Everything posted by Estoc
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The Evolution of Combat: BETA discussion
It could possibly be useful for example in castlewars you could melee with mainhand and use binding shot with an offhand crossbow I guess. Really didn't expect much from cross class dual-wielding, as it's so easy to switch weapons, you might as well go full on range, or full on melee. Now if only they made it harder to switch gear in combat... Edit: The way I see it Jagex made dual wielding to bring the "awesome factor" to runescape, much the same way that Call of Duty and Skyrim did, it's not really about being practical as much as making your game look really cool, and 2 different styles serves that purpose well.
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The Evolution of Combat: BETA discussion
Could someone post weapon damage from rune thrownaxe and javelins? Thanks.
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The Evolution of Combat: BETA discussion
One thing that annoys me is I can't use the melee abilities if the target is running from me. This is especially frustrating regarding the 2 stuns, kick & backhand.
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Future Update Discussions
Looks like recolored Green D'hide, Mystic and Rune.
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The Evolution of Combat: BETA discussion
So, was doing a small 2:2 occult with a random, and find a Soulgazer. Kill it and it drops hexhunter. Well played Jagex.
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The Evolution of Combat: BETA discussion
They should just pick one and either make everything degrade or nothing. It doesn't make sense that bronze armor gives you 0 protection but is invincible while Torva will deflect a cannonball or maul easily, but fall to pieces in 10 hours.
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The Evolution of Combat: BETA discussion
That's the big difference between the current game and the beta: In the main game, 200k per item was a good price because the average player didn't need more than one. Now, everybody but 2h users needs to buy another chaotic item to complete his set. It also makes it easier to switch between combat styles - It would cost 200k to switch to and from 2h, and 100k to switch between dual wield and shield, instead of 400k to switch from 2h and 200k to switch between offhands. Covering the main three melee styles would only require 88 or so instead of 94 (weapon/shield/offhand/2h would be around 8m experience, minimum). In the end you're still spending 50% of the tokens for 90% of the item. That in my opinion is more unfair than having to use a shield 10% worse if that than a chaotic kite.
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The Evolution of Combat: BETA discussion
That's the problem. An entire level 80 weapon and shield set costs 400k tokens. An entire level 80 2h weapon set costs 200k tokens. It will cost at least 200k more to switch to a new style. The prices are fine in the regular game, but in the beta you just need more equipment. It wouldn't be a problem if there were more options for level 80 or even level 75, but for the most part chaotic equipment is your only option. And when you want to kill a boss that requires dual wielding, the maul guy will pay 400k tokens to get his setup, and the sword and shield guy will pay 200k. It evens out in the end and besides, anyone who is this serious about having the best gear (who doesn't want to use the enhanced excalibur because it's 5% lower dps than offhand rapier) will get more than one chaotic. The only way to make it "fair" is to make one handed chaotics half price, but then maul is the odd one out being 200k and less versatile. I think this is as good a balance as we're gonna get without making dual wielded rapiers a single item like d claws and charging 200k for them.
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The Evolution of Combat: BETA discussion
That's the problem, though. Instead of encouraging players to pick a combat style they like, it locks them in to picking the maul unless they really like dungeoneering or are willing to be less effective in combat until they double their experience. I'm just thinking that it would bring the costs in line with those styles; as it is someone that prefers 2h weapons won't have to do nearly as much dungeoneering for the same weapon tier as someone who wants to use dual wielding or shields. Your one hand weapon can also be used in the tank or dual wield style. You're buying half of a dual wield setup, and half of a tank setup for 200k tokens. With the maul you're buying the whole 2h setup for 200k tokens. If you decide you want to tank one day, you can grab your rapier and dfs. If you have a maul, you're kind of out of luck.
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The Evolution of Combat: BETA discussion
Which is a small price to pay for not locking people that dual wield and/or use weapon and shield styles (Including ranged magic) out of their best gear until level 88. Alternatively, they could let us reset our points. You'd have a point if you were locked to a "dual wield" class and thus had to train twice as much to be on par. Of course this is not the case and you can just use a lower tier offhand, or buy a maul.
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Post all RS Screenshots, Videos, and Sounds here!
It's a pretty long winded troll, I've seen variations of that name auto typing that for at least a month now in the official dg worlds.
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The Evolution of Combat: BETA discussion
Poor choice of words on my part, was mainly referring to the fact that 2 handers would be comparable to dual wielding.
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The Evolution of Combat: BETA discussion
Seems a waste to me to buy two chaotics when maul will have the same dps as dual wielded rapiers. Plus it looks a lot cooler.
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The Evolution of Combat: BETA discussion
So Chaotic and Dominion crossbows are the only thing that can fire enchanted bolts above mithril?
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The Evolution of Combat: BETA discussion
Actually really surprised on that move, I figured they would just remove the gamblers. Kudos Jagex.
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Post all RS Screenshots, Videos, and Sounds here!
Wow, that looks truly horrible. Hoping they change that.
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The Evolution of Combat: BETA discussion
Then let other people in who do want to test. It's in their best interest to at least cycle it around if it's indeed so boring.
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The Evolution of Combat: BETA discussion
They might as well play the "Jagex cares about their players" card and let everyone in then. Assuming the world that has 755 people is filled with gamblers we have about 1,000/50,000 players (not counting people who got in automatically) testing the update...it hasn't even been a week yet.
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The Evolution of Combat: BETA discussion
Any progress you make getting armor to be more realistic takes you one step closer to being a long boring tank test ending in a short, violent death. After all, the main reason gladiators wore armor only on the shield arm for example was to strike a balance between a long fight and an exciting one, which I think Jagex is trying to do here.
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The Evolution of Combat: BETA discussion
The problem is that as far as the game is concerned, armor only makes you "healthier" instead of giving you some kind of bulwark beast like armor bar. Obviously eating food shouldn't be required to earn your armor rating back (which is what any lifepoints beyond 990 function as), but until the protection afforded to you by armor and your natural 990 lifepoints are separated, I don't see a way of fixing it without it being abused to heal yourself. Minigames of course are a totally different story as things like Dungeoneering and Soulwars already heal you upon entering, it's just a matter of Jagex getting around to implementing it with regards to equipment worn when you enter.
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The Evolution of Combat: BETA discussion
The alternative is a cantankerous healing out of combat system asking to be abused. Besides, isn't there a constitution ability to heal with? Most people are suggesting (and I agree) that if you are out of combat for twenty seconds or so, they should maintain the % of life points you have. So if I am 25/50, putting on armour gives me 2500/5000, taking off puts me back at 25/50. This seems reasonable enough to me - how would someone abuse it? The only way I could see would be to get out of combat for the specified time (between boss kills, around a corner in fight caves or generally running from your enemy) then take off armor, eat a rocktail which boosts you to 990 lifepoints (100%) and put on armor giving you in your case, rocktails that heal 5000 lifepoints. Extending the timer would make it only useful at banks where it's not really a big deal. Not that I think it's a bad idea per se, I just don't think it's worth the hassle, just eat those 5 rocktails before you go bossing.
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The Evolution of Combat: BETA discussion
Nice to know I was denied a spot so that people could use the beta to play out their bug abusing fantasies. The alternative is a cantankerous healing out of combat system asking to be abused. Besides, isn't there a constitution ability to heal with?
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The Evolution of Combat: BETA discussion
That stun sound every time you cast ice barrage is horrible, hope that gets changed. Either way hope you put up more vids, only way I can experience the beta until the 6th sadly.
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The Evolution of Combat: BETA discussion
With all of these guaranteed damage abilities, it seems like whoever has the best gear, aka more lifepoints, is at a significant advantage.
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New skill at the end of 2013
Charming monsters and luring hunter creatures can better be done with their own skills, namely slayer and hunter. Sure you *could* implement it, but it seems rather forced to me. Weekly xp also seems more of a thing you add to an already strong skill, not a major benefit of one. Was thinking of something like a Renown skill, since pretty much everything we do has us gaining fame. Things like quests, miniquests, completing slayer tasks and recovering "artifacts" from monsters or skilling which could work like strange rocks would gain xp, and the skill itself could be used to like you said, buff and debuff other. Other benefits could be ability to wear or receive legendary items and some kind of bonus to the new abilities (fame would be a good measurement of real world experience).