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Enhancing Combat and PVP

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Jack Flac
Feb Member 2022

Jack Flac

Posts: 6,207 Rune Posts by user Forum Profile RuneMetrics Profile
Roleutrio said :
I think it would be interesting to introduce some "elite" combat skills, which requires lvl 80 in specific skills. This would allow a second revolution in combat and PVM by using new "classes" or "roles" during group encounters (but also solo in some cases).

Examples:
1. Healing (Monk Class)
- Requirements: Lvl 80 in Constitution, Defence, Prayer and Magic
- Move some support spells/abilities under this skill
- New abilities to buff and protect groups of players during group bossing or slayer
- New use for some gear and weapons
- Act as a tank, support or both during fights (low DPS but essential in new high-end group encounters)
2. Warfare (Tactician Class)
- Requirements: Lvl 80 in Construction, Crafting, Smithing and Firemaking
- Secondary requirements to use items: Strength, Magic, Ranged, Attack and Summoning
- Prepare (artillery) items for group encounters
- Move dwarven cannon and upgrades etc. under this skill
- Act as debuffer and extra DPS during group encounters and/or slayer
- New uses for other skills such as fletching, invention, archeology, farming and herblore
* Fletching = Ammo for artillery
* Invention = Preparing / building machines or machine parts, discover blueprints
* Archeology = discover, repair and re-use or re-purpose old warfare materials
* Farming = Farm poisonous or other type of damaging plants for organic warfare
* Herblore = Use case for new potions and Bomb vials (ammo)
Nah, rather than releasing new skills, rework how gear works and tie stuff into that. I'm sorry, but at some point we need to move beyond be anything and everything at all times. You can be anything and everything, just not all at once.
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03-Jul-2022 00:19:08

Stoic n Vain

Stoic n Vain

Posts: 1,555 Mithril Posts by user Forum Profile RuneMetrics Profile
Agree with fixing existing content first. Though, Roleutrio's ideas were interesting.

I heard an interesting idea recently. Some adrenaline loss when switching gear in combat. Similarly to how there is an adrenaline cost when eating food, changing your gear mid-battle would do the same. This could be a way to reduce "be-everything-all-at-once" / switchscape and I think it could be a good start to having actual roles in the game.
The New Wild (instanced) <---------> Enhancing Combat and PVP

03-Jul-2022 06:12:13

Tepmurtjo10

Tepmurtjo10

Posts: 120 Iron Posts by user Forum Profile RuneMetrics Profile
ALL these ideas are so good you should just create a new game off them- including the op post about changing the way the damage values and hits are calculated.

Tbh guys code this into your OWN game, jagex will just half ass your idea and rob you.

21-Sep-2022 12:23:51

Sheepman
Dec Member 2021

Sheepman

Posts: 92 Iron Posts by user Forum Profile RuneMetrics Profile
Tepmurtjo10 said :
ALL these ideas are so good you should just create a new game off them- including the op post about changing the way the damage values and hits are calculated.

Tbh guys code this into your OWN game, jagex will just half ass your idea and rob you.


Honestly if jagex were better about RS3 private servers; I would make my own and test the ideas there. A personal server to test some things; maybe enjoy slaying/pvm a bit my own way!! But a lot of the builds I have heard arent stable and not easy to work with! At least not like Old school(Rs2).

So I just stick to the guns; its not like I would really want to host my own private server anyway! If I did make a game; it would be concepted a lot differently; so many of my Ideas wouldn't really work the same. As most are based in the realm of RS; not my own game engine.
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21-May-2023 01:55:03 - Last edited on 22-May-2023 23:32:24 by Sheepman

Stoic n Vain

Stoic n Vain

Posts: 1,555 Mithril Posts by user Forum Profile RuneMetrics Profile
Now that the forums are ending, I just wanted to summarize what this thread may very well have brought into the live game, or updates that are confirmed to be on the horizon!


- 100% hit chance.
- 2h shields (though implemented much differently instead as a spell called bone shield )
- Reactive abilities such as provoke and those to do with movement were taken off the global cooldown, and more are potentially on the way - such as freedom and anticipation.
- Bounty hunter rewards added to the wilderness loot table.
- XP blocking introduced into the game.
- Melee abilities now work correctly when chasing an opponent, rather than interrupting.
- Familiar options created (default/attack same target/passive/reactive)


Thank you everyone who made the effort to post, discuss, and even those who simply read what suggestions I had to make. I consider it to have been very productive and beneficial to the game. Be well and I might be seeing you on... another platform... if I can be bothered :P
The New Wild (instanced) <---------> Enhancing Combat and PVP

21-Jan-2024 10:22:29 - Last edited on 21-Jan-2024 10:48:06 by Stoic n Vain

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