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Adding something missing to magic, and more?


darkpoet837

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As far as the cost of magic goes, I'd like to see a system where the higher your magic level, the higher your chances of casting the spell without using runes, or only using some of the runes. Other NPCs like the lunar mages have mastered magic without the use of runes. Why can't we?

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To put it bluntly, [bleep] off.

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As far as the cost of magic goes, I'd like to see a system where the higher your magic level, the higher your chances of casting the spell without using runes, or only using some of the runes. Other NPCs like the lunar mages have mastered magic without the use of runes. Why can't we?

I was going to suggest a wieldable book that served this purpose,but simply pinning it to your magic level is a much better idea. Mabyee 50-75% of your lvl goes to recovery chances?

Example: A lvl 70 mager gets 35-52% of their runes back.

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I'm 78 RC and never really had a problem with runes but yeah, magic needs the highest level of rune to cast their best battle spells. And the damage, at least in PvM, doesn't really give the mage an edge.

 

Jagex would probably argue that the consolation that you get for the cost of casting battle spells is the base xp which melee and range do not have. Kill a 2 hp chicken by melee or range and all you get is 2 hp worth of xp. Kill it with fire surge and you get 90+ xp. But then again who wants to kill chickens?

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As far as the cost of magic goes, I'd like to see a system where the higher your magic level, the higher your chances of casting the spell without using runes, or only using some of the runes. Other NPCs like the lunar mages have mastered magic without the use of runes. Why can't we?

I was going to suggest a wieldable book that served this purpose,but simply pinning it to your magic level is a much better idea. Mabyee 50-75% of your lvl goes to recovery chances?

Example: A lvl 70 mager gets 35-52% of their runes back.

 

Reducing casting cost using levels/equipment doesn't seem very creative and original to me. The skill Runecrafting exists for a purpose you know, just like fletching supplies rangers with special gem tipped bolts. Granted Ranged doesn't use up one ammo per shot, but magic has its base XP from casting spells as well.

 

Actually, a RUNECRAFTER makes enough runes throughout his career to train Magic to 99 many times over. So the real issue is the lack of interest in this skill to supply the market with cheaper runes. I was hoping that the Runecraft update we had recently would apply to runes with only x1 multiplier (death and blood in particular) but seems like they won't be doing that, otherwise all those high level Runecrafters can shift some of their manpower to crafting double deaths and blood instead.

 

The more I think about it, the more likely I think that this 'new' skill is going to be something related to magic, to even out the combat triangle. I mean, the only time Jagex needs to add the new skill to F2P must be because it affects gameplay fundamentally, which could jolly well be the combat system?

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"Do you really want to go back to the time when Falador was grey, lesser demon look like goats, dragons look like cows, hellhound look like cats and your character stands as stiff as a statue?"

 

-F1775

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