Drunkninja wrote: » Hmmm let me see if I could break down some answers here. - I would say the runes are one time use and stackable in their appropriate groupings. - The mirrored ability should have some sort of restriction on it compared to the original. Probably 50-75% if it's an active buff you can apply or maybe 100% if it's a skill based dexterity reaction and you have to activate it at the right time. Really depends on the full design. -I would say most if not all runes would be BoE so like all other professions you could profit from it. -I don't think replicating all abilities would be good. Leaving out the most powerful class abilities would help balance most likely. -I feel like one active rune at a time would be the appropriate number if the class ability had a duration and also there should be a reduction on duration as on par buffs with the original class would be a balance issue I feel. -For answering the Meta profession question I'd like to reflect on other professions we're all use to. Alchemy as an example has always been a powerful profession in many games. It grants players the ability to do things outside of what their character could usually do. Including heal, regenerate different resource amounts such as stamina and mana, even deal damage and so on. And yet it's still an accepted profession and by all means a favored one at that. Would you call the Alchemy Profession meta for someone wanting to be an economic power house as potions tend to sell very, very well. Another type of Profession to look at which has almost always been the polar opposite from Alchemy are the Armor and Weaponsmithing professions. These have tended to produce a lot less profit in games, but if in the recipes they can produce items needs to help kill game Bosses, would they be considered PVE meta? A question I would want to discuss would be, is it bad if certain professions are preferred by certain gamer mind sets? Is having a preferred pvp profession a bad thing? Out of all your questions we could probably get the most discussion out of this one. -For the last question, I think keeping augments relative would be easy. The mirrorsmith copies would not have any sort of augment copied, simply the base ability. The use of the runestones would be balanced by cooldowns. An example would be say you use a runestone that copies a Fighters charge attack. After use all your rune stones go on a 3 minute cool down. Hope all that provokes so deeper thinking into the idea.
Dygz wrote: » In Ashes, BoE is intended to be rare.
Drunkninja wrote: » Sure! I can take a swing at the Meta question again. I think like most games a meta will form from existing, planned professions with or without new additions. I don’t think that’s a bad thing, just an eventuality due to the combined testing and opinions of the internet. If anything, the more I think about it, the more I think the inclusion of this profession would have the opposite effect of creating a stagnant meta and create a rotating one that comes about from pvp players making strong combinations and then other players countering those strategies. The key to balancing it is proper cool down timers. Perhaps even diminishing returns on other ability cooldown timers as well. In a fast pace encounter the idea is you would get to use only one out of class ability (so a pvp setting) and perhaps 2-3 times in a prolonged engagement (a boss encounter). Limited use like the equivalent or longer than potion cooldowns should be adequate for balancing purpose. The only part that really stands out to me as possibly broken was the idea I suggested of a reflect power cooldown against opposing players. That’s easily scraped as a reward for becoming a Master of the profession and just replace it. It was just a throw it out there idea. Thank you for your replies and opinions