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Enhancing Combat and PVP

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Azamos
Nov Member 2023

Azamos

Posts: 49 Bronze Posts by user Forum Profile RuneMetrics Profile
Magic and range need to be nerfed or melee has to be severely buffed. Currently in pvp, range and magic can kill someone using melee before they are in range (yes, range even with the weakness to melee is still significantly stronger than melee). In bossing, most bosses are designed to punish melee while rewarding ranged forms of combat. Also, the split between strength and attack means significantly more exp is needed for melee to be at the same effectiveness as magic and range while still being less effective. This along with the increasingly worse lag makes it nearly impossible to due anything with melee without masterwork (trimmed) and a nox scythe (dragon rider lance as well). This limits content to pretty much doing simple slayer tasks and none of the newer eoc based slayer monsters.

19-Apr-2019 16:59:14

Dulcis Nex
Dec Member 2021

Dulcis Nex

Posts: 2,216 Mithril Posts by user Forum Profile RuneMetrics Profile
Azamos said :
Magic and range need to be nerfed or melee has to be severely buffed. Currently in pvp, range and magic can kill someone using melee before they are in range (yes, range even with the weakness to melee is still significantly stronger than melee).
Melee is really good in PvP
You'll get it when you deserve it.

20-Apr-2019 00:05:25

Stoic n Vain

Stoic n Vain

Posts: 1,552 Mithril Posts by user Forum Profile RuneMetrics Profile
@ Azamos

I disagree that melee is as bad as you say it is in pvp. Jagex has fairly recently given melee things like mutated barge and bladed dive. They also stopped barge and surge from sharing a cooldown, so now melee has 3 movement abilities at their disposal - which is fantastic balancing and has made melee viable in PVP.

As for bossing, I do mostly agree. It is a difficult job to make melee as viable when it has to be in "melee range" with a boss in order to attack. I also agree that melee has to level an additional stat. That's how it has always been and there have been many threads bringing the issue up, but it is kinda a part of RS now and it'd be difficult+potentially immoral to remove either strength or attack. I don't personally mind how it is currently.

I guess a solution could be: if you have attack and strength XP selected simultaneously, you will get double attack and strength xp. This means that maxing melee will take the exact same amount of time as maxing ranged or magic.

@ Lone Nature

Not as much as it should be, but I'm doing all I can to do something about that. Check out The New Wild if you wish.

Thanks for posting guys
The New Wild (instanced) <---------> Enhancing Combat and PVP

21-Apr-2019 01:37:20

Stoic n Vain

Stoic n Vain

Posts: 1,552 Mithril Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
You should be able to toggle your familiar's aggressiveness. 3 options:

Option 1, "agressive":
Your familiar will attack everything that you attack or attacks you.

Option 2, "on command":
Your familiar will immediately attack only what you attack.

Option 3, "passive":
Your familiar will not attack anything.


I want option 2. (I don't want my familiar attacking the wrong things, only what I'm attacking)
Siree wants option 3. (so her BOB stops running to the boss and ends up being killed)
I think most players want option 1, which is how it is right now.

Allowing this toggle gives everyone the ability to choose what they want. Everyone is happy.
The New Wild (instanced) <---------> Enhancing Combat and PVP

22-Apr-2019 02:27:39 - Last edited on 15-May-2019 02:50:19 by Stoic n Vain

Stoic n Vain

Stoic n Vain

Posts: 1,552 Mithril Posts by user Forum Profile RuneMetrics Profile
Luck always plays its part. Skill maximises your success chance though.
There aren't many games that have zero luck factor. The only game I can think of that has no luck involved is chess. Then again, you could consider it lucky if your opponent didn't realise a better move that they could have made.

A lot of times RNG can be irritating, but it's a hard thing to fix/balance.

I think you'd like to hear of a potential fix to it. I read it on the forums, but can't remember who said it.

Take wild magic as an example. Not only can it miss, but if it hits, it has a damage range of 50-215% ability damage per hit! That's a huge margin which absolutely can determine a win or a loss. You might as well be playing a game of dice (in the case of wild magic at least). This person on the forums was talking about averaging all damage , so that each hit of wild magic would always be about 133% dmg, for example. Hit chance would always be 100% in PVP and armour became damage reduction instead.

A lot of things in rs rely on current mechanics though. Abilities which increase the accuracy of your next attack. Stuns and binds - they would always hit if there was no rng. So would teleblock and weakening spells. What would be the use of accuracy, prayers that boost accuracy and accuracy potions in PVP?

I think it could work, but it would take a rework.
Not to mention many players like the way that it is now and it could cause an uproar.
I think a lot of players feel electrified from getting lucky and seeing a huge critical hit etc.
Always hitting the same amounts might become monotonous.
The New Wild (instanced) <---------> Enhancing Combat and PVP

25-Apr-2019 03:02:18 - Last edited on 17-May-2019 03:25:07 by Stoic n Vain

Jack Flac
Feb Member 2022

Jack Flac

Posts: 6,207 Rune Posts by user Forum Profile RuneMetrics Profile
Stoic n Vain said :
Could always make it so that they affect the damage dealt and received. I mean think about it. If defense is lowered, then obviously you should be taking more damage. If attack is increased, then obviously you should have the potential to deal more damage. As it is now it's all about crossing your fingers and hoping it doesn't hit, because if it hits you take insane amounts of damage. There's no middle ground. Which is just broken to be honest. It makes the defense skill practically pointless. Might as well let people wear the best armours in the game without even training their skills for all it's worth. Not like ther'd be much difference.
Leader of The Enemy ||
The opposite of Justice is simply another Justice. What is Evil is subjective to each person.
YOU
are their evil

25-Apr-2019 22:57:15

Stoic n Vain

Stoic n Vain

Posts: 1,552 Mithril Posts by user Forum Profile RuneMetrics Profile
Yeah, something like that could be done.

- Strength gives you your maximum damage
- Your opponent's defence level combined with their armour reduces your max damage
- And your attack level somewhat counteracts the damage reduction from their defence level

I made something far better. Check out the top of the first page :D

Thanks a lot for your post. :)
The New Wild (instanced) <---------> Enhancing Combat and PVP

03-May-2019 02:21:47 - Last edited on 17-May-2019 07:20:43 by Stoic n Vain

Adrenaloonie
Oct Member 2023

Adrenaloonie

Posts: 174 Iron Posts by user Forum Profile RuneMetrics Profile
First of all.
100% hit chance in PVP
Please leave this page and never come back.
Second: Ban the use of bullshit gear in wildy. That is raids shitt. And honestly everything every single thing above 75 (to wear) should be scaled the f down to 75 or banned from use in wild.

This is the only thing that can make rs3 pvp fair and thus actually playable.
Until then........... log in just to spin every now and then.

And a large amount of psychotic lurers who can't actually pk.
Oh and the one occosional kid who goes out to wild to pk and learns that bots drop 90000000000000000 gold, so he decides to bank his gear and go 1iteming with a god damn quest item WICH IS THE MOST HATED THING IN THE WORLD.

08-Jun-2019 02:09:50

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