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Richyrich

Richyrich

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Original message details are unavailable.
Hey guys,

Last week we changed the queuing functionality to abide to 3 ticks (1.8 seconds) rather than the 2 (1.2) seconds that it was running at.
The reason for doing this was; those using queuing would always have an advantage over manual users. I'm not disputing that this could be seen as taking more skill and planning within your combat, but the damage rates were not accessible by all.
Now, a few of you (myself included) might say "why not just make all modes 2 ticks rather than 3". Well, one of the mods did this in a test server and I can say it feels more fluid in all modes than ever before.
However with the fluidity also comes more damage, quicker kills and greater healing per soul split. This is because as you lay down more abilities per minute and gain more adrenaline than originally designed for.

We could push this into the game but with many combat updates planned; legacy, ability / boss tweaks etc. we are likely to run into issues, specifically balancing. I would expect boss times to drop drastically and that's without you guys finding all the tricks and combos with adrenaline gaining means, damage boosters etc. ;)
With all the above in mind, we're planning to leave it as it is.

We will continue to develop and release our current combat updates and then push to give you the most fluid combat system, no matter what mode you want to play in!
Yours sincerely
Mod Dean


IS it me OR am i right in thinking this post says a lot (amount of words) but says absolutely nothing?
I'm a little teapot short and stout.
It's a glandular problem don't mock my size.

09-Jul-2014 00:00:38

Gwynrwyn
Sep Member 2003

Gwynrwyn

Posts: 7,860 Rune Posts by user Forum Profile RuneMetrics Profile
A a r on said :
http://puu.sh/a2ODb.jpg http://puu.sh/a2OGL.jpg

Just had to be on my alt... Sigh :(

How I felt when I got a kurask head on OSRS. Ugh.
"If good things lasted forever, would we appreciate how precious they are?" - Bill Watterson

09-Jul-2014 00:14:07

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