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brunokiller

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Everything posted by brunokiller

  1. Starting with an empty bar does prevent rushing, and rarely anyone teles unless they certainly know they will lose or do not want to fight, and they will do that straight away anyways.
  2. I made this post on the rsof, please discuss. Quick find code: 296-297-458-64113369
  3. Single-Way Wilderness Basic Ability "Toggle between using single-way and multi-way combat while in the wilderness. Changing this setting takes 10 seconds and will be interrupted if you perform any actions or are attacked while changing. This setting is retained across death and log-out." Maybe take some time to know what you're talking about before throwing a temper tantrum. Which isn't actually in the wilderness. I'd much rather have the old single/multi zones back and tagging removed considering nearly no one pked multi anyways and pvm is a tag griefing/pidding fest. What was wrong with single combat zone, xp/hit and giving drops to the person that hit most?
  4. Got my hybrid helm and full flash powder gear :) Also, one week till complete statue and 14 days till my last court case
  5. Why not stay 35 or 40 def rather than 50? The only defensive ability you need is freedom.
  6. im just letting him know so he can defend himself, im not some blind sheep
  7. Mod Pi Jagex Mod 12-Nov-2012 10:31:27 Last edited on 12-Nov-2012 10:31:40 by Mod Pi Profile Hey guys, We're doing some slayer xp rate testing today and making changes where applicable. We've also just converted the following mobs to have melee weakness': Hellhounds Abby Demons Terror Dogs Nechryaels Jadinkos Keep up the good feedback :) Pi
  8. They could give gwd armour (and nex) a small crit bonus to make them better.
  9. Mod Pi Jagex Mod 09-Nov-2012 17:41:02 Show in thread Profile Ello, some more responses for your enjoyment :P Barrows vs GWD: You have a point with the repair cost of barrows. Given these repair costs are 8 years old and the amount of gold that has come into the game over time we should look into increasing the repair cost to keep the two sets competitive. I will bring this up. Dom Gloves: We are making Dom gloves actual gloves again. They will be level 80 gloves with a passive effect so as to make them a bit different to the Nex gloves. 5. FIX AUTOATTACKS This is actually a bug with magic, your ability attacks should delay your auto-attacks. I'll look into fixing this for you now. 6. Fix channels/combo abilities Good find, i'll fix this for you. 7. God Amulets Okay, looking at theses, yes indeed the fury will stay the best brid amulet. We'd like to keep the archane stream at it's current tier as that amount of crit matches chaotic tier. We will however lower the ranging amulet to tier 65 and keep the GWD ammulets at level 80. 8. Claws Yea sure, i'll add crit to the lower level claws, sounds good. 9. Offhands We'll look at making you offhand blisterwood stakes. Any more that you think we're missing? 11. Korasi's Hmm, we have to be careful not to devalue 85 slayer any more than time already has. I sure you can agree that 85 slayer takes more time and investment than completing the void knight series of quests. How does lowering its stats slightly below a whip but adding crit sound? 14. Change momentum to a charge-up-then-stays-that-way Toggle the way Single-Way-Wildy does. I don't feel that you need to spam to use it to relax. If you want to relax let your auto-attacks build adrenaline and then activate momentum. 15. Reduce the cooldown on more magic and ranged BASICS. Okay, good point. We'll reduce the cool down on some of these and make sure you guys have a couple of rotations available to you. 16. Increase the Cooldown on Reflect Sounds like a plan, we'll up this to 40 seconds for you. 18. Magic abilities with a staff/DW We are aware of this and you'll see dual wielding and 2h abilities for mage in future. 19. Magic abilities, require magic weapon Currently in the live game you can cast magic witout a weapon equipped, this is why magic can be cast without one. Casting without a magic weapon equipeed greatly reduces your accuracy. With reguard to magic abilities themselves, I shall bring this up with the team. 20. Quake remove the 90% or more clause I think this is a useful clause, it basically says you can only lower your opponents defence by 5% if they are 90%+ of their base defence. Having this on an AoE is pretty good we thought, imagine the castle wars respawn room for instance, you just lowered the defence of a tonne of people! 21. Pulverize We have removed hitting a set amount from a lot of abilities as we and other players felt that it made the system too predictable and removed some of the excitement of getting a big hit. The debuff it applies to your opponent it pretty awesome so we cannot have it rival overpower for damage. We'll look at adding more fixed damage for you. 22. Gear penalties on CORRECT gear Indeed this shouldn't be happening. We realise that these numbers and their meaning still need claification so we are working on improving that part of the stats interface. Could you provide me with the armour involved in the example above and i'll investigate what is happening and clarify if it is a bug or just our interface being confusing. 23. Gear penalties on WRONG gear Okay after investigating this, it appears the armour nerf isn't getting applied correctly in PvP. This is being fixed and will be hotfixed at some point next week. 24. Obtainment of new armor/alchemy Yes we have been hearing this a lot, we will do a sweep and balacing things in their tier for you. 25. Bosses We already have our QA team doing another sweep of bosses and other key pieces of content before release. (I'll fix the KBD for you though). 27. Dungeoneering rewards Zealots: prayer now works on main hand strength not levels so this boost is bigger than you may think. Anti-Poison totem - sounds reasonable, i'll make it classless Vigour: The ring of vigour will not lower your defence. Since it is a generic item it evens out your bias on the combat triangle ever so slightly. This means that your defences are skewed more towards the middle, this happens with all generic items.
  10. Only 20% think it's an improvement over live combat. What is this major support?
  11. yeah, be sure to end early the fm/thief events tho, you dont get clothing if you finish.
  12. why do you need 8 more weeks to get full circus? you can get 6 pieces a week, and there are like 25 pieces total
  13. Since people have been complaining about the removal of weapon specific special attacks, what about making abilities that require a specific weapon type to be equipped? For example Flurry would require claws (bronze to dragon) equipped, the stun ability requires wielding a spear, berserk requires a battleaxe. Obviously they would all share the same cooldown. Same thing would happen with different mage/range/spells/ammo ETC.
  14. The requirements should just be things that can be completed and you can't do again. 2 billion cw tickets is not something you can complete.
  15. Played beta again for a few days, still don't like it. some of my annoyances: imo, shields are overpowered can't wear my rfd gloves magic weapons have attack requirements too many defensive abilities require shields to use melee has way more abilities than either range/mage combat level - combat prowess relation is completely broken no single combat zones divine/arcane/elysian are overpowered the numbers are too large, can't they divide hp/hits etc by 10 just as it was multiplied by 10 years ago? I click on the ground through the ability bar too often- disable this magic uses too many runes ice spells stun - make them not stun but freeze like they do in real... There is no penalty when using armour sets of a different combat style than you are attacking with remove/cap the insane deflects you can do with some shield abilities remove the overload drinking animation make two melee barrow sets into magic/range so all combat styles have two barrows sets No real way of knowing what your opponent is doing (i'd much, much rather have my invent open than that tab....) it's too easy to escape, make ice barrage freeze (NOT STUN), return bolas to how they are in live game and give melee something as well it's too hard to see what your opponent is doing, perhaps add messages like [opponents name] has activated ability 'Freedom'? cant switch armour/weapons while stunned stuns are annoying combat does not involve more tactic/skill etc than before, it is not an improvement armour/shields have too much defense to the style they are supposed to be weak to switching actionbars/using prayers etc has a very slow response in fixed, make the action bar overlap the chat window rather than the game view magic focus scroll is useless allow us to sort our ability book by level, basic/tres/ult etc rfd gloves are completely useless, make them offensive gloves plz the possible range of combat level (4-200) doesnt match that of the wilderness (1-50ish, with 1-5 being the area people typically fight in). if you aren't max combat, have fun finding someone to fight. decrease combat levels. while the action is locked, also lock the dragging of icons, it's real annoying to drag an emote/quickpray etc when you are trying to click it Pures that completed the rfd quest can no longer use the rfd gloves keep divine spirit shield as a classless shield, make ely/spec/arcane as range/melee/mage shields with the old ely special.Since people have been complaining about the removal of weapon specific special attacks, what about making abilities that require a specific weapon type to be equipped? For example Flurry would require claws (bronze to dragon) equipped, the stun ability requires wielding a spear, berserk requires a battleaxe. Obviously they would all share the same cooldown. Same thing would happen with different mage/range/spells/ammo ETC. About opening combat with an ability -When we are not attacking someone and we hit an ability, make that the ability that will be cast as soon as we attack an opponent. Just like autocasting a spell, but then just once. Make a white outline appear around it to indicate this.

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