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Aegis†XIII
Jul Gold Premier Club Member 2018

Aegis†XIII

Posts: 29Bronze Posts by user Forum Profile RuneMetrics Profile
I'm assuming defenders aren't gonna change at all. They're a stabbing style weapon, so wouldn't that also add a dagger effect?

...Then again, that would be OP... They already have a passive effect of reducing damage. If it was implemented, it would compensate for it's poor damage.

I never tested it in the beta.
I really miss 2011 RuneScape.
Price checker for the R Quark discontinued rares friends chat.
"Always forgive your enemies. Nothing annoys them so much."

02-Aug-2019 21:53:41

Firebat
Apr Member 2009

Firebat

Posts: 5,400Rune Posts by user Forum Profile RuneMetrics Profile
Gwyndolynn said:
3. **** SwitchScape. Thereís so much of that already. The playerbase has been quite vocal about this but many of the effects remain the same.
This.

Give weapon switches a 20 second cooldown on their unique traits and that point should be square, lest this be the fate of PvM.

02-Aug-2019 23:41:07

Droyder
May Member 2019

Droyder

Posts: 6Bronze Posts by user Forum Profile RuneMetrics Profile
Why is it that melee longsword has chance to have misses but mage staff has no misses? What is the logic behind that? Just curious!

NOTE: Could we please get SGB added to the ranged weapons for testing? Thanks!

03-Aug-2019 03:46:37 - Last edited on 03-Aug-2019 03:54:30 by Droyder

OsirisDemon
Sep Member 2016

OsirisDemon

Posts: 3Bronze Posts by user Forum Profile RuneMetrics Profile
I don't want my weapons to crash like garbage because of your "diversity" that will NOT balance the game, I'm absolutly done if that happens and I'm not alone.

Belive me 90% of your player base are people like me that have played since 2007-2016 and stood your cuestinable updates, you are suppose to be doing this for us not for new players bacause lets be honest, if you are a new player in rs3 you will find tons of fun in another games, not rs3, no one cares about runescape 3 anymore only the ones that have been here since past, your game is not atractive to anyone, and if it does, you put so many restrictions to "free" players that they lose the interest almost instantly and go play fortnite or some other nintendo,xbox or pc game. So you better been doing something useful for everyone or prepare for another huge player base drop.

:)

03-Aug-2019 04:45:37 - Last edited on 03-Aug-2019 04:48:10 by OsirisDemon

Rikornak
Oct Gold Premier Club Member 2013

Rikornak

Posts: 5,874Rune Posts by user Forum Profile RuneMetrics Profile
Sonyc234 said:
Will there be passive effects for shields too? (like spirit shields)


You need to differ between item and class based effects: Take a passive saradomin godsword for instance - it both has an heal effect for being a 2h sword, as well as one for being the SGS.

Shields currently double the effect of certain items like armour spikes or the defender insignia. They also increase the duration of most defensive abilities (more than a defender could).
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

03-Aug-2019 08:44:28

Hobbyloos
Jun Gold Premier Club Member 2006

Hobbyloos

Posts: 410Silver Posts by user Forum Profile RuneMetrics Profile
I have one piece of feedback and one suggestion:

* Be aware that there is a very limited amount of weapons classified as warhammer, and the statius' warhammer has a insane upkeep cost. The next best option (basically the only realistic option) is the dragon warhammer which is at level 60. This is not balancing. It will make warhammers an overpowered training method for 60-79 atk players, and completely useless for level 80+ atk players.

* For revolution combat mode please add weapon special attack to the list of "Automated Ability Activation". There are many spcial attacks which I never use simply because it makes revolution almost equal to full manual mode. This nullifies the diversification attempt.
I've requested this before, but there is no better time than now to introduce such a change to the combat mechanics.

03-Aug-2019 12:07:09 - Last edited on 03-Aug-2019 12:08:50 by Hobbyloos

Nayakoman
Jun Gold Premier Club Member 2017

Nayakoman

Posts: 2,798Adamant Posts by user Forum Profile RuneMetrics Profile
Hobbyloos said:
I have one piece of feedback and one suggestion:

* Be aware that there is a very limited amount of weapons classified as warhammer, and the statius' warhammer has a insane upkeep cost. The next best option (basically the only realistic option) is the dragon warhammer which is at level 60. This is not balancing. It will make warhammers an overpowered training method for 60-79 atk players, and completely useless for level 80+ atk players.

* For revolution combat mode please add weapon special attack to the list of "Automated Ability Activation". There are many spcial attacks which I never use simply because it makes revolution almost equal to full manual mode. This nullifies the diversification attempt.
I've requested this before, but there is no better time than now to introduce such a change to the combat mechanics.

Completely agree! those t92 warhammers were overpowered against GodWar2 mobs,

03-Aug-2019 14:53:10

Nayakoman
Jun Gold Premier Club Member 2017

Nayakoman

Posts: 2,798Adamant Posts by user Forum Profile RuneMetrics Profile
Donít know guys, i really didnít FEEL a difference between weapons.. I mean, only the AOE weapons have a significant and immediate difference bcz you can see the damage over all mobs.. but all the other 1vs1 weapons.. well.. you really need to put to much attention to see their effect applying, you have to be really focused to Feel that double attack or that accuracy increase... donít know guys. You really feel it?
In my opinion, if you want to completely have a difference between weapons, your "spectrum" has to be quite wider.
You know? Like the Dharok axe takes to much time to hit, but when it hits itís like daaaaarn!, and Guthanís spear speed and strength its "meh", but it heals nicely. Those two are completely one corner against the other, and that makes the player feel a difference. (Almost to me)
But seriously, attacking with maces and swords feels the same as claws and scimitars.
This is a cool idea, but I really thing it has to take some more time to develop (to include also graphical differences when under attack)

Thank you for reading

03-Aug-2019 15:47:16

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