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Bab Eagmaiaa
Feb Member 2019

Bab Eagmaiaa

Posts: 23 Bronze Posts by user Forum Profile RuneMetrics Profile
Melee is the primary style used to K.O. people in PVP. With the Bloodbark and Soulbark armor in game, it would make it even harder to kill people than it already is with the chance of 50% melee damage soak. Blood Ward from Battle Ward also seem too overpowered from the healing effect, as healing in this game is already powerful enough with brews and karambwans.

18-Apr-2019 03:14:47

Main Ele13
Mar Member 2024

Main Ele13

Posts: 27 Bronze Posts by user Forum Profile RuneMetrics Profile
wow there is so much in warding what a complicated skill...

one idea though: why not expand battle wards to interact with other aspects of the game too... i know warding is all about the armour but maybe by addign wards to skills like, place a mining ward and gain a mining buff in that area, could make the skill more useful than just combat related

18-Apr-2019 03:35:57

Main Ele13
Mar Member 2024

Main Ele13

Posts: 27 Bronze Posts by user Forum Profile RuneMetrics Profile
wow there is so much in warding what a complicated skill...

one idea though: why not expand battle wards to interact with other aspects of the game too... i know warding is all about the armour but maybe by addign wards to skills like, place a mining ward and gain a mining buff in that area, could make the skill more useful than just combat related

18-Apr-2019 03:35:58

X Snowy
Oct Member 2018

X Snowy

Posts: 594 Steel Posts by user Forum Profile RuneMetrics Profile
It's a No from me:

This is a subset of crafting and magic. There is some good content mixed in with this, but I would scrap this project and salvage; Battlewards(Area) -> Magic, Robe Making -> Crafting, +Parts of re-balancing.

My first question whether you have a reasonable contingency if this goes south? A lot of work has been sunk into it for something that remains controversial based on comments here. To be honest, this looks like the next Wildy removal or EoC.
You're pushing 100k players in OSRS now - It is a content reboot and a safe haven - please don't shoot yourself in the foot again. It will be difficult to recover from mistakes made here.

I'll run you through my commentary:
Overall
Too convoluted for a new skill. Focus on something original that doesn't effect too many other areas of the game. (Literacy, Masonry, Dance/Entertainment(Cosmetic))

Item sink
A skill should not serve as an item sink. Yes the economy could always use further balancing but creating a skill for it is...dumb. Like, imagine smithing a bunch of steel plates only to decompose them?

Avoid inventing words
Vis and steatite?? If I were to see those words without context would I have any idea of what they, generally related to? RS3 has this terrible habit of inventing meaningless words that is beginning to bleed into new OSRS content. It also has no medieval or fantasy grounding. The best aspects of the game mimic real applications (and amplify them).

Convolution
To create magic robes you need to, mine, smelt, smith then decompose armour, catch/grow then weave cloth, create a ward and then imbue robes with it? Way, waaaay too long a process. This is not a skill. This is some invented solution.

Continued Below --_

18-Apr-2019 04:56:07 - Last edited on 18-Apr-2019 05:35:09 by X Snowy

X Snowy
Oct Member 2018

X Snowy

Posts: 594 Steel Posts by user Forum Profile RuneMetrics Profile
New Robes
Most of this is overkill given people train magic by alching. Keep that in mind.
Venomous/Kinhunter - Extremely esoteric for an entire degradable robe set. Make it an amulet.
Dagon'hai - Couldn't you just add these buffs to Ahrims? They would be functionally the same and it fits in with its current strength sapping nature.
Cosmos - The..what? In the bin it goes.
Bark Armour - Salvage the damage soaking. Scrap the distance thing and one of Soulbark or Bloodbark. The distance thing is interesting but messes with the combat triangle and melee.
Arcuus - Ok, Sure whatever?

New Weapons
Scrap them all:
Cocktails - They are chinchompas. Why would you need an alternative?! Dead content.
Claws - These are upgrades for Silverlight.
Skull Sceptre - This is already dead content, it's not worth the bother of 2 factor for an online game. Wow, I wonder which armour set you could give the undead damage buff to?

(I'm just going to ignore imbues, make the wood ring some boss drop)

Area Wards
These could spice up group combat (Think rev caves). I would add them to the lunar spell-book. They seem a little too op in some applications, you would need to have some method of disabling them or strap them with restrictions or cool downs for the ground they're used on. Mobs? Some of these could do with tweaking. Death in particular.

Conjuring Wards
This is summoning. Get rid of it. It has nothing to do with a conventional "ward".

Hunter & Farming Additions
These are redundant and convoluting as mentioned prior.
In the event they're added, Moth things could be added/switched to/with butterflies and catching them could give silk.

Please do not add warding as a skill.

18-Apr-2019 04:56:16 - Last edited on 18-Apr-2019 05:32:41 by X Snowy

Joe Bill64

Joe Bill64

Posts: 2,413 Mithril Posts by user Forum Profile RuneMetrics Profile
I will be voting no to Warding, as a skill. If introduced differently my vote may change.

I am all for new skills and OSRS deserves one. (we deserve one) However, warding feels more like a filler, than a skill. We don't need a dead skill hardly worth training. Another mindless xp grind. Sure...sounds like it could pay off to train, but at risk of powercreep. If superior gear or access to superior gear arrives, upset will occur. If it does not = dead content, imo.

As far as "fixing" splashing. I feel going down the cannon tweak update route, would be a better option; imo. Make it so 1 damage must occur. Get those rats and goblins dying and we wont have 24 hr afk magic training, ya dig?

Jagex; Qol changes are needed, but at what cost? Mess with combat at all and you lose your player-base. If OSRS becomes too much like RS3, you lose your player-base. Too much change to a game we play because it is retro and has old combat/skilling, could be dangerous. Remember the good ol' saying "don't fix what isn't broken." It applies heavily to OSRS, imo.

18-Apr-2019 05:54:40

Lojith
Dec Member 2023

Lojith

Posts: 85 Iron Posts by user Forum Profile RuneMetrics Profile
I don't mind if the skill gets added as long as it doesn't ultimately make raiding or bossing easier. I'd also like for it not to clutter up the game world.

I like the idea of crafting magical gear but I strongly believe it should be a part of runecrafting and regular crafting.
Ironman for life, baby!
Trust in the rust

18-Apr-2019 06:06:45

zNqthanUWU

zNqthanUWU

Posts: 20 Bronze Posts by user Forum Profile RuneMetrics Profile
To solve the issue of all these niche armours rendering 'generic' armours useless such as ahrims and ancestral this could be done. For example ancestral armour must first be fed to it's corresponding silk moth larva growing in the magnanery farming patch. After some time (hours, days or whatever) the silk moth larva would have woven ancestral fabric. This ancestral fabric can then be used with the warding skill to create the niche armours with their corresponding buff. This will maintain if not raise the price of existing mage armour such as ahrim's and ancestral whilst allowing for the introduction of these interesting new items. I HOPE WARDING PASSES!!! I'm severely addicted to osrs

18-Apr-2019 07:52:33

Lego Miester
Nov Member 2023

Lego Miester

Posts: 35,342 Sapphire Posts by user Forum Profile RuneMetrics Profile
I do really like the item sink idea, but most of the things in warding seem like they could be simplified and put into the most hated skill in the game, runecrafting. Why can we not make it so that you can train runecrafting by imbuing runic magic into robes? This would be a costly, but faster way to train it. Two birds with one stone.

I'd be pretty darn salty to lose my ring imbues.

Overall I'm just not sure why it has to be so much more complicated than existing creation skills. Still, I'd probably vote for it anyway purely for the novelty of something this complicated and new to learn. Invention was complicated to me too, but it proved ultimately interesting and fun to train.
Headcanon Haven, where everything is made up and the points don't matter.
OSRS Lore: Xeric
Slepe Tight - Slepe Lore

18-Apr-2019 08:57:05

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