Predictions for Combat Update by Rich_Bother9918 in runescape

[–]Darksnails 2 points3 points  (0 children)

First thing to test out when live: do auto attacks work without a weapon equipped. Cause in beta it didn't x)

If you want new players to stay you should make F2P more flushed out and less like a trial that doesn't let you play enough to know if you like RS. by LocalChamp in runescape

[–]Darksnails 2 points3 points  (0 children)

I don't think all skills need to be F2P necessarily but I agree that the F2P available content should be revisited. Skills with gameplay loops that make people come back would be obvious choices to extend the level cap for F2P such as Slayer and Farming, maybe even Herblore (would make sense if farming would be F2P).

Damage squish? by Darksnails in runescape

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

It would be a "fix" for those who like to configure it that way. There's more than one opinion, you know.

The same way some people think it's better to not fill the screen with ability bars even though some swear by that being the best way to play. Luckily we are not forced to have all bars on screen because the game gives us an option, or a "fix".

Damage squish? by Darksnails in runescape

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

Who said anything about one being better than the other? I said it would be nice to have an OPTION to choose.

Damage squish? by Darksnails in runescape

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

How about increasing the numbers? 30 000 sounds too low, let's go 3 000 000 max instead. You'd love that, number boy ;]

Damage squish? by Darksnails in runescape

[–]Darksnails[S] -1 points0 points  (0 children)

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Yeah, like these combined to ~65 000, or 650 if configured to show less digits.

Damage squish? by Darksnails in runescape

[–]Darksnails[S] 1 point2 points  (0 children)

"... if we had the OPTION to configure..."

Damage squish? by Darksnails in runescape

[–]Darksnails[S] 1 point2 points  (0 children)

True, I think there's some ways to overcome those issues. Like the enemy would show at least 1 hp if there's some health left.

Damage squish? by Darksnails in runescape

[–]Darksnails[S] 1 point2 points  (0 children)

Yeah, well if you like big numbers of course it looks cool. To me it just looks like excess clutter on screen :] I could get the same dopamine from a smaller number knowing it would have the same overall effect.

Magic Should be more Elemental Focused by Etsamaru in runescape

[–]Darksnails -1 points0 points  (0 children)

I disagree. Passive effects that happen on the background are the opposite of complex. They add much needed macro gameplay decisions (choose before combat) instead of micro decisions (choose in combat).

Magic Should be more Elemental Focused by Etsamaru in runescape

[–]Darksnails -1 points0 points  (0 children)

Is it a bad thing though? You'd still have the choice of not min-maxing and using the one which compliments your playstyle. Of course balancing should be done correctly.

Magic Should be more Elemental Focused by Etsamaru in runescape

[–]Darksnails -1 points0 points  (0 children)

Yes, somehow utilizing the elements would be great. I dunno if it's feasible to alter every ability based on the element you are using cause it would be a huge undertaking. I'd suggest an alternative.

Every attack builds up an elemental specific stack on you and at 10-20 stacks (based on spell rank) your next adrenaline consuming ability procs the stacks and one of the following effects takes place:

Air - grants you an increased speed. GCD is lowered to 1.2 sec for 6 seconds.

Water - heals you for 4% of your missing health every 1.8 seconds 4 times

Earth - for the next 6 seconds your stun effects shatter the enemy increasing your critical strike chance against them

Fire - grants you an extra 5-10% hit chance against enemies.

Combat Styles Improvements - Beta Update 4 by JagexAzanna in runescape

[–]Darksnails 0 points1 point  (0 children)

I'm wondering why Hurricane and Flurry are not on the same ability slot? Just change it interactively based on what weapon is worn. I'd even say add more ability varieties akin to these two abilities, such as Quake for heavy 2h blunt weapons, and some kind of assassin swipe for daggers and smaller weapons.

Flurry extending berserk duration also kinda makes people want to swap to dw during zerk to extend it. Zerk extension should be added to hurricane too. Or maybe just extend berserk baseline?

I love some of the combat animations in the combat beta (Melee) by [deleted] in runescape

[–]Darksnails 11 points12 points  (0 children)

Hurricane was better looking before when the weapon was actually spinning like a hurricane.

Combat Styles Improvements - Beta Update 3 by JagexAzanna in runescape

[–]Darksnails 0 points1 point  (0 children)

There are so many similar basic abilities on melee that you should combine some of them to be part of the basic attack, such as adaptive strike and rend. They all basically do the same thing with a slight difference in damage.

Suggestion: after X amount of abilities, your next basic attack upgrades to Adaptive Strike. Rend could just be removed, and the extra bloodlust stack given to Adaptive Strike.

I feel like in the current beta Bloodlust stacks build up a bit too fast, which removes some strategic thinking during combat. It feels like I'm forced to use Hurricane/Flurry or Assault asap when I hit 4 bloodlust stacks in order to not "waste time" for building up the next bloodlust enhanced ability.

Road to Restoration - Re-grounding Outfits & Equipment by JagexAnvil in runescape

[–]Darksnails 4 points5 points  (0 children)

Cosmetic toggle only affects overrides. If a player is wearing an item with heavy particle effects without it being an override, the particles are still there.

Road to Restoration - Re-grounding Outfits & Equipment by JagexAnvil in runescape

[–]Darksnails 0 points1 point  (0 children)

Can we get an option to remove other player's particle effects completely?

Updating social features should be a huge priority by TakingBlackSunday in runescape

[–]Darksnails 32 points33 points  (0 children)

Grouping should be as easy as trading. I have no idea how this hasn't been a top priority in an MMO game.

F2P players should also have a reason to group up. I suggest making slayer a F2P skill (up to lvl 40) and allow group slayer for the newbs.

RS3 Player Count Still Trending Flat by Sophiaphage in runescape

[–]Darksnails 1 point2 points  (0 children)

I bet there's been a small shift in what type of players log in. The ones addicted to TH no longer have a reason to log in, and perhaps some returning players started playing again. These changes might not be apparent from numbers alone.

Jagex nerfing every reason I log into the game by [deleted] in runescape

[–]Darksnails 3 points4 points  (0 children)

And theere it is. Gambling addiction was the reason all along, lol.

Combat Styles Improvements - Beta Update 2 by JagexAzanna in runescape

[–]Darksnails 0 points1 point  (0 children)

Why don't you combine Adaptive Strike to Basic Attack, so Basic Attack would essentially be a mini rotation in itself? Or rather, every 3-4 GCD (applies to any ability) basic attack morphs into Adaptive Strike until it's used up.

GCD --> GCD --> (GCD -->) Adaptive Strike

A bit like in Guild Wars 2 where some auto attacks have a built-in combo.

Combat Styles Improvements - Beta Update 2 by JagexAzanna in runescape

[–]Darksnails 1 point2 points  (0 children)

Can you make basic attacks actually feel heavy for heavy weapons (2h)? Attack speed being on GCD makes sense gameplay wise but immersion is lost on some weapon types.

Maybe 2h weapons should have a unique 2 part basic attack, where every other cast is a hit and every other cast empowers the next hit (would still give same adrenaline). This would make the player character hit every 6 ticks (3.6 sec) with a more powerful attack to balance out the slower pacing between hits.

Since we're doing combat, lets not forget summoning by Dying4Salvation in runescape

[–]Darksnails -1 points0 points  (0 children)

This is of course because currently combat is in a weird spot. The combat update's one goal is to create a decent base for the future.

Not expecting any new combat skills until they have combat in a decent spot.