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Estoc

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Posts posted by Estoc

  1. apart from being invulnerable, can you

     

    1) Damage him from there?

     

    2) get back in?

    You can do damage, you can voke minions so they aggro onto you and therefore don't hit your teammates. You can distract Vorago as well. You're safe from phase 4's one hit.

     

    Quickly! Kill it and claim the glory that is rightfully yours for the first solo kill of Vorago!

     

     

    Before it gets patched.

     

  2. Every repeatable action in game is minigame? I don't think so. It need special level of complexity. That is why DG/POP (but not just sending ships) is minigamish and agility isn't.

     

    Runescape simulates medieval/fantasy life. It just so happens that mining a rock is a very simple action and exploring a dungeon isn't, but they are both "skills" in the game world.

     

    Also, seeing as how throwing a dice and betting on the outcome is a game, I would consider using the RNG to see if you get a rock or not to be a game of sorts.

     

    Edit: I used the term minigame more along the lines of a small game, and less about the Runescape classification, but I see where it could cause some confusion.

  3. which simply makes them useless where they matter most; so why bother putting them into the game at all?

    There are two tropes for that, because it just wouldn't be gaming without abilities and items that work everywhere except when you'd actually want to use them.

    #1 completely accurate. But you have to keep in mind that giving players free 100% damage reduction is extremely powerful and not compatible with making hard bosses that require you to do something to avoid damage. These abilities *are* still useful and balanced in PvP and other parts of the game that are not balanced around huge hits from boss monsters.

     

    #2 has nothing to do with this. The defensive abilities are very accessible, which is the whole point. You can use them so often, that it would negate a huge portion of the damage you receive, and make it mandatory to use these abilities on the same boss attacks every time (thus killing variety in ability usage which was mentioned earlier)

     

    I just wish there'd be some way to tell what attacks the abilities work on, and what they don't. It seems terribly inconsistent and requires you to look up everything on wikis.

     

    Dpsing the entire kill with the same ability rotation has about as much variety as using defensive abilities on every 1hko attack.

  4. I asked him why so many specials ignore defensive abilities - he said that it was to 'encourage more ability variation' or something like that. Which is weird because it discourages defensive abilities.

     

    What he meant to say is 'defensive abilities were designed to be used on normal monsters'. Plus, after EoC beta finished, that was exactly how they worked – you would use Resonance just before Nomad's (or any other boss) high damaging hit, the effect icon would appear, you would take damage and die, then respawn and then resonance would time out as if nothing had happened. Quite a while later they 'fixed' it by adding the ability to soak damage (just not heal the player). However, they always intended for Barricade/Immortality/Resonance AND other taken damage reducing abilities to be prohibited during boss encounters.

    which simply makes them useless where they matter most; so why bother putting them into the game at all?

     

    As I said, from the design perspective they are perfectly good abilities, but they are OP at bosses. If you can completely block 2k-7k damaging hits for a certain amount of time, that is the only ability you will be using instead of risking everything for a 1-2 hit KO just to deal a little more damage (since you can freely deal damage while immune).

    That is exactly what the 'ability variation' comment meant.

     

    Maybe if they actually designed a boss that wasn't based on 1hkoing and instead on dps barricade wouldn't be op.

     

    Here, I'll pull one out of my ass right here. Every 20 seconds and after a warning, the boss uses a version of unload that hits you regardless if you move for 70% (reduced by 1% for each level your armor is over 60) of your lp every 2 seconds and lasts for 10 seconds. You can have a friend provoke him off of you which will cause them to immediately take the next hit as well as the bosses attention (no 2 second delay), or you can use barricade/immortality and it will instantly switch to the player with the lowest lp. It's a mechanic that rewards skill (as much as rs can), can be done with as little as 3 players (2 when level 95 armor comes out) though obviously a bigger team is an advantage, and doesn't ignore any of the equipment/levels you've worked so hard for.

    • Like 2
  5. BEFORE the battle? well I guess 20 secs into the battle counts as before...

     

    Welp, chalk it up to another piece of content I can't do for lack of Ports/Nex Gear. Still sound very fun.

     

    50,000/6=8333

     

    Even still, I get the impression Barrows gear won't cut it here.

     

    Runescape's combat system has never been accurate enough to require a certain tier of item, it just makes it easier.

  6. So no worries, EoC will still remain one of the biggest memes of RS history.

    Bigger than sailing and pillars?

     

    If they can consider the dungeoneering minigame a SKILL, why can't they rename the player owned ports minigame as a skill?

     

    You can't level up.

  7. 20 seconds after the initial challenge, Vorago will unleash an attack on everyone who has accepted - a total of 50,000 damage, shared across the group. Damage mitigation abilities won't work - you'll have to take it on the chin - but survive Vorago's opening salvo, and the fight is on!

     

    So....barricade doesn't work? :-s

     

    It would be pointless if you could block it.

  8. But yes, it's lame that armour has no damage reduction. I reference this:

    7) DW weapons (and autoattacks) 3 tick abilities, 1h 4 tick, 2h 5 tick. Normalize damage accordingly. Remove weapon speed as variable (since it depends on type only), but keep the possibility to be slower or faster than the norm through 'traits'. Remove separate off-hand attacks for dual wield (srs not like off-hand is going to do less damage if you are strong enough to properly use the weapon - fencing manuals even state that mastery of the weapon in both hands is required to learn dw properly). Naturally, ability rotations in this system (in case of cb option b, see below) are easier for 2h due to fewer abilities needed, so add some more low-cd dw and more slower 2h.

    [...]

    14) Introduce soak - not as it was pre-EoC, but the reverse - soak a % damage below (for example) 50 + defence level, depending on equipment, add more soak to shields. Effect: strong slow 2h weapons deal more damage to shields (easier to overcome soak), dual wield weapons deal more dps to low-soak enemies like 2h users, shields can tank dual wield more easily. Important: roll out shield, 2h and dw classifications to all monsters - let all monsters use abilities. Zilyana has a shield dammit!

     

    Brilliant idea, but sadly, since it does not primarily benefit dps classes I can't see it being implemented.

  9. Hate to shit on before it's even out but if Vorago has more BS instakill attacks I doubt I'll be trying it any time soon. You know, I wish just once that my T85 armor which took months of consistent input and high skills to obtain actually protected me from something.

    Wait, you want your armor to protect you from something? Everyone knows that the only point of armor is to make you hit harder.

    Bosses are also meant to be a challenge you know.

     

    Runescape is based on gear and skill acquisition. A 1hko that ignores all you've worked for is not challenging.

     

    However, tetsu actually do protect you rather well.

     

    Tetsu doesn't protect you any more than any other armor. All it does is let you dodge more hits. When you get hit you still receive the full force of that attack. It's ironic, because while Defence is supposed to be the counter to Attack and Strength, it only actually counters Attack.

    • Like 1
  10. Perhaps some of you can help me with a dilemma I am having. As I was playing today, I thought about how skills seem to be useless. For example: runecrafting. Let's say I want to craft some air runes. If I were to purchase rune essence and craft it into air runes, I would spend more money than I would have just purchasing the air runes. While this may not be the case for more expensive runes such as law runes, I could make more money in another method and then probably purchase more law runes than I could make in the time it took me to make that money.

     

    So can someone tell me: Is RuneScape really just all about the skill cape? Is there really a point to having high stats other than being on the high scores? If there's something I'm missing here please point it out to me. This really stunts my motivation and I am thinking of leaving the game for good.

     

    Many thanks.

     

    You are approaching a moment of enlightenment.

  11. The say they word it, it seems as if Vorago is a NPC as much as a boss.

     

    Perhaps he'll be like "RAWR COME AT ME BRO" and then will be like "WAIT IF YOU CANT SURVIVE 50K THEN YOU ARE TOO PUNNY FOR ME RAWR"

     

    And after/while you fight him he goes "RAWR YOU DIED BRO DONT WORRY YOU ARENT DEAD DEAD JUST DEAD. COME BACK BRO"

     

    And after you kill him he is like "RAWR THANKS THAT WAS FUN, NEED TO STEP UP BY GAME BRO. HERE TAKE SOME OF THESE FANCY T90 ARMOR/WEAPON/PIECES FOR YOUR TROUBLE. COME BACK NEXT WEEK AND WE'LL TRY ANOTHER POSITION BRO"

     

    And then you get 10 friends to team up on him and somehow he still considers it a fair matchup.

     

    For something that is the living embodiment of the planet, I think so.

     

    10 friends with the power to defeat gods.

  12. The say they word it, it seems as if Vorago is a NPC as much as a boss.

     

    Perhaps he'll be like "RAWR COME AT ME BRO" and then will be like "WAIT IF YOU CANT SURVIVE 50K THEN YOU ARE TOO PUNNY FOR ME RAWR"

     

    And after/while you fight him he goes "RAWR YOU DIED BRO DONT WORRY YOU ARENT DEAD DEAD JUST DEAD. COME BACK BRO"

     

    And after you kill him he is like "RAWR THANKS THAT WAS FUN, NEED TO STEP UP BY GAME BRO. HERE TAKE SOME OF THESE FANCY T90 ARMOR/WEAPON/PIECES FOR YOUR TROUBLE. COME BACK NEXT WEEK AND WE'LL TRY ANOTHER POSITION BRO"

     

    And then you get 10 friends to team up on him and somehow he still considers it a fair matchup.

    • Like 2
  13. Is it not MORE interesting when they spend some time as a beast that is quite challenging and only through the years of progress with new gear and food and skills and such like become rather easy?

     

    Yes, that is what I want. I want another Corporeal beast where everyone is amazed by how tough it is to kill. I want another Nex where people will say "wow no one is going to be able to solo this".

     

    The thing about Kalphite King is that it is an easy boss to kill. It's special mechanic is also easy to overcome if you have two people. If you don't, about 30 seconds into the fight you will die. You can't use barricade, you can't use immortality and you can't use better gear to absorb the blow. You will be 1 hit every time no matter what. This forces you to team him unless you can somehow kill him in under 30 seconds. It is not designed as a fun boss mechanic, it is designed as a gate to stop soloing. It's great for Jagex since they can claim it to be the toughest boss ever, but for players? I'd much prefer the King to use his 1hko more often, and with a shorter delay between greening and killing, but be able to block it myself. That sounds like a challenging fight, a test of your reaction time and use of abilities such as preparation instead of a check to see if you're teaming.

     

    Cannot please everyone.

    Boss is soloable? People complain it's too easy.

    Boss is not soloable? People complain it removes options.

     

    What's stopping them from making something like Corp? Soloing option is there without it being too easy. Nex was the same way pre eoc.

    • Like 1
  14. The thing about the 'forcing' teams thing:

     

    No matter what they do if it require a team to defeat it, it has been forced, so I don't see the issue.

    I mean of something like WoW or w/e the insane hits that mean you need a team with support units to keep you going is 'forced' by sheer brute strength.

     

    Conversely soloing bosses Jagex intended to be team affairs are equally forced by utilising the sheer power we have to us to overcome the damage etc.

     

    I don't really see that it matters, be it the player doing something or Jagex doing something by mechanic tricks it is being forced to work.

     

    Jagex forcing you to team it removes options. Allowing you to solo when you've made enough progress creates options. It's the difference between a boss that sounds good in the newspost, and one that actually rewards gameplay.

  15. I think Runescape players have made it pretty obvious so far that even if a boss is designed/balanced to be fought by ten people at once, someone will solo it in Bronze by the end of the release day. :P

     

    I'm not sure if there's a way to cause players to group without specifically forcing it in this game. If there is, it hasn't been discovered yet.

     

    If they make it you have to spread out a 50k hit none will solo it the first day...Perhaps the second though. Through some bug.

     

    That's forcing it.

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