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the flaw in the triangle


riptide5000

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The flaw in the triangle

 

http://www.tip.it/runescape/?poll_id=209

 

What side of the combat triangle do you primarialy use?

melee 68%

ranged 14%

magic 7%

I dont use combat 2%

I use them all equally 10%

 

This survey conducted by tip it should be pretty big evidence as to precisely what flaw Im talking about. Ranged and melee have unbalanced the triangle with which all Runescape combat revolves around. Wait ranged looks pretty underpowered here why are you saying its overpowered The simplest way to answer this is to equate the combat triangle to a predator/prey situation. Ranged preys on magic, magic preys on melee, and melee preys on ranged. Now this scenario seems pretty balanced so lets apply what Jagex has done. They made melee and ranged much stronger than magic with max hit increases, better armor, new monsters and a whole slew of other perks most mages turned to ranged or melee. However this was not to stay for long without an adequate amount of mages whether player or monster rangers were put up against melee something rangers werent built to do. That made most rangers resort to switching to melee. Now we see the results of jagexes failure to deal with this problem in a swift and effective manner the triangle is still flat in both f2p and p2p however especially so in f2p where mages make up a pathetic 2% of the population.

 

Fixing magic

Magic was the start of the problem and it will also become the start of the solution. First off give dragon hide and mage robes negative melee stats. But this will make hybriding impossible! No it wont make hybriding impossible it will make you use the style of combat that your armor was designed for in other words people will actually use bows to kill mages instead of hopelessly shooting at that guy in full dragon. Next what a lot of people actually dont realize is the fact that mages have to sacrifice inventory slots for runes this means less food less potions and less drops. but mages have the magical blastbox they can save inventory by using that! Yes but rangers dont need to pay 46k dungeneering tokens to be able to save 3 inventory slots while shooting steel through adamant arrows. It has been confirmed that jagex is going to make a belt slot 2 things are needed in these belts, first off they need to be able to carry runes the # of different rune types and the # of runes would be dependent upon the quality of the belt. Next jagex is probably going to make the belt so that you could tote around extra potions or something like that but make it so that you cant carry runes and potions at the same time this defeats the purpose of the belts rune carrying abilities itself as thats like increasing inventory space we run into the same problem why waste that new inventory space. It must be able to carry both and not have a limit like if you carry 1 potion you cant carry 10 runes you can only carry 9. but I bought a blastbox it will be useless! No we just have to allow you to attach/remove it from belts but while attached it increases the rune capacity.

 

Now the deficiency of the magic equipment that we have is practically pathetic especially in f2p where you have 5 sets of robes 2 of which are the equivalent of bronze or soft leather. Then we have the fog robes which have nice special abilities but again pathetic stats the best f2p mage armor comes from the great orb project which is unknown to the majority of the f2p community and has better but still weak stats and even better get this Runecrafter robes require a mid-high level in a non-combat skill so players feel they need to train runecrafting to be effective in magic combat Ill bet you recognize that sentence, runecrafter robes violate the reason jagex banned extremes in pvp and trust me lv 50 runecrafting in f2p is a hard thing to achieve. In fact the entire concept of runecrafting really needs to be reworked being that runes are ridiculously expensive. First give f2p the abyss nature runes chaos runes and law runes but the only way to craft natures and laws is through the abyss. Replace the giant rocks in the essence mine with essence beasts (think jad only white and bigger with blue veins). These monsters can be attacked but yield essence (u) and mining xp when you attack them with a pickaxe. They give minimal combat xp when attacked otherwise, attack using melee and magic which can hit single or multiple targets (they will use magic more often if attacked with magic) and you can mine essence from their bodies when they die sort of like living rocks. Upon leaving the essence mine all essence in your inventory becomes normal essence which is stackable. Allow us to change the color of our gop robes with dye and give them an xp bonus while runecrafting when the set is worn. Allow wizard kovak to remove the talisman from the talisman staff so you can change it, give xp and rune bonus when crafting runes the same type as the staff. Rework the entire concept of the game currently the only way to obtain tokens is by joining yellow team. My idea: essence beasts are attacking the altars with magic, green team brings orbs to the altar to form a force field to protect it from the beasts powerful magic. Yellow team uses orb launchers to shoot yellow orbs at the beast. Dragging an orb to a launcher shoots it at the beast. Mining the beast after yellow team kills it yields purified essence you receive tokens based on how much damage the altar took (note that you only go to 1 altar which is randomly chosen up to law f2p and up to blood p2p). This will make runecrafting far more easily trained resulting in lowered rune prices.

 

Back to equipment last time I checked all ranged weapons give a ranged strength bonus but very few mage items give anything but an accuracy bonus if you look at the magic defense of melee its pretty clear that we dont need any help there. I know that this has been suggested before but spells need to become more powerful as we level up this will make the max hit pattern of magic more like the lines of melee and range max hits and less like the staircase that they currently are and it will give people a reason to train magic through those final levels. magic also needs to have better defensive qualities as the only way mages have to defend against melee is with curse and stun spells but rangers and melee dont have to use 2-3 rounds of combat just to get some form of defence in place. Mage armour should create magical feilds that stop enemy swords right in their tracks and greatley improve melee defense.

 

 

Fixing ranged

If your brain isnt completely fried from my wall of text then congratulations as you have almost finished the thread. The only thing I think really needs to be done with ranged is to make more monsters that attack specifically with magic and improve the magic defense of ranger armor slightly. With the sudden flood of mages rangers will return as they now have adequate targets both monster and player.

Anybody can punch someone it takes guts to slap them

 

someone once said the f2p combat triamgle was 2% mages 13% rangers and 85% melerss.

I said no its 2% allies 13% anoying gnats and 85% walking dartboards with bronze daggers

 

mod poppy said:

Siciliae - posting about jumping into bathtubs with electrical equipment is not really cool.

Can you edit it out of any further iterations of your spam, er, I mean message.

 

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Full Support.

thanks

Anybody can punch someone it takes guts to slap them

 

someone once said the f2p combat triamgle was 2% mages 13% rangers and 85% melerss.

I said no its 2% allies 13% anoying gnats and 85% walking dartboards with bronze daggers

 

mod poppy said:

Siciliae - posting about jumping into bathtubs with electrical equipment is not really cool.

Can you edit it out of any further iterations of your spam, er, I mean message.

 

archsupportei2.png

tagline1.gif

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i've written some pretty long posts myself but the point you are trying to convey could be expressed in about.. 1/4 of that wall

[size="5"][font="Georgia"][b]Staking:[/b][/font][font="Palatino Linotype"][color="#FF0000"][/color][color="#FFFF00"][/color][color="#00FF00"] 4+ mil[/color][/font]
[font="Georgia"][b]Current Status:[/b][/font][font="Palatino Linotype"][color="#FF0000"][/color][color="#0000FF"] Training defense [/color][/font][/size]
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i've written some pretty long posts myself but the point you are trying to convey could be expressed in about.. 1/4 of that wall

I would put it in tabs but this is my first thread ever and i dont know how

Anybody can punch someone it takes guts to slap them

 

someone once said the f2p combat triamgle was 2% mages 13% rangers and 85% melerss.

I said no its 2% allies 13% anoying gnats and 85% walking dartboards with bronze daggers

 

mod poppy said:

Siciliae - posting about jumping into bathtubs with electrical equipment is not really cool.

Can you edit it out of any further iterations of your spam, er, I mean message.

 

archsupportei2.png

tagline1.gif

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i've written some pretty long posts myself but the point you are trying to convey could be expressed in about.. 1/4 of that wall

I would put it in tabs but this is my first thread ever and i dont know how

 

tab as in the key, really anything to space out paragraphs would make more people respond. :)

"A journey of a thousand miles begins with a single step." - Confucius

 

 

"choosing your path is the true trial", "the most honorable dilemma"

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unfortunatley how manny people do you see even in f2p running around in mage robes even in tipits monster hunting guides there are no guides for beating these foes with magic im hoping that i can breath life into this dead skill

Anybody can punch someone it takes guts to slap them

 

someone once said the f2p combat triamgle was 2% mages 13% rangers and 85% melerss.

I said no its 2% allies 13% anoying gnats and 85% walking dartboards with bronze daggers

 

mod poppy said:

Siciliae - posting about jumping into bathtubs with electrical equipment is not really cool.

Can you edit it out of any further iterations of your spam, er, I mean message.

 

archsupportei2.png

tagline1.gif

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  • 2 weeks later...

I can not agree with all of this; especially this part:

 

I know that this has been suggested before but spells need to become more powerful as we level up ..

 

In mems a mage can already hit plenty high enough-you must understand that max hits are not everything. Mage gets its power from its accuracy and its ability to prevent players from running-it is not melee.(The accuracy itself is a suitable form of defense in many cases) Spells becoming more powerful based on mage lvl would be logical; but it simply would make mage overpowered. This is especially true when you take into account maxed equips or mages using ss in cw. As for f2p, there's only so many things you can do:

 

Make it to where fog robes can be brought already charged-mages shouldn't have to play a boring minigame just to compete with meleers.

 

Give them snare because they currently have NO suitable way to prevent players from running-which is one of mages key strengths

 

Maybe allow them to cast up to air waves-bloods would have to be made f2p for this and it would increase the demand of them increasing the prices, so I'm not sure about this though.

 

Get rid of corrupt drag weps-the f2p triangle will never be balanced otherwise. Not many uses them-but when they do they have a massive advantage over others that don't. You litterally do not stand a chance. This view is based of of me maging people in f2p that was using them.

 

As for range-I find it good enough for pvm as it's where most of my 17m+ range xp comes from. When it comes to pvp it has a unique problem though-its overpowered and underpowered at the same time. It's overpowered because its simply to easy to kill meleers if you're tank ranging-especially with the upgrade to the ccbow with its absurd +120 range attack. (You don't need that much range attk against mages!) It's underpowered because they have no practical range armor and because most of their weapons are farcastable. (D hide is NOTHING against 90+mage and that is the only practical range armor for pvp/bh) So here's what I suggest for range-nerf the range attack bonuses, increase attack distance of all range weapons (as most are farcastable allowing the mage to win) and perhaps increase the attack speeds. (speed increase excludes karils, knives,darts and obby rings) They also need more practical armor as long as the better armor has melee penalties.

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