You guys should make some new moves when updating the range melee magic.
Like so advanced spells and alternate spells where a person can choose their play style rather than having essentially one rotation that works for the singular class....but so many moves that they can integrate and people find they have like 3-4 different play style rotations with differing spells and animations and benefits.
I also think that adding in a "one upping" system to gear where you add some type of anima or something from divination or a thing to gear that uses like memories of Gielinor to strengthen the armor and weapons by imbuing them with stat increase to mage range melee necro bonus by +1 +2 +3 and such with failure rates that reduce failed attempts by -1-2-3 (and such) -it would certainly help with people spending their money and having lower tear gear being utilized for those still not able to obtain end gear game...something that would be pricey though....that final min maxing utilization where its even more customized as the certain anima used to imbue the gear would be centered around certain skills and their rotations. Further integrating the multiple rotations for combat skills based on how you like to play. Maybe even have them swappable while rotating the +1 (and such) bonus with something like the anima of the highest orders able to cause a conversion (so one doesn't get locked in bored or stagnated into a single rotation yet again)
On top of that I think you should have some bosses where certain types of skills are not very usable per bosses- forcing differing rotations per boss.....to make them more unique - where something like a 2h - for example - havoc on melee doesn't give the boosted bonus to the next attack but things like kicks to the boss would be more effective based on the concept of none weapon based attacks and more physical blows from the body that the boss is more susceptible to. or something where using dragon breath on a boss causes boss to react
14-Oct-2023 16:25:37