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Invention Quick Fixes

Quick find code: 185-186-927-66062548

Sheepman
Dec Member 2021

Sheepman

Posts: 92 Iron Posts by user Forum Profile RuneMetrics Profile
Rikornak said :
Ultimatums
now affects every offensive ultimate Ability.
This change should be done as the current choice of abilities is somewhat weird


With the Zuk capes and around and damage modifiers like berserk and deaths swiftness being generally powerful it would be better it specify a perk in general.

I believe making Unload and Frenzy cost as much as a threshold ability would be a great modification to fix two other wise broken ultimate abilities which adrenaline cost exceeds the damage.
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31-Mar-2023 20:02:30

Rikornak
Oct Member 2013

Rikornak

Posts: 9,258 Rune Posts by user Forum Profile RuneMetrics Profile
I think it's probably worth to review quite a few of those perks in general. Most of those suggestions were written back in 2016, a couple of months following the release of invention.

Admittingly - ultimatums certainly has become even worse since then, since it doesn't stack with the zuk capes for mages, it doesn't stack with the ring of vigour (which most players just have passively now) and it doesn't stack with with the archaeology relic. And yeah it never stacked with the aura, whenever that was used.

Back then it basically it just needed a better choice of abilities - or just be as universal, as most perks are. Imagine what would be if other adrenaline modifiers would only work with certain abilities. But with the lack of interaction with all those new mechanics - which is understandable, since players could burst out extremely cheap ultimates - it would need a full re-design. If the choice of abilities remain restricted, it certainly should affect abilities players would use - ideally not just due to an item like with the zuk capes. But well... players certainly have more perks to choose from than back in 2016 as well - but it also was about offering options back then already.

In general a jmod was reviewing bad abilities, including 'noob traps' like unload as part of a game jam in march. What he did in detail and if we'll see it ingame eventually remains to be seen though.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

03-Apr-2023 06:10:12

Deltaslug

Deltaslug

Posts: 32,700 Sapphire Posts by user Forum Profile RuneMetrics Profile
How about adding in a component sink for the lesser used components (ie: Knightly, Spiked)

Imagine a training method that let the player use like 100 or 1000 of a Component on an experimental [thing]. It immediately blows up on you, but you get XP.

For example:
100 Spiked Components to make an Experimental Bolt. It blows up. You get Fletching and Invention XP.
100 Organic Components to make an Experimental Potion or Cake. It blows up. You get Herblore/Cooking XP and Invention XP.
100 Staff Components to make an Experimental Staff. It blows up. You get Runecrafting and Invention XP.

Or like you need 200 or 500 of the component and just as much Junk components.

For example 250 Spiked + 250 Junk Components for the Experimental Thing and you get 200 Fletching XP and 200 Invention XP
This is just an example ... Invention Devices are already all over the place when it comes to component requirements and XP output. In this case, you're just sinking components for the only output being XP, no items.

18-Sep-2023 04:32:23

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