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Triangle Rebalance blurb


Kalafai

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Well, want to work on this more, but giving it a start. Describing what each of the triangles are, what the ideas of where they should have gone could have been, and what I think is cool.

 

Melee.

 

Due to how popular, and indeed how balanced everything is to it currently, I'd say keep what is being used now, minus defense, doing whatever major update to that as would happen. But there are aspects of melee not used, such as hammers and shortswords. Indeed, every weapon worth it's salt is slashing. Slashing just does the most damage currently, and is extra strong against mages (though I would keep that with my later suggestions) But piercing and crush are out for now.

 

Crush. It's the anti-melee melee-damage type. It's countered by going with square shields rather than kites, and chain rather than plate... in some aspects of f2p pvp... maybe. I suggest a mere rebalanced so crush is enough of a threat to prep against, sacrificing the versatility of slash, for more damage potential.

 

Stab. Well... we use it against dragons... possibly accidentally while trying to poison things? Perhaps leaving dragonhide a bit weaker to this would work out just a bit. Would do well as a counter to chain and square shields with crush accentuated.

 

Range.

 

Alright, right now, it's safespot, or maybe get one or two hits before becoming a fragile melee choice. I'd love for rangers to have the potential to take down some medium level things before even being reached. Heavy armour is always their weakness when dealing damage, and that is the purview of melee players. Right now damage is less than melee, but less risk. Attacks range from heavy hitting to fastest in the game, currently. Personally, I'd like to keep rangers at range, but not by safespoting. I see this as the perfect place for summons, providing a blocker while the ranger does his thing. Yes, I realize that the hunter 's pet from WoW does much the same thing, but so does the warrior, palladin, bear druid... filling the roll of mobile fortifications to hold the enemy at bay while it's riddled with arrows.

 

Magic.

 

Broke.

 

Yes, I said it, broke.

 

Maybe you can deal some impressive damage with anchients... maybe. But you are weak as all heck, and have nothing to show for it that a whip couldn't match the damage of, that a chinchompa couldn't match the area of. Let's face it, even in mini games, a mage is there for their utility. Slowing other players, and dealing a more indiscriminate sort of damage. Even their armour is weak vs. the default of melee, and while rangers have the advantage, melee can stack that advantage on their own by wearing ranging gear.

 

The point magic should occupy on the triangle is weak vs range, strong vs melee. Right now they are flimsy rangers.

 

I propose magic to do low damage at high range. Thus, a ranger just has to stay at range, and they can sweat off all the damage the mage can deal.

 

I propose magic to do high damage at melee. Thus, when a melee closes with them, it turns into a quick race for damage. One the mage will win.

 

I'm proposing a falloff for magic damage based on distance. You can be safe like the ranger, but ineffectual, or fearing for your life soaking up damage, but melting through enemas left and right, with a balance somewhere in the middle there.

 

It could be as "simple" as that. But I think it should more be divided into current spells, such as the strikes and waves, and shielding effects that clearly dictate the exact why of not wanting to stand directly in front of the person shoving fire in your face.

 

 

Sorry for being incoherent and poorly worded, but I do plan on returning and fleshing out my ideas better at a later time when I've taken more thought to this.

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Your idea for magic is an intresting one that i like the sound of, however pvp isn't the only area that mages need to be enhanced in, nobody mages any form of monster except barrows, Rex and metal dragons. I think thats a problem. Surely as the majority of monsters are mellee they should be weak to magic? Certainly deamons, METAL dragons, all forms of knights, elementals 9as lnog as you use the right type of spell) the list goes on should all be affewcted heavily. On thing that could be added is an item that adds a proportion of the runes you used to the drop pile so if you used 30 air blasts you might get 10 death runes from the kill.

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