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Agility Utility?

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Eary 22
Nov Member 2020

Eary 22

Posts: 7 Bronze Posts by user Forum Profile RuneMetrics Profile
So the Necromancy tank set effect from tier 70 and up is interesting and kind of made me want to make this thread. My clan and I have bounced this idea around a bunch and never thought it would be explored, then the set effect was published into the live game.

I believe it would be interesting to try and incorporate a "dodge" mechanic into the agility skill. Based on your agility level you have an increased chance to avoid damage from an attack. To keep it simple and not create extreme imbalance, I'd do something like this:

For every 5 agility levels you have you gain a .5% chance to dodge an attack. This would cap at 10% at 99 agility.

It'd make agility levels feel more impactful than they do now, where they only come into play for run energy replenishing, and shortcuts that are around the game (among a couple of other small utlilty items), give that sense of being speedy and nimble that isn't present much in the game, and allow for a more visible reward for leveling the skill beyond "you can now cross X obstacle", or "did you notice your run energy come back a bit faster? That's cool right?".

The most popular skills in this game tend to have a visible feeling of power (ie: number goes up, speed increases, you can now use X item to make said numbers go up) or they have utility. Agility is one of the few skills where it is a pain to train, it doesn't feel like you gain much, and after you hit 99 it sits there. Adding this small bit of utility would help without requiring a ton of hours invested for development, and make the skill feel like one you want to train versus having to train it.

Just my thoughts. Maybe I'm not alone on this?

16-Aug-2023 20:14:49

Jeremy Cheng
Aug Member 2013

Jeremy Cheng

Posts: 25,647 Sapphire Posts by user Forum Profile RuneMetrics Profile
Support, this would be great to get a base chance of dodge with 99 agility. Could maybe add a toggle where if you turn it on you'll have a slightly higher chance of dodge with 99 agility and whenever you dodge your run energy drains a bit as you get winded avoiding a attack. Would have synergy with anachronia spa or greater surefooted.

17-Aug-2023 02:25:49

Dilbert2001
Jun Member 2006

Dilbert2001

Posts: 30,176 Sapphire Posts by user Forum Profile RuneMetrics Profile
We already have a lot of mid, level 70-ish Agility features added to many other skills like Anachronia Base Camp, Empty Throne Room, Flash Powder Factory, Polypore Dungeon, Surge, Double Surge and other combat movement abilities, Charming Moths etc.

We can have more ussages of Agility in other skills, but how is Agility related to Necromancy?

We can have plenty more usages with Agility added to abilities and such in combat too, not just movement abilities, but it doesn't have to be Necromancy, and makes more sense not to be Necromancy.

17-Aug-2023 17:06:24 - Last edited on 17-Aug-2023 17:09:25 by Dilbert2001

Eary 22
Nov Member 2020

Eary 22

Posts: 7 Bronze Posts by user Forum Profile RuneMetrics Profile
@dilbert2001 I wasn't saying it would work with necromancy only, more saying that allowing agility to give a passive dodge chance in all combat situations would be cool. I only related the idea to necromancy tank set because it would do the same thing, sort of like how bleeds in each style work in similar ways but aren't the same.

17-Aug-2023 19:38:45

Dilbert2001
Jun Member 2006

Dilbert2001

Posts: 30,176 Sapphire Posts by user Forum Profile RuneMetrics Profile
Not saying they can't add new "dodge" chance but we have the very similar block/hit chance mechanics through prayers. Essentially, the level 90+ prayers including the new Necromancy ones are very powerful with such mechanics. They can add more block with Agility giving bonus to prayers too, but I don't know if they want powercreep.

17-Aug-2023 20:49:09

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