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Dead-Lights

Dead-Lights

Posts: 13 Bronze Posts by user Forum Profile RuneMetrics Profile
there are a lot of things wrong with the beta but it is still a good idea. however ive discovered several new problems with it:
1. Mage and range are USELESS! unless you are an extremely high level mage or ranger, then both the skills are ridiculous. they said they wanted the combat triangle to have an actual effect, but it doesnt and its worse now. mage and range need to be strengthed with more abilities and more effectiveness against what they are supposed to be strong against.
2. the dragon 2h crossbow cant use above runite bolts? thats a bit stupid, considering its supposed to be the darkbow of the crossbows.
3. the leveling system is screwed up now. before it made sense but now i dont understand why monsters who were lvl 13 are now 104 (eg rock crabs). the npcs are either under or over powered now. it is ridiculous and confusing. i think the leveling system needs ALOT of work.
4. i heard this from many others and i agree that the new way of rating armour is too vague and simple. they say a monster is weak against crush but we have no idea what the stats for crush are on our weapons any more. likewise with the armour. some armours should be more susceptible to crush, slash etc not all equal, that kinda defeats the purpose of the use of different weapons in different situations. also im not sure how to change from slashing style to crush in a godsword, if there is one ill try to find it.
5. the way a person gains xp after the monster is killed is completely dumb. it was fine before, change it back.
6. basic and threshold abilities should not get up adrenaline. basic should add and gain no adrenaline and threshold should reduce adrenaline when it is used. ive said this before and its important, auto attacks pots etc should be the only way to get up adrenaline, not by use of abilities.
A LOT of problems are needing fixing in the beta but it still has the potential to be great. Im all for it and i hope they fix it up nice and neatly.

29-Jun-2012 22:56:12

Vernichtung

Vernichtung

Posts: 398 Silver Posts by user Forum Profile RuneMetrics Profile
i had the honor of watching a friend of mine play on the beta yesterday, and i must say im disappointed not with the mechanics of the way combat will be but the players. the Grand Exchange is still littered with kids playing HotxCold and all those other gambling games. why waste a beta invite doing the same thing you would do on a real server? I've had my account for a little over 6 years, i started it with my 2 other friends where as only one of us was chosen to play on the beta which was kinda sad to see kids wasting an opportunity as this to do nothing. i think the requirements to get into the beta were a little one-sided seeing as alot of us quit and then come back or we're called out on duty and why pay for a membership that cant be used. just a few thoughts that i wanted to get across.

29-Jun-2012 22:57:52

Dead-Lights

Dead-Lights

Posts: 13 Bronze Posts by user Forum Profile RuneMetrics Profile
also i forgot to mention that the way you put on armour and it gives lifepoints is a god idea, although it should be that when you put it on, you automatically get those extra lifepoints. the problem is that you have to heal everytime you put on new armour. outside of combat, it should automatically heal, but inside combat, the way it is now might not be so bad, but its an issue that needs tweaking.
i dont know about the lifepoint adding idea, seems ok, but it needs tweaking. sorry if ive got no suggestions, but its complicated to work out a solution.

29-Jun-2012 23:02:47

ThokYou

ThokYou

Posts: 147 Iron Posts by user Forum Profile RuneMetrics Profile
I have a few things I'd like to say.
I certainly agree that the monsters need to rebalanced... again. From what I've seen lower levels have a limited number of choices to train on. Cows being an almost certainty since the troll commandos are now level 8, which (correct me if I'm wrong) were introduced to be training monsters for them in the first place, even though they are now double the starting level of a player.
Fight caves are horrific. Please tell me why I cannot 1-hit the lowest level monster in it. There was a very good method going on before, which shouldn't be changed at all. The level 26's combined to level 52's, which combined to 104's (I think that's right.) But now, it starts off at lvl 122, or whatever it is. Then raises to level 123? The previous method made a lot more sense and was seen as a credible way of progressing through a mini-game such as the Fight Caves. Also, the lifepoints on those monsters is mental. At least 3000hp on the lowest levels. Why? I brought 1300 water blast thinking it would be more than enough, I couldn't even get to Ket-Zet before I ran out of runes... at Level 83 Magic. In full Virtus. Is that really what is expected of a player attempting to get a fire cape? I am more or less expected to have a fire cape at 110 combat in the live game, but that will be impossible if the Fight Caves continue like this.
On a similar note, I first attempted it with range, using double chaotic crossbow and onyx bolts (e). You'd expect me to get to wave 10 in no time at all wouldn't you, at 81 range... Nope. I found it very difficult. To improve the Fight Caves, I would make no monster in there have any resistance or weakness, to allow any player to go in with any method, and have an equal chance as any other player using any other method at a similar level. Mages should not be at an advantage to other styles for something like the Fight Caves which give such a coveted reward. The word limit is creeping up on me, Please listen. Thank You.

29-Jun-2012 23:29:42

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