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More Restrictions on Abilities

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Trollster
May Gold Premier Club Member 2012

Trollster

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Currently all mobility abilities can be used with any combat style by just equiping dual wield melee weapons. Balancing the viability of Melee vs Range/Mage is difficult when all styles have access to the same mobility abilities. Melee needs to be next to the target to deal damage but has the same mobility as Range and Mage. To be able to balance the three combat styles I believe it's necessary to add a lot of restrictions to abilities. In essence I'm suggesting a major nerf to the player's mobility, which is unlikely to be well received.

My suggestion:
1. Escape requires a ranged helm, ranged body, and ranged leg armour to be able to be used.
2. Magic's surge should be replaced with the equivalent of bladed dive: an ability that has a longer cast time but is a short distance teleport. The player warps from one location to the other in ~2 game ticks. This ability requires the player to wear a mage helm, a mage body, and mage legs.
3. Barge requires a melee helm, melee body, and melee leg piece to be used.
4. Bladed Dive still requires dual wield melee weapons, but on top also requires a power armour melee helm, a power armour melee body, and power armour melee legs to be used. It acts the same way as barge but instead of a bind, the player spins towards the target retaining it's area of effect damage. I envsision the player using a motion like the attacks of the trashing waters in the Masuta encounter. Like a drill towards the target.
5. Hybrid armour counts as power armour for all 3 styles. Hybrid gear is the nimble gear that comes at the cost of reduced damage.

edit:
6. Skilling gear, globetrotter gear, and cosmetic gear also counts as hybrid armour.
7. The player's default "class" is set to hybrid when wearing nothing.
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29-May-2019 20:33:39 - Last edited on 04-Jun-2019 20:43:50 by Trollster

Trollster
May Gold Premier Club Member 2012

Trollster

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Tank armour and the tank role suffers from the same problem. The player can equip a shield at any point and become a tank. Defensive abilities are very overpowered. The above concept can also be applied to tank armour:
1. Basic defensive abilities require tank armour for the helm, body, and leg slots. Exception to be made for Freedom (or make Freedom a constitution ability).
2. Treshold defensive abilities require tank armour in the helm, body and legs slots, and 1 other piece(boots or gloves) for a total of 4 tank armour pieces.
3. Ultimate defensive abilities require tank armour in the helm, body and legs slots, and 2 other pieces(boots and gloves) for a total of 5 tank armour pieces.
4. Shields do not count as tank gear for the above checks.
5. Defensives are overpowered when the player also has access to both survivability and insane damage output. Therefore tank armour's offensive bonuses need an extra nerf.

These are all nerfs. Critics will be fast to point out the problems these changes would cause for bosses like Telos, AoD, and most notably Dungeoneering. I'm aware what can of worms these suggestions open. The meta at PvM bosses will be forced to change and dungeoneering might fix this by allowing more gear to be bound. The problem is that the current combat system has very few restrictions and that makes any sort of balancing impossible. I believe opening this can of worms is necessary. Nerfs are bound to be received poorly but I believe these changes are needed for the game's long term prosperity.

edit: "How does this help balance anything?"
Read my reply on page 2 (2nd post).
RuneScore | 24,640.
Rising Eminence | Social 2000+ Clan, W66

29-May-2019 20:33:44 - Last edited on 04-Jun-2019 22:08:57 by Trollster

Steelweaver
Sep Gold Premier Club Member 2015

Steelweaver

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I agree with all of this.

As much as they pride themselves as not assigning people "roles" akin to a class system, armor classification needs to truly mean something.

Right now it's just... do enough damage to make it to the next part as fast as you can. :|
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30-May-2019 02:09:21

Trollster
May Gold Premier Club Member 2012

Trollster

Posts: 513Steel Posts by user Forum Profile RuneMetrics Profile
UrekMazino said:
1-4

Hell naw, no thanks, I want to skill and use surge/bd without having to swap to melee and mage gear.


That's one I didn't see coming ... Core skilling balances cannot hinge on combat QOL dependencies. Same goes backwards.

Make skilling gear count as hybrid gear. Fixed?
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Rising Eminence | Social 2000+ Clan, W66

01-Jun-2019 19:59:27

Rikornak
Oct Gold Premier Club Member 2013

Rikornak

Posts: 6,023Rune Posts by user Forum Profile RuneMetrics Profile
Trollster said:
UrekMazino said:
1-4

Hell naw, no thanks, I want to skill and use surge/bd without having to swap to melee and mage gear.


That's one I didn't see coming ... Core skilling balances cannot hinge on combat QOL dependencies. Same goes backwards.

Make skilling gear count as hybrid gear. Fixed?


What about players who just want to traverse somewhere quickly while having nothing equipped (obtaining a full set of weight reducing clothing also wouldn't be feasible at times - or partially isn't even possible, since you only can obtain stuff for certain slots at high levels) at all, but their weapons?
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02-Jun-2019 06:30:54

Trollster
May Gold Premier Club Member 2012

Trollster

Posts: 513Steel Posts by user Forum Profile RuneMetrics Profile
Rikornak said:

What about players who just want to traverse somewhere quickly while having nothing equipped (obtaining a full set of weight reducing clothing also wouldn't be feasible at times - or partially isn't even possible, since you only can obtain stuff for certain slots at high levels) at all, but their weapons?


You have to wear some sort of gear to lock your character into a style/hybrid. Make the default/being naked be hybrid? ... any other niche scenarios you have up your sleeve?

I admitted there's going to be major mobility nerfs in combat and people won't like them. Focus on its implications in combat. This is an idea that's been brewing in my head for a long time and I want to see if other people can come up with more negatives than positives, because I can't.

Looks like the elephant in the room is blending in: Solo PvM. Enounters that require you to pass DPS checks AND counter mechanics with defensives.

edit: typos
RuneScore | 24,640.
Rising Eminence | Social 2000+ Clan, W66

02-Jun-2019 18:15:30 - Last edited on 02-Jun-2019 18:23:33 by Trollster

UrekMazino
Nov Gold Premier Club Member 2015

UrekMazino

Posts: 6,424Rune Posts by user Forum Profile RuneMetrics Profile
"niche"

Not really, considering how many people do clues, especially those who don't do them regularly won't have the full globetrotter outfit (you'll need to complete a few hundred clues to afford it) plus filling every single hidey hole. They will instead be wearing combat gear or emote gear which could lock them out of surge/bd.

There's also questers, some quests require more walking than others. It'd be quite annoying to have to unequip armour just to be able to surge/bd.

I can't imagine having to do ED without surge/bd, or be forced to camp melee for trash mobs.
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03-Jun-2019 03:16:16

The Iniquity
Dec Member 2005

The Iniquity

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How would locking the class that requires mobility to function out of most mobility abilities bring balance?
"It is my belief that everything that occurs in life - both good and bad - should be used to forge oneself, to better oneself. Where Guthix sought balance in the world, I seek balance in oneself."

03-Jun-2019 06:11:28 - Last edited on 03-Jun-2019 06:11:40 by The Iniquity

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