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Animate Dead is Favoritism

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Realm Reaper
Apr Member 2021

Realm Reaper

Posts: 1,421 Mithril Posts by user Forum Profile RuneMetrics Profile
It's not fair to value Mage superiority over all other classes.


[I've used the text-predictor to type the above message. Even you're RS3 grammarly knows it well enough.]


What's wrong with Animate Dead is it makes the game animate dead:
- #1 boss mechanics
- #2 devalues two combat classes

Resolution (suggestion):
- #1 NERF IT HEAVY
- #2 Provide a similar buff to range and melee defences

Reasons:
- wasn't deserved in the first place
- made the gamers too spoiled but you have to take away their joy somehow at this point

What would happen if you nerfed Animate Dead:
- Neckbeards would cry like babies but they should be man enough to even have the beard
- Spoiled little brat gamers would cry or quit but they need to anyways
5.8b XP

20-Jan-2023 06:00:57

Realm Reaper
Apr Member 2021

Realm Reaper

Posts: 1,421 Mithril Posts by user Forum Profile RuneMetrics Profile
What would need to happen, realistically, to reverse the damage...

You'd have to lock out Animate Dead by some more requirements... I mean, buying cryptobloom was one of them, now there needs to be a separation and then a lock out.


#1 - Promote a spell downgrade, almost like a forced downgrade for those who want Master Quest Capes, but make it look like an upgrade:
- nerfs the armour reduction
- increases some other factor


#2 - Introduce a Range/Melee Quest, individually, promoting each skill separately per quest:
- match the new spell promotion-downgrade equivalent to the Range/Melee enhancements granted from the new quests.


What this would do:

A.) Lock out MQCapers from PvM
B.) Offer Range and Melee an equivalent to the new nerf introduced to Animate Dead

#3 - New Separations introduced to PvM:
Upscale of Bossing Modes (New Bossing Modes)


Important note:
- it's worth saying that upscaling boss modes, or creating new variations of them, may give incentive to acquire new upgrades to armour. You'd still be able to keep old bosses, except there would be a bright twist to them, in that the requirements would shift into a progression of PvM/loot.

----------- -- -------

So, there you have it... Animate Dead forces a progression of PvM-related Runescaping. I wouldn't look at it as damage but for now it's an issue that may need to be resolved for a healthy look into the future.
5.8b XP

20-Jan-2023 06:27:30

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20-Jan-2023 18:51:21

Adarajin
Jan Member 2005

Adarajin

Posts: 14,224 Opal Posts by user Forum Profile RuneMetrics Profile
First of all, I'm surprised to see a thread written like this in Rants - I think that it would be perfectly fine in one of the Suggestions forums, and would be more likely to be seen by a developer there. It's not just ranting, it's doing so politely and suggesting a solution. You can ask a friendly FMod to move the thread by going to the Forum Help thread if you want. I personally would recommend "Game Content Suggestions" however "Existing Game Content" would work too.

As for the thread itself - while I don't think that the Animate Dead spell should be removed, I do agree that there should be a similar ability for each of the other combat styles. One issue I have is how to make it not 'too cheap' - as has already been mentioned, the spell has a 50k-ish price tag attached in rune value. Perhaps there should be some sort of item/tablet/whatnot that you use to activate the defense for each style? The defense would last 12 minutes like Animate Dead, and the token would be stackable. Creation (or purchase of) the token would be where the cost is factored in.
Things may be looking down now, but I see a light at the end of the tunnel;
Do you think I should get off the tracks?

20-Jan-2023 23:05:07 - Last edited on 20-Jan-2023 23:05:54 by Adarajin

Sheepman
Dec Member 2021

Sheepman

Posts: 92 Iron Posts by user Forum Profile RuneMetrics Profile
Mage cant beat Range/Melee in DPS. But its reduction of damage plus its burst damage and with FSOA RNG critical mechanics it makes it very easy to utilize, afkable and almost unbeatable for bossing. All big bosses MUST use mage.

Dont use range/mage but I know Rapid Fire is deadly if used right. And the Split soul shouldent be taken lightly. BOLG seems pretty good. So range has its place.

Melees delays of damage build up (Bleeds, then berserk phase) also the sheer vulnerability if these mechanics are interrupted (ex AG simply immune with minions and arms devastate bleed affect; cant use berserk while taking massive damage etc) and usually cannot burst damage while in movement like mage, such a kerapac wraps turning the bleed/burn into a burst; and omnipower hitting 4 hits which can crit which can crit again with FSOA. Also channeled ability can be done at a range; vs melee which has a VERY limited range of channeled ability application.

That on top of Melee being subjected to close attacks and limited time to escape from mechanics; vs Range/mage dealing with at range attacks and easily able to move or protect mage/range.

I use Melee and see the boss game is mostly about defense mechanics and burst damage. Why mage is so successful; with range also having good damage bursts but not the same defense.

Melee sadly; just doesent get a chance with most boss mechanics between taking damage; immunity(aka ability to stop bleeds/reflect based on mechanic) and movements. Its why melee never gets its due. Thought they have improved its damage output greatly in past years.

side note: Back in 2016 it was laughable running around with anything melee; simply because it dident have the burst/movement like range and mage. Because Mage had wild magic/asphyxiate and range had rapid fire; they both could manage decent damage while staying safe and mobile. All melee had was assault and hurricane OR destroy. Also no mobility or safety from close attacks like mage/range.
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21-Jan-2023 01:55:15 - Last edited on 21-Jan-2023 02:04:38 by Sheepman

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23-Jan-2023 10:08:03

Tenebri
Jan Member 2015

Tenebri

Posts: 39,133 Sapphire Posts by user Forum Profile RuneMetrics Profile
when custom fit masterwork came out, was that favouritism to melee?

when grico / sgb came out for range was that favouritism to range?


hell when magic shortbow came out in 2004(?) it made range have a huge increase is dps.

its near impossible to balance 3 combat styles in a game thats over 20 years old

there are times when mage is best to use, then times when melee is, then times when range is.
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23-Jan-2023 10:50:24

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