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Another failed magic update


Dirkmetal

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Well, Jagex has finally got around to it after years of putting it off. They have at long last updated the Magic skill. This has brought about many welcome changes, however they have over looked one of the Magic skill biggest weaknesses.

 

Magic is STILL vastly underpowered and USELESS in most player versus monster scenarios.

Wile the new spells are very good. Trading holding ability for cheaper GP cost. These spells are still to underpowered for there level though, The God spells are better then the surge spells in many different ways, they are a much lower level, they hit higher and they inflict stat damage. So we can clearly see that the new spells as they are add nothing to the game.

 

Magic is still incredibly expensive. Far to expensive to use in player versus monster.

Magic is still weak. Far to weak to compete with God swords and Rune crossbows against bosses.

 

When will they fix the Magic skill in PvM? Will they ever fix the Magic skill in PvM?

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Well, Jagex has finally got around to it after years of putting it off. They have at long last updated the Magic skill. This has brought about many welcome changes, however they have over looked one of the Magic skill biggest weaknesses.

 

Magic is STILL vastly underpowered and USELESS in most player versus monster scenarios.

Wile the new spells are very good. Trading holding ability for cheaper GP cost. These spells are still to underpowered for there level though, The God spells are better then the surge spells in many different ways, they are a much lower level, they hit higher and they inflict stat damage. So we can clearly see that the new spells as they are add nothing to the game.

 

Magic is still incredibly expensive. Far to expensive to use in player versus monster.

Magic is still weak. Far to weak to compete with God swords and Rune crossbows against bosses.

 

When will they fix the Magic skill in PvM? Will they ever fix the Magic skill in PvM?

 

I agree. Especially for F2P magic, even though I can't really ask too much from Jagex to update F2P magic. But my rationale is that if they can give melee all that fancy armor and stuff, why not magic?

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Magic is the weakest 1 on 1 skill, but the best team skill. Have you ever been attacked by a mage at high-level wilderness? There's little chance you'll survive. If you expect to just go up to someone using an AGS and kill them, you're wrong.

 

I assume you're talking about the use of ancient magik. That has been around for years, and was only mildly improved by the use of extreme potions, of which they killed in PvP shortly after.

 

I saw the new update as a chance to finally improve modern mage (of which i deem the spell book most useful), however, from the sounds of it, the new surge spells are still far weaker than ancients. Albeit they're cheaper and could be useful in some situations, for example at Metal Dragons, but considering the level required, and the far better/more economical alternatives at places such as barrows (salamander/slayer dart) and even chaos gauntlets at metals, its a pretty appauling update. They're not useful in pvp unless you're for some odd reason using teleblock and a magic damage spell ;|

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Did you ever consider Magic's purpose isn't merely combat?

 

Though I can understand your points I am quite satisfied with the skill.

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"Magic is the weakest 1 on 1 skill."

 

PvE: I agree.

PvP: I disagree.

 

Anyway, I agree with the rant. It's way too expensive to use it effectively in PvE, and most high level monsters have an extremely high magic defence. Surge spells aren't weak though. They have a way higher DPS than the God spells.

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Did you ever consider Magic's purpose isn't merely combat?

 

Though I can understand your points I am quite satisfied with the skill.

Magic is supposed to be a part of the combat triangle. Skilling magic is off-topic when talking about combat magic. Or can you strangle your enemy with the amulet stringing spell? Or high alch them?

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Personally I wish everyone would shut up about mage being underpowered. Damage output might be a little low yes, but we don't need higher damage dealt, we need more side effects. Spells that can stun, knock people back, etc. All of those things are in the game already under different monsters. We need more than just damge + freezing.

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Personally I wish everyone would shut up about mage being underpowered. Damage output might be a little low yes, but we don't need higher damage dealt, we need more side effects. Spells that can stun, knock people back, etc. All of those things are in the game already under different monsters. We need more than just damge + freezing.

 

I'd like to see more spells that allow kiting. Knocking back would be good, like you mentioned.

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Magic is the weakest 1 on 1 skill, but the best team skill. Have you ever been attacked by a mage at high-level wilderness? There's little chance you'll survive. If you expect to just go up to someone using an AGS and kill them, you're wrong.

He's talking about magic used in pvm, not pvp.

 

Magic is on the right path to becoming practical in pvm,cheapen spells by a ton or allow spells to use runes every few casts (similar to rangers ammo "breaking"),release non-degradable armor that gives a damage boost (I'm looking at you gwd armor that didn't happen...),and some bosses/monsters that take advantage of binds and weakening spells in mages arsenals and we'll have a good alternate combat skill to break away from the same ol' "guy in bandos with a whip training slayer" image.

 

As for the surge spells and rc updates, they may be more accurate than godspells since elemental spells have pretty good accuracy,but we all know the advantages godspells have over it. I find it pretty illogical for jagex to release spells that require death/blood runes, then claim "With those updates, youre going to need some more runes" and increase the supply of nature runes, not the death/blood needed for these spells and plenty of other spells.

 

Nature,astral,law,and cosmic runes were fine...

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Someone mentioned the runecraft update...

 

I find it freaking annoying that after the level that you can create the max amount of runes per essence, there is no more "chance" for extra runes. (eg. If you're at 91 rc you cannot craft 3x nature runes.) That pisses me off. <_<

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Personally I wish everyone would shut up about mage being underpowered. Damage output might be a little low yes, but we don't need higher damage dealt, we need more side effects. Spells that can stun, knock people back, etc. All of those things are in the game already under different monsters. We need more than just damge + freezing.

 

I'd like to see more spells that allow kiting. Knocking back would be good, like you mentioned.

 

You can already kite with any spell. Cast Entangle, cast a spell 5 times, run away from your opponent as he will be running towards after you after the fifth cast; you can cast Entangle again after 3 seconds the moment your opponent can move again. So after the 3 seconds, cast Engtanle again. Rinse and repeat.

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Magic is the weakest 1 on 1 skill, but the best team skill. Have you ever been attacked by a mage at high-level wilderness? There's little chance you'll survive. If you expect to just go up to someone using an AGS and kill them, you're wrong.

He's talking about magic used in pvm, not pvp.

 

Magic is on the right path to becoming practical in pvm,cheapen spells by a ton or allow spells to use runes every few casts (similar to rangers ammo "breaking"),release non-degradable armor that gives a damage boost (I'm looking at you gwd armor that didn't happen...),and some bosses/monsters that take advantage of binds and weakening spells in mages arsenals and we'll have a good alternate combat skill to break away from the same ol' "guy in bandos with a whip training slayer" image.

 

As for the surge spells and rc updates, they may be more accurate than godspells since elemental spells have pretty good accuracy,but we all know the advantages godspells have over it. I find it pretty illogical for jagex to release spells that require death/blood runes, then claim "With those updates, youre going to need some more runes" and increase the supply of nature runes, not the death/blood needed for these spells and plenty of other spells.

 

Nature,astral,law,and cosmic runes were fine...

 

EDIT: Surge spells are extremely accurate.Although they arent too good costwise, its dps is indeed the best on all types of armor.

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You all seem to be moaning about spells which were implemented long before the update... When looking at the UPDATE from a PvP perspective, it is very appauling. Albeit, its cheaper and you can teleblock and cast higher magic damage, but who actually uses tellyblock and surge? I doubt every few people, knowing from experience people use modern mage and range/melee.

 

As for PvM, chaos gauntlets and bolt is good enough for metal dragons, and how many of the other boss monsters are actually effected by magic damage spells? Very few.

 

Im not suggesting magic should be all about offence, but theres an entire spell book for non-combat related spells (Lunar). I mean, 95+ magic to hit a 27?... Seems pointless.

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You all seem to be moaning about spells which were implemented long before the update... When looking at the UPDATE from a PvP perspective, it is very appauling. Albeit, its cheaper and you can teleblock and cast higher magic damage, but who actually uses tellyblock and surge? I doubt every few people, knowing from experience people use modern mage and range/melee.

 

As for PvM, chaos gauntlets and bolt is good enough for metal dragons, and how many of the other boss monsters are actually effected by magic damage spells? Very few.

 

Im not suggesting magic should be all about offence, but theres an entire spell book for non-combat related spells (Lunar). I mean, 95+ magic to hit a 27?... Seems pointless.

 

Now I don't know about Mithrils, but I find range to be almost as good as, if not better, then Fire Bolting Steel dragons. Accept with range, bolts cost less then runes, you get most of your bolts back AND bolts do not take up space in your inventory leaving more room for pots and drops so you can stay longer.

 

Magic needs to be optimized for both PvM and Slayer, it's nearly useless for both (yes I know the two overlap).

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