Have you seen the effects of some of these enchanted bolts for Ranged? It's actually crazy that Ranged can have effects like "10% chance to gain 10% adrenaline and an additional 1% adrenaline from basic abilities for 15 seconds" or "10% chance to heal up to 25% maximum 2,500 life points and dealing 25% more damage" or "55% chance to inflict a single poison hit on your target for 2-4% of weapon damage scaling with poison modifiers" but Magic can't even have pre-nerf Animate Undead or pre-nerf FSoA, Ranged has guides for effective efficient 1:20 kills at various bosses that takes Magic 5-7 minutes even in BiS gear, I think you should either make the power difference a little more fair between these combat styles, or revert the changes previously made.
Each combat style should provide it's own unique playstyle, Ranged is perfect the way it is, I'm not advocating a nerf, it's power gear for faster kills with increased damage taken, Magic was and should still be Tank gear providing better resistance with the pre-nerf Animate Undead to all enemy types including bosses so that those struggling with end game content can access and practice it in real time with the pre-nerf FSoA being a good damage enhancer for end game players, Melee should be in-between the two, meaning it's a good combat style for early mid and specific end game content geared specifically towards Melee users, Necromancy should be an enhancer to every other combat style making it unique on it's own and not just another copy of the 3 current combat styles, this is how you properly balance the game.
You were on the right track and then you lost your way, it's okay it's not too late to fix your mistakes, the player base is quite forgiving and would really appreciate you rebalancing the game in favor of all players and not just a specific combat style, now once again Ranged is the go to combat style beating out Melee, Magic and I'm assuming it's going to trounce Necromancy as well, why do this again?
25-Jul-2023 19:11:50