Beta comments part 2.
I understand that player lvls have been increased to encourage players to fight higher lvl monsters. However, what I don't understand is that while monsters have been given the ability to use other parts of the combat triangle, higher hitpoints, and higher def, their overall combat lvl has been nerfed or lowered. For example: my two most common monsters given for my slayer tasks are skeletal wyverns and black dragons. Normally skeletal wyverns are lvl 198, in the beta they are lvl 156. Black dragons are normally lvl 227 and in the beta they are 144. With my combat lvl being 186, this means I won't get combat experience for either of these monsters, whereas I normally would. Why were their combat lvls lowered to begin with? This doesn't help players who normally have higher lvl monsters for slayer tasks.
I also noticed while fighting the skeletal wyverns, they now have the ability to use magic and while I have 99 magic they were killing me (dealing 280+ magic damage), it seems where in the normal game I would have a higher resistance to magic attacks due to my magic lvl, this is no longer the case.
I understand giving magers or rangers a boost, however, previously in the game with the right stats a ranger could overcome a meleer, a mager a ranger, or a meleer a mager. Testing with a friend close in combat, in range gear I could not hit whatsoever when they were in melee gear. I could only hit with special abilities. It forced me to increase my adrenaline with melee and then switch to range for the specials. I don't mind the combat triangle increase, but a player should be able to overcome their "weakness" fighter with the right stats.
In the box we get when we hover our cursor over a special ability there should be a line that tells us how much adrenaline is needed for that ability. While it is fairly easy to know that we can use an ability if it is lit up, knowing before hand how much adrenaline is required will make it easier in the future
27-Jun-2012 21:45:14