Everything posted by howbadisbad
-
Balance Dangerous Pvp
Bump People don't like threads that suggest melee not be so overpowered :wall:
-
Firemaking Useless
Good point, I never really thought of it that way. Though if Firemaking didn't exist, logs would just be cheaper as there would be less skills (and therefore demand) to use them in. Unintended use I would say. You would be surpised how many people use yews and even magic logs for Firemaking. May I add Magic, Cooking and Fletching to your list of failed emotes? Why would you spend so much on a useless easy skill? <_<
-
Constitution Update
I wouldn't say a new skill, but updates to the hitpoint constitution skill. The most obvious idea being that we could have armours that raise your Constitution Level(therefore giving you a higher max LP), or special attacks that reduce your Constitution Level(preventing you from healing to max). Potions/other equipment that raise constitution, weapons that lower max LP when you hit above X damage, etc. There are countless possibilities. Same thing could have happened for hp.
-
Reviving Firemaking - Ash equipment, charms, and more!
1. If you somehow manage to spec you opponent when he is on such low health and you don't hit enough he deserves to live. 2. But melee gets the luck. 3. Uhh what point does stunning something in nonpvp have? Not much. Especially in F2P. 4. I don't think this spec would help much at all since fire blast is your best spell <_< 5. I don't do F2P ideas
-
Balance Dangerous Pvp
Wrong. The fact that rangers have high defence levels balances this out somewhat. (With high offence you have to have some kind of penalty, Unless your melee of course. <_< ) And with high defense you can't veng effectively. Edit: where are the hide codes? they moved and I can't find them <_<
-
Balance Dangerous Pvp
Res
-
Balance Dangerous Pvp
First thing is first. If you are coming onto this thread to say melee is not overpowered i would hope you don't. *is wondering where the hide tabs are* Balancing the Combat Triangle This thread is designed to think up updates that would balance the combat triangle. Right now IMO the Combat line is Melee > Magic > Range, But other might switch magic and range The Types [spoiler=Melee] Pros: - Most powerful - Most DPS - Cheapest - Most variety of weapons - Most variety of armor - Best special attacks - Best pots - Best prayers - Cheapest to train Cons: - Cant attack from long range - Is vulnerable to Miasmic spells [spoiler=Range] Range Pros: - Can attack from long range - Ruby Bolts and Diamond Bolts (e) are good for boss hunting - Magic defense Cons: - Low melee defense - Cannot activate bolt specials manually - Noobs drink up their antifires - Ancient warriors are inaccurate - Vulnerable to miasmic [spoiler=Magic] Pros: - Can attack from far range - Miasmic Spells - Most accurate - Freezing - Teleblock - Lowering stats Cons: - Low defense against range and melee - Expensive - Cannot effectively teleblock and bind with at the same time. - Prayers are the most useless If i am missing things just tell me and I will add them So in the end What i propose is to make void sets act as one item in pvp. If you are in a +1 world and you die with a void set, you keep the void. Also, the collective alchemy value of the set is used for the items lost upon death. Why this will work and how it will work for each type of comabt Melee: Will not make melee any better than it was before most likely. If you wear melee void and a whip, You lose the whip upon death. If you use a godsword you lose the void. So if melee wants to use void tey should have to risk something Range: Range hits low and slow. Void is the one thing that gives range the power to k0. Since range has low value weapons you will always keep the void (unless you have a dfs) so I think this would perfectly balance range and melee in bh. Magic: Void would have to boost magic's damage by like 30% or more since it lost the ability to mage stack. Magic needs more rem paving before it is truly ready for dangerous pvp IMO. I'll update this more when i get back from my trip. Tell me what you think.
-
Reviving Firemaking - Ash equipment, charms, and more!
It'll still do 120% damage, and if by some fluke your opponent didn't eat it'll deal significant damage. They would be dead anyways Heard of people using DDP++/Dragon claws specials? Daggers are completely useless in terms of stats, and so are claws. Except claw specs are godly accurate and dds are more of a luck weapon tbh *cough*zamorakspeark*cough* Ever been speared in multi? Its really bs... Fine then. Clan War situations? Massive groups of enemies crowding around? -.- *Quelmotz realizes that barrage hits everything in a 3x3 square and realizes my point* Wow...very original indeed. The ability to smite people :o
-
Firemaking Useless
I think the emote looks failed, like thieving and slayer >.> Also, logs that are cut for cash are not logs that firemakers use. (yews magics)
-
Constitution Update
Because I can go back to the time when this update wasn't here yet and test. OK! Yu-gi-oh cards don't have hp they have attack the player has lifepoints that start at 8000. But as the monsters have high attack and the player has higher hp you could say they are somewhat the same as runescapes lower hits and lower hp. Examples aren't always exactly perfect either. The rest of the arguments would just go back any forth as they are opinions so I won't bother.
-
Firemaking Useless
It would be faster to bank and get food than it would be to fish an inventory and cook them all.
-
Constitution Update
1. Uhh, with brews you can go into the thousands 2. Its far more straightforward having your level name and your health name different is more confusing by default. :ohnoes: 3. So useless, except I would rather get hit less than hit more. (but thats an opinion :o) 4. So why would you make the numbers bigger? Its not helping anyone. If you can't stand the 0's in early levels then you will not last to level 20 as this game is pure grinding. 5. If i had a time machine I would. 6. If it caused you to die and actually lose stuff you had to work for, yea. Although i have never played a game like what you mention. You can't provide facts for or against on an update like this. Because nothing changed gameplaywise as anyone can prove (since the better old system was replaced) except making the game look cooler to 10 year olds.
-
Reviving Firemaking - Ash equipment, charms, and more!
Instead of saying that melee weapons are superior and mage and range are getting the leftovers, why not show how so? Back it up with evidence. Or better still, offer a suggestion as to how to improve. I've already gone to great lengths explaining the feasibility of making ash weapons/armor. If you think it's still stupid then I can't help it. How about you tell me HOW firemaking should be updated then? K Ash Club Stab - 1, slash -2, crush +46, strength +60 Speed 5, 1handed Requires level 50 attack and level 50 strength to use Uses: 2 magic ash or 4 demonic ash or 6 yew ash or 8 maple ash or 10 willow ash or 12 oak ash or 16 normal ash. Special Attack: "Die already!" - Does 150% damage to an opponent with less than 25% health. 60% of special bar. Otherwise does 120% damage. Then this special is useless since you can eat to above 25% of your health in one food (and you can eat twice on lvl 5 speed)Ash Spear Stab +65, slash +2, crush +1, strength +47 Speed 4, 1handed Requires level 50 attack and level 50 strength to use Uses: 2 magic ash or 4 demonic ash or 6 yew ash or 8 maple ash or 10 willow ash or 12 oak ash or 16 normal ash. Special attack: Penetrating Thrust - Pierces an opponent, negating 25% of his armor's effect. Does extra 25% damage per extra square (length) the opponent occupies. Uses 50% bar. So the spec doesn't work in pvp = fail. Like Morg javs <.< except this seems stupid since most big monsters are bosses and a weapon with stats liek these wouldn't do very well on them. Stab +0, slash +77, crush +44, strength +69 Speed 3, 2handed Requires level 50 attack and level 50 strength to use Uses: 3 magic ash or 6 demonic ash or 9 yew ash or 12 maple ash or 15 willow ash or 18 oak ash or 24 normal ash. Special attack: Nature's Wrath - Stabs your sword deep into the ground, causing vines to appear and envelope your opponent, stunning him for 5 seconds, and binding for an additional 5 seconds after the stun. 75% normal damage. Uses 50% bar. YES! LETS GIVE MELEE SOMETHING THAT SHOULD BE EXCLUSIVE TO MAGE AND RANGE! Ash Javelin Stab +40, slash +1, crush +1, strength +40, ranged strength +45, ranged attack +47 Speed 5, 1handed Requires 50 ranged, 40 attack and strength to use. Uses: 2 magic ash or 4 demonic ash or 6 yew ash or 8 maple ash or 10 willow ash or 12 oak ash or 16 normal ash to smith 15 javelins. Special Attack: Unerring Accuracy - For the next five RANGED attacks you cannot miss. (you can still hit 0 because of strength though) Uses 65% of special bar. The fact that this uses 65% special makes this abysmal at best. If there was a 50% drain you might acctually have a chance of hitting damage with a Morg jav spec! <_< Ash Staff Stab +0, slash +0, crush +15, strength +10, magic +21 Speed 5, 1handed Requires 50 magic to uses Uses: 2 magic ash or 4 demonic ash or 6 yew ash or 8 maple ash or 10 willow ash or 12 oak ash or 16 normal ash. Special Attack: Hex - Your attack has 50% power and 75% accuracy, but it hits a 3x3 square instead of one target. Why would you use a special to make a spell you can cast normally weaker? Try flaming arrows and a new spellbook of FIRE! That's incredibly cliché. Magic blades? its like using magical melee attacks? AND ITS ON FIRE :cool: Overall the biggest fail is how Jesusly awesome specs the melee weapons have with such low requirements. Nice word (sarcasm). I'm not a Christian but I bet it's offensive to many Christians, just like OMG, OMFG and such are. :|
-
Runescape 'Instant-Demo'
And in a demo you can only do a certain amount of things before you can't go any further. How many times must it be repeated to make people understand, F2p isn't a demo!! This would be like...Gnome copters. Except you can actually do things yourself (Very limited amount, I'm sure. I've not actually seen it nor heard of it before now.) Bugs testing is no so much anymore.
-
Reviving Firemaking - Ash equipment, charms, and more!
Instead of saying that melee weapons are superior and mage and range are getting the leftovers, why not show how so? Back it up with evidence. Or better still, offer a suggestion as to how to improve. I've already gone to great lengths explaining the feasibility of making ash weapons/armor. If you think it's still stupid then I can't help it. How about you tell me HOW firemaking should be updated then? K Ash Club Stab - 1, slash -2, crush +46, strength +60 Speed 5, 1handed Requires level 50 attack and level 50 strength to use Uses: 2 magic ash or 4 demonic ash or 6 yew ash or 8 maple ash or 10 willow ash or 12 oak ash or 16 normal ash. Special Attack: "Die already!" - Does 150% damage to an opponent with less than 25% health. 60% of special bar. Otherwise does 120% damage. Ash Spear Stab +65, slash +2, crush +1, strength +47 Speed 4, 1handed Requires level 50 attack and level 50 strength to use Uses: 2 magic ash or 4 demonic ash or 6 yew ash or 8 maple ash or 10 willow ash or 12 oak ash or 16 normal ash. Special attack: Penetrating Thrust - Pierces an opponent, negating 25% of his armor's effect. Does extra 25% damage per extra square (length) the opponent occupies. Uses 50% bar. Stab +0, slash +77, crush +44, strength +69 Speed 3, 2handed Requires level 50 attack and level 50 strength to use Uses: 3 magic ash or 6 demonic ash or 9 yew ash or 12 maple ash or 15 willow ash or 18 oak ash or 24 normal ash. Special attack: Nature's Wrath - Stabs your sword deep into the ground, causing vines to appear and envelope your opponent, stunning him for 5 seconds, and binding for an additional 5 seconds after the stun. 75% normal damage. Uses 50% bar. Ash Javelin Stab +40, slash +1, crush +1, strength +40, ranged strength +45, ranged attack +47 Speed 5, 1handed Requires 50 ranged, 40 attack and strength to use. Uses: 2 magic ash or 4 demonic ash or 6 yew ash or 8 maple ash or 10 willow ash or 12 oak ash or 16 normal ash to smith 15 javelins. Special Attack: Unerring Accuracy - For the next five RANGED attacks you cannot miss. (you can still hit 0 because of strength though) Uses 65% of special bar. Ash Staff Stab +0, slash +0, crush +15, strength +10, magic +21 Speed 5, 1handed Requires 50 magic to uses Uses: 2 magic ash or 4 demonic ash or 6 yew ash or 8 maple ash or 10 willow ash or 12 oak ash or 16 normal ash. Special Attack: Hex - Your attack has 50% power and 75% accuracy, but it hits a 3x3 square instead of one target. Try flaming arrows and a new spellbook of FIRE! Overall the biggest fail is how Jesusly awesome specs the melee weapons have with such low requirements.
-
Constitution Update
TBH, constitution was a completely useless update. 6 Reasons 1. This isn't Yu-Gi-Oh 2. People say this paves the way for new hp updates... Could have left the skill named Hitpoints, constitution sounds stupid. 3. Its great how i get hit way more now. Bank for food more often ftw? 4. We don't want people to play because they see "big" hits, because those people are children. If you get bored of hitting 0's at low levels, this game is obviously not meant for you. 5. I seem to be hitting less damage now, than i did before the update. Some people say the same thing, others say they hit the same as before. Just what i have noticed by myself. 6. I would probably hate this update less if everything in a 3x3 square wasn't covered in hit splats when you get claw'd All in all a completely pointless update. Realistically there are no positives but there are negatives.
-
Reviving Firemaking - Ash equipment, charms, and more!
No support. Once again, melee weapons with superior stats and specs with range and mage getting the leftovers. Also, the idea of making armor/weapons out of ashes is stupid IMO. I agree fire making should be updated, but not like this.
-
How much would it take to fix the Combat Triangle
I really don't get this post. Melee is overpowered and magic and range are underpowered. That is all there is to this debate. And i hope we are not talking about f2p combat triangle because we all know demos get fixed last. my point isn't about mage or range being underpowered. my point is that making range or mage overpowering in f2p or p2p would unbalance multi-way combat too much. Um... No. Right now an ideal tanking setup would be to wear veracs or torags with a karils top and pray protect melee and your highest def prayer. (piety or turmoil) If you boost range and mage there would be no change to this except maybe put on a karils bottom instead of torags legs depending on the number of mages and meleers
-
Runescape forums.
After the ancient curses update I made a legit thread on the rants forum about how i thought turmoil was overpowered. Then the noobs came. I will never go to the rants forum again, lol.
-
How much would it take to fix the Combat Triangle
I really don't get this post. Melee is overpowered and magic and range are underpowered. That is all there is to this debate. And i hope we are not talking about f2p combat triangle because we all know demos get fixed last. No comments about my void suggestion yet. I can't find any flaws in it myself.
-
Smash Club.
It's for Super Smash Bros. discussion. Yet we discuss a lot of other games like it.
-
How much would it take to fix the Combat Triangle
P2p should be fixed before F2p seeing as F2p is a demo. Paying customers come first.
-
How much would it take to fix the Combat Triangle
I have a fix for range in dangerous pvp. Void sets protect as one set. All the parts alch values combine to form essentially 1 item. This would ultimately give range the power it needs to be able to combo without risking many hours of work. This wouldn't buff melee because void would protect over a whip yet still be lost wielding a godsword. (yes people, melee does not need to become better) For mage, Void would have to give it a damage bonus for mage void to be useful. As any range pvper knows, range lacks the power to kill without a perfect veng setup. (or you are fighting an idiot without antifire pots) Such an update to void would make range more powerful without overpowering low level pures (the reason jagex doesn't make range more powerful IMO) Since void requires 42 in all combat stats except prayer (22 req) This seems like the most realistic solution to balance range in dangerous pvp to me, without putting in a quest that requires you to be a highish combat level to wield a new range weapon. Respond please.
-
Firemaking Useless
For example? What - having the levels to complete a quest and get a quest cape/some other rewards! Oh, how could I forget, a skill cape! Easy EXP for other skills! Wow! Firemaking currently has almost no practical uses as I know of. For example equipping the hand cannon, getting additional prayer exp. burning pyre ships, the Inferno Daze. Handcannon- No. The handcannon was a failed attempt to balance range in the combat triangle. In all scenarios you should use a rune crossbow instead because the rune crossbow is vastly superior. (I know people will argue with this statement) Adze- Your training firemaking for another way to train firemaking. Yay. Additional prayer xp- Are you talking about lighting burners for altars? FM requirement could be removed either way and nothing would change. Pyre Ships- Same thing as above, have the FM requirement replaced by a more useful skill.
-
Smash Club.
ffs tvc is blowing up i will have to get my wii repaired 0_O