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Dev Blog: Abyssal Weapons

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SpaceSquire

SpaceSquire

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The dagger special sounds pretty good, but the Bludgeon special sounds really underpowered already. A ,3% damage increase isn't too much, especially for players with lower prayer levels.

Would be better to have like ,1% increased damage per 1% of your prayer missing in my opinion!

11-Jun-2015 11:08:42

PDrizzle

PDrizzle

Posts: 9 Bronze Posts by user Forum Profile RuneMetrics Profile
the dagger should have its old original spec back. I thought we needed something unique and it fit perfectly.

the bludgeon however needs work. i feel like possibly giving it a dmace spec would do nice and giving it a 50-60% str increase while only -20% accuracy or something similar to the ss but instead possibly do melee and range to keep it different i mean id even be happy if it got a downgraded ags spec. also as to the solution of keeping ss prices reliable we could possibly make it degradable requiring something to restore it as to keep lower lvls having access to it

11-Jun-2015 13:13:32

KungFuGarden

KungFuGarden

Posts: 753 Gold Posts by user Forum Profile RuneMetrics Profile
I've weighed in on this on another thread and my opinion has changed slightly.

First of all, thank you to the OSRS Mods. It's not easy to please a community like this with so many different ideas and feelings. Not to mention all of the protests about how this may effect the outcome of the game and other items in it. I'm guilty of this myself at times. Are half the players in the game analytic experts now?

Regardless of what OSRS was originally intended to be, I was happy with Runescape Pre-EOC. Some things I disliked, and OSRS felt like a nice, clean slate. One thing is for certain: change. Nothing in the world escapes that, especially a constantly updated game. We'll all (hopefully) do our best to ensure the long term health of the game. Personally I just want combat to remain mainly unchanged on this version to be kept happy. I think we got that.

Slayer and PVM are pretty much my thing. I like to skill, I PVP once in a blue moon and when I look at new content, I don't consider it from just the perspective of PVM, PVP, etc. I find some people only want the content tailored to their own concerns and likes/dislikes, and that's a narrow, unfair perspective to have.

For example, I want the drops to be very rare, for the Sire to be task-only, for whip drop rates (if the sire drops them) to be the same as it is with demons. Why? Because soon I'll have the levels to kill these things and I wanna make bank, for as long as possible. I won't campaign for that though, because my perspective is limited and what will make me happy may hurt other aspects of the game. I don't know. Maybe more people should admit that they don't know, too.


Eh, if I have to put in my two cents other than that (I don't but here it is anyway) I like the bludgeon, though I would like to see a slightly higher percentile on that spec. It is scimitar speed, though...So it's hard to say how good (or not) it will be. I'm worried it won't pass the poll and we'll never get to find out.

11-Jun-2015 15:04:38 - Last edited on 11-Jun-2015 15:19:07 by KungFuGarden

KungFuGarden

KungFuGarden

Posts: 753 Gold Posts by user Forum Profile RuneMetrics Profile
That would suck for all of us, cause we'll get screwed out of some cool new weapons, and all of the hard work of the Mods will go in the toilet, at least until that potential re-poll with tweaks we can all agree better on.

I'll be voting yes to both mainly out of curiosity, because honestly I won't know exactly how these weapons behave till I try them out first hand. They seem cool.

If any tweaks will be made before the poll (if we haven't ****** the Mods off enough by now) I say go ahead and give the dagger that 50% accuracy boost on the spec. Maybe it could even be a poll option whether it be given the accuracy boost?

I won't chime in about a lower drain rate though. Something tells me the spec will hit hard consistently just as the Mods say. I mean, they've had a chance to play with it in testing...They would know?

Thanks again gals/guys in the Mod team, I'm always looking forward to new slayer content that bleeds into the rest of the game. Cheers.

11-Jun-2015 15:04:47 - Last edited on 12-Jun-2015 14:56:22 by KungFuGarden

BHBoost Dave

BHBoost Dave

Posts: 73 Iron Posts by user Forum Profile RuneMetrics Profile
The Abyssal Bludgeon

+102 Crush
+85 Strength

While this upon first glance may seem like a balanced weapon, it is not; there is more than meets the eye. Let's take a look, shall we?

Max Hit
(All hits calculated using 99 Strength, 99 Prayer, Piety, and maximum gear):
Abyssal whip: 48
Abyssal bludgeon: 48, 77 (with 98 prayer points missing and using Piety)

While this may look like a decent weapon, remember that:
- it is two-handed
- it requires 70 Attack and Strength
- most players realistically don't sit at low Prayer points in dangerous combat

My Point
The abyssal bludgeon is far inferior to the preferred weapon of choice, the abyssal whip. Even the scimitar speed of the bludgeon doesn't make up for the fact that the superior Saradomin sword and its Tear upgrade exists. If it had a much higher strength bonus (since it requires 70 Strength), it would work.

The Abyssal Dagger

+75 Stab
+75 Strength

There is not much good to say about this weapon. Let's go over it, shall we?

Max Hit
Abyssal whip: 48
Abyssal dagger: 47, 40-40 (with the 15% damage reduction)
Dragon dagger: 45-45

My Point
Obviously the dagger is a more accurate alternative to the dragon dagger, however it is severely lacking. The dragon dagger has a far superior max hit, albeit less accurate. Not to mention that the abyssal dagger takes 50 % special attack power compared to 25%. Its proposed special attack falls so short that it could be a gnome and with its requirements, it's not exactly a great weapon for the main hand either.

Final Point

Simple maths and play-testing immediately render these weapons inferior to current weapons. It is unwise to create under-powered content simply because of the fear of creating a "best-in-slot" item. A deep analysis of the effect these items will have is important--no, imperative--before release.

11-Jun-2015 16:05:07

Defaultbomb
Jan Member 2023

Defaultbomb

Posts: 20 Bronze Posts by user Forum Profile RuneMetrics Profile
Seems the community fearfully nerfed these weapons out of proportion, I feel they should be a tad stronger, else wise they will be passed along by the already better weapons in the game.
I like the thought of the bludgeons special, but the dagger's special is a bit lame considering it's almost a copy of the dragon dagger.

11-Jun-2015 16:41:04

Ranqe t0 own

Ranqe t0 own

Posts: 18 Bronze Posts by user Forum Profile RuneMetrics Profile
Why make melee more powerful then it already is...? if anything you should put in new range weapons. EX: morrigan's javelin, morrigans throwing axes and bolts that have a bleed effect or something similiar just like pre-eoc era.

New magic spells aswell, miasmic spells and other stuff...

11-Jun-2015 20:59:22

Dual Shock

Dual Shock

Posts: 409 Silver Posts by user Forum Profile RuneMetrics Profile
Oh my Guthix, I'm so looking forward to it. Can't wait to try out the new weaponry.
Gonna start training my combat skills A.S.A.P. but first, I'm gonna get my Quest Cape! 1 Quest left! :p
Sometimes I post some cool and fun stuff, see for yourself!
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11-Jun-2015 21:32:52

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