Everything posted by V O R K
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Evolution of PVP combat!
It seems quite OP again (and i'm a void fanboi :P) . They should really rework PC to either make it harder or only buff the elite counterpart. I suppose theyve been buffed because of the upcoming combat changes so that'll work out. They were a great incentive to enter the wilderness, it just irks me that all of my hours trying to acquire said brawler gloves have now been devalued to once again give people safe alternatives. You know how many noobs I had to slay!? Looking at the OSRS wilderness they have exciting and invigorating content yet we are stuck on combat system tweaks (stealing their ideas below :'). ------------------------------------------------------------------------------------------ -Deadly nightshade plants - God vine/bush patch with ability to gather multiple.-Looting bag-Lever in Edgeville that teleports to Mage bank (MB)-All monsters on slayer task drop ancient warrior armour & Brawler gloves.-High level/Profitable thieving chests -Area/Cave with high level skill content.-Rework Chaos elemental/Revant droprate and add unique items to the droptable, PVP armour shards from all monsters in wilderness.-Monsters that travel over wilderness which you can kill that drop divine locations for a short amount of time-Solo warband camp with a new drop. Mage training arena:They've discovered the workings of the energy from divination and its properties when introduced to the enviroment of the Wilderness. Invigorate this area with several Divination unlocks and teleblock spell upgrades: Portent of skulling: Requires 73 divination, 25 prayer and ? energy, blood runes, bones & 100K offered at an altar. Protects 2 (+1) items in non-safe areas, doesn't stack. Scavenger signet: 80+ Divination, ? energy, ring of wealth. Improves droprates from wilderness monsters/bosses/clues/locations, enables player to cut bloodwood trees and bank the logs, improved rate of acquiring PVP - minigame armour. Spell upgrades:Teleblock (abolish): Portents of restoration are only effective for 50%Teleblock (shimmer): flat out decreases critical bonus/healing properties of jewelry.Teleblock (ravage): Portent of skulling only protects 1 (+1) Add harder to obtain LVL 70 God Wands.
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Master Skillcapes & Combat Improvements
Y u no buff rev drop rate, aww it was only XP item left from wilderness & you've buffed them to make them even more annoying? Llllll le lame How do the new prayers works out? yay combat xp :) w00T 110K PK
- Cool Menageries?
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Item Discussion & Price-checking
I have established a confirmed price on the Abyssal Wand. Instantly bought at 6.600.000 and sold for 6.551.000. :')
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Future Update Discussions
Huh what's happening this weekend career defining xD Get a grip on yourself scapejunkie
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Future Update Discussions
Only checking I suppose? updating offers would be so nice
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Electronic Music
https://soundcloud.com/kaotek-wreckords/johnny-sideways-burn-this johnny sideways burn this break https://soundcloud.com/kaotek-wreckords/busmonitor-structures Busmonitor - structures. KEKEKE DANCE ALL DAY ALL NIGHT \:D/
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Post all RS Screenshots, Videos, and Sounds here!
rip portents & people risking believing they can rely on them. Yes, they suck in PvP. Wish we could use teleblock spell instead to make divination items work -50 percent when the spells active. Put the player at a disadvantage yourself is way more fun then being forced into cooldown timers, etc :'( PRO PK IM JELLY ETC
- Cool Menageries?
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Item Discussion & Price-checking
1.246.982 CIRC 3.213.845 TORSO 2.402.813 SKIRT Dslayer INB
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Evolution of PVP combat!
- Quake wasn't initially buffed due to the 10% defence reduction it gives. We don't want just another hurricane. It should do more than just lower stats so i'll look into that as overloads just directly counter this. - Regarding havoc/decimate & smash/cleave - It looks like the best course of action is to remove the 2h requirement on smash as no other class has this dependency on their prayer removal ability. I'll have to look into this one however as I have no idea what animation will play if you try to do smash with a longsword 0.0 - I actually nerfed wild magic, I didn't buff it :P I only updated the tool tip to accurately describe what it does. However....you are correct in that the lower end of the ability needs to be changed to make it less reliable. I shall go back to the balancing sheets for this one. - Indeed slaughter does tick for one cycle less than the other bleeds. However, the total damage for the ability is unchanged. We take the damage and divide it by the number of ticks. I can increase this to 5 like the other bleeds but it would lower the per tick damage. Are you happy with this change? - I will investigate the AoE pattern of tsunami and cleave for you, it's something that does come up often. - Bakriminal bolts will be switchable in combat soon. - The deadshot/massicre nerf was un-intentional as was a result of a bug fix. These should revert back next beta update. - Conc. blast and sonic wave have been balanced to have the same DPM. You've not taken into account that conc. blast is channeled and takes longer to do than sonic wave. 2 hits of conc. blast is roughly the same as sonic wave which, given your number there, is about right :) - The fact that stun/interrupt abilities for mage and range no longer do damage vs monsters who are not stunned is a good point to bring up with respect to rotations. How does 100% WD in PvM sound? This was changed due to the inconsistency with melee stuns. The change suggested above would be universal across all styles. - The dom tower gloves were made for you to counter the style that will own you. This makes them more defensive than offensive. We can go back to the drawing board on those and make them offensive if you guys would prefer :) - The PvP armour change was to combat multiple problems in PvP. 1. Damage reduction was needed. Outgoing damage rates are balanced for PvM and players just don't have the kind of health pool that a boss has. 2. There was a strong demand for lowering the life point contribution on armour in PvP, effectively collapsing the tiers closer together meaning you don't get insta owned by the guy in armour 1 tier above you. 3. This gives us an opportunity to inject a large amount of rewards into PvP minigames. 4. Fundamentally damage rates and patters in PvP differ hugely from those in PvM. Having PvP specific armour allows us to keep both systems on the same core combat system by tweaking specific armour. With respect to the void changes, it is still what it always has been glass cannon gear. The fact that it provides less LP in PvM shouldn't affect you much. I also slightly buffed the void effect this update too, nobody seems to have noticed that yet :P That's about it for now from me, I'll get to work on the feedback changes for you guys. Thanks again for the feedback, Pi ------- AWEYEAH
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Evolution of PVP combat!
RIP free seismics & tectonic on beta? @Stun reworks, Pi Hey guys,About time I pitched in I think with where we were coming from with this change, why we made it, why we feel this way is better and how we can continue to evolve this in beta to hopefully suit everybody. The main reason behind moving an actual lock down of the player from a basic to a threshold is a simple case of cost vs reward. We feel that the ability to totally lock down an player and stop them from eating food is something that should have an appropriate cost and as such we moved it from a basic to a threshold. I still feel that is the right place for a stun but from reading this we can look at the way it synergises with anti-stun mechanics and the effectiveness of the stun to get the abilities sat where we want them. I disagree with the statement that the old stuns were fine and I'm sure many others would too. Due to the fact that stuns were basics with relatively short cool downs fights had a tendency to just tunnel vision on stuns/countering stuns meaning fights were less about managing damage and more about managing anticipation and freedom. This actually lowers diversity in combat and leads to a boring combat system. It was also lead to a very poor experience in PvP for anyone who wasn't stun savvy. While I'm very much an advocate of a high skill ceiling in PvP, the system should ease a player into the system and then keep giving them more to work on. Having new players just run away scared because they were stun locked and ko'd in 5 seconds doesn't help the community at all as you'll just run out of PKers eventually. It is in all of your interests to help new players ease into the combat system and we feel this change helps with that. While looking at how to counter this issue there were 2 things we could have done.1. Increase the cooldown on stuns2. Move stuns to thresholdsWe chose moving stuns to thresholds as increasing cooldowns would mess with rotations too much. We still wanted you to have the ability to affect your opponent with a basic though and we wanted you to not lose adrenaline in your rotations so we added the current basics which interrupt your opponent. I want to make it very clear that we are still very much in favor of keeping stuns in the system as we feel they add a lot to the combat system and help provide you with another tool in your arsenal to own ppl. We just don't want it to all be about stuns as there are plenty of other things to master too. What I will look into for the next beta update though is the duration of both stuns and stun immunity. From what I can tell the loss of the 15% adrenaline has lowered your ability to capitise on the stun so increasing the duration to allow 1 more attack might help there. Feel free to pitch in your ideas though! :) Also the amount of stun immunity mechanics we put in to try and help you cope with the previous system seems OTT for the current system. We may need to look into lowering stun immunity duration now it cannot be spammed so much. Of course I will need to keep an eye on how this works in multi but stuns shouldn't be totally taken out of the equation. Keep up the good feedback!Pi-------- I like the adrenaline bar being gone along with the stun reworks & the addition of siphoning (with tresholds later hopefully to steer away from stuns only). Heavy changes though :O
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Cabbage Facepunch Bonanza 14/4/14
Probably discontinued after event I suppose :(?
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Cabbage Facepunch Bonanza 14/4/14
You can now make a 9-way switch instead of a 6-way switch :P this check mod pi twitter, 9way hybrid ples :P WHOA CABBAGE MONKEY CAPE! Seeds from pots & renewing burners are nice. Time to get VIP tickets.
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Runescape, a waste of time?
I am number one pro time waste Proud owner of level 120 bankstander cape. Yes, just like sports, reading books, socializing... A passtime (or a bit of occupational therapy ; )
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Evolution of PVP combat!
i'm off [bleep] now. Crucible seems nice anyone have any pictures? My laptop runs too slow and I have to work anyhow :P RIP op reflect :P I need to test poison and [bleep] I only have 3K super poison x)
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Evolution of PVP combat!
Bleh, wish my laptop could run beta... The changes below are now live in the combat beta. The Crucible The core gameplay of the Crucible has been converted to a mode entitled Bounty Hunter, which differs as follows: Requires no fee to enter. Possible to attack any player. Killing a player not assigned to you and picking up dropped items will incur a 'rogue' penalty, where you are unable to leave the arena for 3 minutes. This is refreshed whenever another item is picked up. The Supreme Hunter is now assigned by finding the Essence of Death within the arena, and killing other players nearby to activate the effect. A new special attack has been added to the 'supreme defender' weapons which summons 10 ghosts. Each one of these imparts 10% damage resistance to the Supreme Hunter and attacks players near the Supreme Hunter. A new interface has been added, showing kill-death ratio in the current round. An icon is now displayed above each player's head, displaying an approximation of their worth, should they be killed. A new Deathmatch Mode has been added, which involves a 30-player battle with safe death and power-ups. A new lobby has been added to the Crucible, allowing access to the new Bounty Hunter and Deathmatch modes. PvP Armour New sets of armour designed for PvP have been added to the game. These have lower life point bonuses, but impart PvP-specific damage reduction. In the beta, pick them up for free from Mr Ex in Edgeville. Multi-Way Wilderness Zones The Wilderness is, once again, divided into single and multi-way combat areas. These are laid out similarly to before, with a few changes to accommodate Warbands. The Single-Way Wilderness toggle ability has been removed. Ability Balancing Magic: Wrack has had its damage reduced to 94% weapon damage and 125% weapon damage vs stunned targets. Impact now does 188% damage vs stun immune targets – otherwise, it binds the target. Combust now does 100-188% weapon damage over time, doubled if the target moves. Sonic Wave now does 157% weapon damage. Concentrated Blast now does 70% weapon damage per hit. Crit chance is unchanged. Detonate's charge time has been halved. If a target is selected when it is used, the area of effect will be that target's position at the time of activation. If not, it will be player-centred, as before. Dragon Breath now fires in a tighter arc, but has a longer range. It also deactivates protection prayers. Melee: Slice now does 94% weapon damage, and its cooldown is linked to Punish. Sever's cooldown has been halved, as has the duration of its debuff. Havoc now does 157% weapon damage, and its cooldown has been shortened. Hurricane now does 219% weapon damage. Dismember now does 100-188% weapon damage over a shorter time, and has a shorter cooldown. Punish's cooldown has been shortened, and linked to that of Slice. Fury now works as a melee version of the Magic ability Concentrated Blast. Decimate now does up to 188% weapon damage, and its cooldown has been lowered. In PvP, it does 244% weapon damage if the target is using a shield. Cleave now does 188% weapon damage. Massacre now does 188% weapon damage instantly, then another 188% weapon damage over 6 seconds. Ranged: Piercing Shot now does 94% weapon damage and 125% weapon damage vs stunned targets. Binding Shot no longer damages non stunned targets. Snipe now has an upper damage limit of 219% weapon damage. It also deactivates the target's protection prayers. Fragmentation Shot now does double damage, rather than triple. Dazing shot now does 157% weapon damage. Needle Strike now does 157% weapon damage. Deadshot now does 188% weapon damage instantly, then another 188% weapon damage over 6 seconds. Defence: Bash now deals damage based on the level of the wielded shield. Revenge misses will now increase the stack effect by 10%. Debilitate's now lasts longer, based on the level of the wielded shield. Reflect's cooldown has been increased to 30 seconds. Stun Mechanics All stuns currently at basic level will bind their target and add an interrupt – this will stop the current attack and put all abilities on cooldown, but still allow the target to eat. Four new threshold stun abilities have been added. Transfigure is now a long interrupt instead of a stun. Asphyxiate and Destroy no longer repetitively stun their targets. Asphyxiate, Destroy and Rapid Fire now bind your target in place when they are first cast. Barge no longer stuns and can be cast without a target, allowing it to be used like Surge. Barge now breaks free from binds (not stuns) and charges at a selected target, dealing up to 125% weapon damage. Other A new ability - Siphon - has been added. This level 20 constitution basic ability leeches up to 10% adrenaline from the target if they have more than the user, and has a one minute cooldown. The dragonfire shield has had its special attack re-implemented, dealing fire magic damage with a 2 minute cooldown between attacks. Bakriminel bolts's old special effects have been re-added. You can select which effect you’d like to apply by right-clicking them. Dominion gloves now reduce damage from the combat style you’re weak against by 1-5% damage each hit. These is a 5% chance they’ll reduce damage by 10-50% instead. Defenders now have a 5% chance to parry melee attacks, reducing the damage by 50-100% and increasing the accuracy of your next attack by 20%. Poison has been improved to be more effective in combat, lasting longer and scaling in damage with the tier of poison used. Phoenix necklaces now have a 1 minute cooldown. Portents of restoration now have a 15 second cooldown.
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Item Discussion & Price-checking
I'll trim your armour hun
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Post all RS Screenshots, Videos, and Sounds here!
[bleep]ing bs I only get shit from sof/th/buyscape
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Inventor Skill Discussion
Same here & lolsof. Noooo it's the only profitable way to craft my r00bies atm :'(
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Inventor Skill Discussion
Playing with invention & transmutation... Power Phoenix necklace - (Pneck + Power ammy) = 2.5 crit allround, one charge which doesn't break. ??? - (Accuracy amulet + Ranging). 4.5 crit, added accuracy to bombardment Strength + Whisper = 4.5 crit, small boost on STR abilities. Strength + Fury = 4.5 crit, small boost on ATT abilities. Magic + Hiss = 4.5 crit, deflects magic DMG to attacker. Defence + Glory = 4.0, 25 armour rating. I hope they rework all amulets. Dragon rider amulet is a step into the right direction.
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Post all RS Screenshots, Videos, and Sounds here!
Erics best friend
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Chaos Dwarves D Pick Hunting.
Handcannon + Cannon just keep afking and you'll get there or blood barra and no, you'll never get it, i'm in the same boat.
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Evolution of PVP combat!
Without ability delay it seems like a nifty item to quikly switch to, get a parried attack + extra accuracy on my planned treshold. If it works out properly ofcourse... https://twitter.com/JagexPi/status/449491318691987456/photo/1/large Tip it Multi wilderness map Multizones coming back :3 Revenants will be reworked soon and pvp armour changes coming to beta :)... Wish my laptop didn't run on 1/3 fps -_- In response to poison getting altered
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Motivation to play - what drives you? (Split from 200M in all skills)
wow this game keeps you from smoking. play4lols