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Legacy Mode Beta - Coming 16th June


Leik

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I think the point you are missing is how momentum wasn't implemented well enough to be:

 

1. Viable for any efficient playing

2. Convenient

3. Anything like how rs original was

4. Not feeling like a penalty for avoiding ability spamming

 

Which are the main reasons absolutely no one has a use for it.

If it had been implemented that way, then nobody would have been using abilities.

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Legacy should be very good for barraging

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Slightly off-tangent, but when EOC was first being discussed at Runefest 2k11, was I the only one who thought abilities would be like 20%-40% of combat, with auto-attacks filling in the rest of the time, instead of the current 100% ability usage thing we got?

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Slightly off-tangent, but when EOC was first being discussed at Runefest 2k11, was I the only one who thought abilities would be like 20%-40% of combat, with auto-attacks filling in the rest of the time, instead of the current 100% ability usage thing we got?

I think if I designed EoC, it would've been something like that. Like what we have now, except basics wouldn't exist. Or maybe there'd be a few that you could use to stun an opponent or poison someone, but they would only deal like 80% damage or something.

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I agree. It really should have been a fair bit slower so that we didn't have 100% ability spam.

 

This is what makes revolution such a good option. :-)

 

Eh, revolution only band-aids the problem by automatically triggering abilities for you, but the issue is that the system is designed such that you need to use abilities 100% of the time to be efficient, leaving pretty much no room for auto-attacks.
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In real life MMO you don't get 99 smithing by making endless bronze daggers.

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Uhh, I accidentally backpaged this and lost about 20 mins worth of thinking and typing. So I'll just outline some of my points again.

 

I still do not think Legacy Mode is the answer to all the problems people have with EoC. Going backwards definitely should not be the theme for Jagex. As I have argued on the RSOF some time ago when they did the polling, both systems have their flaws and reversion back to the old system in that case is a very poor solution. Why do people need two sets of armours for lvl 1 def? The current tier system works because it helps spread out the items available - sure, 99 smithing for rune armour-ish artisan progression is counter-intuitive, and GM/Master quests for access to lvl 60 equipment is a bit dumb, but from the perspective of the user (of the equipment), it works.

 

Having logged several hours into the beta, despite the nostalgia, it just doesn't feel the same again. It might be just me, but I am so used to using the Manual system that it has become second nature to me on RS; and pressing 'enter' to chat has become the norm to me, for that reason alone I struggled. While I do appreciate what hard work they have done to reintegrate Legacy Combat back with EoC, including the specs and the food delay attack cycle mechanic, it's just too late. For me personally, the image I have of 'legacy combat' was the dragon scimitar/whip and unholy book/rune defender training, the 100% prayer and the time where the high level item tiers were a lot more competitive (-ly priced and accessible in that regards). Changes to the EoC and addition of Legacy Mode just doesn't resolve that. One could argue that 07 offers that, it does - it offers a partial solution but what you end up with is what we can see now: a 07 base version with later additions like slayer helm and rewards, or new/modified additions designed to mimic some of the current features - e.g. agil courses. That alone says that some players simply want the 'vanilla' version right before EoC (Nov 2012). A complete reversal of the changes back to this point will be a full admission of mistake and pretty much 1.5 year of failure (some might say that it started way before then) - so that's why we ended up with what we have. What would they do next?

 

 

I have forgotten the rest already -_-. Will edit them back in when I remember what I was typing.

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The problem with Revolution is that it just auto-fires abilities! (not very well, mind you).

 

It doesn't actually solve the problem that most of the basics aren't even clever, they are just amped auto attacks.

 

So just remove those, make auto attacks cycle through animations for them if you want, and add the few that need special timing and effects.

 

Keep thresholds, and make ulimates feel, well... ultimate. Make auto attacks do more damage.

 

Part of the problem with 100% ability spamming is lag, Runescape suffers a lot worse from lag than other MMOs I've played.

 

Revolution suffers from a similar problem due to timing your own inputs, since you might end up triggering in the middle of when the ability fires so you miss a whole cycle (and it doesn't always seem to remember that you interrupted it!)

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So does EEE still work in EoC or is that a general update screwing everybody over?

I think the healing effect was removed. It should be a higher tier weapon than EE i think?



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So does EEE still work in EoC or is that a general update screwing everybody over?

I think the healing effect was removed. It should be a higher tier weapon than EE i think?

 

It mentions that the passive healing effect of EE and EEE was removed, but it should still have the right-click effect, I think.

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Could the title be updated? (To remove the " - Coming 16th June" part.)

 

On today's update: I hope removing monster aggro isn't permanent, that was an extremely appealing aspect for me.

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I agree. It really should have been a fair bit slower so that we didn't have 100% ability spam.

 

This is what makes revolution such a good option. :-)

 

Eh, revolution only band-aids the problem by automatically triggering abilities for you, but the issue is that the system is designed such that you need to use abilities 100% of the time to be efficient, leaving pretty much no room for auto-attacks.

 

 

Definitely agree with this.

It should be a case that auto-attacks make up like 50% of combat.

Basic abilities should be like auto-attack+ and account for maybe 30% of combat

Thresholds should then account for like 15%

And ults just the last 5%

Also in this setup a few 'basics' should probably become 'utility' instead - a category that keeps the current usability of basics but has specific tactical uses eg stuns, vokes, regen.

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In the beta, you need adr to use "special attacks", and you start with 0 adr

On legacy, you start with full special attack/adr..

 

How about...

 

Legacy is able to use abilities. They start with 100% adr/special. Special attacks drain whatever % they usually drain. Thresholds drain 50%, and basics drain 8%.

 

It is oppposie of eoc!!!

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I don't think that's a good idea, because the whole appeal of legacy mode was no abilities in the first place.

 

However, such a system would have been cool for EoC. Wouldn't have been have much ability spamming, would possibly make weapon speed matter more since you would be using more abilities, things like that.

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I don't think that's a good idea, because the whole appeal of legacy mode was no abilities in the first place.

 

However, such a system would have been cool for EoC. Wouldn't have been have much ability spamming, would possibly make weapon speed matter more since you would be using more abilities, things like that.

 

 

The current EOC would be unplayable if it were like that though.... Imagine only being able to use 2 threshold abilities per 2 minutes. It would take you 15+ minutes to kill qbd....

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Why?

People used auto attacks all the time pre-EoC and there wasn't a problem. :/

 

Obviously if the combat system was designed in a way that made auto attacks the primary type of attack then they wouldn't be severely underpowered, lol.

 

Although I would personally take that idea, except get rod of basics and keep just threshold and ultimates (maybe keep a couple basics required for certain boss fights idk)

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27th June

 

The latest batch of updates and fixes for the Legacy Mode Beta is now live.

 

Today, we've brought you a bunch more old-style animations, fixed fast item switching, and generally tuned up the content so it's slicker and better balanced.

 

Read on for full details, or log into the beta and start playing.

 

Legacy Mode Updates

 

Today, the following changes have been made in the beta, for Legacy Mode itself:

 

 

Old-style animations have been introduced.

 

There is no longer lag when switching items.

 

Enchanted bolts now work in Legacy Mode.

 

Healing from portents now displays correctly in Legacy Mode.

 

Damage of special attacks in Legacy Mode has been tweaked based on feedback.

 

Always-on chat can now be toggled by right-clicking the 'All' chat option.

 

 

Global Updates

 

We've also made the following global changes in the beta:

 

Prayer and curse icons have been updated to bear greater resemblance to the old icons.

 

Certain low-levelled abilities now unlock earlier.

 

Barrows gear has been further graphically updated, incorporating certain elements of its old appearance into its newer look.

 

Spells accessed by skill boosts can now be auto-cast.

 

The ring of vigour now reduces the adrenaline/special attack energy requirement of special attacks, rather than saving 10% once it's used, thus allowing special attacks to be used at a lower adrenaline/energy level.

 

The Korasi's sword special attack is now more accurate while fighting the Pest Queen in Dominion Tower.

 

Korasi's sword now hits based on melee accuracy, rather than magic.

 

Concentrated Blast and Fury have had their weapon damage per hit increased to match Sonic Wave and its equivalents.

 

Vengeance now triggers correctly.

Spec restore potions no longer stall the restoration of special attack energy.

 

Fighting monsters with a much lower level than yours will now feel quicker.

 

Strength bonuses and poison damage now scale inversely to weapon speed. The slower your weapon, the more you get out of your strength bonus or poison.

 

Melee damage is more affected by the Strength skill, depending on the level of weapon used.

 

The exiled Kalphite Queen's level is now correct.

 

Hit marks are no longer delayed.

 

An issue where unskulled players were still losing all of their gear after the skull had cleared has been fixed.

 

Switching back to NIS after switching to Legacy Mode no longer resets chat settings.

"Melee damage is more affected by the Strength skill, depending on the level of weapon used."

 

That means making it so 1 stronk level isn't just +1 damage per stronk level anymore, right?

 

Why aren't they doing that with magic and ranged too?

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I thought they had already made it 2.5 damage per level for all styles now.

I'm guessing they're trying to make Training strength more important

 

Not sure what to think about them making slow weapons more powerful from Poison and bonus damage... Means 2h range/Mage could be better, and rip drygores maces. Rapier/long could spike even more.

 

Low level ability access just feels like it needed a rework, it's miserable.

 

I'm curious how much of a tweak they did to conblast... I thought it was at a good damage value before.

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