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The effect of a Balanced combat triangle.


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We all know combat is unbalanced. This is not a thread to talk about how unless required for your point, as there are many many other topics for that.

 

But I have yet to of seen anything more then a few lines on a small selection of things about who it would benefit the game.

 

now don’t get me wrong, a perfectly balanced combat triangle (CBT) would almost certainly make the game better, but people never seam to never mention how much better or just assume it will make a lot of a difference with no major reason as to why.

its well known that jagex is really trying to balance the CBT and have made lots of progress, mage level boosts damage, SOL, high end range and mage prayers etc, its also well known that its going to take a lot more then that to finish it.

 

what do you think the advanatges of a balanced CBT be? maybe the disadvantages?

 

I simply ask this, we always nagg for one, but what would a balanced CBT really do for the game?

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Make my barraging cheaper....? :mellow:

 

I think.... it'd be nice to have bloody variety in the game. In a truly balanced triangle, I think we'd see an equal amount of people ranging/maging/melee'ing tasks, unless a particular style gave an advantage, such as strykewyrms. How often do you see people ranging/maging most tasks? Not very often, and it's usually limited to a few select tasks.

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What most people expect from a balanced combat triangle, i think, is that different combat classes have equal defeating potential vs the class they are strong against, are equal against their own respectful classes and are equally weak against the class that they are weak against. What i think, however, is that even if there was such 'perfect' system, it wouldn't matter as either two or three(or even 4) way hybrid would always be better than a single combat class, and balancing both the 1 vs 1 triangle and the hybrid x-angle at the same time would be impossible(unless you lose all the special points of combat classes like range and speed).

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Is it even possible to have balance in a game with the combat mechanics that Rs has?

 

With the massive diversity in gear, prayers, potions, spells, weapons etc, there will always be one strategy which will beat another strategy.

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for safe pvp, the combat triangle is balanced but damage in general is not.

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In PvP the triangle is quite balanced, it's just hybrids mess it up, and (at higher levels, at least) everyone hybrids. The main problem with the triangle is PvM, mostly because the majority of monsters die much faster to Melee than Ranged or Magic.

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Magic is the odd one out here. Part of the reason is just the way that it functions. Unlike range and melee, once your magic level falls below the threshold needed for a spell, you simply can't cast it anymore. The boost system is also different. Whereas you get a percentage boost for range and melee potions, magic potions always grant a fixed increase.

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Magic is the odd one out here. Part of the reason is just the way that it functions. Unlike range and melee, once your magic level falls below the threshold needed for a spell, you simply can't cast it anymore. The boost system is also different. Whereas you get a percentage boost for range and melee potions, magic potions always grant a fixed increase.

 

Or you could just train magic up to the required level instead of boosting. :shades:

 

OT: Yeah, balancing it out would hopefully make runes cheaper, cuz they are quite expensive right now..

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Magic is the odd one out here. Part of the reason is just the way that it functions. Unlike range and melee, once your magic level falls below the threshold needed for a spell, you simply can't cast it anymore. The boost system is also different. Whereas you get a percentage boost for range and melee potions, magic potions always grant a fixed increase.

 

Or you could just train magic up to the required level instead of boosting. :shades:

 

OT: Yeah, balancing it out would hopefully make runes cheaper, cuz they are quite expensive right now..

My magic level is 99. I'm talking about when you brew or get your magic lowered by things like seercull spec. You won't be able to cast a spell if you don't have the level, but things like godswords or bows aren't unequipped.

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Magic is the odd one out here. Part of the reason is just the way that it functions. Unlike range and melee, once your magic level falls below the threshold needed for a spell, you simply can't cast it anymore. The boost system is also different. Whereas you get a percentage boost for range and melee potions, magic potions always grant a fixed increase.

 

Or you could just train magic up to the required level instead of boosting. :shades:

 

OT: Yeah, balancing it out would hopefully make runes cheaper, cuz they are quite expensive right now..

My magic level is 99. I'm talking about when you brew or get your magic lowered by things like seercull spec. You won't be able to cast a spell if you don't have the level, but things like godswords or bows aren't unequipped.

 

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Well if it bothers you that the game is more fun now, then you can go cry in a corner. :shame:

your article was the equivalent of a circumcized porcupine

The only thing wrong with it is the lack of a percentage for when you need to stroke it.

 


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Magic is the odd one out here. Part of the reason is just the way that it functions. Unlike range and melee, once your magic level falls below the threshold needed for a spell, you simply can't cast it anymore. The boost system is also different. Whereas you get a percentage boost for range and melee potions, magic potions always grant a fixed increase.

 

Or you could just train magic up to the required level instead of boosting. :shades:

 

OT: Yeah, balancing it out would hopefully make runes cheaper, cuz they are quite expensive right now..

My magic level is 99. I'm talking about when you brew or get your magic lowered by things like seercull spec. You won't be able to cast a spell if you don't have the level, but things like godswords or bows aren't unequipped.

 

This is what makes the wolpe epic >.>

Wolpertinger is out of reach for the vast majority of Scapers. Anyways, my point about magic having the unique combat mechanic still stands.

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A way to solve the combat triangle problem would be to give range/magic infinite ammo (just like melee) but that would be a bit gamebreaking. Runecrafting would essentially be done for, so no, it's not a good way.

 

I say just create more monsters that require you to range/mage.

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A way to solve the combat triangle problem would be to give range/magic infinite ammo (just like melee) but that would be a bit gamebreaking. Runecrafting would essentially be done for, so no, it's not a good way.

 

I say just create more monsters that require you to range/mage.

 

That wouldn't solve the combat triangle problem, Magic/Ranged aren't used in PvM because of their lack of DPS, not their cost.

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It's not surprising why Melee is superior in DPS than both Ranged/Magic. Jagex favours it, even if they claim they don't, they do it unknowingly anyway.

 

Point in case:

- Black mask: boosts Att/Str on tasks. It took them 3.5 years to release the Magic/Ranged equivalent. From far tougher enemies too, no less.

- Piety: Boosts Att/Str/Def significantly. It took them 3 years to release the Magic/Ranged equivalent. Again, far tougher to get than Piety.

- Ancient curses: The ultimate prayer... boosts Attack, Strength and Defence.

- 2/3 Grandmaster quests rewarded players with equipment (or allowed access to) that runs off of Melee.

- Dragon defender later this month.

- Even though one faction in the GWD can only be ranged/maged, its ultimate drop: a sword. Also, out of the 14 items exclusive to the GWD, 10 of them are Melee based.

- Dungeoneering came with 2 Ranged/Magic weapons... alongside 3 melee weapons. (Though I shouldn't really complain about DG, it gave a lot to magers. More than melee.)

- Salve amulet

 

Jagex really needs an introspected look into their melee-favouring habits.

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Interesting thought, in the upcoming damage soak updates add in negative soaks against the type of combat you are weak against (ie a mage would have a negative soak against range damage so that range attacks would do more damage, conversely the mage would have a positive soak against melee damage and would receive less from melee). Combining armor would then cancel out the soaks leaving you more vulnerable from all sides instead of just one.


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A way to solve the combat triangle problem would be to give range/magic infinite ammo (just like melee) but that would be a bit gamebreaking. Runecrafting would essentially be done for, so no, it's not a good way.

 

I say just create more monsters that require you to range/mage.

 

That wouldn't solve the combat triangle problem, Magic/Ranged aren't used in PvM because of their lack of DPS, not their cost.

Yeaah ... nope ...

Lower max hit does not mean lower DPS. I am fairly sure that with overloads, maxed gear and Claws of Guthix you can kill dragons faster than with melee for example. (personal opinion/experience, I have no evidence what'so'ever in other words do not start arguing about it ... since there won't be a 2nd side)

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A way to solve the combat triangle problem would be to give range/magic infinite ammo (just like melee) but that would be a bit gamebreaking. Runecrafting would essentially be done for, so no, it's not a good way.

 

I say just create more monsters that require you to range/mage.

 

That wouldn't solve the combat triangle problem, Magic/Ranged aren't used in PvM because of their lack of DPS, not their cost.

Yeaah ... nope ...

Lower max hit does not mean lower DPS.

melee has the highest damage output on all bosses except armadyl and dagannoths prime and supreme

 

i don't even how you try to contest that

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A way to solve the combat triangle problem would be to give range/magic infinite ammo (just like melee) but that would be a bit gamebreaking. Runecrafting would essentially be done for, so no, it's not a good way.

 

I say just create more monsters that require you to range/mage.

 

That wouldn't solve the combat triangle problem, Magic/Ranged aren't used in PvM because of their lack of DPS, not their cost.

Yeaah ... nope ...

Lower max hit does not mean lower DPS. I am fairly sure that with overloads, maxed gear and Claws of Guthix you can kill dragons faster than with melee for example. (personal opinion/experience, I have no evidence what'so'ever in other words do not start arguing about it ... since there won't be a 2nd side)

ever seen a maxed melee with turmoil, extreme/ovl, rapier and defender on dragons? even with fire surge/sol/arcane/wolpertine you can't compare the killing speed of melee weapon

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ever seen a maxed melee with turmoil, extreme/ovl, rapier and defender on dragons? even with fire surge/sol/arcane/wolpertine you can't compare the killing speed of melee weapon

Tbh I outkilled few maxed melee, with turmoils, extremes, CLS and DFS (yeah .. I know .. It's not the same .. but) without using ANY potions and prayer. And by outkilled I mean for every 3 dragons they kill .. I killed 5. But considering my experience with this sort of stuff I suppose it was mere luck.

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Well range has cannon i guess, which brings him up to melees killing power. Mage is only good for bursting/barraging really and a few select things like surging skewyrms.

 

That's similar to saying Magic has vengeance, additions to a certain skill don't work when they can be used with others, and meleing with a cannon is much faster DPS than ranging with one.

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