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A Way To Help Out Mages


sa121

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So, a lot of people think magic needs a boost compared to melee and range; many times, these arguments come down to cost and inventory spaces taken up by runes. Runes are, as you all know, what enable a mage to cast their spells, but they can be very limiting too. If you run out of runes, well, you have nothing except maybe banging someone with a staff. Runes are also very expensive, with higher leveled spells costing almost 2K a cast. So, I think one of the best ways to help out magic would be to cut out some runes from magic.

 

 

 

What about the runecrafting skill, you say? Well, runes will only partly be cut out from magic. You see, my suggestion is that you can go to the (Magic tutor? Someone in the Magic Guild?) and they will offer to teach you how to cast spells without runes. However, doing this will cost you. You will need to give the mage (100K, 500K?) of a type of rune to be able to have infinite uses of that rune. Combo runes will only be able to pay for one type of rune, not both, i.e, you pay 100K dust runes, you have to choose between infinite earths or airs, not both. Also, when you cast spells with no runes you get reduced experience (1/5? 1/8? 1/10? Even less?) to further entice people to use magic the traditional way (with runes) to help make sure runecrafting doesn't go extinct. When you cast spells using runes (there would be a toggle on/off switch in the magic panel if you want to use your infinite runes or not; I'd make a picture but I can't draw for my life) you will get full experience so those training will still buy runes. Also, thanks to a suggestion from zaaps1 & sadukar123, you can only use this feature with combat related runes (Airs, earths, fires, waters, deaths, minds, chaos, bloods, souls, and body).

 

 

 

So, that's basically my idea; I'm trying to remove the magic skills dependency on runes; however you can tell I'm trying to decide on some values. I'm also wondering if it should be per rune or per spell; i.e, you pay 100K ice barrages for infinite ice barrage casts, but you don't get infinite waters, deaths or bloods out of that deal too. I'm open to constructive criticism, ideas, and comments, so post away! Also, please give your opinion on some of the values that I'm questioning; that'd be appreciated greatly.

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i think thts a bit to much trouble to go through just to make mage seem a but more "balanced". although i do say that ur idea has some good points, i don't really think it wud b as practical as just using up 3 inventory spaces for runes and an infinite type rune magic staff

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So, a lot of people think magic needs a boost compared to melee and range; many times, these arguments come down to cost and inventory spaces taken up by runes. Runes are, as you all know, what enable a mage to cast their spells, but they can be very limiting too. If you run out of runes, well, you have nothing except maybe banging someone with a staff. Runes are also very expensive, with higher leveled spells costing almost 2K a cast. So, I think one of the best ways to help out magic would be to cut out runes from magic.

 

 

 

What about the runecrafting skill, you say? Well, runes will only partly be cut out from magic. You see, my suggestion is that you can go to the (Magic tutor? Someone in the Magic Guild?) and they will offer to teach you how to cast spells without runes. However, doing this will cost you. You will need to give the mage (100K, 500K?) of a type of rune to be able to have infinite uses of that rune. Combo runes will only be able to pay for one type of rune, not both, i.e, you pay 100K dust runes, you have to choose between infinite earths or airs, not both. Also, when you cast spells with no runes you get reduced experience (1/5? 1/8? 1/10? Even less?) to further entice people to use magic the traditional way (with runes) to help make sure runecrafting doesn't go extinct. When you cast spells using runes (there would be a toggle on/off switch in the magic panel if you want to use your infinite runes or not; I'd make a picture but I can't draw for my life) you will get full experience so those training will still buy runes.

 

 

 

So, that's basically my idea; I'm trying to remove the magic skills dependency on runes; however you can tell I'm trying to decide on some values. I'm also wondering if it should be per rune or per spell; i.e, you pay 100K ice barrages for infinite ice barrage casts, but you don't get infinite waters, deaths or bloods out of that deal too. I'm open to constructive criticism, ideas, and comments, so post away!

 

 

 

I personally,dont like the smell of that idea.I would kill myself as a runecrafter lol,i dont like the addition to ur solution,i think it kills everything they did in game previously.

 

 

 

Just my oppinion.By the way,u got an interesting idea indeed

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Hmm... I like the idea actually. Simple, yet works to help out the mages :thumbsup:

 

 

 

I support

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So basically for millions you can use any spell for no cost?

 

No Support

 

Nice contradiction there. Anyways, thanks for the comments; to those who don't like it? Why exactly? What could make it better. Also, if some people could give opinions on what values I should stick to for mage experience gained, amount of runes per, or whether or not to make it per spell or per rune, that'd be appreciated.

 

 

 

 

I personally,dont like the smell of that idea.I would kill myself as a runecrafter lol,i dont like the addition to ur solution,i think it kills everything they did in game previously.

 

 

 

Just my oppinion.By the way,u got an interesting idea indeed

 

I'm not quite sure what you meant by the bolded part; could you please elaborate?

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Most of the money from RC come from Laws and Natures anyway...

 

 

 

As long as Natures, Laws, Astrals, Cosmics aren't messed with, it won't screw up RC that much.

 

 

 

This should not be allowed to be used in PvP though. Or only at half strength.

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Dragon: Dragon Platelegs x2 , Dragon Plateskirt x2, Dragon Boots x38, Dragon Med Helm x4, Shield left half x3

Godwars: Godsword shard x13, Bandos Hilt x3, Bandos Chestplate x6, Bandos Tassets x4, Bandos Boots x5, Saradomin Sword x1, Zamorakian Spear x1,. Armadyl Helm x2, Armadyl chestplate x2.

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As long as Natures, Laws, Astrals, Cosmics aren't messed with, it won't screw up RC that much.

 

 

 

I agree, this should be for combat runes and elemental runes only, and maybe also "cursing" runes (bodies and souls). This way, runecrafters can still make their money.

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Not a bad idea IMO, but I think it could be developed more.

 

 

 

Give something definite, not vague. 1/5 and 1/10 is a big difference, you know.

 

I'm going vague at the moment because I want opinions on what a good value should be; should it be 1/5? 1/10? Would it be underpowered? Overpowered? I need opinions.

 

 

 

Most of the money from RC come from Laws and Natures anyway...

 

 

 

As long as Natures, Laws, Astrals, Cosmics aren't messed with, it won't screw up RC that much.

 

 

 

This should not be allowed to be used in PvP though. Or only at half strength.

 

Hm, that's a good point, and because this is mostly for combat-spells, I think I'll add that in. Thanks. However, I disagree with your second point. The main point of this is to help out mages in PvP situations.

 

 

 

I agree, this should be for combat runes and elemental runes only, and maybe also "cursing" runes (bodies and souls). This way, runecrafters can still make their money.

 

As I said before, I agree with that point; I'll add it in now, thanks.

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Its called RuneScape for a reason.

 

 

 

This idea would fail there are too many reasons for me to start posting them now.

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Its called RuneScape for a reason.

 

 

 

This idea would fail there are too many reasons for me to start posting them now.

 

Oh? Name 10 if there are so many you can't even begin to list them.

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GWD: 3x Saradomin Sword, 2x Saradomin Hilt, 2X B Boots, 1x Tasset, 2X B Plate, 2X Shard, 1X D Med

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99 Untrimmed HP, 0% Pc'd and before Soul Wars -- Trimmed July 1, 2009

First Untrimmed HP Cape to 96 summon, top 300 to 96 summon

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Its called RuneScape for a reason.

 

 

 

This idea would fail there are too many reasons for me to start posting them now.

 

Oh? Name 10 if there are so many you can't even begin to list them.

 

 

 

In your defense, let me say this:

 

 

 

He's suggesting that the cost be 100k to 500k of that rune. Let's think, how many runes would you need for 99 magic? If ice burst is 180 per cast, you'd need about 66k casts.

 

 

 

So think about it, the amount of runes you put it is approximately the same amount of runes you would need to pay for 99 magic using that spell.

 

 

 

And that's a lot of runes.

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Its called RuneScape for a reason.

 

 

 

This idea would fail there are too many reasons for me to start posting them now.

 

 

 

I hate people who say one liners when there is a NEED to back up what you said or to give constructive criticism.

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1. It kills RC'ing. Not straight away but over time.

 

2. It allows you to camp locations for a stupid amount of time

 

3. Take a lot of risk out of PvP for mages and mage/melee or mage/range hybrids

 

4. Enforces the view money = power/exp

 

5. Encourages no-lifing and macro'ing

 

6. To cheap for the rune removal. 900k removes all fire rune usage for a player. Yet to expensive for the spells.

 

7. Reduced exp either kills the idea or makes it unusable for sub 99 magic players.

 

8. Encourages summoning grind (Jagex have made tweaks to discourage this)

 

9. Makes parts of the game too easy. Unlimited veng and/or veng other on bosses anyone?

 

10. Tries to kill the RC'ing - Magic link without involving RC'ing at all.

 

 

 

Thats 10 reasons.

 

 

 

I like the idea, but its lacking far too much at this stage. Why not make it more like the RC'ing staff?

 

 

 

EDIT

 

Instead of simply buying the ability have it interlink with other skills, take up an inventory space or 2.

 

By simply saying hey give mages unlimited runes or casts its completely the opposite of what the game needs.

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    Warrior Ring x8
    Seercull
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    Dragon Boots x4 - all less then 30 kc
    Godsword Shard (bandos)
    Granite Maul x 3

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1. It kills RC'ing. Not straight away but over time. See my post.

 

2. It allows you to camp locations for a stupid amount of time Not like you cannot do that with other combat method anyway. Magic has only...1 robe worth using, guess what? It degrades.

 

3. Take a lot of risk out of PvP for mages and mage/melee or mage/range hybrids No one brings more than 1-200 casts of Barrage anyway. :roll: Most of the risk come from their Ahrim's set.

 

4. Enforces the view money = power/exp ...?

 

5. Encourages no-lifing and macro'ing

 

6. To cheap for the rune removal. 900k removes all fire rune usage for a player. Yet to expensive for the spells. Yeah, who uses Fire runes anyway? How many Fire runes do you have? I know I used to have over 260k (Which is over 9000.), which I only used perhaps 5k or so on alchs ON SLAYER TASKS. Only other use is Fire wave, which frankly has not much use normally. Alchers use Staff of fire.

 

7. Reduced exp either kills the idea or makes it unusable for sub 99 magic players. It only reduces the base xp, :wall: you still get damage XP.

 

8. Encourages summoning grind (Jagex have made tweaks to discourage this) I don't see rock lobsters nerfed. So there's no "grind nerf" for summoning.

 

9. Makes parts of the game too easy. Unlimited veng and/or veng other on bosses anyone? Guess what? Vengeance takes food to use, else you'd be enjoying a quick death, and way to not read our posts before posting. We weren't advocating infinite Astrals. :roll:

 

10. Tries to kill the RC'ing - Magic link without involving RC'ing at all. Repeat of #1. :roll:

 

 

 

Thats 10 reasons. That's 9 illogical reasons.

 

 

 

I like the idea, but its lacking far too much at this stage. Why not make it more like the RC'ing staff?

 

 

 

EDIT

 

Instead of simply buying the ability have it interlink with other skills, take up an inventory space or 2.

 

By simply saying hey give mages unlimited runes or casts its completely the opposite of what the game needs.

 

 

 

 

 

 

This should not be allowed to be used in PvP though. Or only at half strength.

 

Hm, that's a good point, and because this is mostly for combat-spells, I think I'll add that in. Thanks. However, I disagree with your second point. The main point of this is to help out mages in PvP situations.

 

 

 

 

Point is, people really complain about the training price of Magic, which is really really expensive unless you go with ultra slow method. Ancient in combat is quite cheap if you compare potential losses vs. gains.

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Drops:

Misc: Abyssal Whip x28 , Dark Bow x5, Beserker Ring x3, Warrior ring x1

Dragon: Dragon Platelegs x2 , Dragon Plateskirt x2, Dragon Boots x38, Dragon Med Helm x4, Shield left half x3

Godwars: Godsword shard x13, Bandos Hilt x3, Bandos Chestplate x6, Bandos Tassets x4, Bandos Boots x5, Saradomin Sword x1, Zamorakian Spear x1,. Armadyl Helm x2, Armadyl chestplate x2.

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[hide=Long quote]

1. It kills RC'ing. Not straight away but over time. See my post.

 

2. It allows you to camp locations for a stupid amount of time Not like you cannot do that with other combat method anyway. Magic has only...1 robe worth using, guess what? It degrades.

 

3. Take a lot of risk out of PvP for mages and mage/melee or mage/range hybrids No one brings more than 1-200 casts of Barrage anyway. :roll: Most of the risk come from their Ahrim's set.

 

4. Enforces the view money = power/exp ...?

 

5. Encourages no-lifing and macro'ing

 

6. To cheap for the rune removal. 900k removes all fire rune usage for a player. Yet to expensive for the spells. Yeah, who uses Fire runes anyway? How many Fire runes do you have? I know I used to have over 260k (Which is over 9000.), which I only used perhaps 5k or so on alchs ON SLAYER TASKS. Only other use is Fire wave, which frankly has not much use normally. Alchers use Staff of fire.

 

7. Reduced exp either kills the idea or makes it unusable for sub 99 magic players. It only reduces the base xp, :wall: you still get damage XP.

 

8. Encourages summoning grind (Jagex have made tweaks to discourage this) I don't see rock lobsters nerfed. So there's no "grind nerf" for summoning.

 

9. Makes parts of the game too easy. Unlimited veng and/or veng other on bosses anyone? Guess what? Vengeance takes food to use, else you'd be enjoying a quick death, and way to not read our posts before posting. We weren't advocating infinite Astrals. :roll:

 

10. Tries to kill the RC'ing - Magic link without involving RC'ing at all. Repeat of #1. :roll:

 

 

 

Thats 10 reasons. That's 9 illogical reasons.

 

 

 

I like the idea, but its lacking far too much at this stage. Why not make it more like the RC'ing staff?

 

 

 

EDIT

 

Instead of simply buying the ability have it interlink with other skills, take up an inventory space or 2.

 

By simply saying hey give mages unlimited runes or casts its completely the opposite of what the game needs.

 

 

 

 

 

 

This should not be allowed to be used in PvP though. Or only at half strength.

 

Hm, that's a good point, and because this is mostly for combat-spells, I think I'll add that in. Thanks. However, I disagree with your second point. The main point of this is to help out mages in PvP situations.

 

 

 

 

Point is, people really complain about the training price of Magic, which is really really expensive unless you go with ultra slow method. Ancient in combat is quite cheap if you compare potential losses vs. gains.

[/hide]

 

1. I did read your post about 5 times. It doesn't not kill RC'ing. 1 off cost and trade vs 1000's of small costs and trades, which are people going to pick? Hence theres going to be a massive need for runes for the first month then very little once everyone has brought the ability.

 

2. Think bones to peaches at no cost, bursting/barraging rock lobsters at only the cost of prayer pots, maging the dk's at the cost of the supplies, etc.

 

3. 200 barrages is what 600k? Which doesn't get kept if your not skulled regardless.

 

4. The game shouldn't be about simply buying exp which is what this will do.

 

6. So everyone always takes a fire staff with them and not fire runes? Smoke spells use fires as do god spells and like you said fire combat spells. Same goes for the rest though you could wipe out the need to elemental runes with a few million.

 

7. In that case see 2.

 

8. The moved them around a little bit to make it harder to collect the charms without taking damage or triggering them to attack you.

 

9. I always thought veng worked with prayer on npcs #-o

 

10. The link not the fact that it kills the other skill. Spells like Ourania Teleport and Magic Imbue are directly tied to RC'ing. Why would you be able to have infinite amounts of runes without the runecrafting skill involved? It seems logical.

 

 

 

There are better and more interesting ways you could help magic out without having to remove runes completely.

 

Similar to how ava's accumulator didn't remove arrows simply removed some of the hassle as well as adding some rules/restrictions.

 

 

 

You fail to mention nature runes as they can be considered a combat rune due to bind and so on theres tons of bugs which would plague this idea, which is why it would fail.

[hide=Drops]

  • Dragon Axe x11
    Berserker Ring x9
    Warrior Ring x8
    Seercull
    Dragon Med
    Dragon Boots x4 - all less then 30 kc
    Godsword Shard (bandos)
    Granite Maul x 3

Solo only - doesn't include barrows[/hide][hide=Stats]

joe_da_studd.png[/hide]

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[hide=Long quote]
1. It kills RC'ing. Not straight away but over time. See my post.

 

2. It allows you to camp locations for a stupid amount of time Not like you cannot do that with other combat method anyway. Magic has only...1 robe worth using, guess what? It degrades.

 

3. Take a lot of risk out of PvP for mages and mage/melee or mage/range hybrids No one brings more than 1-200 casts of Barrage anyway. :roll: Most of the risk come from their Ahrim's set.

 

4. Enforces the view money = power/exp ...?

 

5. Encourages no-lifing and macro'ing

 

6. To cheap for the rune removal. 900k removes all fire rune usage for a player. Yet to expensive for the spells. Yeah, who uses Fire runes anyway? How many Fire runes do you have? I know I used to have over 260k (Which is over 9000.), which I only used perhaps 5k or so on alchs ON SLAYER TASKS. Only other use is Fire wave, which frankly has not much use normally. Alchers use Staff of fire.

 

7. Reduced exp either kills the idea or makes it unusable for sub 99 magic players. It only reduces the base xp, :wall: you still get damage XP.

 

8. Encourages summoning grind (Jagex have made tweaks to discourage this) I don't see rock lobsters nerfed. So there's no "grind nerf" for summoning.

 

9. Makes parts of the game too easy. Unlimited veng and/or veng other on bosses anyone? Guess what? Vengeance takes food to use, else you'd be enjoying a quick death, and way to not read our posts before posting. We weren't advocating infinite Astrals. :roll:

 

10. Tries to kill the RC'ing - Magic link without involving RC'ing at all. Repeat of #1. :roll:

 

 

 

Thats 10 reasons. That's 9 illogical reasons.

 

 

 

I like the idea, but its lacking far too much at this stage. Why not make it more like the RC'ing staff?

 

 

 

EDIT

 

Instead of simply buying the ability have it interlink with other skills, take up an inventory space or 2.

 

By simply saying hey give mages unlimited runes or casts its completely the opposite of what the game needs.

 

 

 

 

 

 

This should not be allowed to be used in PvP though. Or only at half strength.

 

Hm, that's a good point, and because this is mostly for combat-spells, I think I'll add that in. Thanks. However, I disagree with your second point. The main point of this is to help out mages in PvP situations.

 

 

 

 

Point is, people really complain about the training price of Magic, which is really really expensive unless you go with ultra slow method. Ancient in combat is quite cheap if you compare potential losses vs. gains.

[/hide]

 

1. I did read your post about 5 times. It doesn't not kill RC'ing. 1 off cost and trade vs 1000's of small costs and trades, which are people going to pick? Hence theres going to be a massive need for runes for the first month then very little once everyone has brought the ability. I don't see infinite Natures or laws

 

2. Think bones to peaches at no cost, bursting/barraging rock lobsters at only the cost of prayer pots, maging the dk's at the cost of the supplies, etc. :roll: Read again. Someone's not reading again.

 

3. 200 barrages is what 600k? Which doesn't get kept if your not skulled regardless. 400k :roll: Hardly a huge amount compared to the risk of Ahrim's set.

 

4. The game shouldn't be about simply buying exp which is what this will do.

 

6. So everyone always takes a fire staff with them and not fire runes? Smoke spells use fires as do god spells and like you said fire combat spells. Same goes for the rest though you could wipe out the need to elemental runes with a few million. Yeah, how often are God spells used besides COG? Smoke barrage uses a whopping...4 Fire runes. Again, Fire wave is almost useless normally. How often are you going to use millions worth of Fire runes? Not very.

 

7. In that case see 2. Gee, melee and range can so train at no cost too!

 

8. The moved them around a little bit to make it harder to collect the charms without taking damage or triggering them to attack you. No. They only moved the 7 spot, which is [developmentally delayed]ed, you ALWAYS SHOULD BE USING THE NINE SPOT.

 

9. I always thought veng worked with prayer on npcs #-o No. Even then you still need runes. :roll: Read our post again.

 

10. The link not the fact that it kills the other skill. Spells like Ourania Teleport and Magic Imbue are directly tied to RC'ing. Why would you be able to have infinite amounts of runes without the runecrafting skill involved? It seems logical. Seems illogical you refused to read our posts.

 

 

 

There are better and more interesting ways you could help magic out without having to remove runes completely.

 

Similar to how ava's accumulator didn't remove arrows simply removed some of the hassle as well as adding some rules/restrictions.

 

 

 

You fail to mention nature runes as they can be considered a combat rune due to bind and so on theres tons of bugs which would plague this idea, which is why it would fail.

 

Who trains with Bind. Seriously, think of what you are saying.

 

sadukar123.jpg

sadukar123.png

Drops:

Misc: Abyssal Whip x28 , Dark Bow x5, Beserker Ring x3, Warrior ring x1

Dragon: Dragon Platelegs x2 , Dragon Plateskirt x2, Dragon Boots x38, Dragon Med Helm x4, Shield left half x3

Godwars: Godsword shard x13, Bandos Hilt x3, Bandos Chestplate x6, Bandos Tassets x4, Bandos Boots x5, Saradomin Sword x1, Zamorakian Spear x1,. Armadyl Helm x2, Armadyl chestplate x2.

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1. It kills RC'ing. Not straight away but over time.

 

It won't. What are the main runes for RC? Laws, nats, astrals, and cosmics. Anything else isn't worth crafting (even deaths, because at that point it's a better idea to ZMI to 91). So if only combat runes were able to receive this bonus, RC'ers would still make money off laws, nats, astrals, and cosmics. Plus when the soul altar is released, they have that too.

 

2. It allows you to camp locations for a stupid amount of time

 

You already can. Just take 100k runes.

 

3. Take a lot of risk out of PvP for mages and mage/melee or mage/range hybrids

 

It actually gives MORE risk. You already gave up your runes. If you go Ice bursting now, what happens? You might have some runes left over. But if you've already given all of them up, you've already lost everything.

 

4. Enforces the view money = power/exp

 

I don't understand this, sorry. Can you explain it to me more?

 

5. Encourages no-lifing and macro'ing

 

You already can do this. Just take huge stacks of the runes.

 

6. To cheap for the rune removal. 900k removes all fire rune usage for a player. Yet to expensive for the spells.

 

What? Same as 5, I don't understand your point, sorry.

 

7. Reduced exp either kills the idea or makes it unusable for sub 99 magic players.

 

Don't reduce the xp, you don't need to.

 

8. Encourages summoning grind (Jagex have made tweaks to discourage this)

 

Ok fine, it does encourage people to ice burst rock lobsters more, but they already can stay there for a while, since runes aren't the limiting factor, prayer is.

 

9. Makes parts of the game too easy. Unlimited veng and/or veng other on bosses anyone?

 

Veng requires Astrals, which aren't a combat rune. Plus, even if it was, you've already given up so many astrals, so you've already lost all the runes.

 

10. Tries to kill the RC'ing - Magic link without involving RC'ing at all.

 

Same as 1.

 

 

 

 

1. I did read your post about 5 times. It doesn't not kill RC'ing. 1 off cost and trade vs 1000's of small costs and trades, which are people going to pick? Hence theres going to be a massive need for runes for the first month then very little once everyone has brought the ability.

 

But see my post. Once again, combat runes only. RC'ers would just craft nats and stuff.

 

2. Think bones to peaches at no cost, bursting/barraging rock lobsters at only the cost of prayer pots, maging the dk's at the cost of the supplies, etc.

 

B2P requires nats, which aren't a combat rune.

 

 

 

You're wrong about bursting. It does cost a lot. If it's 66k casts to 99 magic, that's what? 132k chaos? If you have to give up 200k chaos for this ability, you've already paid for the chaos runes. So you're still paying for the casts.

 

3. 200 barrages is what 600k? Which doesn't get kept if your not skulled regardless.

 

You've paid for the runes already. That's what I'm trying to say. If you need to give up 200k runes, you aren't getting those runes back. They're gone forever. You've already "lost" those runes.

 

4. The game shouldn't be about simply buying exp which is what this will do.

 

Buying xp? Like that's not the essence of magic already?

 

6. So everyone always takes a fire staff with them and not fire runes? Smoke spells use fires as do god spells and like you said fire combat spells. Same goes for the rest though you could wipe out the need to elemental runes with a few million.

 

This is a reply to his specific point, so I'll leave it to him.

 

7. In that case see 2.

 

8. The moved them around a little bit to make it harder to collect the charms without taking damage or triggering them to attack you.

 

True, now there's only one space you can stand where none of them attack :(

 

9. I always thought veng worked with prayer on npcs #-o

 

I'm not sure on this myself

 

10. The link not the fact that it kills the other skill. Spells like Ourania Teleport and Magic Imbue are directly tied to RC'ing. Why would you be able to have infinite amounts of runes without the runecrafting skill involved? It seems logical.

 

Both those spells requires astrals, which aren't a combat rune.

 

 

 

You fail to mention nature runes as they can be considered a combat rune due to bind and so on theres tons of bugs which would plague this idea, which is why it would fail.

 

 

 

They're usable in combat, but they aren't a combat rune. There's a difference.

 

 

 

One idea I had was to enchant staves so you can store runes in them. If you have this many "problems" with this idea, why no go for that instead?

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1. So every RC'er just makes astrals, laws and nats? Flooding the market, reducing there price crashing those runes too.

 

2. The only one which is questionable is the B2P. Then if you look at avis they drop them enough to allow for infinite casts.

 

3. You can keep the ahrims set if you die unskulled. You never keep more then 1 of each rune.

 

6. Just because you don't doesn't mean other people don't I personally burnt through 10k of fire runes at barrows last night.

 

7. Magic can be free to train if done right. Range and melee can both cost to train as well.

 

8. You can also 9 spot on that location and it was easier to set up when 9'ing

 

9. Nope you only would need the astrals.

 

10.Who mentioned there should atleast be a RC'ing requirement for this? mmm only me. I'm not refusing to read the posts your simply not thinking out side of ess->runes = RC'ing runes=spells=magic, they interconnect on a deeper level look at lunar.

 

 

 

Your still not getting my point about removing runes being the wrong thing to do.

 

 

 

Bind and the other nature rune combat spells can still be considered a combat spell and therefore according to the logic of "combat runes" would have to be on the list or remove soul runes from the list (as they are the same as body runes on the normal spell book)

 

 

 

Zapps, thanks for thinking more along my lines.

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1. So every RC'er just makes astrals, laws and nats? Flooding the market, reducing there price crashing those runes too. Just about EVERYONE make them right this second.

 

2. The only one which is questionable is the B2P. Then if you look at avis they drop them enough to allow for infinite casts. NATURE IS NOT INFINITE. READ OUR POSTS.

 

3. You can keep the ahrims set if you die unskulled. You never keep more then 1 of each rune. Who PKs while unskulled? ESPECIALLY when ancienting.

 

6. Just because you don't doesn't mean other people don't I personally burnt through 10k of fire runes at barrows last night. Good for you, doesn't mean Fire runes are useful on a wide basis.

 

7. Magic can be free to train if done right. Range and melee can both cost to train as well. Magic can be free to train EXTREMELY SLOWLY. Melee can PROFIT while training with one of the fastest ways.

 

8. You can also 9 spot on that location and it was easier to set up when 9'ing Feels the same for me.

 

9. Nope you only would need the astrals. ...Guess what, Astrals ARE NOT INFINITE. STOP POSTING AND READ OUR POSTS, PLEASE.

 

10.Who mentioned there should atleast be a RC'ing requirement for this? mmm only me. I'm not refusing to read the posts your simply not thinking out side of ess->runes = RC'ing runes=spells=magic, they interconnect on a deeper level look at lunar. Then post it separate instead as an idea instead of as something against it.

 

 

 

Your still not getting my point about removing runes being the wrong thing to do.

 

 

 

Bind and the other nature rune combat spells can still be considered a combat spell and therefore according to the logic of "combat runes" would have to be on the list or remove soul runes from the list (as they are the same as body runes on the normal spell book)

 

 

 

The point of this idea is to balance the cost vs. xp problem Magic suffers. NO ONE TRAINS WITH BIND. Therefore it has NO value in this discussion.

 

 

 

Zapps, thanks for thinking more along my lines.

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1. So every RC'er just makes astrals, laws and nats? Flooding the market, reducing there price crashing those runes too.

 

Very few RC'ers make combat runes. If you asked a whole bunch of RC'ers, you'd find very little crafting chaos, deaths, or bloods. Minds I don't think we need to get into. As for elemental runes, they're crafted for xp, not for money (think earths and fires). True f2p'ers craft airs for money, but it's so little anyway (under 20k per hour), you really shouldn't worry about that (as cruel as it sounds).

 

2. The only one which is questionable is the B2P. Then if you look at avis they drop them enough to allow for infinite casts.

 

Infinite casts=tabs? You just bring along the nats and the others are covered. You've already paid for the other runes.

 

3. You can keep the ahrims set if you die unskulled. You never keep more then 1 of each rune.

 

Right, but you've lost all the runes already.

 

6. Just because you don't doesn't mean other people don't I personally burnt through 10k of fire runes at barrows last night.

 

I'll leave this one to him.

 

7. Magic can be free to train if done right. Range and melee can both cost to train as well.

 

Same as above

 

8. You can also 9 spot on that location and it was easier to set up when 9'ing

 

9. Nope you only would need the astrals.

 

Which takes up most of the cost anyway.

 

10.Who mentioned there should atleast be a RC'ing requirement for this? mmm only me. I'm not refusing to read the posts your simply not thinking out side of ess->runes = RC'ing runes=spells=magic, they interconnect on a deeper level look at lunar.

 

RC as a requirement? I like that, sure.

 

 

 

Your still not getting my point about removing runes being the wrong thing to do.

 

 

 

If it's the ethics you're concerned about, I think Jagex themselves would be the best decider, not us. We should only concern ourselves of if this will work and if it minimizes harm. We shouldn't worry about it being "right" or "wrong", since Jagex can do that for themselves. They only have 2 options, so they don't need help. For the actual suggestion, however, there are uncountable numbers of different ideas that could result, so they DO need our help to target the best options.

 

 

 

Bind and the other nature rune combat spells can still be considered a combat spell and therefore according to the logic of "combat runes" would have to be on the list or remove soul runes from the list (as they are the same as body runes on the normal spell book)

 

 

 

Imo, this should ONLY be for airs, waters, earths, fires, minds, chaos, deaths, and bloods. Nothing else. Everything else does have a place in combat, but not a place in direct combat. Laws, nats, astrals, cosmics, souls, and bodies don't do direct damage, so they therefore are "helper" runes, not "combat" runes. Just my opinion.

 

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sadukar123, I really don't fancy trying to explain the colour grey to you so I'm not going through the hassle of reply to you any more. You've not won its just not worth corrupting this topic arguing about the gray I can see when you've only got black and white in your vision. If you want to continue arguing about it with me PM me.

 

 

 

zapps completely agree with the excluding the non-combat runes.

 

 

 

Back to my original post you can't just say hey I paid x amount of runes not I can magically use a spell without them.

 

There needs to be something wielded which counters the bonus to a degree. Maybe glove, robes and a hat. Each can have 1 enchantment which allows for the the rune. Say top only allowing for bloods, hat chaos and mind, gloves elemental and bottoms deaths. That way you can only have a single element and have to tweak any outfit accordingly.

 

 

 

Like I said make the requirement a mix of magic and runecrafting to ensure it doesn't become an easy option.

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    Godsword Shard (bandos)
    Granite Maul x 3

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Well, that was an interesting read when I first woke up...

 

 

 

sadukar123, I really don't fancy trying to explain the colour grey to you so I'm not going through the hassle of reply to you any more. You've not won its just not worth corrupting this topic arguing about the gray I can see when you've only got black and white in your vision. If you want to continue arguing about it with me PM me.

 

 

 

zapps completely agree with the excluding the non-combat runes.

 

That was mentioned in the original suggestion, credit to both zaaps and sadukar

 

 

 

Back to my original post you can't just say hey I paid x amount of runes not I can magically use a spell without them.

 

There needs to be something wielded which counters the bonus to a degree. Maybe glove, robes and a hat. Each can have 1 enchantment which allows for the the rune. Say top only allowing for bloods, hat chaos and mind, gloves elemental and bottoms deaths. That way you can only have a single element and have to tweak any outfit accordingly.

 

This idea is trying to remove limits for mage, not add them. I appreciate the suggestion though.

 

 

 

Like I said make the requirement a mix of magic and runecrafting to ensure it doesn't become an easy option.

 

Hm, that idea doesn't seem half bad; maybe something along the lines of "you need the required RC level for making X rune to buy infinite of X." i.e, 65 for infinite death runes.

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