Forums

Enhancing Combat and PVP

Quick find code: 185-186-458-66063511

McSkittlez95
Jun Member 2021

McSkittlez95

Posts: 1,713 Mithril Posts by user Forum Profile RuneMetrics Profile
Hi, great thread. I especially love your point on removing RNG from PvP by making hit-chance 100% and focusing on the skill of using abilities and spells at the right time to avoid damage, as this is something I have wanted and thought about for a long long time independently from this thread. The proposal of making the damage range of abilities much narrower is something I'd love to see too as the RNG aspect of this is pretty terrible, but at least it's nowhere as bad as OSRS or Legacy Mode.

I have some additional suggestions which are simple, uncontroversial bug fixes and rebalances:

- It would be nice if Jagex could rebalance some existing abilities such as Berserk so players can't use it for insane burst damage which one-hits other players...

- The effects of Berserk also currently carry over if you use it in combat with an NPC and proceed to attack another player which is exploited by several people.

- Rebalancing certain PvP-only abilities which create a stalemate situation would be nice too, such as Siphon and Natural Instinct, as they are frustrating and the only effective way to counter them is to use them whenever your opponent does which results in no net gain or loss for either player.

- Giving Ranged a protection prayer-disabling ability that isn't channeled like Snipe would be nice too so other players can't run away to cancel it, as Ranged is currently at a disadvantage in this sense as a result :P

06-Aug-2021 11:49:48 - Last edited on 06-Aug-2021 11:57:47 by McSkittlez95

Reaper of
Apr Member 2020

Reaper of

Posts: 25 Bronze Posts by user Forum Profile RuneMetrics Profile
Well the idea is good, but if I understand the topic to 100%, this will just cause unfair battles within the wilderness, if your armor won't help you to block incoming damage in this case, a player equiped with dharok's battles someone with masterwork, this battle would turn unfair, since the dharok player would have the same odds as someone with masterwork.. I'm not sure if I understood the topic to 100% but dosn't that sound unfair?

In my opinion, the pvp battles is kinda unbalanced due to the damage scaling on abilities, such as Destroy, Rapid fire. I havn't tried grico in pvp, but I can just imagine what a devestating ability that could be in pvp. Since I do not do PVP alot except from legacy fights, with dharok etc.


But excuse me if I misunderstood the topic, this is just my point of view.


With best regards,
Adam :-)
- No call, no message. One was in ego and the other one was in hope.

06-Aug-2021 11:59:58

McSkittlez95
Jun Member 2021

McSkittlez95

Posts: 1,713 Mithril Posts by user Forum Profile RuneMetrics Profile
Reaper of said :
Well the idea is good, but if I understand the topic to 100%, this will just cause unfair battles within the wilderness, if your armor won't help you to block incoming damage in this case, a player equiped with dharok's battles someone with masterwork, this battle would turn unfair, since the dharok player would have the same odds as someone with masterwork.. I'm not sure if I understood the topic to 100% but dosn't that sound unfair?


Wearing gear isn't skill so a wealthy player in full masterwork having vastly better odds vs someone in Dharok's despite being less skillful is not fair.

06-Aug-2021 13:23:41

Stoic n Vain

Stoic n Vain

Posts: 1,552 Mithril Posts by user Forum Profile RuneMetrics Profile
Hey All Over!
Thanks very much! True, the RNG of OSRS was crazy.
Win or loss was almost exactly the same as rolling dice. Minimal skill input.

I haven't personally used berserk in PVP, but I do know that you take 50% increased damage and as an ultimate ability, it'll reduce your adrenaline to 0. In a PVP situation, I would think that having 0 adrenaline and a 50% increase to damage taken would be an incredibly vulnerable situation, so it seems fairly balanced on paper to me... but I'd need to have more experience in order to give a better opinion on that matter.

I have tested some abilities, such as immortality on an NPC before proceeding to attack a player and the abilities did in fact get removed. I don't know about berserk though. Berserk should really behave the same way and get removed. The only instance where abilities remain is when the player using said abilities is attacked by a player, rather than initiating.
They do maintain buffs in that instance and I think that's fair enough. Your attacker should therefore wisely choose when to attack.

After using siphon, you are temporarily immune to siphons for 6 seconds. That's ok, but the immunity should probably be a little longer. I don't personally think it's too bad.
As for natural instinct, I don't understand why you think it's a stalemate. You can't counter a natural instinct with a natural instinct, as you'd have 0 adrenaline.

I agree that prayer disables should be consistent, though, I think it would be better to have them all be channeled abilities so that you can counter them, or at least prepare yourself for the prayer drop. This ability could also just be a universal ability which works the same for all 3 styles... requiring 50 constitution or something rather.
The New Wild (instanced) <---------> Enhancing Combat and PVP

07-Aug-2021 04:50:47

Stoic n Vain

Stoic n Vain

Posts: 1,552 Mithril Posts by user Forum Profile RuneMetrics Profile
Reaper of said :
if your armor won't help you to block incoming damage in this case, a player equiped with dharok's battles someone with masterwork, this battle would turn unfair, since the dharok player would have the same odds as someone with masterwork.
Armour will no longer block in PVP, it will have damage reduction instead. Higher tier gear will still give you advantage, as you'll take less damage. The advantage just won't be as extreme as it is currently.
The New Wild (instanced) <---------> Enhancing Combat and PVP

07-Aug-2021 04:54:22

McSkittlez95
Jun Member 2021

McSkittlez95

Posts: 1,713 Mithril Posts by user Forum Profile RuneMetrics Profile
Stoic n Vain said :

I haven't personally used berserk in PVP, but I do know that you take 50% increased damage and as an ultimate ability, it'll reduce your adrenaline to 0. In a PVP situation, I would think that having 0 adrenaline and a 50% increase to damage taken would be an incredibly vulnerable situation, so it seems fairly balanced on paper to me... but I'd need to have more experience in order to give a better opinion on that matter.


Berserk's effects do not get removed on entering combat, trust me. Also it's not balanced as melee has insane burst damage and you can use adrenaline pot for 30% adrenaline instantly or renewal for 40%, so with invention perks you can get 50% in two abilities and hurricane to 1 hit someone with little to no time for them to react, maybe 5 or 6 seconds at most.

Even with the 50% increase in damage taken there isn't much risk involved unless the opponent knows you're going to rush them, which is obviously not the case most of the time. If that happens you can still try to tank them with protection prayers, reducing damage received to 75%, and hit them with a hurricane and slaughter combo then teleport to a safe area such as War's Retreat. It doesn't help that other combat styles do not possess the same burst damage capabilities as melee.

Moreover, you aren't limited to a certain area to receive the boost as with Death's Swiftness and Sunshine so it is difficult for your target to run from you, especially if you have the increased range of a noxious scythe.

---------

As for siphon, it's not fun and it's a stalemate ability which achieves nothing once your opponent uses it again. Even if it made you immune for longer it would still be annoying.

Natural Instinct, yes you can counter it by building to 100% adrenaline again which is very easy and does not take long as eating food doesn't drain adrenaline in PvP combat anymore. It's an annoying ability which is just like siphon.

07-Aug-2021 16:16:02 - Last edited on 07-Aug-2021 16:22:12 by McSkittlez95

McSkittlez95
Jun Member 2021

McSkittlez95

Posts: 1,713 Mithril Posts by user Forum Profile RuneMetrics Profile
Making all protection prayer disables channeled would be terrible because then there would be much less KO potential in RS3 PvP if your opponent decides to play dirty, which we all know many PKers do.

Lastly Berserk wouldn't be so bad if you were no longer able to carry it over outside of combat and were not able to remain in combat with a player for as long as you want by attacking them once, running away, and adrenaline stalling until you reach 100% then run back and use that advantage to easily kill them. If it had to be built to 100% during active, mutual combat it would be much easier to see it coming and counter it, so the 50% increase in damage taken might actually mean something.

07-Aug-2021 16:17:14 - Last edited on 07-Aug-2021 16:19:52 by McSkittlez95

Stoic n Vain

Stoic n Vain

Posts: 1,552 Mithril Posts by user Forum Profile RuneMetrics Profile
Then berserk definitely has a problem. You shouldn't be able to rush people with it as you mentioned. I'm still not personally against the ability working in PVP though, as you can counter it by using a shield, or prayers, or KOing them while they've just recently zerked. A free 50% boost to DPS. :P Take full advantage.

I personally like how melee is unique. In the past it was always inferior due to being the only style which couldn't attack at a distance - but made up for that with a wider variety of special attacks. You can still bind/freeze melee and that's still a disadvantage for them, but not as much as it once was. The fact that melee is more vulnerable (can't attack at a distance and increased damage taken when berserking) seem to be compensated by the increased burst damage that it has been given.

I'd say 5 seconds is enough time to react, just my opinion. This is considering that it's not at the very start of the fight of course. People entering PVP already zerked is a different story.

As for siphon and natural instinct, yes, if you and your opponent use them as often as each other, they will cancel out and the total adrenaline seems pointless if you look at it from purely a numbers at the end of a fight perspective, but where the differences lie are the short moments when actually using the abilities. For example - maybe your debilitate wouldn't be off cooldown in time, so you use siphon in order to stall their threshold ability - allowing debilitate to be usable by the time the opponent reaches 50% adrenaline. Or perhaps you want to unexpectedly gain a bit more adrenaline than your opponent is expecting, catching them off guard.

Yes, they cancel each other out in the long run, but they can be an interesting dynamic in the short term, in my opinion. KO potential is crazy in rs3, I wouldn't mind channeled prayer drops to reduce that slightly. Don't mind them all being instant either.

Agree with your last point.
The New Wild (instanced) <---------> Enhancing Combat and PVP

11-Aug-2021 03:46:51

Quick find code: 185-186-458-66063511 Back to Top