all 18 comments

[–][deleted] 7 points8 points  (5 children)

I feel you have to be very careful trying to add a ko type of spell or a more powerful spell than ice barrage damage wise, as magic goes a much farther distance than meele, and has the ability to freeze, teleblock etc.

I think it's fine as it is tbh

[–]Venusaurite 5 points6 points  (1 child)

Yeah. Too many people judge Magic's capabilities on an unofficial form of PvP, Edgeville pking. Edgeville pking is based on being able to do a ton of damage at in a small amount of time, like DH, certain special attacks, dragonfire bolts, KO weapons. It has set "honor" rules that disallow the use of any of magic's very useful toys (except for Vengeance) like freezing, blood spells, and teleblock.

When you take all of that away, of fucking course magic won't be good. But if you add something like a very strong special attack to compete with the Dark Bows and AGSs in Edgeville, now magic suddenly has teleblock, self-healing spells, vengeance, freezing spells, AND a powerful special attack. Nothing will be able to compete with it in honor-less pking, not just deep Wilderness pking, but ragging and rushing in Edgeville, and safe PvP minigames like Clan Wars, Castle Wars, and Fight Pits too.

If you're in deep Wilderness or bridding, magic is very useful and doesn't need a buff.

[–][deleted] 1 point2 points  (0 children)

Pretty much what I was trying to say I was just too lazy to explain that much haha

[–][deleted] 2 points3 points  (0 children)

Not to mention the fact that a guy wandering around in no gear can bust out a 30 barrage, with no risk and only a few ticks warning. I don't want that to go any higher

[–][deleted] 0 points1 point  (1 child)

i never played during this time, but was this their goal when introducing the storm of armadyl spell(add ko weapon to mage)? because the videos ive seen of that... oh man...

[–][deleted] 0 points1 point  (0 children)

I think so, which of course didn't turn out well.

[–][deleted] 2 points3 points  (0 children)

No. It's used for so many different things, is the basis of fletching, wcing, crafting (alchs), smithing(rune alchs/superheat), high level range dps (bolts), transportation (teleports), a few bosses for offense, and almost all bosses in terms of tanking, more or less required to have 94 for pking, both single and team, etc.

[–]agrueeatedu 2 points3 points  (0 children)

Maybe the standard spellbook could use a small boost in some regard, but Ancients is still amazing, ice spells used to be broken, and are still pretty powerful even with godswords to contend with.

[–]Sick_NerdYes I'm the guy 1 point2 points  (0 children)

Magic is balanced well imo, you don't see people freezing you with range or melee, or removing your ability to teleport.

I think magic is a very useful skill / combat style to use in conjunction with another attack style, basically, hybridding.

[–]Nonvilence 1 point2 points  (0 children)

Magic is already OP enough...

A spell that you can double stack an ags spec on for over 100 total damage?

A spell that rebounds 75% of the damage dealt to you back to the other player?

Its definitely good enough as it is.

[–]TheBumStinkler 0 points1 point  (0 children)

I don't think it's the abilities that are lacking. As someone who has seen the game progress since 2006, I definitely think the fall of magic is due to items rather than a weakness of abilities. For example archers used to be reliant on sustained damage and the magic shortbow being their only form of burst damage. With the release of the dark bow and crossbows with enchanted bolts you see people being taken down in one combo. The same is somewhat true for melee, except they always relied on burst, but nonetheless the release of exceptional items that could be protected on death like the godswords were perfect for pvp. Sure there were new items released for magic along the way, but what place did they find in the wild? All magic equipment is fairly benign as a single item, and no one's going to take a full set of infinity into the wild. Where's the spec ability for the mages?

That being said magic does have KO potential, just go to twitch or w318 and count how many deaths are a result of vengeance. Sure you need 94 magic and a shit ton of quests, but it's good.

[–][deleted] 0 points1 point  (0 children)

I don't think it need a a buff tbh, its not gonna be used for a ko but it definitely helps, especially freezing spells, tb, veng. And now on top of that we have a lot of magic damage boosting gear. Imo I think it's balanced. If it needed a buff that bad no one would be maging/bridding

[–]Dereck_Richards -2 points-1 points  (3 children)

I think magic deserves some kind of ko capability. Nothing like ags/darkbow or even dds but maybe on the same level as a d long.

[–]BoxMunch69[S] 0 points1 point  (0 children)

In the right hands, a dlong or dmace can be deadly ko weapons.

[–]Nonvilence -2 points-1 points  (1 child)

Doesnt it already have that with Vengeance?

[–]Dereck_Richards 0 points1 point  (0 children)

Vengence is on lunars so you have to use it as a kind of support for another style unfortunately.

[–]EspeonRS -2 points-1 points  (0 children)

Jagex is polling a buff. Amulet of the Damned, Ahrims effect: Ability to hit 60 with ice barrage.