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Emaxganis

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Posts posted by Emaxganis

  1. I really dont think the problem lies in just "PvM is too easy" , "It is too hard to die" or "We need higher level content" . The main problem with the game is how everything is put together, as it has been brought up several times. Be it the combat system, end-game content, skills and requirements, EVERYTHING. The game is full of examples of this: take for instance Mithril Dragons, what do they drop? Dragon full helm? A T60 helm which is useless everywhere? Really? Dragon Kiteshield from QBD? I'd only need one to take a screenshot since meleeing with weapon+shield does not exist anymore and is useless everywhere. Who does corp now? Dont even get me started on smithing/mining/fletching/woodcutting and so on. What benefit there is from training hunter?

     

    The fault is mainly in how RS is developed by applying a patch over a patched game which gets patched every couple of months throwing new stuff into the mix but not fixing nothing actually. And this has been going on for years.

     

    At this point the only way to "get it right" is to overhaul the entire extraction/production skills, and do it at the same time as re-desinging combat, equipment tiers, bosses difficulty and even drop rates for these. As it stands now RS has BAD DESIGN written all over it and wont be corrected by adding a new boss that is lvl 2000 and requires a full server to kill only to drop the new mega melee weapon which is lvl 99 and will tear appart in 2 ticks anything below the previous named boss just to keep the top end players happy for a while before the games becomes too easy again.

     

    I know I am dreaming but I hope to see someday all of this corrected, there's so much which could be added : Enhacing current armor/weapons via skills, random bonuses to all drops making armors/weapons even more unique, having ALL production/collection skills take part in your gaming experience. But sadly it will never happen.

    • Like 4
  2. Since the bonus applies to the overall total for that ship (may or may not account for any other percentage bonuses), and most of your endgame voyages are 20k or more, you overshoot 10k quite easily.

    And?

     

    its only useful for single-stat voyages, multitalented is better on 2/3 of the voyages you can get, so its better.

  3. Long badly formatted post about combat suggestions.

     

    [hide]

    Really the whole armour differentiation is lame. Equipment doesn't really do much provided it's tough, and in the case of armour, covers you up. Having 'power armour' makes about as much sense as having different pants for fullbacks (with heavy machineguns) and idk another term. But anyway. No sense at all.

     

    Things to do:

    1) Remove armour differentiation. Introduce options for all classes (including 'all') at at least every tier that is a multiple of 5. Make sure the armour alternates between skilling and combat-based and has both tradeable and untradeable variations, to benefit skilling.

    2) RC update: http://forum.tip.it/...00?do=findComment&comment=5390180 to help crafting armour - move the usefulness of rcing towards crafting equipment, but keep the training method runecrafting.

    3) Left-click targets.

    4) Collapse abilities into classless things - DPS, DoT, Disabling, AoE/multi-target at various adrenaline drains. Add a 'flavour' ability or two at each tier, examples are Kick and err... really classes aren't that different right now are they? Snipe I guess works.

    5) Make strength affect ranged and magic damage.

    6) Make level and equipment multipliers, like the old formula a + (b + level) * (c + equipment bonus) * d. Prayers are of course level multipliers, potions just increase level. Bring back the old point-based equipment system.

    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.

    8) Remove switching global cooldown.

    9) Make runes combineable into one inventory slot - equippable spells. Remove combat spells from ability book. Treat as level-locked ammo.

    10) Collapse all spellbooks into one - giving up one combat style to farm properly is no fair.

    11) Introduce a 3x3 weakness system with 4 elements (which can be stances like in BA, or other things). Stab/Arrow/Ray and Slash/Thrown/Missile and Crush/Bolt/Burst, with the elements being air/water/earth/fire.

    12) Add a 'trait' system for weapons, e.g. spirit shields get 'damage reduction' and 'prayer drain', void gets 'damage boost', Dharok's items get 'Set - Dharok's') - all special abilities collapsed into the same (salve, void, fsh, tokkul-zo, dragon slayer gloves and whatnot).

    13) Replace prayer bonus with prayer point cap-boosting equipment - 10k lp and 2k prayer, or 5k lp and 5k prayer w/ spirit shield - paladin-style tank?

    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!

    15) Reduce all current damage and lifepoints by a factor 10.

    16) Add unarmed grappling combat - low damage, many stuns/binds and stat drains. Hi Graardor.

    17) Remove tagging system and xp on kill - far too easy to unbalance - balance based on dps is much fairer and also much easier. Also aids cannon.

    18) Buff familiar damage to be at least equal to a third of the primary weapon dps at the same level - it certainly increases combat level enough.

    19) Remove the distinction basic/treshold/ultimate, differentiate based on adrenaline drain - Pulverize is not worth 100% adren, but how about 80%?

    20) Default to more than 0% adrenaline, either 50% or 100% seems fair. In case of 100%, rename Adrenaline to Fatigue.

    21) Redo combat level formula to take into account combat styles. Basic level of defence, hp, prayer and strength, with classes of magic, ranged, melee, summoning, and each class adds to combat level depending on dps. Example: 80 ranged, 70 other classes is 8 + 2 + 1 + 2 from summoning (because summoning can always be used along with primary). Secondary style adds less than primary, tertiary still less. All 80s is maybe 8 + 4 + 2 + 4?

    22) Remove much health from bosses, give them healing abilities or even just food instead. Also prayer.

     

    Two options for combat:

    a) Increase some ability cooldowns (mostly basics), make all abilities drain adrenaline, add basic adrenaline regeneration and regeneration from autoattacks (about 50/50, with 100% gained per full minute in combat? so for dw, 33 hits for 50%, for 1h 25, for 2h 20, and 2 mins out of combat to restore full adrenaline).

    b) Remove autoattacks; Momentum equals spamming low-cd basics (redo this basic to have no cd, only global cd as dictated by weapon style). Add tiered abilities, improving your entire suite of abilities every 20 or 25 levels.

    [/hide]

     

    Woo fresh discussion material :P. Anyone have anything to add? Just writing this up now.

     

    12# would be better from my point of view if all weapon/armour/rings/whatever had a random trait assigned to them when they are dropped/bought from a NPC. Of course some traits could be available only for weapons and others only for armour, but some could be shared by the two of them e.g. hp/stats/prayer boosts --if this is what you meant im sorry and didnt understand it haha--

     

    As for merging all spellbooks into one, I dont completely agree since the idea is that each has it pro/con, here you would erradicate that which "simplyfies" it too much imho

  4. One thing that's also been dropping due to panic/failed expectation is frost dragon bones. I got burned pretty badly on their plummet from 13.6kea to what's now between 10.5k - 11.4k. Oddly enough, regular dragon bones have been pretty stable.

     

    D bones also have been dropping. Tried to sell bout 3k of them for 3k each while their mid price was high 2700 ish. This was bout a week ago.

     

    Now it's around 2400-2500 ish.

    Can't wait for them to be back at 1.7 :P
  5. Would be really awesome if that did allow us to get the bonus exp from our pendants added to our "Double xp" thing in our stats screen.

    Although, what would be the point of having the pendants as... pendants in the first place, then? Or even as items?

     

    I guess they could make up a story behind the pendants. Let's say that touching the pendant adds the bonus exp to your stats automatically, that could work.

    We'd probably need a message in the chatbox saying "You touch the pendant and you feel you are better at learning [name of skill] for a short while." when used.

    Examine text of the pendants could be changed to "When touched, this pendant will grant you slightly increased experience in [name of skill] for a short while."

    Then the left-click option for charged pendants could be "Touch", and we could have a right-click "Wear" option for those who want to wear the pendants. (#fashionscape)

     

    Or they could let us "add" pendants to bonus xp showing in the stat screen :P

  6. Err for pincers you really need to slowly replace your bowl crews, as if you jump straight to pincers crew you get stuck with low level, low statted pincers crew; i would get 4th ship, rudder, then get 2 of each pincers then work on upgrades/more crew/Oxheads

     

    i disagree.

     

    As soon as you get rudder you should upgrade all the crew you get asap. Else you will get to mid voyages having noob crew and few low lvl pincer crew.

  7. On the surface, it LOOKS like drygores got nerfed A LOT, but they didn't really. Swapping to chaotics from drygore, I noticed a huge difference in damage I was doing.

    I lol when people complaining about Drygores being nerfed switch to using Chaotics.

    As if Chaotics were stronger than Drygores, lel.

     

    Although... if whatever they were personally doing with Drygores was easily do-able with Chaotics, it would be understandable.

    I considered selling Drygore rapier and getting Virtus wand, then Chaotic claws, but then I figured out I might as well get Chaotic staff instead, since Drygores are still better.

     

    Good for drygore buyers so far, just paid a mainhand drygore rapier 63m

     

    I wonder if they will go back up after some hotfix and the fact they're harder to obtain now :P

    You just bought a main hand rapier for 63m?

    Strange, they were kinda hard to buy for 73-74m only like 7-8 hours ago.

    I got lucky maybe? not 63 but 64.8 my bad :P

     

    315e82b.png

  8. On the surface, it LOOKS like drygores got nerfed A LOT, but they didn't really. Swapping to chaotics from drygore, I noticed a huge difference in damage I was doing.

    I lol when people complaining about Drygores being nerfed switch to using Chaotics.

    As if Chaotics were stronger than Drygores, lel.

     

    Although... if whatever they were personally doing with Drygores was easily do-able with Chaotics, it would be understandable.

    I considered selling Drygore rapier and getting Virtus wand, then Chaotic claws, but then I figured out I might as well get Chaotic staff instead, since Drygores are still better.

     

    Good for drygore buyers so far, just paid a mainhand drygore rapier 63m

     

    I wonder if they will go back up after some hotfix and the fact they're harder to obtain now :P

  9. So, can someone clarify someone for me? Havent had the chance to login yet

     

    Bandos got marked as offensive, yet arma and subj didnt? What would be offensive mage and ranged armour from that tier then?

     

    Bandos, Armadyl, and Subjugation armor all have the same stats and are marked as Offensive armors. (The only difference is which combat style they protect from)

    Thanks.

     

    I was pretty sure I read something different some pages back :P .

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