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Magic is overpowered


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Being on that spellbook should get you armor that has the highest melee def then since magic is suposed to > melee

Or maybe add some other variable: run speed!

 

This would allow for kiting, which actually IS the advantage of using ranged skills.. Then kiting naturally becomes better vs melee (yet not so much vs range, if the initial range of the mage is lower than a ranger he doesn't have advantage of his faster run speed)

 

I've always thought run speed would be interesting, and make agility worth it. With resting the stamina boost is worth nothing.

 

Maybe just add skills to each combat type like in WoW. Runescape would gain more people most likely.

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Hypocrite. You tell others to be nice then attempt to murder people. Nice going, you just failed life.

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Maybe just add skills to each combat type like in WoW. Runescape would gain more people most likely.

 

That would be a HUGE update, but it might be needed if Jagex plans to keep adding skills.. The interface is a bit cluttered already. Remember when we didn't have to scroll down to see the bottom row?

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Maybe just add skills to each combat type like in WoW. Runescape would gain more people most likely.

 

That would be a HUGE update, but it might be needed if Jagex plans to keep adding skills.. The interface is a bit cluttered already. Remember when we didn't have to scroll down to see the bottom row?

 

Yea <.<

 

Figured out equipment bonus didn't apply to multitarg people (like the 8 people who you didnt click on when you used ice barrage) so that kinda downplays magic a bit for clan wars :/ I'm wondering if anyone got the chaotic staff and wants to share how good it is :L

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Hypocrite. You tell others to be nice then attempt to murder people. Nice going, you just failed life.

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Maybe just add skills to each combat type like in WoW. Runescape would gain more people most likely.

 

That would be a HUGE update, but it might be needed if Jagex plans to keep adding skills.. The interface is a bit cluttered already. Remember when we didn't have to scroll down to see the bottom row?

 

Yea <.<

 

Figured out equipment bonus didn't apply to multitarg people (like the 8 people who you didnt click on when you used ice barrage) so that kinda downplays magic a bit for clan wars :/ I'm wondering if anyone got the chaotic staff and wants to share how good it is :L

5% magic damage on a degrading staff that has no special and doesn't save runes isn't worth buying over any of the melee weapons or the shields

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it looks sexy though.

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Except for a couple of times, as the final boss. Apart from that, a normal fire with a ghost train or some other magic weapon with very magical accessories turn the fight 90% of the time. Playing with magic is the easiest way to play with physical attacks. Even Dustflier uses magic. If I had a shot or two more, probably could have killed the bosses that have to be cut this flight with a sword red. I mean, in KH I think the way in the other direction. Magic except for the Cure and Aero are useless in this game. Well, this are my thoughts about the overpowered magic.

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Except for a couple of times, as the final boss. Apart from that, a normal fire with a ghost train or some other magic weapon with very magical accessories turn the fight 90% of the time. Playing with magic is the easiest way to play with physical attacks. Even Dustflier uses magic. If I had a shot or two more, probably could have killed the bosses that have to be cut this flight with a sword red. I mean, in KH I think the way in the other direction. Magic except for the Cure and Aero are useless in this game. Well, this are my thoughts about the overpowered magic.

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Except for a couple of times, as the final boss. Apart from that, a normal fire with a ghost train or some other magic weapon with very magical accessories turn the fight 90% of the time. Playing with magic is the easiest way to play with physical attacks. Even Dustflier uses magic. If I had a shot or two more, probably could have killed the bosses that have to be cut this flight with a sword red. I mean, in KH I think the way in the other direction. Magic except for the Cure and Aero are useless in this game. Well, this are my thoughts about the overpowered magic.

I'm lost, is that runescape? :mellow:

 

 

Sounds like Final Fantasy if you ask me. I remember playing FF3 on the DS and having the spells Cure and Aero... :unsure:

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Except for a couple of times, as the final boss. Apart from that, a normal fire with a ghost train or some other magic weapon with very magical accessories turn the fight 90% of the time. Playing with magic is the easiest way to play with physical attacks. Even Dustflier uses magic. If I had a shot or two more, probably could have killed the bosses that have to be cut this flight with a sword red. I mean, in KH I think the way in the other direction. Magic except for the Cure and Aero are useless in this game. Well, this are my thoughts about the overpowered magic.

I'm lost, is that runescape? :mellow:

 

 

Sounds like Final Fantasy if you ask me. I remember playing FF3 on the DS and having the spells Cure and Aero... :unsure:

 

lol read his other posts he doesn't make any sense

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Well i just learned the hard way to never bring any meleers to a clan war -.-

 

Range/mage or go home. _-_

 

And miasmic is still epic :L

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Hypocrite. You tell others to be nice then attempt to murder people. Nice going, you just failed life.

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lol read his other posts he doesn't make any sense

 

Rofl, i truely envy the ability to completely ignore the previous posts, the opening post, and the whole purpose of the forum while ranting about magical accessories from final fantasy or something.

O.O

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Well i just learned the hard way to never bring any meleers to a clan war -.-

 

Range/mage or go home. _-_

 

And miasmic is still epic :L

 

Melee is only good in Clan wars for the specs, and if they can somehow manage to not get frozen, but even then, you'd only want a few running around, since meleers create easy B-piles. If they can't effectively switch to mage or range in the event of becoming immobile, they shouldn't be there.

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It's about time the combat triangle actually worked. Most people melee in pvp, and magic beats melee. Nothing overpowered there.

 

Yet magic completely destroys range, obviously a problem there.

 

No...mage can't even kill most melee'rs in pvp, not to mention rangers. Range can max 60s with d bolts and smack 48-48 with d bow. Mage hits slow and barrage doesn't hit above 25 80% of the time.

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It's about time the combat triangle actually worked. Most people melee in pvp, and magic beats melee. Nothing overpowered there.

 

Yet magic completely destroys range, obviously a problem there.

 

No...mage can't even kill most melee'rs in pvp, not to mention rangers. Range can max 60s with d bolts and smack 48-48 with d bow. Mage hits slow and barrage doesn't hit above 25 80% of the time.

 

Drink a sip of your antifire. Problem solved. Magic hits as fast as rangers hit with crossbows on rapid. And don't post some random numbers such as Barrage spells not hitting above 25 80% of the time when it isn't true. And yes, mages that know what they're doing do destroy meleers and rangers.

 

Max hits aren't everything. You have to look at accuracy aswell. Which is something a lot of people don't.

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Being on that spellbook should get you armor that has the highest melee def then since magic is suposed to > melee

Or maybe add some other variable: run speed!

 

This would allow for kiting, which actually IS the advantage of using ranged skills.. Then kiting naturally becomes better vs melee (yet not so much vs range, if the initial range of the mage is lower than a ranger he doesn't have advantage of his faster run speed)

 

I've always thought run speed would be interesting, and make agility worth it. With resting the stamina boost is worth nothing.

 

This.

I am a firm believer that Magic has gotten as powerful as it needs to be in terms of damage amounts. The best way to make magic even more powerful and balance it is special effects. Special effects can easily be set to a triangle advantage and not mess with range, powering it greatly over melee enough to blast it away but not overpowered.

 

Special effects such as mud spells (disabling your opponents run), curses like in pokemon (cuts the users Hp in half, but damages the opponent each turn), More holding based effects, Melee reducing effects, Damage based on your opponents weapon (hitting 2x damage if your opponent is wielding a melee weapon), ect.. would all be welcome special effects.

 

Really what needs to happen is that the special effects should require a magic staff to be wielded to activate. If you do that, you can increase holding spell timers and keep it from being overpowered since if you un-wield the staff the holding spell effects stops working.

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It's about time the combat triangle actually worked. Most people melee in pvp, and magic beats melee. Nothing overpowered there.

 

Yet magic completely destroys range, obviously a problem there.

 

No...mage can't even kill most melee'rs in pvp, not to mention rangers. Range can max 60s with d bolts and smack 48-48 with d bow. Mage hits slow and barrage doesn't hit above 25 80% of the time.

 

Drink a sip of your antifire. Problem solved. Magic hits as fast as rangers hit with crossbows on rapid. And don't post some random numbers such as Barrage spells not hitting above 25 80% of the time when it isn't true. And yes, mages that know what they're doing do destroy meleers and rangers.

 

Max hits aren't everything. You have to look at accuracy aswell. Which is something a lot of people don't.

 

Mage is accurate if you're wearing completely full mage gear(Mystic/ahrim), which NO ONE DOES IN PVP (except the lvl 130+ who have like 99 def anyways and tank), because melee rushers and and rangers tear through mystic and even ahrims like butter (hence the reason people hyrbid). Farcasting melee in pvp fails epicly, because the melee'r either switches to mage armour/d'hdie or runs. Even worse, they'll just switch to d'hide and start ranging.

 

It is literally impossible to do well in pvp with only mage, most people end up KO'ing with melee or range. And i never considered the r cbow exactly a fast weapon, (speed is subjective and arbitrary though), although i personally find mage pretty slow.

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I've always found kiting to be more fitting for archers. What I would really like to see are more effects to spells. And some effects should be improved such as poison damage from Smoke spells or the curses on the modern spell book. It should be made more PvM friendly aswell. A rune pouch to store your runes in, a passive rune saving ability, a chance to magic potions and their durations, and the autocasting.

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Max hits aren't everything. You have to look at accuracy aswell. Which is something a lot of people don't.

 

I duelled a friend yesterday, and his void range setup hit well on my +280 range defence. Well enough to take me to 200 lp before I killed him. Granted, he's 8 levels above me, but I was leeching all his stats and potted (he didn't pot). I also used dds specs (while he only used broads). And that's just the void setup, in Verac helm/skirt+arma plate his accuracy was a good as mine (again, just me potted) and I died. Now in pvp, Verac's + arma may be a lot to risk, but consequently you only have to hit on +200 range defence or less, as your opponent bring only rune as well.

 

Bottom line: range is fairly accurate, not to say very good to tank with.

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Max hits aren't everything. You have to look at accuracy aswell. Which is something a lot of people don't.

 

I duelled a friend yesterday, and his void range setup hit well on my +280 range defence. Well enough to take me to 200 lp before I killed him. Granted, he's 8 levels above me, but I was leeching all his stats and potted (he didn't pot). I also used dds specs (while he only used broads). And that's just the void setup, in Verac helm/skirt+arma plate his accuracy was a good as mine (again, just me potted) and I died. Now in pvp, Verac's + arma may be a lot to risk, but consequently you only have to hit on +200 range defence or less, as your opponent bring only rune as well.

 

Bottom line: range is fairly accurate, not to say very good to tank with.

L2farcast and miasmic plz

 

If we start adding in so many new spell effects we might aswell make skills for range and melee too. Then call this World of Runecraft :thumbdown:

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Hypocrite. You tell others to be nice then attempt to murder people. Nice going, you just failed life.

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If we start adding in so many new spell effects we might aswell make skills for range and melee too. Then call this World of Runecraft :thumbdown:

 

Its called bolt effects and special attacks. They are the equavalent of spell effects.

 

They are also FREE.

O.O

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Max hits aren't everything. You have to look at accuracy aswell. Which is something a lot of people don't.

 

I duelled a friend yesterday, and his void range setup hit well on my +280 range defence. Well enough to take me to 200 lp before I killed him. Granted, he's 8 levels above me, but I was leeching all his stats and potted (he didn't pot). I also used dds specs (while he only used broads). And that's just the void setup, in Verac helm/skirt+arma plate his accuracy was a good as mine (again, just me potted) and I died. Now in pvp, Verac's + arma may be a lot to risk, but consequently you only have to hit on +200 range defence or less, as your opponent bring only rune as well.

 

Bottom line: range is fairly accurate, not to say very good to tank with.

L2farcast and miasmic plz

 

If we start adding in so many new spell effects we might aswell make skills for range and melee too. Then call this World of Runecraft :thumbdown:

 

I'm confused as to how his post had anything to do with Farcasting and Miasmic. All he pointed out was that range was accurate.

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