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OSRS Reveals: Warding

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99 Scripting

99 Scripting

Posts: 2 Bronze Posts by user Forum Profile RuneMetrics Profile
I don't really see how warding on its own is actually going to have enough content to be a skill. There just isn't enough mage armor in the game to justify it being a skill by itself. Look at smithing, it doesn't just include armor, there's more weapons to smithing than actual armor. Same with crafting and d'hide. D'hide is a very small part of the crafting skill as a whole. I feel like if they want to make warding work as an entire skill to provide enough actual content they would have to expand the skill more into an "enchanter" type of dynamic of also having the ability to buff any type of existing equipment for a brief time rather than having an entire skill devoted to making magic armor.

As of right now I personally feel there isn't enough content provided to make an entirely new skill. I would like it better if they scraped the obelisk system and added the ability to make magic armor under crafting instead of making a new skill ONLY for making magic armor. I feel like that would make more sense. The warding concept currently just seems like a huge use of the dev's time for solving an issue that isn't there, but forcing an update just because they think they have to add a new skill.

My personal opinion if you want a skill like this:
Change the warding skill name, make it a magic enchanter type skill that has the option of crafting magic armor.

08-Oct-2018 00:58:24 - Last edited on 08-Oct-2018 01:15:28 by 99 Scripting

Z O V K O

Z O V K O

Posts: 16 Bronze Posts by user Forum Profile RuneMetrics Profile
Without more details I would personally vote no for this new skill.
I think providing more information would give the rest of the community also a bigger chance to accept this skill.

Another big problem I see with this skill is the fact that it is too related to other skills -- with OSRS being out for so long, there are already several players that have reached 200ms and soooo many that have 99. Because of this it's very demotivating to have to train a new skill depending on other skills where you have already achieved your goal... the XP gains from these other skills seem meaningless and for the case of those who have 200m (and especially ironmen) it will be a complete waste of gain of XP.

For this reason I think that if a new skill is introduced it should be completely separate.
If this skill doesn't pass or in any case, I would love instead for the team to consider animal husbandry as another skill which is kindof the other side of the coin for farming, and I think would be much more interesting.

08-Oct-2018 01:38:57

Catnip 0_o
Jan Member 2017

Catnip 0_o

Posts: 1,795 Mithril Posts by user Forum Profile RuneMetrics Profile
If this skill actually provided some new and exciting content to the game I would be all for it but all it is, is an assist to other skills providing no new exciting content that really separates it from other skills...

It also looks like its going to be a pain to train, kind of reminds me of runecrafting.

Being that I am closing in on maxing my account I am hesitant to vote for a new skill as it would delay the process of me achieving a max cape. However, if the new skill were to provide actual useful/exciting content to the game, I would vote for it.

That being said, because it does not provide anything useful or exciting to the game, and will basically be another fork in the road for not only myself to max but others included (kind of like firemaking, I will be voting no.

08-Oct-2018 02:50:14

Trejowauk

Trejowauk

Posts: 1 Bronze Posts by user Forum Profile RuneMetrics Profile
First Artisan skill got avoided due to vote, then Sailing skill also got removed due to vote. I would be pissed, but not surprised if Warding got avoided because of this extremely stupid voting system on big additions.

Instead of putting the poll first, why not put the Warding skill into a beta accesses like LMS beta world first, before we can do the voting? It's always a bad idea to never put big ideas into beta testing before voting. It's my opinion on my viewpoint, but Runescape used to be more than just skilling and pking. It's also about undiscovery and excitement that brought upon me. Heck, I was so excited to see herb dropping on the floor when I first joined Membership. But now everything feels boring to me in OSRS because of voting system and very predictability. No beta access on ideas, no chances for "failed but great ideas", nada. It's the same old same old. Even nostalgic wears off for me completely. The only time I get excited was a holiday event that got announced without any poll nor words from words, but sadly for me, that's it.

I refused to give my insights on RS3...

It's kind of weird for me to think that the majority of players in Old School accepts PVP stuff like Revenant Caves, despite the illegal discussion that one word, "rigged." If it was somehow rigged, wouldn't it be the right thing to re-poll to keep Revenant Caves or to scrap it altogether due to poll issues?

But hey, sadly it's non of my business. I'm a free to player where no one here cares about opinion from F2P user.

08-Oct-2018 03:24:05 - Last edited on 08-Oct-2018 03:33:09 by Trejowauk

MrJxt

MrJxt

Posts: 79 Iron Posts by user Forum Profile RuneMetrics Profile
Current magic defensive armor needs a balance pass before introducing the ability to craft new magic tank gears from the Warding skill (if it passes).

Based on the combat triangle theory, magic is strong against melee and ranged is weak to melee. However, if magic is strong against melee then why do the current magic tank gear have similar or slightly lower melee defenses compared to ranged armor of the same tier? For example, Ahrim's robe top has similar melee defense as black d'hide body, significantly lower magic defense, and NO ranged defense. Splitbark vs green d'hide is also very similar.

Current and future magic tank gear needs higher melee defenses compared to ranged armor of similar tier. Magic tank gear already sacrifices magic attack for some melee defense but it receives the short end of the stick when comparing it to ranged armor that provides defense bonuses for EVERY combat style.

Increasing melee defense could make room for new very short ranged magic attack/spells. Currently, we have salamanders, with higher melee defenses from magic armor they might have more uses.


There are currently 5 sets of magic 'tank' sets.


-Skeletal: 40 mage, 40 def
-Splitbark: 40 mage, 40 def
-Lunar: 65 mage, 40 def + (lunar diplomacy requirements)
-Ahrim's: 70 mage, 70 def
-Ancestral 75 mage, 65 def

Splitbark, Skeletal, and Lunar all have very similar stats. Ironically Splitbark is easier to obtain AND has better melee defense than the other 2 sets. Lunar has slightly better magic attack because the gloves have +2 over splitbark.
Skeletal just falls behind in everything even though it's arguably harder to obtain than splitbark. Skeletal should have slightly higher magic attack and equal defense bonus compared to splitbark.
Lunar should have similar magic attack as mystic due to its higher requirements and reclaim costs.

tl;dr Current and future magic tank armor needs higher melee defense because they have moderate magic defense but absolutely no ranged defense.

08-Oct-2018 05:32:24

Orijah

Orijah

Posts: 11 Bronze Posts by user Forum Profile RuneMetrics Profile
blackbelt said :
As a maxed OSRS and RS3 player I always thought crafting and smithing were useless in both games (which is why rs3 is making their smithing update). These skills are absolutely useless to me as a high level player. adding a new skill that is for mage armour is just a waste of time. Please have higher level content for smithing and crafting instead of introducing a 3rd useless skill. Making mage armours can be done with the crafting skill if its that important to make them from scratch. And the imbued rewards can come from a different piece of content. It just seems dumb that smithing can make rune armour at lvl 90s when you will definitely not need it by the time you reach that smithing level. This will probably have the same affect.


I feel like this is the major issue, another skill like smithing just creates content that isnt very useful and doesn't really add anything other than another skill to grind for cape/diaries/etc. I like the general concept of warding although i think its focus is wrong.

I think this whole concept can be moved to a sub-school of magic. Now hear me out, I dont think it should be creating items. I think the focus could be on enchanting. Still using the same mechanics they mentioned, but creating enchantments that can be used on gear that are consumed once used and have limited charges. Obviously this creates power creep and such but that is another issue. I think this concept would allow for this skill to operate similar to herblore, consuming resources for pve/pvp buffs that continuously drain money/resources form the game.

I like the idea of these stones being present and gaining reduced resource cost to create enchantments when doing it at these stones. Overall I feel like this wouldn't need an entirely new skill.

Things that should stay are the move of ring imbuing. I think NMZ is a meh place for this to sit right now and i think having it moved away is a good idea.

Thoughts?

08-Oct-2018 07:02:41 - Last edited on 08-Oct-2018 07:03:10 by Orijah

Zalmoxi
Mar Member 2024

Zalmoxi

Posts: 1,336 Mithril Posts by user Forum Profile RuneMetrics Profile
My 2 cents,

Warding seems to me like a skill that should have been in the game from day 1. I love the idea but i would like to see more of the skill as currently we have very limited info.

Also i believe that the scope of the skill should be vast , it should go beyond making mage robes and should encompass everything magical , similar to crafting that includes arrows , gems etc and not limited to d hide.

:)

08-Oct-2018 07:30:47

B0RNTOBEWILD
Feb Member 2024

B0RNTOBEWILD

Posts: 1 Bronze Posts by user Forum Profile RuneMetrics Profile
Well ,

For me it's a
NO
for multiple reason , lets start :

You should add all that new content about magic armor in crafting/smithing with simple way to do that.

I think a new skill for this content is too much. Nobody need this armor anymore.

Think about it Jagex and please keep OSRS like we love it.
:)

08-Oct-2018 08:52:56

Story House

Story House

Posts: 893 Gold Posts by user Forum Profile RuneMetrics Profile
Hello there Story House here,

First of all, thank you Jagex for a new skill. Despite a lot of the negative feedback, of which I concur to some of, it should be understood that you will still launch this despite all that. I believe I am most curious as to whether or not this will be be a combat-experience giving skill or not? From what I understand of Warding so far, it will not if you purchase the Runic Energy through the G.E. or other players as opposed to casting a Magic spell at the Runestone Monolith.

Could you confirm this yet or is it too soon to tell?

Thanks for the Stories!
Story House ^_^


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08-Oct-2018 10:41:48

1042 Hit K0

1042 Hit K0

Posts: 1,629 Mithril Posts by user Forum Profile RuneMetrics Profile
Voting no. First of all, why can't it be a part of the crafting skill with a magic requirement? First we create the robes and then we cast a spell on it, making it magic. The skill of warding just sounds like a waste of time. Ranged is a part of the crafting skill, it just doesn't involve magic. Magical d'hide?

I say we save the new skill for something else.
"See-Anne"

08-Oct-2018 11:26:27

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