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Homogenising the skills


Unknown_Warrior

Relationship between skills  

104 members have voted

  1. 1. Should Jagex give non-combat skills combat roles?

    • Yes, and allow them in PvP too. They're all part of the game, if you don't want to train, you lose out.
    • Yes, but exclude them from PvP. Only the combat skills should count in PvP combat situations.
    • Neutral, I don't really care either way.
    • No. We need to find a way to revolutionise the non-combat skills without having to tie them to combat.


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I think the skills should be mixed and it would make killing a lot more interesting (both in PvE and PvP). I think one of the reasons why I dislike killing so much in RuneScape is that it's so boring. Because RuneScape has no individual combat skills (I mean like specific "moves"), all you do is click once and WATCH your character fight. There is no further engagement and that takes the difficulty and diversity out of the game. So one option to make fights more diverse is to involve other skills. That way there would be more options for what unique abilities/equipment your opponent will possess.

 

It'd be interesting to see a system like that. I've played an MMO with a pvp system that involved a lot of micromanaging of combat moves, special moves, and maneuvers in order to stay alive. That would probably be too radical for Runescape, though. Runescape's not really meant to be a hardcore game.

 

Anyway, what if defense was temporarily reduced while you were running? That way someone could whack you with their sword and have a better chance to hit you as you fled (with the idea that someone is less capable of blocking attacks as he's running).

 

Also, I'm not against blending all skills into combat somehow, but certain skills don't seem to fit at all into a PvP scenario.

SWAG

 

Mayn U wanna be like me but U can't be me cuz U ain't got ma swagga on.

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This is more interesting than some of the Tip.It Times articles I read. You should apply for the Editorial Panel positions.

 

On Topic: I think blurring the line between skilling and combat is fine, only to a certain extent.

 

Herblore is quite controversial because 'Dangerous PvP' doesn't allow Extremes, yet 'Safe PvP' does, with the reasoning for it being "it doesn't give combat levels, and you can't see if someone has them or not" (typical JaGex excuse).

 

However, it's also good because it gives people a reason to train these skills besides training for the sake of training.

 

Not sure where I'm going here, I'm arguing on a tangent. I think I'll make a proper post when I wake up.

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You cook food to heal damage.

You fletch arrows to shoot.

You craft and smith armor to block attacks.

Most hunter creatures either help crafting, cooking, or are used in combat fresh from the traps.

Herblore gives you combat boosts, or boosts other skills like fishing and hunter which help combat.

 

Pretty much every skill ties into combat in some way. If they're going to take out things like extremes because not everyone has the cash to train it, then they might as well take out just about every expensive weapon. The argument that herblore doesn't add combat levels really doesn't make sense to me since the combat level system is already shot to hell. We have level 50s running around with godswords, turmoil, iron titans, dragon claws, dark bows, and probably chaotics, but if they have extremes that's not fair.

 

If they want to make the combat level system work, then make everything including weapons in inventory, potions, and which prayer book and magic book you're currently on give combat levels as well. Otherwise, herblore levels not adding combat levels is a pretty poor argument considering you can just manipulate your combat level and get them at a low level anyway.

From the empty days of hope, deny the darkness
Follow my voice, we'll run far away from here

If only to hide, to escape this life
And live forever, forever in the sun

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