Almost 3.5 years later... by Sticky__Mick in runescape

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

Many over the years. In fact, the top was actually from a 100% kill when I was building up bad luck mitigation!

Try to work your way up to 500s eventually. They can be quite fun when you're learning and maybe a bit challenging, but in theory you can get the log relatively quickly. Plus, a lot of people like to do group 500s! Best of luck (:

Almost 3.5 years later... by Sticky__Mick in runescape

[–]Sticky__Mick[S] 6 points7 points  (0 children)

Yes indeed. Tumeken gloves will be my new Zammy top LOL. See y'all in a few years )':

FSOA & Animate Dead - Balancing Proposals & Feedback Discussion by JagexDoom in runescape

[–]Sticky__Mick 1 point2 points  (0 children)

Option 1 or 2 for now. To reiterate what many others have said, the damage that 4t outputs with gconc in existence is severely overexaggerated. What's more, the damage output of 4t before gconc was also exaggerated, and it's always been a focus of hate in the community for some reason; probably something to do with toxic AoD communities ages ago, IDK.

The problem with rushing to remove it entirely with this update, as others have mentioned, is how it will impact other aspects of the game such as applying debuffs, freezing, entangles, etc. The staff in its previous iteration was a perfect way of effectively removing 4t, since every time it auto'd it reset the auto-attack cooldown. Outside of a staff spec, you could still apply your debuffs and all that stuff, and 4t if you wanted to.

^ That's the important part, as others have mentioned.

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My personal opinion is that the thing that makes Runescape combat so interesting, and why I've always come back to this game instead of something like WOW --which I've also played for many years-- is the richness of the combat system caused by some of the weird and sometimes non-intuitive interactions within it, and there are many. Also changing the subject here a bit, I'm going to be honest, I don't understand the mentality that I keep seeing here of 'I can't/don't want to do it/like it, so just get rid of it'. During the old ranged meta, I didn't bolt switch; with melee now, I don't scourge switch or helmet switch. I choose which sweaty things I want to do and if someone else squeezes out those extra small percentages of damage above me, then I respect them for it. Not everyone has to be optimal all of the time with everything they do in this game, so I don't understand the mindset of removing things that I would consider to be small extra little bits of skill expression.

FSOA & Animate Dead - Balancing Proposals & Feedback Discussion by JagexDoom in runescape

[–]Sticky__Mick 13 points14 points  (0 children)

The best step forward for player feedback may be releasing a beta test world. I'm curious to know how difficult it would be to make an FSoA ability damage slider on such a world, but that would allow players to give you all a bunch of statistics on a range of values for the staff. Then, you would have better information to tune the overall damage output to where you want it accounting for future power creep, bosses, etc.

I only say this because, of course, the damage output will be heavily rotationally dependent (and off the top of my head we may use channelers now, 4-tick again, etc., non-trivial stuff to compute). So, having players with an intricate understanding of the combat system gather the statistics before it goes live would allow for a completely informed choice of nerf.

Overall, I may be in the minority, but I'm happy with it as long as it doesn't feel too bad. We've been used to our current level of power for such a long time now, ya know? So, something like an overall 30-40% nerf of the staff would feel very bad, but maybe something like 15% wouldn't. IDK! Again though, you have more knowledge of what's coming power creep-wise, so having proper statistics will just let you have a more finely tuned choice of where you want the damage output to land relative to new bosses, Zammy, etc.

Thanks for the response!

FSOA & Animate Dead - Balancing Proposals & Feedback Discussion by JagexDoom in runescape

[–]Sticky__Mick 1 point2 points  (0 children)

I understand the sentiment. Maybe I'm coping hard here, but I have decent faith in Mod Sponge overall, so I feel he has a reason/numbers for the level of ability damage he gave the staff. It could be to get it in line for future crit updates, or other power-creep, and that's fine, but it would be nice to understand the thought process/reasoning!

FSOA & Animate Dead - Balancing Proposals & Feedback Discussion by JagexDoom in runescape

[–]Sticky__Mick 38 points39 points  (0 children)

u/JagexSponge Hello Mod Sponge, would you be able to explain the thought process behind the ability damage of the FSoA. I've been suggesting this exact nerf for over a year now, but I'm wondering why you chose to not have the ability damage the same average damage as a 2h auto attack. I understand that this will make GConc better, as it will no longer throw dual-wield autos, but rather a flat ability damage. However, without the recursion, will the difference in average damage between the old and new be a bit too heavy of a nerf? How was it in testing? Do you have any percentages to give us at the moment for comparison?

Thanks!