February 14, 201016 yr So, my newest attempt at an idea: Forcefield Spells: My idea is to make spells which reduce damage. There would be seven types of two levels. Only one forcefield can be used at a time."Lesser" forcefields would take 50 melee damage or 35 range/mage damage before breaking and letting you recieve damage again. They would take 30 seconds to cast, and can be interrupted by combat."Greater" forcefields would take 100 melee damage or 70 range/mage damage before breaking and letting you recieve damage again. They would take 25 seconds to cast, and can be interrupted by combat.The types would be:Hard Forcefield: protects you from normal melee.Tough Forcefield: Protects you from normal range.Mystic Forcefield: Protects you from special attacks and non-elemental magic.Air Shell: Protects you from air magic and shadow magic.Water Shell: Protects you from water magic and ice magic.Earth Shell: Protects you from earth magic and blood magic.Fire Shell: Protects you from fire magic and smoke magic. Forcefields would only protect against damage dealing 33% of max health or more (for lesser fields) or 25% (for greater fields). Type (lesser level/greater level):Air (41/66)Water (44/68)Earth (45/70)Mystic (47/71)Fire (50/74)Tough (55/80)Hard (59/85) If you jump into a river in Paris, you're insane. If you jump into a river in Egypt, you're in denial.
February 15, 201016 yr Author To: 1. do something about damage inflation, and 2. help the combat triangle a bit. Also, now that I think about it, you probably shouldn't be able to cast them in combat. Otherwise immunity to bosses could ensue. If you jump into a river in Paris, you're insane. If you jump into a river in Egypt, you're in denial.
February 16, 201016 yr Instead of creating a family of spells to reduce damage inflation, why not just make 1 hp level = 2 hit points? Click here for an awesome suggestion to revive smithing!
February 16, 201016 yr Hmm, I can prevent the next 100 damage by expending some runes from my inventory. Luckily, I can carry as many runes as I want! It would be IMPOSSIBLE to be killed while using these. How to Chin Nechyraels for fast XP and profit
February 16, 201016 yr Instead of creating a family of spells to reduce damage inflation, why not just make 1 hp level = 2 hit points? Increasing the HP to level ratio in any way simply doesn't work. sorry to say. i thought it would be cool too but even in pvp its stil bad. It would work fine if jagex halved all hp related percentages but without such a tweak the idea is unimplementable. If people had twice as much hp as before then do you know that sweetcorn would heal almost 20 health for a maxed player. Phoenix necklaces would heal almost 60 hp for a maxed player. Saradomin brews would heal almost 30 hp a dose. Which puts the new player hp max. It would kill player vs monster of every kind and player vs player. With a divine+ sol + deflect melee. You already have 80% melee protection. Heck with just deflect prayers, players would have to do on average 75 damage a hit to kill a player. and because saradomin brews have 4 doses that means that it would take at least 2400ish damage to kill a player. (and thats with a player carrying 20 of em, Players can carry up to 58) bosses like Jad and the corp beast would be jokes. along with nomad and any boss that ever was hard. Sure players would be alot more reliant on hybriding but they would still have to deal a large amount of hp per hit to win.
February 17, 201016 yr Instead of creating a family of spells to reduce damage inflation, why not just make 1 hp level = 2 hit points? Increasing the HP to level ratio in any way simply doesn't work. sorry to say. i thought it would be cool too but even in pvp its stil bad. It would work fine if jagex halved all hp related percentages but without such a tweak the idea is unimplementable. If people had twice as much hp as before then do you know that sweetcorn would heal almost 20 health for a maxed player. Phoenix necklaces would heal almost 60 hp for a maxed player. Saradomin brews would heal almost 30 hp a dose. Which puts the new player hp max. It would kill player vs monster of every kind and player vs player. With a divine+ sol + deflect melee. You already have 80% melee protection. Heck with just deflect prayers, players would have to do on average 75 damage a hit to kill a player. and because saradomin brews have 4 doses that means that it would take at least 2400ish damage to kill a player. (and thats with a player carrying 20 of em, Players can carry up to 58) bosses like Jad and the corp beast would be jokes. along with nomad and any boss that ever was hard. Sure players would be alot more reliant on hybriding but they would still have to deal a large amount of hp per hit to win. It's better than the unrestricted use of Force Fields... And I meant it as sarcasm. Anyway, force fields would be FAR worse, since any rich guy can just load up on runes, then walk into any boss without any fear whatsoever. Since he can carry a virtually unlimited amount of runes in his inventory, he'd never run out of health unless the boss hit through his force field and he somehow forgot to put it back on/eat before the boss killed him. Which is highly unlikely. Click here for an awesome suggestion to revive smithing!
February 18, 201016 yr jagex already said they have a plan for damage inflation, can't we just leave it to them? <_<
February 18, 201016 yr I think one the effects we have not being utilized enough is either stunning/knockback. Those are could be of great use. This website and its contents are copyright © 1999 - 2010 Jagex Ltd.
February 21, 201016 yr Author Okay, I redid it so that it's only practical in a few situations- It takes a long time to cast and is interrupted by combat, and only works against especially hard hits.Look, at 80 HP, the best shield will only protect against 20+ damage. There aren't a lot of situations where 20+ damage is an issue and you have 25 seconds of free time with no attack enough to use it to become immortal... If you jump into a river in Paris, you're insane. If you jump into a river in Egypt, you're in denial.
February 22, 201016 yr A bit too complex to actually work, something simpler would work better. For example, sacrificing half your HP to erect a forcefield that halves either magic, ranged, or melee damage for a limited time. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~
Create an account or sign in to comment