[RP/ZL] Active Component of Runes and Marks
Posted: Fri Jul 27, 2018 4:33 pm
Identify the issue:
One of the two RP/ZL mechanics are their buff Runes/Marks. While the buffs are somewhat useful (mostly the initiative buff), the active component is rather lackluster.
Explain why it is an issue:
For class identification it is beneficial to have class mechanics such as these Runes/Marks to have some impact. Further with a large cooldown of 60 seconds the active component of the runes/marks are pretty useless, making the mechanic not much more than just a buff.
Proposal:
The active abilities of the marks/runes are pretty basic abilities that even with no cooldown would not really be considered overpowered. To integrate the active component of Runes/Marks more into play of dps RP/ZL I propose to reduce the cooldown of these active abilities for the RP/ZL themselves to 10 seconds. This will give dps RP/ZL a little bit more damaging tools which they can definitely use.
One of the two RP/ZL mechanics are their buff Runes/Marks. While the buffs are somewhat useful (mostly the initiative buff), the active component is rather lackluster.
Explain why it is an issue:
For class identification it is beneficial to have class mechanics such as these Runes/Marks to have some impact. Further with a large cooldown of 60 seconds the active component of the runes/marks are pretty useless, making the mechanic not much more than just a buff.
Proposal:
The active abilities of the marks/runes are pretty basic abilities that even with no cooldown would not really be considered overpowered. To integrate the active component of Runes/Marks more into play of dps RP/ZL I propose to reduce the cooldown of these active abilities for the RP/ZL themselves to 10 seconds. This will give dps RP/ZL a little bit more damaging tools which they can definitely use.