketched on the ground at once
- circles will be sketched on a runic tablet now, with up to 4 runes inside
- the Runelore user will be able to have multiple tablets, and they work from inventory (no need to wield them) unless stated otherwise
- each of the runes within a circle can be activated to achieve some effect; this costs 3s equilibrium, but doesn't require balance, and thus can be combined with DSL and dustthrow/curse
- each rune type in the circle will have its own cooldown after used - you'll be able to use a different rune upon regaining equilibrium, but not the same rune multiple times in a row. The cooldown will be per-type, and thus apply even if you have the same rune sketched multiple times.
- runes inside the circle don't have a regular timer; but the circle rune itself does have a limited number of uses; each activation of a rune within the circle reduces that counter, and the circle with all its runes fades from the tablet once it reaches zero
Circle rune effects - most of these are entirely different from their regular effects. Not all runes can be used in this way, only the listed ones can.
Kena - afflict with hallucinations. 8s cooldown.
Fehu - after a 2-second delay, put the target to sleep or strip related defences. No cooldown.
Pithakhan - The next attempt to sip health or mana is blocked (elixir balance still taken). 20s cooldown.
Inguz - target is knocked to the ground. No cooldown.
Wunjo - after a 2-second delay, the target is hit with a rune sketched on the ground, if possible. If there are two applicable ones, a random one is chosen. The rune does not fade and blindness does not prevent this. 8s cooldown, increased to 14s if the Nairat rune is chosen.
Sowulu - damage to the target if he's not deaf. Unlike other runes, this one requires that the tablet is wielded. 4s cooldown.
Hugalaz - Next attempt to shield causes damage instead. Effect fades when triggered or after 10 seconds. 20s cooldown.
Nauthiz - The next attempt to eat a toadstool is blocked (toadstool balance still taken). 20s cooldown.
Mannaz - Defence. Next two rune activations (not including this one) only cost 2 seconds, rather than 3, and the 2-second delays are reduced to 1 second where applicable.
Sleizak - afflict with amnesia. No cooldown.
Nairat - After a 2-second delay, the next two attempts to cure a physical affliction are blocked. 20s cooldown.
Eihwaz - Rebounding aura is automatically stripped from the target the next time it's formed. 12s cooldown.
Loshre - After a 2-second delay, the next two attempts to cure a mental affliction are blocked. 12s cooldown.
The idea is to preserve the unique circle effects in a significantly altered form, making them much more dynamic and fluid.Etchings:
Flame, Snowflake, Bolt: Runeguard only. Damage flares with fire/cold/electrical damage, and likely some special conditions (details to be determined, as straight damage could be excessive with all the other upcoming upgrades).
Hawk and Knife remain as they are.
Weaken (tentative name) - this will be a Transcendent ability in Evileye. Once the target has been afflicted with 4 afflictions that share the same herb cure, the Diabolist will be able to hit with a new weakening effect. Multiple weakenings will be able to be stacked on the same target, only one per plant, though. Weaken will have several implications:
- each Weaken will increase the mana threshold for catharsis by 10% - for example, if the target has two of these, the threshold will be 70% rather than 50%
- each weaken will slightly increase the evileye mana drain from the Wight form
- finally, if the target has two or more of these, the Eliminate ability will only require 6 seconds to complete instead of 11.5, as the daegger is guided by the weakness
Additionally, it will be possible to hit with one Weaken if the target is afflicted with the aeon affliction. This is obviously a solely team-combat option, which should provide some extra synergy.
The intent here is to maintain the overall 'feel' of the profession, while providing it with hopefully more viable tactical options for both 1v1 and team combat.