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The Evolution of Combat: BETA discussion


Leon S
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I'll miss the old Graador. :sad:

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How I understood it: Ourgs are a refined forms of ogres, being stronger and more intelligent.

 

That new Graardor model suits that description pretty nicely.

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Quests just keep bringing me back to this game.

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The equipment screen is completely useless right now. The information it tells us is either a) wrong, or b) right, and that means that equipment values are broken

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Aside from the RSOF and ingame I read most other fansites threads on the topic for external/different feedback and know they have threads 80+ pages long with feedback and impressions that we can work on.

Hi Chris L.

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ruined the game tbh .-.

 

It hasn't even released yet. We have no idea if this will be how it turns out, or if any issues you may have are resolved. It would be better to post feedback about what you didn't like, so that they can understand and change it :)

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Could someone post weapon damage from rune thrownaxe and javelins? Thanks.

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After messing around on the beta during the weekend I was allowed to I'm not so stoked about this update anymore. I went to try out some slayer as it's really the only thing I enjoy anymore the kills well unless you button mashed abilities were so much slower compared to the live version and on top of that I was only getting 9xp/gargoyle. I know these rates aren't set in stone but unless they get a major overhaul on how xp is handled through out the game they're in for a very rude awakening when this goes live.

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Is there any point in using two attack weapons of different styles? Eg. You use a sword and a crossbow, a wand and a sword, etc. Seems like you're more vulnerable than weapon + shield, and you have access to fewer strong skills than if you were using two weapons of the same style. You get a larger array of weaker attack skills but many of the skills of the weapon in the offhand don't work. This was one of the things I was looking forward to :/

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It could possibly be useful for example in castlewars you could melee with mainhand and use binding shot with an offhand crossbow I guess. Really didn't expect much from cross class dual-wielding, as it's so easy to switch weapons, you might as well go full on range, or full on melee. Now if only they made it harder to switch gear in combat...

 

Edit: The way I see it Jagex made dual wielding to bring the "awesome factor" to runescape, much the same way that Call of Duty and Skyrim did, it's not really about being practical as much as making your game look really cool, and 2 different styles serves that purpose well.

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It could possibly be useful for example in castlewars you could melee with mainhand and use binding shot with an offhand crossbow I guess. Really didn't expect much from cross class dual-wielding, as it's so easy to switch weapons, you might as well go full on range, or full on melee. Now if only they made it harder to switch gear in combat...

 

Edit: The way I see it Jagex made dual wielding to bring the "awesome factor" to runescape, much the same way that Call of Duty and Skyrim did, it's not really about being practical as much as making your game look really cool, and 2 different styles serves that purpose well.

 

Sadly, you can't use abilities for your offhand weapon. Also, if you have a crossbow+sword, you need to get into melee range to attack at all. I can't seem to get melee (or range) + magic to work. Autocasting seems to take precedence over other weapons or something like that.

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I used to play another mmo in which you had a sword + gun style that was fully functional and had high DPS. Sucks that they finally bring those kind of things to RS only to put there for "cool" points rather than something people would actually use. Really why add it at all? Adding this to the skiller outfit bin. :/

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I'd rather them just expand on the defender as an offhand weapon and leave dual wielding to weapons like claws and Torag's hammers.

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I'd rather them just expand on the defender as an offhand weapon and leave dual wielding to weapons like claws and Torag's hammers.

 

Torag's hammer is now just a hammer version of Dharok's axe.

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I'd rather them just expand on the defender as an offhand weapon and leave dual wielding to weapons like claws and Torag's hammers.

 

Torag's hammer is now just a hammer version of Dharok's axe.

 

Funny because they took the near immortal master warrior's dual wielded weapons and made them a single large weapon, but any lay person can pick up two bronze swords and fight with them effectively. It should really be the reverse.

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Has there been testing on the how various wielding does against each other both in the same combat style and different styles? Currently, I've read on here the basic idea that there's a triangle of sorts between the various stances. I have not read how those stances play across the three combat styles. It'd make sense if it does. If 2h > duel wield > +shield > 2h, then Melee 2h obliterates Range duel wield while only slightly favors Range +shield.

 

I hope this is the case. It would compensate the fact that armor switching is not as viable a method anymore.

 

---------------------

 

I got to try the Beta a little this week-end. I agree the button mashing gets annoying. I think there's a reasonable solution that can add to the experience.

 

- Divide the four threshold portions onto three or four "basic divisions"

- When these basic ticks are reached, a basic ability is automatically activated

- The player assigns which basic tick the basic ability will activate in order of precedence (boxes 1-4)

- If a basic ability is in cooldown, the next ability is automatically selected.

- If in a universal cooldown, the activation will wait.

- Players can still manually choose abilities.

- Players can deactivate the automatic abilitities in options

 

This should make combat less a button mash in exchange for slightly less efficient combat.

 

I haven't tested the thresholds enough, however would it make sense to have a limitation on how often these can be used. Something like a counter that goes up as adrenaline passes by the threshold markers. With slight modification, these could all be three bars each tracking different aspects.

 

- A thicker blue bar acts as a timer for automatic basic abilities. It builds at a set rate (for example 3 seconds). When it gets full, an automatic basic ability is activated. This timer resets each time any ability gets activated. So, if you're always using abilities manually, it will never get full. If you like a more passive combat experience, it'll get used a lot.

 

- A thinner red bar can be for thresholds. Each time you use a threshold ability, it goes down to the previous threshold tick. Using a threshold will reset the blue bar counter. Like above, players can have three or four boxes for their default automatic basic abilities.

 

- The normal yellow bar is to track the build-up to the ultimate ability. Using an ultimate will not reset the threshold red bar, but will reset the blue bar.

 

The basic idea is balancing passive versus active combat. As it stands at the moment, passive is just too slow. Seeing how cool these abilities are, it'd be a shame not to incorporate them in a manner that improves passive combat.

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Is there any point in using two attack weapons of different styles?

There are some monsters/bosses who change protection prayer style according to your attacks. Maybe they plan to design some more bosses in the future in similar fashion, who knows...

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Is there any point in using two attack weapons of different styles?

There are some monsters/bosses who change protection prayer style according to your attacks. Maybe they plan to design some more bosses in the future in similar fashion, who knows...

 

I haven't had a chance to try them but possibly being really lazy at tormented demons?

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Is there any point in using two attack weapons of different styles?

There are some monsters/bosses who change protection prayer style according to your attacks. Maybe they plan to design some more bosses in the future in similar fashion, who knows...

 

I haven't had a chance to try them but possibly being really lazy at tormented demons?

It seems like attack penalties would screw that plan up.

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Is there any point in using two attack weapons of different styles?

There are some monsters/bosses who change protection prayer style according to your attacks. Maybe they plan to design some more bosses in the future in similar fashion, who knows...

 

I haven't had a chance to try them but possibly being really lazy at tormented demons?

It seems like attack penalties would screw that plan up.

 

Don't know much about that either. I've only really tried mage in the beta so far.

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