So lately, I’ve noticed that there’s a number of Runemages that will use shortcuts to rapidly cast ‘Fireball’, and other spells, at a super high succession rate, in order to melt mobs (and sometimes other players) at a lightning fast speed. And while this may be alright for the runemages, themselves, when used in dungeons or pvp, it can massively take away from everyone else’s experience, both literally and figuratively.
I’ve seen fireball spam make it so that tanks don’t even have time to get to the monsters before they are dead, preventing players from getting both exp and loot. When used in pvp, players are basically obliterated in an instant using this technique, creating a sort of, one trick meta, where if you aren’t using it, you don’t stand a chance.
I believe I have come up with a fair mechanic that could help prevent this abuse of a really great class.
A mana bar.
Mages weave magical energy to their bidding, but it is exhausting. Why not make a neat system that adds a little more flavor, while at the same time, a much needed balance.
Similar, if not exactly like the Scoundrel’s ammo meter, this would be depleted as a Runemage casted spells. Perhaps each spell would have it’s own set mana cost, making it so that a Runemage not only has to pace themselves, but also prioritize exactly what spell they’ll cast next. I can see their mana bar even replenishing at the same rate that the Scoundrel’s gun fills, and when it’s empty they are limited to the same ‘shot’ pacing as well. This would give a good counterbalance, where it would still be possible to spam spells, but eventually you would have to cool down.
It wouldn’t massively change the class, but would help balance things out.
Please let me know what you think of this idea. I’m very interested to see what the community and the developers think. Thank you.