Original message details are unavailable.
Would anyone feel strongly about reverting the ayssal whip's special attack to what it used to be long ago? I.e. you hit either your max hit or 0, rather than the current run energy drainage.
I wonder what you actually mean with what it used to be - both the historical list of special attacks as well as the attack in the OSRS wikia list it as the following: The abyssal whip has a special attack, Energy Drain, which consumes 50% of the player's special attack energy, increases accuracy by 25%, and in PVP, transfers 10% (25 before in RS2) of the target's run energy to the wielder.
The current variant would be: The abyssal whip's special attack is Energy Drain, which requires 50% adrenaline. This deals 100% weapon damage and steals all of the opponent's run energy.
I personally am not too fond of the suggestion of a pure damage attack as it will naturally compete with threshold and ultimate abilities and will almost certainly be worse than either other adrenaline consumption choice (unless you're playing in legacy mode - but honestly special attacks shouldn't be balanced purely for that). Special attacks will only be viable if they deal an insane amount of damage (which itself will be a balancing issue again) or come with some kind of utility effect (which imho would be a preferable choice as it will help with the creation of niche items).
For the whip I'd actually prefer a combination of the historical and the current effect. A simple attack with increased accuracy, which transfers a bit of run energy (maybe also adrenaline/special attack) from opponent to user (instead of a full drain).
Improvements:
Tooltip
/
(F2P) QoL v2
Quick Fixes:
Invention
23-Oct-2017 10:37:48
- Last edited on
23-Oct-2017 10:56:26
by
Rikornak
Yes, it was changed in 2005 or 2006. Point is that the original special seems fairly balanced (you either hit 0 or a lot, with two attempts given full adrenaline/energy) and could well contend with abilities, whereas a 25% accuracy buff is definitely not worth it over a threshold or ultimate ability, monsters don't have run energy, and in PvP, stealing run energy isn't as useful anymore since the leaping abilities (Surge and something) now exist and run energy is restored very quickly anyway.
Original message details are unavailable.
Yes, it was changed in 2005 or 2006. Point is that the original special seems fairly balanced (you either hit 0 or a lot, with two attempts given full adrenaline/energy) and could well contend with abilities, whereas a 25% accuracy buff is definitely not worth it over a threshold or ultimate ability, monsters don't have run energy, and in PvP, stealing run energy isn't as useful anymore since the leaping abilities (Surge and something) now exist and run energy is restored very quickly anyway.
Yeah definetely agreed on that, but I do not think a 50 % draining special attack would be ever able to compete with 3 strong tresholds pressed up (especially when the threshold will be more reliable whether they deal their damage or not). But certainly agreed on they should do something with the current effect.
Drawn from the previous post as I edited too late:
Maybe as a different thought it could be completely redesigned within the leech theme and transfer a bit of everything (hp/prayer/summ/run energy/adrenaline). In a PvM scenario it just could be restore a bit of those stats (but of course less than what it would drain in PvP).
For the overall thing I think both more modern RS3 special attacks (Telos weapons and BH stuff) as well as the new and reworked OSRS ones are significantly better designed than the old RS2 ones (as they mostly run under deal a bit of damage and thats it). To be honest I even would outright replace some of those attacks by the variants used in OSRS.
Anyway got a new thought: Allow other spear-like weapons to deal full damage against the corporeal beast including hastae and javelins (and thus the ranged sunspear)
Improvements:
Tooltip
/
(F2P) QoL v2
Quick Fixes:
Invention
23-Oct-2017 10:55:52
- Last edited on
23-Oct-2017 11:09:08
by
Rikornak
I personally would try working with the protection against magic theme they had before the EoC:
- Change all sets to hybrid armour so they can be used with any style again
- The existing sets should have their tiers adequately re-assigned: Elemental tier 10, Mind tier 20, Body tier 30, Cosmic tier 40, Chaos tier 50 - all armours are currently massively under budget
- Every item features magic damage reduction (in the same style as obsidian armour reduces damage taken from volcanic creatures
* Values to start with could be: Gloves/Boots 3 %, Helmets 5 %, Legs 7 %, Body/Shield 10 %
* Higher tiered armour should have this bonus increased, body armour and higher should re-introduce a summoning familiar damage reduction in the same way. Magic protection will be capped at 50 % and will not stack with the protection prayer/curse (it would allow working with magic protection and soul split though).
- Higher tiered shields should provide protection against dragonfire as well, in addition to wyrmfire (maybe starting with cosmic)
- As a QoL thought: Allow chaos (and potential future higher tiered) gloves to be worn in the place of cosmic ones when creating further chaos bars, as players shouldn't be required to keep outdated equipment. I do not see lore issues in there as the book only mentions cosmic gloves (but not restrict other ones) for this process - but why should be an improved version of those not inherit the same property. It is basically the only thing that is not kept with a better variant.
- Another QoL thought: Allow ice gloves to be used on elemental gloves in order to unlock the same protective property on them. This will only need to be done once (like using warpriest armour on sliske's parody)
I am sure most of those things will only really kick in when higher levelled variants are introduced (with potentially introducing even more mechanics), but let's say a soul armour should actually be a viable, yet niche choice.
Improvements:
Tooltip
/
(F2P) QoL v2
Quick Fixes:
Invention
29-Oct-2017 09:09:19
- Last edited on
29-Oct-2017 09:19:59
by
Rikornak
Yeh, something along those lines sounds good. Problem is there's going to be half a dozen more sets, and probably equally many new equipment slots covered (somehow) too...
Bizarre Boron Fusswell, scryer extraordinaire.
OSRS: POH ideas
&
RS3 minigames
&
achievement ideas
!
Perhaps you're half right; perhaps we can't win. But we can fight.
Original message details are unavailable.
Yeh, something along those lines sounds good. Problem is there's going to be half a dozen more sets, and probably equally many new equipment slots covered (somehow) too...
I wouldn't even say that: If we were to keep certain special rune types like combination and armadyl ones out the sets could be easily used in 5 tier increments starting with elemental workshop V.
For instance a possible distribution could be:
Astral 55, Nature 60, Law 65, Death 70, Blood 75 and Soul 80. A tier 80 armour certainly won't be the default choice (especially not when it is an hybrid one), but it still would be powerful enough to remain interesting in certain situations.
I do not actually think we will need more slots after the pants are released, only the better sets. In terms of slots there is something that certainly should be improved: Allow players to
wear
the full set upon completing the quest that allows them to craft any of the items (e.g. elemental workshop I is sufficient to wear the full elemental set (instead of V then)), but have them still have the current requirements to actually craft those items by themselves.
Original message details are unavailable.
Original message details are unavailable.
Right, who has suggestions for a good buff of Elemental Workshop gear?
Can we just start by getting pants?
I think it would be certainly part of the set with the next quest release (if we are to see one that is)
Improvements:
Tooltip
/
(F2P) QoL v2
Quick Fixes:
Invention
29-Oct-2017 20:19:13
- Last edited on
29-Oct-2017 20:27:42
by
Rikornak
A smaller luck related suggestion today to make those items more appealing to skillers:
- Woodcutting: Change the increased odds to obtain nests effect granted by the strung rabbit foot to an universal tier 1 luck effect. Tier 3 will also affect crystal geodes. Remove the hunter level requirement to wear the rabbit foot and add some slight (not higher than +6) all style bonus to compensate.
- Fishing: Fishing spots offering multiple types of fish will be weighted more towards the higher levelled variants. Tier 1 effect.
- Hunter: All implings now are affected, not just the kingly one:
* Tier 1: Baby, Young, Gourmet, Earth, Essence, Eclectic
* Tier 2: Spirit, Nature, Magpie, Ninja, Pirate, Divine
* Tier 3: Dragon, Zombie, Kingly
* Tier 4: Crystal
- Divination: Increased odds to obtain enriched memories. Tier 2 effect.
Also introduce a lesser luck potion at herblore 16, mixed from tarromin and lapis lazuli, granting tier 1 luck for 1 hour.
General luck enhancer improvements:
- Move chaos elemental to tier 1 luck (down from 2) in order to accommodate its now f2p status.
- Buff the luck tier provided by the collector's insignia to 3 and the charged one to 4
Improvements:
Tooltip
/
(F2P) QoL v2
Quick Fixes:
Invention
31-Oct-2017 08:47:12
- Last edited on
08-Nov-2017 09:59:06
by
Rikornak
Another idea to make another item appealing again that lost its unique properties:
- Grant the ancient staff (and its enhanced variant) a 50 % chance to refund all catalyst runes used for zarosian* spells, as well as increasing their damage dealt by 10 % at all times. Grant it a 5 % chance to replicate an auto-attack or basic ability, causing it to hit a second time for 50 % of the damage caused. This extra hit doesn't activate secondary effects.
- Have it count as an zarosian item in terms of god wars dungeon protection and holy cithara backlash
- Allow the enhanced variant to be augmented
*It could be extended to the serenic spells as well, but I think the classical ancient spells would be enough for now.
In the current game both staves are obtained too late in a player's progression to be interesting in terms of pure power, but a passive effect could make them interesting in some situations again.
/update: added some more luck improvements (slight stats for the strung rabbit foot, buffs to the (charged) collector's insignia, chaos elemental tier 2 -> 1) to the previous post
Improvements:
Tooltip
/
(F2P) QoL v2
Quick Fixes:
Invention
08-Nov-2017 07:27:47
- Last edited on
08-Nov-2017 09:37:52
by
Rikornak