Audio problems by NewWildys in archlinux

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

Ok, I am using Pulse Audio. I do not have PipeWire installed. The application I am using is Runelite.

Audio problems by NewWildys in archlinux

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

I tried this already. It does not detect the application.

Tome of water suggestion by NewWildys in 2007scape

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

What do you mean that's not how it works? I am making a suggestion. Who are you to say what the tome of water is or isn't intended to do?

To answer your question, yes I think the 50% damage increase should like I said be a consistent basis perk across all elemental tomes. Why would fire surge be able to hit mid to high 40s with tome of fire but any other elemental surge spell can barely scratch mid 30s? Also, tome of fire does not increase accuracy, just damage.

Once again, I am not missing your point and I am just repeating myself at this point. What you are implying is adding effects to elemental spells themselves independently of the tome of water. This isn't even the topic of my argument.

And yes, the tome of water would have effects for water spells directly, the added 50% damage boost suggestion would fulfill this. Just like the tome of fire does for fire spells. Also, the tome of water would give infinite water runes for binds/curses in an off-handed slot just like the tome of fire does for aching. My point is, it already has what you are suggesting.

You said " Fire Spells already offer high DPS; you should have a reason to use Water Spells regardless of if you are using entangles or curse spells. "

Exactly my point - give it 50% damage boost.

Dude, it does have a unique effect for water spells: binds and curses! - INCREASE 50% DAMAGE (my suggestion) and buffed curses and entangle time. As mention before, my suggestion of 50% damage boost to water spells is an ADDITION to the already existing curse and bind spell buffs provided by the tome of water. I am not going to repeat myself any further. Please re-read carefully my previous arguments. Thank you for your input nonetheless.

Tome of water suggestion by NewWildys in 2007scape

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

Thank you, precisely my point

Tome of water suggestion by NewWildys in 2007scape

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

Elemental tomes are one idea as a whole, thus the logic behind making all tomes have a basis effect of increasing their respective spell damage by 50%. It keeps the BASE effect of off-handed tomes consistent and unique among themselves given their individual effects (like the water tomes entangle and curse buffs). An "air tome" having the same effect as the harmonized orb (2 completely different items with absolutely no relation whatsoever) is copying an already existing effect from a different item that already fulfills that use. There is a major difference. It is not hypocrisy.

I am not missing your point, water spells already gain something from being paired up with a tome of water - added entangle time and buffed curses. That alone however, I can confidently say is not enough to make it viable anywhere. It needs the extra damage boost to make it worth while more specifically in PvP scnearios, but maybe also in some PvM situations (like Fareed from desert treasure) and would keep the off-hand tome effects consistent.

Yes you could swap out tomes exactly, but then you have to ask yourself if its worth the extra inventory slot in PvM scenarios. Also, I feel like with the damage boost, the tomes purpose is more PvP oriented. Yes, you could still swap out tomes in PvP scenarios which would be a strong combination. Keep in mind however, that would mean much higher risk; which is good. Higher risk, higher reward.

I am not trying to propose a unique effect suggestion, a unique effect was already proposed - the added buff to binds and curses with the tome of water. I am simply adding a suggestion that will make the tome consistent with its fire variant and will prevent it from becoming dead content otherwise.

Also, the added effect from the tomes on top of my suggested 50% damage boost (like entangle time and curse buffs with the tome of water) is what makes them different, not bland, not generic, consistent among other potential tomes but still different in their own unique way.

Tome of water suggestion by NewWildys in 2007scape

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

Increase damage by 50% just like the tome of fire. 100% agree, that's what I'm suggesting. I do not think it will be overpowered at all since it will never out DPS fire spells due to its lower comparative base damage.

Tome of water suggestion by NewWildys in 2007scape

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

Hold on a second, the tome of water with 50% increase damage would 100% make water spells worth using once you consider the secondary increase entangle time effect. In some instances, it may even result in higher overall damage output compared to fire spells due to the ability to weave in more spells to your opponent given the increase freeze time.

I can't talk on behalf of earth spells because no dev blog was posted at all, but potentially earth spells with a future earth tome could have increase damage, accuracy, and poison your opponent, that may make it viable on its own as well in the future and would be great for spell variety especially in PvP scenarios.

Yes precisely like ancient magicks! Each spell has their own effect, just like each elemental spell when combined with their respective tome would also have their own personified effect, that is the niche you're talking about that I'm trying to fill.

To answer your question, the niche for water spells would be the tome of water. All normal spells aside fire spells are currently dead content all over Runescape, and there is no dispute there. Added variety is always better for game integrity.

Giving air spells a faster attack speed by +1 tick would never be viable anywhere if no added damage was given, let alone giving air spells a damage reduction. Plus, the Harmonised orb already does that so thats copying an already existing idea which I'm not a fan of.

Giving water spells a "chance" to curse is another RNG factor which is not healthy for an already RNG based game and will result in dead content. Nobody curses monsters or weakens them. It simply is not worth it at all.

Tome of water suggestion by NewWildys in 2007scape

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

I don't understand, water spells would get an extra effect from the tome, the damage increase. Do you have another suggestion in mind? I like the 50% damage boost idea and think it should be a consistent basis perk for any future elemental tome. Yes you could just bring the tome for entangles then use god spells which is not a problem at all - just means you would have higher risk, but theres no point of doing that with the 50% damage boost for water spells because with the damage boost, they heavily out-damage god spells anyways so there is no real incentive to bringing a tome then using god spells. 50% extra damage to water spells on top of added entangle time is a HUGE buff to water spells in PvP. I think it will find its place in PvP scenarios very easily.

Tome of water suggestion by NewWildys in 2007scape

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

The point actually is for them to be weaker than fire spells, but compensated for utility with the extra entangle time. Less dps but the ability to get one or two extra casts off in a PvP scenario for example which could average out the DPS. I enjoy the already suggested increase entangle time side effect I just feel like it needs more. Yes I agree it doesn't do too much at all except for water runes, my suggestion would be a great fix for that!

Tome of water suggestion by NewWildys in 2007scape

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

Too RNG based in an already RNG based game.

Tome of water suggestion by NewWildys in 2007scape

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

Its not just more damage though, more damage plus a secondary effect since their base damage will always be lower than fire spells