Forums

BTS43 Combat: Evolution Cont.

Quick find code: 294-295-235-65136705

[#OBNNJMEQ7]

[#OBNNJMEQ7]

Posts: 35 Bronze Posts by user Forum Profile RuneMetrics Profile
Will this update in April give dual-wielding back to the F2Ps, because this update is useless for us since we can't use offhands; What happened to wanting EVERYONE to think about different gear for different situations, everyone in f2p uses rune 2-handers because abilities take the same amount of time as a dagger and deals MUCH more damage.


Dual wielding for F2Ps! Support :D

08-Mar-2013 23:44:14

Festivity

Festivity

Posts: 512 Steel Posts by user Forum Profile RuneMetrics Profile
Original message details are unavailable.
In response to your earlier reply, Du Eldrvarya, I agree that making attack a non-melee specific skill might be a suitable way to balance the triangle. I remember discussing something like that years ago.

Both solutions have advantages and disadvantages. Making Attack into a non-melee specific skill may be a simpler solution, but it could also be very frustrating to Rangers/Mages with low Attack skill. They would be put at an immediate disadvantage from their current standing, until they managed to train their Attack skill up. Because Attack already exists in-game, providing starting xp to offset this becomes so much more complicated than in the solution of adding Ranged and Magic equivalents.

Adding new Ranged and Magic equivalents to Attack, and setting their starting xp using the method described earlier, has several advantages unique to it. For one, this solution would provide two new combat skills for players to train while achieving level 99 Slayer and 120 Dungeoneering, reducing the gain of 'wasted xp' in other combat skills that are inevitably maxed out during the progress of maxing both Slayer and Dungeoneering. And as another advantage, it is less harsh to Rangers and Mages that have not significantly trained their Attack level.
Agree

09-Mar-2013 00:30:43

PolarBear325

PolarBear325

Posts: 19 Bronze Posts by user Forum Profile RuneMetrics Profile
Come on guys?

Removing Cap would make some ultimates kill bosses instantly? That would be horrible. Any explanation?

Range is overpowered on bosses with inciendary shot and unload, both dealing ridic**sly high DMG, make Melee and Mage as effective! Mage have a really hard time on QBD while Range just burst through!

Fix this now! :(

09-Mar-2013 00:30:53

Golden285
Jul Member 2005

Golden285

Posts: 383 Silver Posts by user Forum Profile RuneMetrics Profile
i have a question regarding the future of ancient magicks. you said you would change the names back to the original ones during the eoc beta, but the names are still here during the release. any chance we'll get our good old (lol) ancient magicks back, because the names don't fit with a lot of game lore and they have been nerfed so much they are almost useless.

09-Mar-2013 00:39:50

Ativer

Ativer

Posts: 72 Iron Posts by user Forum Profile RuneMetrics Profile
Can you tell me why my Grifolic wand so weak. I was fighting some iron dragons as a slayer task and I was wearing my best gear which is Gano, a full slay helm, and a ferocious ring. But I can't get enough damage usually iron dragons are easy but now its taking to long. I have 90 magic and I was using water surge. Please fix this!

09-Mar-2013 01:37:48

Quick find code: 294-295-235-65136705 Back to Top