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24 February 2014 - Revolution


SirTommy2005

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When trying out revolution I noticed that half the time during a kill I am using auto-attacks while I have two or three basics ready to use. When I tried it out on beta I noticed the same issue, voted no on it being ready to launch, but obviously didn't make much difference. Is this the expected behaviour, and has anyone else encountered this?

 

If this is just glitchy, I would have assumed these kinds of things would be fixed before launching since it required a player vote to launch.

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When I ran revolution in the beta it used to take about two autoattacks before it got going with abilities. After that, continously having a target kept the abilities firing.

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All of the nerfs make sense individually but added together they make the ability useless.

There is no useful situation where you could go beyond 5 seconds duration, and it is disabled for KK/Vorago/RotS (idk how it was used in RotS, but for KK it was to prevent green and for rago it was for bomb tanking).

 

- PvP nerf makes sense, it was being abused heavily. Should remain. Lol at everyone crying in RSOF.

- Increase cooldown is fine, but 90 seconds for 5 seconds and -15% adrenaline is silly in PvM. Would support 60 seconds instead. There were a few situations where a cool down increase wouldn't matter (KK solo you would just have to buy ~50 seconds of time by running around instead of ~10 and take an extra adrenaline potion or something)

- 5 second duration with +5 for every kill is hilarious. In what scenario other than cannoning some chickens/cows are you able to kill enemies within 5 seconds of each other so that you actually get the full 20 seconds? If you time devotion perfectly, you get protection for about a round of combat or two. This attribute should be removed.

- Disabling its use in certain bosses is fine, although I think that soloing KK wasn't OP at all: kills took like 15 minutes and required skilled timing of abilities combinations. Any slip up and you were dead immediately. I tried it many times in max gear and only got it to about 1/4 hp at most. Didn't see this being abused anywhere, it was more of an impressive achievement for those that pulled it off.

 

Insert rant about how I want challenging solo bosses here now that my goal of being able to kill KK solo is dead. Nex is getting boring.

 

Like Gwyn said, bomb tanking was too easy, so that's okay.

 

Overall I support a nerf but not this nerf.

Devotion should have been a shield ability.

 

That is all.

This idea is good, you should post in RSOF, see if it gets any traction. Unlikely but it would take 5 secs to post.

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You can also manually start revolution by using any ability manually. Overall, if you learn to use it, it's 95% as effective as combat was before, only you click tens of times less.

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When trying out revolution I noticed that half the time during a kill I am using auto-attacks while I have two or three basics ready to use. When I tried it out on beta I noticed the same issue, voted no on it being ready to launch, but obviously didn't make much difference. Is this the expected behaviour, and has anyone else encountered this?

 

If this is just glitchy, I would have assumed these kinds of things would be fixed before launching since it required a player vote to launch.

I've been experiencing that too. I voted almost ready as it does work nicely, but it seems to spend a tick checking 1 ability slot and if that slot isn't ready, it checks the next slot and spends aother tick doing so (hence not activating as they're on cooldown).

 

I enjoy playing as if its on full manual while revolution is on though. Constant abilities going off as soon as possible. :3

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Ancient spells renamed, woo. Also queuing, no weapon switch penalty - good stuff. If Revolution does use a tick to check for a slot in use, that's stupid, but if not/otherwise it's a good update. And the Devotion nerf is just going way too far. How about making it last 10 ticks + 1/2 tick per point of prayer bonus or +1 per tick if using a shield, with a 90s cooldown (remove the extend-if-kill because that is completely opposite to using it for bossing). That way, you get 10 - ~45 ticks (6 - ~27 seconds), depending on your equipment, but only up to ~27 ticks (~16s) without a shield.

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Why is the wicked pouch thing not just a runespan reward? Also, why does it disappear when you fill it, instead of just being "capped", so that you can't add more (and then dissappear when it runs out)?

 

It should be a non-degradable runespan reward, not some trash from solomons/loyalty...

 

Also, it lets you swap spell books at will... that kind of runes the point of a lot of uses for spellbook-swap...

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Why is the wicked pouch thing not just a runespan reward? Also, why does it disappear when you fill it, instead of just being "capped", so that you can't add more (and then dissappear when it runs out)?

 

It should be a non-degradable runespan reward, not some trash from solomons/loyalty...

 

Also, it lets you swap spell books at will... that kind of runes the point of a lot of uses for spellbook-swap...

I agree with everything except for non degradable, it should have been something like infuse it with unbound essence to recharge it or something. Degrading items are good for the game, assuming they don't degrade to nothing.

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Why is the wicked pouch thing not just a runespan reward? Also, why does it disappear when you fill it, instead of just being "capped", so that you can't add more (and then dissappear when it runs out)?

 

It should be a non-degradable runespan reward, not some trash from solomons/loyalty...

 

Also, it lets you swap spell books at will... that kind of runes the point of a lot of uses for spellbook-swap...

I agree with everything except for non degradable, it should have been something like infuse it with unbound essence to recharge it or something. Degrading items are good for the game, assuming they don't degrade to nothing.

 

 

I was using degrade to refer to the "depletes to nothing". This item "degrades" in that every spell casts costs energy, and removes energy. It shouldn't disappear when empty though. It should just have no charges. IE: a single time purchase of this allows you to charge it up as often as you like.

 

Curious if this will change the price of runes, since cheaper runes might be more effective for charging expensive spells? (depending on the price of the various runes) since energy is "rune agnostic", but rune cost used to depend on what spells it was used in.

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the thing about abilities is that even though they can be given a purpose, that purpose has to be significant enough to warrant a space on the precious real estate of the hotbar

 

revolution basically lost relevance to a lot of other things you could be doing with that space

 

just as disappointed about the wicked pouch as other people....could have been an actual reason to train runecrafting???????

 

seriously, that alone would even make me marginally happier about how runespan was nerfed into the ground

 

even with the limitations, this is dangerous cash shop territory here

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Why is everyone saying traders got nerfed?

 

 

78I6l.jpg
 

I legit lol'ed.

It's funny because I know him. He zerk rushes in PvP, and now devotion won't protect him. Noob. -.-.

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Runescape wiki has some set-ups for efficient dps. They cover all classes using two hand or dual wield against either stunable or immune creatures.

 

Check it out here:

 

http://runescape.wikia.com/wiki/Revolution



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somebody removed it probably because that page isn't a guide page specifically, but you can just check the history for the information until somebody bothers to make a guide page to give it a proper place

 

i kiiiiinda take issue with the game presets and this guide both recommending multitarget basic abilities since that causes more trouble than it's worth in some locations

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somebody removed it probably because that page isn't a guide page specifically, but you can just check the history for the information until somebody bothers to make a guide page to give it a proper place

 

i kiiiiinda take issue with the game presets and this guide both recommending multitarget basic abilities since that causes more trouble than it's worth in some locations

I put Chain/Ricochet outside of my 9 Revolution slots for that reason.

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somebody removed it probably because that page isn't a guide page specifically, but you can just check the history for the information until somebody bothers to make a guide page to give it a proper place

 

i kiiiiinda take issue with the game presets and this guide both recommending multitarget basic abilities since that causes more trouble than it's worth in some locations

I put Chain/Ricochet outside of my 9 Revolution slots for that reason.

 

But but but it's finally the closest you'll get to aggressive slayer monsters and AFK tasks!!!
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6Ij0n.jpg

In real life MMO you don't get 99 smithing by making endless bronze daggers.

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Why is everyone saying traders got nerfed?

 

 

 

 

78I6l.jpg

 

I legit lol'ed.

It's funny because I know him. He zerk rushes in PvP, and now devotion won't protect him. Noob. -.-.
They think traders got nerfed cuz they don't know how to lure the guards >.>
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The guards tele back after a short while of being 'stuck' in a room now I heard..

Nope, just if they're in the wrong room. Been like that since release. People complain every time a system update resets the guards.
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