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lightbolt78
Sep Member 2023

lightbolt78

Posts: 2 Bronze Posts by user Forum Profile RuneMetrics Profile
So I'm interested to hear other's opinions on the combat beta. I've been brain storming since necromancy's release on how they could could change the other combat styles to be more interesting or interactive.

Concerns with damage ranges with the critical strike changes:

As it stands, Necromancy's damage ranges make sense to have the kind of crit system that it does. But they haven't touched the damage ranges for the other styles, so what we get is this awkward damage output that doesn't make any sense or really feel good. I really like the foundations of these changes, it's a lot less clunky than what current combat feels like. However if you're going to change crit to the way it is with necromancy you need to adjust the damage ranges. You can crit for damage much lower than regular hits because of how big the damage ranges are. For example, binding shot's damage range is from 20-100% ability damage. This means that I can potentially roll the minimum damage and crit, dealing only 32% ability damage (assuming the crit modifier at 99 range is 1.6x damage). That's almost 1/3 of the damage as just max hitting without criting. Not only does that not really make any sense thematically, it also feels terrible. I feel like this should have been a change going into the start of the beta because the devs should already know that it's a problem. Thats why necromancy is the way it is, why are we waiting for that kind of change?

31-Oct-2023 05:12:30

Dilbert2001
Jun Member 2006

Dilbert2001

Posts: 30,311 Sapphire Posts by user Forum Profile RuneMetrics Profile
I'll like them to keep rotating the combat meta, so no one combat style will be dominating for years. More like every 6 months, they intend swing the pendulum and make another style be the OP one. Seeing the likes of Omid having fun learning to range and melee Solak makes me feel maging Solak for years may be just too boring and it needs to be more diversity.

In that case, all combat styles will be relevant and we have the reasons to learn all of them and get all items for all styles.

Keeping going in the direction of adding Necromancy features into the original styles, and when things get stabilized put talent trees into them too.

03-Nov-2023 16:15:15 - Last edited on 03-Nov-2023 16:22:27 by Dilbert2001

lightbolt78
Sep Member 2023

lightbolt78

Posts: 2 Bronze Posts by user Forum Profile RuneMetrics Profile
Well I guess I should give Jagex props because only after two days they adjusted the damage ranges on the beta. So I guess my original complaint is no longer valid, and it feels a lot better now.

I do like the talent tree that necromancy has, although it might be more difficult to implement to other styles simply because everyone is already a high level. They could still do it for new content if they ever decide to bump combat to 120 like necromancy.

What I really like about necromancy is how the abilities interact with each other. There's two different types of stacks you can build with basics and then spend them with thresholds for added effects: like finger of death consuming necrosis stacks to reduce its adrenaline cost. It seems like the other styles don't really have stuff like that, and It would cool to see something like that implemented into the other styles at some point. That would be Jagex's chance to really push each combat style to be a little more unique and separate from each other.

I guess my only other complaint is how combat progression is very linear, and it has been that way for a while now. As of right now there's not much diversity in how we do damage as the player and rather how much addition damage can we pile on using better equipment when it releases. I'd really like to see Jagex add new gear or abilities that give the player a choice on what to build for certain tasks. Right now crit is like the generic source of damage, despite there not even being that many sources of crit the player can gain. Other MMOs or RPGs usually have other damage resources; like on-hit damage and elemental damage. It would be cool to see a day where crit builds, bleed/DOT builds, poison, and on-hit damage builds are all separate from each other and the player has to make a choice on which one to use for which content they want to do.

03-Nov-2023 16:54:33

Dilbert2001
Jun Member 2006

Dilbert2001

Posts: 30,311 Sapphire Posts by user Forum Profile RuneMetrics Profile
We know they will keep changing plenty of thing throughout 2024, I just don't know what to complain (or compliment) on just the damages, which is one of the many things combat related anyway.

Changes are going to be inspired by the feedbacks of the beta participants anyway.

We are going to have new gear and abilities in just 17 days. I will wait to see if something new are coming up. I think the new gemstone will be very interesting too.

Yes, different builds will be very interesting, but the other games mostly do them with skill trees. That's why I think we need them and are going to see them on not just Necromancy but all the other stkills too. They won't come soon but this combat beta last through 2024 so we have plenty of time to add really nice things for existing and future players from other games.

04-Nov-2023 02:01:47

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