Sharpening/Hardening:Stays the same.
Poison:you will now need to strike a certain amount of times to activate the poison rune. Hit the enemies [x] amount of times to trigger the max potential of the poison rune.
Ex:p2 weapon, first hit 1pois dmg, 2/4/8. Damage will slowly increase by [x]% because the poison is melting the armor/internals of specific enemy. Reducing enemy defense for a bit. This has a cooldown depending on the rune.
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Fire:damage stacks, base damage is nerfed. effects can be stacked multiple times. Damage ticks ALOT more faster. But with a shorter duration, ticking depends on the amount of times you've struck an enemy
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Electric rune:+13% Damage on all rune stages, striking an enemy has a [x]% amount of chance to trigger lightning, first enemy struck is dealt a +200% damage increase by the electric rune. An electric chain will slowly be started, slowly spreading from enemy to enemy. Damage reducing by 22% each chain. Dissapearing after damage per chain hits 0.
I don't personally think this suggestion sounds good. But it's just some extra because how the runes work rn just feels basic
Runes rework
frint fried...
moginns combat,, 11 (ELEVEN!!?)..
(epic orchestral sounds)
agsd swonger...
moginns combat,, 11 (ELEVEN!!?)..
(epic orchestral sounds)
agsd swonger...
- GeraltOfRivia
- Posts:754
- Joined:Thu Dec 26, 2019 6:01 pm
- Location:Poland
Re: Runes rework
In fact hardening needs a buff if you compare price versus additional poins it gives. Paying 1/3 of item price just to buff its stats for few more points each stage is just waste of money. If in total there will be 5 stages, each one should give around 15-20% more def.

Re: Runes rework
BadPoison:you will now need to strike a certain amount of times to activate the poison rune. Hit the enemies [x] amount of times to trigger the max potential of the poison rune.
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