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Surge Spells- What About f2p?


ghost4sale1

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@ Sonic,

 

Your solution with magic debalances F2P, then you propose another solution to rebalance it with ranged, leaving melee unbalanced with ranged and magic.

 

I don't see Jagex doing this. They'll either balance the triangle or leave it the way it is. They could also tweak the way spells work in both F2P and P2P so that hits are level dependant.

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Is this really about new spells or the fact the combat system needs fixing?

 

It did start out discussing the spells, but there seems to be a general agreement that introducing the Surge spells would be too radical, not to mention would still fail to address several main weaknesses the Magic system in F2p has. So yes, I think we're now discussing how to strengthen F2p magic to be competitive with other classes above the level 45ish.

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IMo, just give nonmembers splitbark armor,wave spells, and snare and call it a day. Rangers will out dps them because of splitbarks low magic attack,meleers might miss on mage armor for once,and a max of 20 seems fine.

Allowing wizzy mind bombs to raise damage seem fine to me as well,as there is a trade off.

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The main problem with F2P Magic is, in my opinion, the fact that we can't keep meleers at a distance. Bind simply lasts too short. This can easily be fixed by giving F2P Snare and maybe even Entangle. Magic can hit up to 18 now when drinking a Wizard's Mind Bomb. That's a bit on the low side in my opinion, considering spells take 3 seconds to cast, and our accurancy isn't very high either, because in F2P we only have a max of +38 magic attack. So I suggest adding Wave spells to F2P, increasing a mages max hit up to 22 (potted with Wizard's Mind Bomb). This sounds balanced to me.

 

By the way, you people really didn't know you can simply buy Wizard's Mind Bombs in the Falador bar in a F2P world?

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The main problem with F2P Magic is, in my opinion, the fact that we can't keep meleers at a distance. Bind simply lasts too short. This can easily be fixed by giving F2P Snare and maybe even Entangle. Magic can hit up to 18 now when drinking a Wizard's Mind Bomb. That's a bit on the low side in my opinion, considering spells take 3 seconds to cast, and our accurancy isn't very high either, because in F2P because we only have a max of +38 magic attack. So I suggest adding Wave spells to F2P, increasing their max hit up to 22. This sounds balanced to me.

 

By the way, you people really didn't know you can simply buy Wizard's Mind Bombs in the Falador bar in a F2P world?

It's even required for Dragon Slayer. :rolleyes:

 

Also, what about battlestaffs? Are they necessary for F2P magic?

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Why would you want battlestaffs? They give the same amount of magical attack as any other elemental staff.

Oh crap, I didn't realize about their magic attack. Though, their other offensive stats are far higher than normal elemental staffs.

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Why would you want battlestaffs? They give the same amount of magical attack as any other elemental staff.

Oh crap, I didn't realize about their magic attack. Though, their other offensive stats are far higher than normal elemental staffs.

 

But you're not going to melee with a battlestaff :P That would be a stupid thing to do.

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But you're not going to melee with a battlestaff :P That would be a stupid thing to do.

1 attack pures? (Well, they already have talisman staffs, but they're super hard to get...)

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But you're not going to melee with a battlestaff :P That would be a stupid thing to do.

1 attack pures? (Well, they already have talisman staffs, but they're super hard to get...)

 

Do 1 attack pures even exist? They sound stupid. They won't hit high at all because they can't wield any good weapons, and they'll constantly hit an 0 making 1 attack pures very inefficient. They'll get pwned by mages and rangers. Not to mention the training. Remember how many 0's you hit on goblins when you just started playing? A lot.

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Do 1 attack pures even exist? They sound stupid. They won't hit high at all because they can't wield any good weapons, and they'll constantly hit an 0 making 1 attack pures very inefficient. They'll get pwned by mages and rangers. Not to mention the training. Remember how many 0's you hit on goblins when you just started playing? A lot.

I've heard of Obsidian pures, but I'm not sure whether or not they only require 1 attack.

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Give F2P wave spells and rune arrows and yew bows. Also give them Splitbark. However, do NOT give them better bind spells. Having a bind last over 5 seconds would royally FUBAR fights between clans, as usually there are over 50+ people attacking one target, and it's already difficult enough to "tank" for long with a 5 second bind. With a 10 second bind it will become impossible to "tank."

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Do 1 attack pures even exist? They sound stupid. They won't hit high at all because they can't wield any good weapons, and they'll constantly hit an 0 making 1 attack pures very inefficient. They'll get pwned by mages and rangers. Not to mention the training. Remember how many 0's you hit on goblins when you just started playing? A lot.

I've heard of Obsidian pures, but I'm not sure whether or not they only require 1 attack.

 

I thought we were talking about F2P?

 

Give F2P wave spells and rune arrows and yew bows. Also give them Splitbark. However, do NOT give them better bind spells. Having a bind last over 5 seconds would royally FUBAR fights between clans, as usually there are over 50+ people attacking one target, and it's already difficult enough to "tank" for long with a 5 second bind. With a 10 second bind it will become impossible to "tank."

 

If Jagex doesn't give F2P a better bind spell, then they'll still suck as much as they do now. Bind sets effect immediately when you cast the spell. And the spell takes around 3 second to cast, so you have a whopping 2 seconds left to get the hell out of your opponents range. And the duration will be lowered by 50% if they turn on their protection prayer, so you have zero time to run because Bind only lasts for 2.5 seconds while the cast time of Bind is 3 seconds. How are mages supposed to win from meleers then?

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Tbh, splitbark armor/snare/wave spells all sound good for pvp. Max with a rune scim is 26 and it hits at about the same speed (if not faster,) than mage spells. But why stop there? I'm not saying we should introduce ancients into f2p, but how about in the spirit of adding new spells we add some "stun" spells which knock back an opponent for 5 seconds (much like the d spear spec.) These could have a cooldown, be as expensive as a teleblock, and really put some room between the mager and their target. This would even encourage hybriding in f2p, when knocked back, switch to a bow and range them down. Mage does need an update - range is for constant dps, melee is for high hits, mage needs to have it's own style too.

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Give F2P wave spells and rune arrows and yew bows. Also give them Splitbark. However, do NOT give them better bind spells. Having a bind last over 5 seconds would royally FUBAR fights between clans, as usually there are over 50+ people attacking one target, and it's already difficult enough to "tank" for long with a 5 second bind. With a 10 second bind it will become impossible to "tank."

 

50+ people on 50+ people for example. It's impossible to have an all-mage clan, and even if it is possible, not everyone would bind at the same time, leaving some warriors a chance to get up close and slaughter the mages. So even if some people were snared for "10" seconds (in reality approx. 7 seconds), others would still be able to charge and fight.

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  • 2 weeks later...
Tbh, splitbark armor/snare/wave spells all sound good for pvp. Max with a rune scim is 26 and it hits at about the same speed (if not faster,) than mage spells. But why stop there? I'm not saying we should introduce ancients into f2p, but how about in the spirit of adding new spells we add some "stun" spells which knock back an opponent for 5 seconds (much like the d spear spec.) These could have a cooldown, be as expensive as a teleblock, and really put some room between the mager and their target. This would even encourage hybriding in f2p, when knocked back, switch to a bow and range them down. Mage does need an update - range is for constant dps, melee is for high hits, mage needs to have it's own style too.
Knock back to Bind/Snare in addition to the 5/10 second hold would be good. Stronger the hold spell, the further they get knocked back.

 

Off Topic: I've always wondered, why doesn't the Magic prayers boost the damage? Melee and Ranged prayers do. <_<

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Giving them members spells isn't the answer; this will just get people angry. Sees all has made an excellent suggestion for a new spellbook, which gives benefits to F2P and P2P mages. This way you keep the peac, and a lot of the combat spells will help to ratify the current problem.

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Giving them members spells isn't the answer; this will just get people angry. Sees all has made an excellent suggestion for a new spellbook, which gives benefits to F2P and P2P mages. This way you keep the peac, and a lot of the combat spells will help to ratify the current problem.

But why should members care if wave spells are given to F2P? Members have ancient magicks and lunar spells. Don't they make the normal spellbook spells obsolete?

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No, the standard spell book is not useless to members at all, yes ancients are wonderfull damaging spells, and lunar is wonderfull for group tasks or quests. But the standard spell book is very balanced for those who arent puring in any one skill, eg, spend some time, mining/smithing then go combat training, only to later go fishing..

Moving onto the whole giving f2p more spells, why should they get more? they dont pay for the extras why should they just be handed out, jagex would never make any money if they gave everything to f2p.

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No, the standard spell book is not useless to members at all, yes ancients are wonderfull damaging spells, and lunar is wonderfull for group tasks or quests. But the standard spell book is very balanced for those who arent puring in any one skill, eg, spend some time, mining/smithing then go combat training, only to later go fishing..

Moving onto the whole giving f2p more spells, why should they get more? they dont pay for the extras why should they just be handed out, jagex would never make any money if they gave everything to f2p.

Yes they don't pay, but Jagex announced that f2p is not a demo, so why shouldn't it be balanced? I made this thread as a cry for improvement to the f2p combat triangle. So far, nothing has been done about it.

My signature got deleted :(

 

And I lost all the links. Thanks Gandorf61.

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Ok. F2P mage does need an update. Perhaps at least a higher bind. But bloods are P2P only.

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Moving onto the whole giving f2p more spells, why should they get more? they dont pay for the extras why should they just be handed out, jagex would never make any money if they gave everything to f2p.

Yes they don't pay, but Jagex announced that f2p is not a demo, so why shouldn't it be balanced? I made this thread as a cry for improvement to the f2p combat triangle. So far, nothing has been done about it.

I totally agree with Fredar. It is irrelevant that F2P is not a demo, obviously it's not. If it was you would get limited days and probably only get the Lumbridge area to play in. As it is F2P get a massive area, with no time limit, loads of skills they can take to 99, with no limit on the xp, they even have quests, use of a bank, the ability to socialise with others around the world and share online activities etc, etc, etc.....all for absolutely nothing!

 

Why on earth should F2P have more? If you want more, pay for membership, otherwise be grateful for what you do have or go find another free online game that offers as much. I do not think F2P should have surge spells or any other member items or skills, they should only get natural technical upgrades (i.e. graphics) purely to stay up to date.

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its so hard not to flame in this thread... if they add much more to ftp. i think i will stop paying for 3 memberships. i dont mind training on....is it lessers or hell hounds that are the biggest ftp creature... hell ill go make the average life expectancy of a varrok guard that little bit less =P

 

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