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Poll #38 - Zeah, Jad 2, DMM

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PillowReborn

PillowReborn

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I don't like the Barrows or Ape Atoll Teleports on the Necromancy spellbook at all. The Barrows Teleport makes it way too easy to speed barrows (not that its very difficult right now with Morytania Legs 3), but it seems much more balanced considering the relatively high skill requirements to get Morytania Hard set done.
The Dragon Claws and overpowered wildy boss armours, while difficult to get/very rare, will only be obtainable by the super rich DMM players, making them even more unkillable. So I doubt that would be very beneficial for the sake of balancing in Deadman.

13-Jan-2016 00:52:13

BHBoost Dave

BHBoost Dave

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I'm very near to being bored of RuneScape in general, but I still support it as much as I can. I like to see it grow. However, I have a few suggestions for Zeah if you want to read them!

TL;DR: Zeah seems to have been released prematurely, and needs a lot of work to live up to its standards as a new and majestic continent. Quality > Quickness

1. Great Kourend itself seems pretty barren. Walking from house to house is a drag, and there isn't much to see. The only new creature we're introduced to is the lizardman. Considering that Zeah is a different continent altogether, perhaps we could introduce wildlife/monsters/plants never before seen? Not only this, but the cities seem to be lacking in important characters.

2. Since Great Kourend is generally designed for skillers, we could add more options for skilling within the city itself. Right now, there are no animals to be hunted, no new trees to cut, and no new metals to mine. I think it would be exciting to see new skilling mechanics added through Zeah.

3. For a house that boasts mastery of the necromantic arts, there seems to be an enormous deficit in its actual practice. I suggest brainstorming an interesting method of learning the dark arts. Perhaps a miniquest that sends your character to a remote dungeon of undead where you must fight your way through using the undead as your ally.

3a. The necromancy spellbook seems to be adapted to the Prayer function, which is fine and all but when it comes to the definition of necromancy, it seems to be lacking in power. Raising the monster you've just slain only to kill it again seems to add more grinding and redundancy to the game. I suggest finding a balanced way to introduce undead thralls and other minions into combat. For example, for 5 Nature 5 Blood and 10 Soul runes you can summon a Boneguard that boosts your defence until it dies or the spell runs out.

These are just some premature ideas, but in my opinion I think Zeah was launched too early.

13-Jan-2016 01:37:02

BHBoost Dave

BHBoost Dave

Posts: 73 Iron Posts by user Forum Profile RuneMetrics Profile
PillowReborn said :
I don't like the Barrows or Ape Atoll Teleports on the Necromancy spellbook at all. The Barrows Teleport makes it way too easy to speed barrows


I agree entirely. Not to mention necromantic teleports make no sense. Necromancy is about bending the will of the undead, not the timespace continuum.

13-Jan-2016 01:38:45

Legolas
Dec Member 2010

Legolas

Posts: 2,158 Mithril Posts by user Forum Profile RuneMetrics Profile
BHBoost Dave said :
PillowReborn said :
I don't like the Barrows or Ape Atoll Teleports on the Necromancy spellbook at all. The Barrows Teleport makes it way too easy to speed barrows


I agree entirely. Not to mention necromantic teleports make no sense. Necromancy is about bending the will of the undead, not the timespace continuum.


Necromancers, at least skilled ones, could get around with teleportation.

Granted it might have been the study of multiple kinds of magics, but they could.
Nope.

13-Jan-2016 01:49:00

BHBoost Dave

BHBoost Dave

Posts: 73 Iron Posts by user Forum Profile RuneMetrics Profile
Legolas said :
bloodstains said :
Why cant we get some cool combat spells for necromancy?????!!!!


Because the actual act of necromancy itself isn't focused around combat, but more so summoning the dead to fight for you. Such a zombies, skeletons, etc.

Summoning things to fight for you with necromancy would push into the "Summoning" skill itself, which isn't approved by the community.


I think there's a way to involve the undead in combat without delving into the world of Summoning. According to the variations of lore regarding necromancers, the dark wizards themselves would use chanting rituals, tomes, and symbols to bend the dead to their will. This could range from cursing their enemies via an undead spiritual link, causing their defenses to lower, or to will the bones of the undead to protect themselves. Wizards are--as you know--very weak against physical attacks.

There are also many spells that involve sapping your opponent's life force and adding it to yours. Weaker spells require you to be in close quarters to cast it, so as to touch your opponent's flesh. Stronger spells could be cast from a distance. This type of mechanic could very easily be added and could offer new ways to defend oneself with the dark arts.

There's also another side to necromancy, and that's when spells go wrong; for this, a dark wizard needs protection. This can be implemented through creating scrolls that protect the user from the undead for a short time, reducing incoming damage by a certain amount.

In addition, a necromancer needs protection from his surroundings as well. This can be done by imbuing the caster with specific traits that belong to the undead only.

Finally, since the new necromancy "spellbook" revolves around Prayer, adding a necromantic Prayer book is also not out of the question. It could give effects that are (nearly) opposite of the current prayers.

Just a few thoughts.

13-Jan-2016 01:54:43

Legolas
Dec Member 2010

Legolas

Posts: 2,158 Mithril Posts by user Forum Profile RuneMetrics Profile
BHBoost Dave said :


I think there's a way to involve the undead in combat without delving into the world of Summoning. According to the variations of lore regarding necromancers, the dark wizards themselves would use chanting rituals, tomes, and symbols to bend the dead to their will. This could range from cursing their enemies via an undead spiritual link, causing their defenses to lower, or to will the bones of the undead to protect themselves. Wizards are--as you know--very weak against physical attacks.

There are also many spells that involve sapping your opponent's life force and adding it to yours. Weaker spells require you to be in close quarters to cast it, so as to touch your opponent's flesh. Stronger spells could be cast from a distance. This type of mechanic could very easily be added and could offer new ways to defend oneself with the dark arts.

There's also another side to necromancy, and that's when spells go wrong; for this, a dark wizard needs protection. This can be implemented through creating scrolls that protect the user from the undead for a short time, reducing incoming damage by a certain amount.

In addition, a necromancer needs protection from his surroundings as well. This can be done by imbuing the caster with specific traits that belong to the undead only.

Finally, since the new necromancy "spellbook" revolves around Prayer, adding a necromantic Prayer book is also not out of the question. It could give effects that are (nearly) opposite of the current prayers.

Just a few thoughts.


You seem far more knowledgeable on the subject of Necromancy than I am. I quite like your ideas!
Nope.

13-Jan-2016 02:39:59

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