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The_Maddest

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Posts posted by The_Maddest

  1. and range tanks dominate
    Only true at med levels. They don't do well at all at low levels and they don't do well at high levels either (after they're maxed).

     

     

     

    Blood runes are hard to sell, easy to buy
    Correct me if I'm wrong, but when bloodvelds were introduced didn't they introduce huge numbers of blood runes into the game? If they do that I'm sure they'll give F2P them. Also, not many people in F2P are rich enough to use magic anyway so they won't be used that much.

     

     

     

    F2P needs to have wave spells
    I always use blasts/bind on PKing trips with my clan and I find that magic is hugely accurate. At one point it was only me blasting and I got most of the kills, and this is with me binding a lot as well. Imagine how effective super-accurate 20s as fire wave will be. I think all-styles wars would be needing full d'hide for tanking #-o
  2. You outlevelled and outnumbered us #-o . I think +6 to you was definitely too much. Nevertheless it was a decent fight. While some of your lower levels were a tad inexperienced, your snipers were awesome -- I lost half my invo of food to one of them :wall:

     

     

     

    GF

  3. Wave spells + snare, good enough for me.

     

     

     

    F2p mages don't need armor, thats almost certain.

     

    I'd say the opposite. If there's anything I'd like it's armour with defence boosts. Snipers rip through my measly rune kiteshield's and rune full helm's defence bonus. So I get hit a lot and my spells are innacurate.

     

     

     

    Personally, I believe f2p mage needs snare, the 10% spells, and maybe the ability to craft more of the runes they need. Otherwise, no, f2p mage dominates in its own golden age.
    10% spells would be great. I'm not sure crafting runes would help but then again, I have next to no experience RCing. About the golden age, we're trying to make it be balanced at all levels. That means at no levels should it 'dominate' and no levels should it be destroyed.
  4. I believe the purpose of this decision was to allow F2Pers to give ideas to better the game as well, helping everyone. I'm sure there will be strict action taken on those who abuse this privilege and spam, much like there is over here. Oh, and by the way, all fansite forums have the capability for F2Pers to post, what makes you think that the RSOF will get spammed up?

     

     

     

    Also, most of the clan world is F2P (or at least wars on F2P). Therefore it makes sense to improve this aspect of the game to allow F2Pers to post as they know how to make the game more clan-friendly than, say, Compfreak.

  5. Ive never even seen them worn -.- .

     

     

     

    I don't think they are worth tons of tokens, which would probably cost more time than it would take to make the money for full ahrims, AND the fact they are worse and need recharging.

     

    If they required 1/4 the token now, and perhaps gives MORE runes per set, maybe it's worth using.

    I know for a fact that when I PvP mage I'm not at all bothered about the cost -- saving 5 extra deaths out of 100 isn't gonna change anything for me. If the recharge costs were lowered enough, I'd use druidic/battle robes if they were introduced for the extra binding capabilities/higher magic bonus.

     

    At the moment I need 205 tokens every time I die/robes run out which is waaaay too impractical for regular PvP.

  6. Since you said 115+ must be in duel arena, I assume you're ok with me then?

     

     

     

    116 f2p combat.

     

     

     

    If you do, I'll give it a shot.

     

     

     

    I'm kinda new though, so explain a few things for me first:

     

     

     

    1) No armor include capes, gloves, and such? In other words, is it only a weapon and absolutely nothing else?

     

     

     

    2) Overheads I assume are the protection prayers, am I correct?

     

     

     

    3) Extreme safing is eating when you have over half damage left? At what point do you consider it extreme?

     

    I'm taking a break from RS till around June so I won't be open for DMs till then -- I should add that to the main post.

     

    But the points you made:

     

     

     

    1) No armour meaning no helmet, platebody, platelegs/skirt or shield. You can however wear monks robes for extra prayer bonus

     

     

     

    2) Yes, overheads are protection prayers

     

     

     

    3) Forget about the extreme safing rule :P If we're fighting to the death it doesn't really matter when you eat.

  7. I think mage accuracy in F2P is very dependant on your mage level, mine is 85 and I can still hit consistantly with fireblast wearing semi-full rune against another full rune.
    What do you mean by semi-full rune? You can only wear a shield if using a FoG robe set, and you really need druidic for the binding ability.
  8. Any other suggestions you have on the 'mage is underpowered' thread, besides that any slightly more powerful spells would be insanely overpowered #-o
    What the heck did you just say? If you're asking what I think should be added, I'm stumped as to how F2P magic can be balanced, which is why I was asking you.

     

     

     

    Accuracy is how often you splash.
    And magic has a very high relative accuracy compared to the rune scimitar or adamant arrows.

     

     

     

     

    Sorry, but what exactly do you mean with "generally clustering around the central portion of the spectrum"? English isn't my mother language.

    I don't have a graph to show you.
    It's just a bell shaped curve.
  9. Really, all that's needed are longer binding spells (make a level 75, 10 second binding spell with high accuracy) and more accurate spells. Make a spell set that almost never misses with a positive mage bonus, boost the level required for it in the 80s, and release it in combination with bind and teleblock (already done).
    Now I'm not in a huge clan but I've discussed this sorta thing with them before and they all say that a 10 second holding spell would be hugely overpowering. The guy will be dead before the snare wears off without the chance to tank. Coupled with super high accuracy :ohnoes:

     

     

     

    And about those spells that never miss -- Most players of higher combat wear rune all the time while protecting melee anyway meaning that magic already gets most of the hits in multi PvP. And you want to make magic even MORE accurate? Do you want people to have to tank in full d'hide #-o

  10. I look forward to seeing the 35's duel :lol:
    Check out F2P PvP GE :thumbup:

     

     

     

     

     

    continuing to verify my 'mage maxes out too early' argument.
    You've said this so much that it's starting to ring in my ears :( . I don't want to have to keep saying the same things over and over again. So I'll move the discussion on a little:

     

    Do you have any ideas as to how magic could max out a little later without completely overpowering it? In you answer keep in mind solo and clan PKing, low wilderness and deep, large clans and small clans.

  11. Not in f2p.

     

     

     

    Sure, in p2p you can lose up to 2k per cast, but in f2p you never really lose more than 300, and thats pretty small. And, you can lose just as much in melee when you die because you can get pjed and die, as ANY class. Possibly more likely as a meleer because your close up, and will be at lower health when you get pjed, it really depends on the method in which you pk. All in all, pjing is nothing more than a nuisance.

     

     

     

    Sure, if your poor, like, really poor, then you won't be able to mage properly, but it even says in the title MAGE IS UNDERPOWERED. And i read the initial post, and it says nothing about the price.

     

     

     

    Thus, im not caring about the price.

    Firstly, what level ranges are you talking about? If you're like compfreak and only talk about cbt35- then I have no debate with you.

     

     

     

    You do lose more than 300gp, a lot more. Each Fire Blast loses you around 290gp and each bind about 450. Magic doesn't get you KOs in F2P (dunno about P2P) therefore you're trying to run the opponent out of food. Let's presume your opponent has in his inventory:

     

    -1 str pot

     

    -1 R2H

     

    - 26 lobsters

     

    Usually they will have a teleport as well, but we're assuming that they die so they don't have a teleport. This means you need to take off 75+26*12 damage = 387. Obviously the hp level will vary a little depending on what levels you're fighting.

     

     

     

    This calculation assumes one of around 95-100. Magic has a max hit of 16, and compfreak himself has proved that all hits average out as the mean hit, which is 8. This means that not including fire blast splashes, the the mage uses 387/8 casts = 48.375 (round to 48) which costs around 13-15k.

     

     

     

    Now unless the mage wants to get owned, they need to be farcasting. This means one bind per blast. In my experiences binding, even with druidic has a fail rate of around 10%. So this means 48+4.8 binds = 53 (rounded) which costs about 23-25k.

     

     

     

    So far the magician loses 36-40k per fight. Add on another 9k for an inventory full of swordfish/pizzas and you get 46-50k lost per fight. This is likely to be even higher because the meleer will take off his armour, increasing failed spell rates. Also, bear in mind you only get loot if the meleer doesn't run/teleport (very unlikely), and you don't get PJ'd during your fight (also very unlikely). Oh and don't forget, most full rune kills only give around 50-60k loot so you'll be working very hard to break even.

     

     

     

    In my opinion, yes, cost is a large factor as to whether I choose to PK as a mage or not. Personally I only PvP as a mage during wars/PK Trips with my clan. Here it is used to great effect \'

     

     

     

    Oh and BTW, I have no experience with any sort of dangerous P2P PvP. As my profile says I'm currently F2P and have been for quite a long while.

  12. Actually, I think that was probably one of THE most useful ones. Its not good for normal training or anything like that, but it IS a very dominant force in PvP. More importantly, it is vital in clan wars. A tank with a few pieces of dragon will outlast any rune wearing tank. Hitting very high with a Dragon Long or Scim is very useful aswell. If you arn't using it, you can just take it off unlike the other corrupt armor/weapons.
    Quite true, but if you notice, most CWA wars have rules that disallow corrupted dragon armour.

     

    If fighting a large clan in PvP, the dragon will only give you an extra 20-ish seconds tanking time, if that (crazy random estimate, never tried it myself) but you will lose millions when you die with it. That's something you definitely don't want to be returning in ::'

     

     

     

     

     

     

     

     

     

    Off topic: Are you in a PvP clan? RH says you aren't, so I assume you used to be?

  13. How the hell can a lvl 35 down a 80 or 90 unless they were just standing there with auto retaliate off and no prayer whatsoever wearing bronze armor.
    He did say "I remember" which implies that this was a long time ago :roll:
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