January 18, 200917 yr DO NOT TALK ABOUT WHETHER OR NOT F2P DESERVES ANYTHING HERE - THERE ARE LOTS OF TOPICS FOR THAT SORT OF DISCUSSION. What do you think F2P mage needs? Granted, it's just got FOG equipment, but these require 200 token recharges every few hours, and so aren't that great for regular PKing. Perhaps you think that snare should be given to F2P? Maybe you think wave spells should go to F2P? Personally, I think that F2P magic needs snare, and for FoG tokens/fully charged FoG items to be tradable so you don't have to spend 2-3 hours per death grinding FoG - what about you?
January 18, 200917 yr I would have to say snare is needed the most, bind is just not good enough. Woodcutting does not raise your combat level because most people do not play as yew trees.
January 19, 200917 yr If f2p get teleblock I will hax and get ancients and barrage them to hell :evil: Pureprayer, you're awesome.
January 19, 200917 yr If f2p get teleblock I will hax and get ancients and barrage them to hell :evil: cool dude. OT - As far as "Hand me down" spells go: -Some of member's high level spells would be nice, the wave spells (hit some flippin' 18s-20s instead of those pansy 16s) -A better bind is a must, without it, F2P mages might as well be a steaming pile of [cabbage]. Snare would work. Some "new content" spells -Mid level curses, weakens, and confuses; some type of 10% reduction that uses a combination of 2 chaos, 3 body, and some sort of elemental rune. -A slow down spell, cutting a person's speed (movement) to 66%, heck this would probably be useful and used on member's too. The effect wears off when the person is out of combat for 20 seconds, or 2 minutes during combat, after which the person is immune for 30-45 seconds. IF this was introduced into F2P, then a better bind is not a must. This works just as good. Figure this uses 5 nature runes, 10 mind runes, and 8 earth runes. Some "new content" robes, or "hand me down" members robes -The set would have to increase magic attack by about 30 total -The set would have to have defense of about 20-30 in each category These better robes would decrease the must for the snare. These robes would be non-trade able and only available as a rare drop, some new minigame, or a new quest. Or, they would have to be charged. I don't think that Teleblock is required for F2P; figures that this makes each PVP encounter a death match. I do believe that if the other suggestions were implemented, the 3rd corner of the combat triangle would be much better for levels 60+. 99 dungeoneering achieved, thanks to everyone that celebrated with me! ♪♪ Don't interrupt me as I struggle to complete this thoughtHave some respect for someone more forgetful than yourself ♪♪♪♪ And I'm not doneAnd I won't be till my head falls off ♪♪
January 19, 200917 yr Author -A slow down spell, cutting a person's speed (movement) to 66%, heck this would probably be useful and used on member's too. The effect wears off when the person is out of combat for 20 seconds, or 2 minutes during combat, after which the person is immune for 30-45 seconds. IF this was introduced into F2P, then a better bind is not a must. This works just as good. Figure this uses 5 nature runes, 10 mind runes, and 8 earth runes.You mean like a spell where the opponent is forced to walk, not run? That could be useful, but definitely not a replacement Some "new content" robes, or "hand me down" members robes -The set would have to increase magic attack by about 30 total -The set would have to have defense of about 20-30 in each category These better robes would decrease the must for the snare. These robes would be non-trade able and only available as a rare drop, some new minigame, or a new quest. Or, they would have to be charged.I think the druidic robes are already great armour. Just the constant need for 200 FoG tokens stops me using them regularly. I don't think that Teleblock is required for F2P; figures that this makes each PVP encounter a death match.Teleblock is more for clan PKing. Watching every opponent teleport from fally/varrok wildy is really annoying; and PKing at GDZ is suicide for small clans when there are so few PvP worlds.
January 19, 200917 yr Teleblock, snare/entangle and possibly weaken spells are the only viable options, so they are they only answers you will get that arnt nonsence. Without making member runes f2p, or giving f2p access to staves and member areas, there is nothing that could be given to f2p. On the equipement side, you can put mages in all the fancy robes you want, with f2p spells they still suck. Topic/Failed <--- click for teh free cookies! nom nom nom
January 19, 200917 yr Author I fail to see how this topic is "Failed". Please remember, we're not discussing on what F2P should/will get, rather what F2P magic needs for the combat triangle to be balanced. Whether any of the ideas are implemented is completely irrelevant.
January 19, 200917 yr damage-wise, magic is probably the most efficient thing out there for normal fights. It therefore doesn't really need more incentive to be used, other than perhaps as most others have suggested, upgrading the team abilities offered. That could pay dividends in getting new p2p members as well. Snare, and possibly teleblock to some extent, even just 2.5 mins (a teleblock cast on p2p with a magic prayer used while being cast) would greatly enhance teamplay. Snaring might be the death of f2p clan wars on large scales though, as people would be hit right out of the water (i'm in a larger clan).
January 19, 200917 yr Author damage-wise, magic is probably the most efficient thing out there for normal fights. It therefore doesn't really need more incentive to be used, other than perhaps as most others have suggested, upgrading the team abilities offered. That could pay dividends in getting new p2p members as well.Sure, it's great when in a clan/team, but at the moment, you can't really solo PK as a mage with fire blast/binds. I'm not so sure what you mean by efficiency either -- it's not cheaper and it hits lower (although it is quite accurate). Snare, and possibly teleblock to some extent, even just 2.5 mins (a teleblock cast on p2p with a magic prayer used while being cast) would greatly enhance teamplay.Yeah, that would allow people to get kills while below lv20 wilderness. Snaring might be the death of f2p clan wars on large scales though, as people would be hit right out of the water (i'm in a larger clan).I guess a clan like BK could demolish the best of tanks if they stood still for 10 seconds, but for us smaller clans, we really need the extra no-movement-time. Also, the error message about your target being 'immune' to the binds for the moment is rather silly at the moment. If you get that message, then you've missed the bind and you're target's probably escaped. Oh, and just inquisitive, are you usually a magician/binder while PKing/warring as a clan?
January 19, 200917 yr -A slow down spell, cutting a person's speed (movement) to 66%, heck this would probably be useful and used on member's too. The effect wears off when the person is out of combat for 20 seconds, or 2 minutes during combat, after which the person is immune for 30-45 seconds. IF this was introduced into F2P, then a better bind is not a must. This works just as good. Figure this uses 5 nature runes, 10 mind runes, and 8 earth runes.You mean like a spell where the opponent is forced to walk, not run? That could be useful, but definitely not a replacement Well, that could work too, I supposed (gotta make it so simple :P). I rather like the idea of that spell... would also be useful in BH... lets figure that the higher the person's agility level is, the less likely they'd be hit. 99 dungeoneering achieved, thanks to everyone that celebrated with me! ♪♪ Don't interrupt me as I struggle to complete this thoughtHave some respect for someone more forgetful than yourself ♪♪♪♪ And I'm not doneAnd I won't be till my head falls off ♪♪
January 20, 200917 yr I fail ^Exactly. the f2p combat triangle can not be balanced, and never will be. Its a range and str world. The only way to keep up with a rangers rapid 18s at lvl 99 with addys, would be to either 1. make mage spells faster 2. make mage spells stronger Neither of these will happen, so face it. Mages are forever screwed in f2p. <--- click for teh free cookies! nom nom nom
January 20, 200917 yr the f2p combat triangle can not be balanced, and never will be. Its a range and str world. The only way to keep up with a rangers rapid 18s at lvl 99 with addys, would be to either 1. make mage spells faster 2. make mage spells stronger Neither of these will happen, so face it. Mages are forever screwed in f2p. Are you [developmentally delayed]ed? Mages aren't supposed to beat range! However, its a crime that they can't beat melee like they're supposed to. A mage was never meant to have a bunch of defense either, their defense was to be able to freeze a meleer at a distance and strike without getting hit. So, to make that happen, mages need a longer bind, the ability to hit as high as either style (up to 20, as fast as a scimitar), and maybe higher attack bonuses. 99 dungeoneering achieved, thanks to everyone that celebrated with me! ♪♪ Don't interrupt me as I struggle to complete this thoughtHave some respect for someone more forgetful than yourself ♪♪♪♪ And I'm not doneAnd I won't be till my head falls off ♪♪
January 20, 200917 yr the f2p combat triangle can not be balanced, and never will be. Its a range and str world. The only way to keep up with a rangers rapid 18s at lvl 99 with addys, would be to either 1. make mage spells faster 2. make mage spells stronger Neither of these will happen, so face it. Mages are forever screwed in f2p. Are you [developmentally delayed]? Mages aren't supposed to beat range! However, its a crime that they can't beat melee like they're supposed to. A mage was never meant to have a bunch of defense either, their defense was to be able to freeze a meleer at a distance and strike without getting hit. No, even Jagex said that the combat triangle is nothing more than a guideline, not a rule. So no, he is not [developmentally delayed]ed. So, to make that happen, mages need a longer bind, the ability to hit as high as either style (up to 20, as fast as a scimitar), and maybe higher attack bonuses. [Summoning guide (AOW)] [Slayer guide] [Melee & Brawl player]
January 20, 200917 yr they need: a better robe set. what they have simply isnt good enough. FOG robes simply arent worth it, as you need to recharge them so often. a better hold spell. maybe the next version of holds [i dont remember which hold has which name :P dont use them enough] maybe a new staff aswell thats about all they can get and still be balanced. if they get wave spell's they would be overpowered in f2p, and that would require blood runes aswell. POSSIBLY give them teleblock. I'm gonna be walking down an alley in varrock, and walka is going to walk up to me in a trench coat and say "psst.. hey man, wanna buy some sara brew"walka92- retired with 99 in attack, strength, defence, health, magic, ranged, prayer and herblore and 137 combat. some day i may return to claim 138 combat, but alas, that time has not yet come
January 20, 200917 yr the f2p combat triangle can not be balanced, and never will be. Its a range and str world. The only way to keep up with a rangers rapid 18s at lvl 99 with addys, would be to either 1. make mage spells faster 2. make mage spells stronger Neither of these will happen, so face it. Mages are forever screwed in f2p. Are you [developmentally delayed]? Mages aren't supposed to beat range! However, its a crime that they can't beat melee like they're supposed to. A mage was never meant to have a bunch of defense either, their defense was to be able to freeze a meleer at a distance and strike without getting hit. So, to make that happen, mages need a longer bind, the ability to hit as high as either style (up to 20, as fast as a scimitar), and maybe higher attack bonuses. Replace range with warrior in my post, they still get demolished. change rapid 18s to rapid 25s at 99 str. learn to play. F2P MAGES BLOW. ALWAYS WILL NO MATTER WHAT WITH F2P SPELLS <--- click for teh free cookies! nom nom nom
January 20, 200917 yr Replace range with warrior in my post, they still get demolished. change rapid 18s to rapid 25s at 99 str. learn to play. F2P MAGES BLOW. ALWAYS WILL NO MATTER WHAT WITH F2P SPELLS We know that F2P mages aren't that good. That's why there's this topic asking what needs to happen. Learn to contribute to the discussion. And oh, BTW - Those 25's wouldn't be that rapid if a mage was able to hold the warrier as Jagex intended mages to. 99 dungeoneering achieved, thanks to everyone that celebrated with me! ♪♪ Don't interrupt me as I struggle to complete this thoughtHave some respect for someone more forgetful than yourself ♪♪♪♪ And I'm not doneAnd I won't be till my head falls off ♪♪
January 20, 200917 yr Author Replace range with warrior in my post, they still get demolished. change rapid 18s to rapid 25s at 99 str. learn to play. F2P MAGES BLOW. ALWAYS WILL NO MATTER WHAT WITH F2P SPELLS We know that F2P mages aren't that good. That's why there's this topic asking what needs to happen. Learn to contribute to the discussion. Please, listen to this guy... maybe a new staff aswellThat's interesting. Do you mean a staff with a special effect or just one with slightly higher magic bonuses? The former would be nice, but the latter wouldn't really help IMO.
January 20, 200917 yr ok, ill leave you all to talk about fantasyscape, where Jagex doesnt exist and f2p mages beat f2p warriors. Buff f2p mages all you want, they still suck without a) blood runes B) other spellbooks. and Jagex would never give them either. <--- click for teh free cookies! nom nom nom
January 20, 200917 yr ok, ill leave you all to talk about fantasyscape, where Jagex doesnt exist and f2p mages beat f2p warriors. Buff f2p mages all you want, they still suck without a) blood runes B) other spellbooks. and Jagex would never give them either. This topic isnt about 'what F2p deserve' it's a debate about what introductions if they were made would balance F2p mages against meleers. Woodcutting does not raise your combat level because most people do not play as yew trees.
January 20, 200917 yr Snare is definitely needed. Bind is pretty much useless for stopping an opponent from escaping atm; It's pretty much useless for help YOU escape too... -.- Adding Teleblock would definitely be nice; It would make mages feared (at least a little bit) again. Adding the wave spells would help balance out the f2p triangle at the higher lvls. Currently, a ranger can hit 16 (18's with prayer) using 125 gp arrows, that are reusable, FASTER than a mage hitting 16's with 275-300gp runes that are 1 use each. Melee and range are pretty balanced in f2p (although range does need a better bow for accuracy bonuses). Adding wave spells would also increase the demand on blood runes, and raise the price a bit. ~Fire cape achieved at combat lvl 80~BLOG~blog~BLOG~blog~BLOG~blog~BLOG~blog~BLOG~blog~
January 20, 200917 yr Snare is definitely needed. Bind is pretty much useless for stopping an opponent from escaping atm; It's pretty much useless for help YOU escape too... -.- Adding Teleblock would definitely be nice; It would make mages feared (at least a little bit) again. Adding the wave spells would help balance out the f2p triangle at the higher lvls. Currently, a ranger can hit 16 (18's with prayer) using 125 gp arrows, that are reusable, FASTER than a mage hitting 16's with 275-300gp runes that are 1 use each. Melee and range are pretty balanced in f2p (although range does need a better bow for accuracy bonuses). Adding wave spells would also increase the demand on blood runes, and raise the price a bit. Agreed. In fact by the time the animation of the bind spell is over...your opponent moves again...and in 1 on 1 battles....its useless.. you like pudding....me too[hide=More Friend Codes coming soon -.- (some are now included cmon pm me
January 21, 200917 yr Snare is definitely needed. Bind is pretty much useless for stopping an opponent from escaping atm; It's pretty much useless for help YOU escape too... -.- Adding Teleblock would definitely be nice; It would make mages feared (at least a little bit) again. Adding the wave spells would help balance out the f2p triangle at the higher lvls. Currently, a ranger can hit 16 (18's with prayer) using 125 gp arrows, that are reusable, FASTER than a mage hitting 16's with 275-300gp runes that are 1 use each. Melee and range are pretty balanced in f2p (although range does need a better bow for accuracy bonuses). Adding wave spells would also increase the demand on blood runes, and raise the price a bit. Agreed. In fact by the time the animation of the bind spell is over...your opponent moves again...and in 1 on 1 battles....its useless.. For one on one battles yeah, but bind is already incredibly effective in clan wars, particularly large ones. Snare would be quite overpowered in those situations. "It's not a rest for me, it's a rest for the weights." - Dom Mazzetti
January 21, 200917 yr Author Snare is definitely needed. Bind is pretty much useless for stopping an opponent from escaping atm; It's pretty much useless for help YOU escape too... -.- Adding Teleblock would definitely be nice; It would make mages feared (at least a little bit) again. Adding the wave spells would help balance out the f2p triangle at the higher lvls. Currently, a ranger can hit 16 (18's with prayer) using 125 gp arrows, that are reusable, FASTER than a mage hitting 16's with 275-300gp runes that are 1 use each. Melee and range are pretty balanced in f2p (although range does need a better bow for accuracy bonuses). Adding wave spells would also increase the demand on blood runes, and raise the price a bit. Agreed. In fact by the time the animation of the bind spell is over...your opponent moves again...and in 1 on 1 battles....its useless.. For one on one battles yeah, but bind is already incredibly effective in clan wars, particularly large ones. Snare would be quite overpowered in those situations.What do you suggest Y Guy? Another spell that's between bind and snare? Or something completely new that would have the same effect on solo PKing as it would on clan PKing
January 22, 200917 yr Well the thing is, Mages in F2P are simply not meant for 1v1's. They are meant for team pking, in Jagex's Kbase they hint at mages being the most affective in teams. As soon as you get a team of 4-6 with one or two mages, you become indestructible. For the sole reason that you are dealing constant damage, and the person you are attacking is trying to run away or constantly eating so they can't attack you. Last time I went pking we had a team of 15, about four mages and we completely ripped apart Falador. Also have you ever seen teams of mages only? Trust me getting hit by 5+ fire blasts ever second or so is not pleasant. So I think F2P mages are pretty darn good. But for the Snare and TeleBlock thing... I think Snare has to be introduced, the current bind is useless. The person is running and a couple steps ahead of you, you bind and than get in about one hit before they are free. That said, again I bring up the point of teams. In a team as soon as you bind your whole team piles the person and they are pretty much gone. For teleblock, we definitely need that lol. So all that said, I think F2P mages are pretty well buffed, but in a 1v1 you are completly useless. I do think in the area of single battles Mages need to be revamped.
January 22, 200917 yr Author Well the thing is, Mages in F2P are simply not meant for 1v1's. They are meant for team pking, in Jagex's Kbase they hint at mages being the most affective in teams. As soon as you get a team of 4-6 with one or two mages, you become indestructible. For the sole reason that you are dealing constant damage, and the person you are attacking is trying to run away or constantly eating so they can't attack you. Last time I went pking we had a team of 15, about four mages and we completely ripped apart Falador. Also have you ever seen teams of mages only? Trust me getting hit by 5+ fire blasts ever second or so is not pleasant. So I think F2P mages are pretty darn good. But for the Snare and TeleBlock thing... I think Snare has to be introduced, the current bind is useless. The person is running and a couple steps ahead of you, you bind and than get in about one hit before they are free. That said, again I bring up the point of teams. In a team as soon as you bind your whole team piles the person and they are pretty much gone. For teleblock, we definitely need that lol. So all that said, I think F2P mages are pretty well buffed, but in a 1v1 you are completly useless. I do think in the area of single battles Mages need to be revamped.I very much agree with that, although I do think that it is unfair that a style of combat can only be used for clan/team PKing. Do you have any suggestions as to how 1v1 magic could be buffed without overpowering clan/team PKing?
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