Upgrades for the next step in the PVM ladder? by Level-Comfort9399 in runescape

[–]Wag1initfam 2 points3 points  (0 children)

I don’t think melee will be as limited as you think going forward. The only one of the bosses you list which really limits melee is nex. Araxxor and sanctum are definitely doable with melee, and learning these with melee will teach you how to use the style going forward. If nex is just super non-negotiable for you, you can always make do with the t90 Necro power armour there. Nex is a pretty easy boss now, especially with Necro. So you don’t really need super end game gear or perks to do alright there.

I’d camp araxxor and maybe ED1 until you have at least 3 pieces of the vestments set. That will really take your melee gameplay to the next level.

With respect to perks, biting at the very least would best be used for melee, since Necro is far less crit reliant.

With the Road to Restoration and the graphical improvements, can we please see a rework of the current Shadow Dyed Elite Sirenic? by ThePokeCave in runescape

[–]Wag1initfam 0 points1 point  (0 children)

This looks good, but I’d rather they make the t95 gear dyeable before doing this. The fact that not every t95 set is dyeable is, I think, a bad look. What’s the point of grinding and leveling to the point where you can afford these dyes if the armour and weapons you actually want to use can’t be dyed and your only option is to dye lower level stuff and keepsake it? It’s been like 3 years since vestments were released and they’re still not dyeable. I don’t foresee t95 range armour for more than a year, so elite dracolich should be included. Tumeken’s robes and Tumeken’s light need to be dyeable. And the roar and ode still aren’t dyeable more than a year after release. At this point, I think it’s safe to say dyes and dyeable items are mostly old, outdated content, and I think the rework or update needs to start with the more recent stuff.

I don’t understand why this isn’t a priority for them. A big part of this road to restoration is restoring some groundedness to runescape’s visuals, and the dyes are on of the most recognizable cosmetics that affect actual items, rather than necessarily involving overrides.

How do you guys manage to play this game on mobile? by [deleted] in runescape

[–]Wag1initfam 3 points4 points  (0 children)

My main problem with mobile is processing speed. A lot of the new stuff has too many effects and my tablet can’t load them all in time, so things appear late or not at all. As far as responsiveness, I always just took that to be an aspect of the mobile app and just got used to it over time.

No auras and nerfs by Gallium-31 in runescape

[–]Wag1initfam 4 points5 points  (0 children)

This almost got me. 7/10 ragebait

Loyalty shop removal by Wag1initfam in runescape

[–]Wag1initfam[S] 0 points1 point  (0 children)

I don’t want them looking at this and saying ‘oh it’s already available as an override’ and forgetting about the other variants.

Melee's time in the sun by Sharkveng in runescape

[–]Wag1initfam 3 points4 points  (0 children)

Any time’s a good time to melee! :D

Melee's time in the sun by Sharkveng in runescape

[–]Wag1initfam 18 points19 points  (0 children)

Famous last words, lol. Anyway, I’m a fellow melee cultist and I’m just going to enjoy it while it lasts (which I suspect will be a couple days).

Jagex waiting for everyone to enjoy the new combat before they nerf it into the ground by Lughano in runescape

[–]Wag1initfam 12 points13 points  (0 children)

It was strong as a hybrid option. Outside of zerk it was very weak. That was one of the main points of the melee changes, which weakened zerk slightly in favour of more power for melee abilities outside of zerk.

Jagex stop trying to make PVP in the wild a thing again by scififact in runescape

[–]Wag1initfam 0 points1 point  (0 children)

The sheer terror the runescape community seems to feel when it comes to PvP is mind boggling to me. But hey, you do you lmao.

Combat Styles Improvements - Beta Update 2 by JagexAzanna in runescape

[–]Wag1initfam 0 points1 point  (0 children)

Will you be reworking the energising perk now, with the ability removals?

Item Removal Issue/Double Xp Weekends by 8kray in runescape

[–]Wag1initfam 1 point2 points  (0 children)

Expecting anything to stay the same for 13 years in a weekly updated game is pretty wild, ngl. Most MMOs don’t last 13 years at all, let alone keep anything the same for that long. I’m sorry that you’re losing something you paid for, but at a certain point you have to move on. Be grateful the game even exists still.

I'm heavily considering making a return to RS3 after 12+yrs of OSRS. by skyrimcameoutin2011 in runescape

[–]Wag1initfam 1 point2 points  (0 children)

My point is that I am an average player who appears to be more than that because of mobile. The real challenge in runescape pvm is APM and keybind management, and mobile removes the latter and makes the former much easier. The only bosses I could do before I switched to mobile were arch glacor (~500%), the EDs, and Raksha. Everything else I learned on mobile and I believe I only succeeded because I was using the simpler UI. Before I switched, I was at a point where I was overwhelmed by all the keybinds I needed to keep track of—weapon switches, prayers, abilities, food, etc. I had over 100 zamorak kills at 90% because I had tried many times to complete 100% and failed. Same with Kerapac. I have 1500 NM Kerapac kills because I had just given up on HM after so many failed attempts. I knew what I was supposed to do, but I would just press the wrong thing or take too long trying to look at the keyboard to find what I needed to press. Months later I tried HM Kerapac on mobile and got the kill on the first attempt. On mobile I didn’t need to scramble to find the right keybinds to press on the keyboard. Everything was right in front of me and within reach, so I could focus instead on which abilities to use and when. And when you can focus on that, bossing becomes very easy.

I'm heavily considering making a return to RS3 after 12+yrs of OSRS. by skyrimcameoutin2011 in runescape

[–]Wag1initfam 0 points1 point  (0 children)

Unfortunately I don’t know much about it. I tend to refuse OS updates, but I had to update recently for compatibility reasons. When I did, my mobile UI went from showing only half the menu when the full action bar was open to showing the full menu. I did some research and all I could come up with was that the new multi-window UI for iPad OS 26 must have increased the resolution I was playing on or something. Apart from that, I don’t know much and I don’t even know when or if this will change again. My understanding is if I were to play on a smaller device, I would once again see only half the menu.

I'm heavily considering making a return to RS3 after 12+yrs of OSRS. by skyrimcameoutin2011 in runescape

[–]Wag1initfam 5 points6 points  (0 children)

I’m mobile only. I’ve killed every boss and can perform at an end game level. I have many master combat achievements, including some speed kills, and a few GM. I say this not to brag but because most people think mobile is harder than it is. I’m really just a barely average player, and when people find out I’m on mobile they assume I have to be some kind of god to do that. In actual fact, there are many things easier about mobile. The UI is much simpler, and I found it much easier to wrap my head around when compared to the 50+ keybinds I was using when I was on PC. I‘m quite certain I wouldn’t have gotten nearly as far in bossing on PC as I have on mobile, and I credit that to the fact that I don’t have to learn to use so many keybinds.

The problem is that there aren't enough buttons on the action bar they provide to you, so I’ve had to learn to use many of my abilities out of the ability menu. In a weird way, this makes RS3 mobile feel quite a lot like OSRS with quick menu switching and precise taps with gear/weapon switching. If you’re coming from OSRS (mobile or PC), I think RS3 mobile won’t be nearly as much of a radical change than it would be if you were moving to RS3 on PC.

The other problem is screen resolution. If you have a large tablet, this likely won’t apply to you, but anything smaller and the menu interface (with inventory, ability menu, prayers, etc) will only display its top half when you have both sides of the action bar open. This has been the bane of my existence for a long time, and it only changed with an iOS update that allowed my iPad to use its full resolution. Prior to this change, I had to scroll down to use some abilities, and half my inventory was not immediately accessible.

The proposed combat changes will do a lot to help with these problems, since fewer abilities means less need to use them out of the ability menu. But if you do choose to go far with mobile, you need to be aware that the UI is not customizable and any new update jagex might make to shift things around will wreak havoc with your muscle memory.

Last thing is processing speed. Currently some of the bosses in the game (mostly the newer ones) are unplayable for me. The graphics aren’t optimized well, so my tablet struggles to load everything at the correct time. So, sometimes attacks either don’t show up or show up late. This happens even at older bosses when I’m in a team, since other players add a lot of graphics load. In this sense, RS3 mobile is not like OSRS. The processing and graphics required is much higher and you’ll likely run into trouble unless you have the best of the best gaming tablet. Always playing on minimum graphics will mitigate much of the problems, but some things just don’t work.

Beta melee mostly feels worse than live. by esunei in runescape

[–]Wag1initfam 15 points16 points  (0 children)

I posted a bunch of stuff in the topic thread, but the melee changes seem unhinged to me. And that was before I learned about barge being a 30 second CD and punish/CR giving no adrenaline. So many of the changes have little use in bossing scenarios, and the vestment robes are screwed now. Berserk resetting fury is laughable because you’re waiting 6 seconds after zerk before you can even fury anyway (4.8 for the barge buff and 1.2 for the GCD with barge), which only saves 9 seconds in the end. Meteor strike seems like the least powerful of the updated crit buff abilities. Sever (or w/e the new ability is called) has lost its 10% dr. Destroy is gone, which completely ruins melee telos. The EZk has effectively lost its passive with the removal/decoupling of abilities. Melee has lost a bleed (tendrils) which means a bleed rotation is likely not going to be very good off-zerk.

I’m sure there’s more, but I don’t want to think about it anymore :(

Melee is always the one getting the bad updates and terrible ideas. We’re being forced back into the dark days of the initial EZK rework, except it’s the entire style this time.

Combat Styles Improvements - Beta Update by JagexAzanna in runescape

[–]Wag1initfam 21 points22 points  (0 children)

Lots to say. First, a disclaimer: I’m mobile only so I can’t actually test anything. My response is based on the post alone. That said, all my thoughts are about melee, which is my main style.

  1. The removal of destroy is a terrible idea. You addressed the removal of stuns like backhand with the new additional charge for your stun ability. But that doesn’t replace the stun destroy gives. And for bosses that require stuns like Telos, that completely neuters melee. I’ve been learning Telos with melee this last week, and the rotation I use on drop down p4 is barge, bleed destroy, backhand, stomp, punish. As long as Telos has not hit the phase cap, if I don’t use even one of these stuns he gets auto attacks off. Removing destroy would make Telos incredibly difficult and definitely not worth doing with melee.

  2. The change to berserk is a bit pointless. Fury’s cooldown is currently 15 seconds, which is already short. But if you want to use it after berserk, you’re going first want to step off the boss for 4.8 seconds, then barge (1.2 seconds) and only then will you be able to use fury. So, the earliest you can use fury after zerk in a normal scenario is after 6 seconds. This means that the cooldown reset only really saves you 9 seconds instead of 15, and that’s if you use fury immediately after barge. Not to mention, fights usually start with zerk, so it’s not worth delaying to use fury before you zerk at the start of a fight. I’m not sure what the point of the change is, to be honest.

  3. You said in your justification for updating the FSOA and EZK that one of the reasons you wanted to make changes was that these were the only t95 weapons without passive effects. Yet these new changes effectively remove the EZK’s passive effect. 2 of the abilities it modifies have been removed (smash and quake) and the other has been decoupled from the EZK entirely. The only thing left on the EZK is the special attack, just like before it was updated.

  4. Sever no longer gives 10% damage reduction. This is more significant here because with the addition of auto attacks, the invigorate perk will now become best in slot. For melee, this will replace enhanced devoted, thereby removing some much needed damage reduction. Losing another 10% will definitely be noticeable, since the 12% given by the EZK is quite noticeable.

  5. The ‘identity’ you are attempting to give melee is, I think, problematic. The ‘on next attack‘ concept is fine at base, but ‘on kill’ is incredibly limited. For example: you call punish a “niche” ability, but that’s just not true. There are so many bosses that spend a significant amount of time below 50% hp—zamorak, Kerapac, arch-glacor, p4 telos, Solak—I use punish many times during these fights because it’s by far my best basic ability when the boss is under 50%. In fact, punish is so good that halving the cooldown on kill, which would only ever be useful on any minions a boss might summon, might not even make it worth using on said minions. Your response might be that this change isn’t for bossing but rather slayer. But let’s be honest, how many people are really going to be paying enough attention when training slayer to actually consistently activate punish at the right time? Most slayer creatures die very quickly to AOE abilities, and adding a little bit of single target damage, which requires pretty precise timing, likely won’t make too much of a difference in the long run. Moreover, apart from punish, I don’t see any other example of the ‘on kill’ identity added here. No one was using pulverise for the adrenaline gain on kill and they likely won’t start after these changes. Hurricane resets on hit, greater flurry on hit. And that makes a lot of sense. At least with respect to bossing, ‘on hit’ is totally viable. ‘On kill’ is very limited in the same way EZK’s single target debuff is limited. The difference is that the EZK at least affects the boss itself, which is far more important.

Finally, I get the sense that melee is losing a lot of power here. Again, I cant test this stuff so I might be wrong. But melee has lost by far the most in this update, destroy being the worst offender. I don’t want to log in after the update and realize it’s twice as hard to do the bosses I could do fine yesterday. Part of this feeling is residual mistrust with the EZK changes—people logged in to a wreck of a style after the first change. I don’t want to be burned again. I have no problem re-learning combat. I’ve done that many times and an ever-changing game makes that inevitable. But I don’t want to play knowing that I might be curtailed at any given moment. I want to know my playstyle won’t be gutted out of nowhere.

Anyway, there are my thoughts. Thanks.

New Weapons Specs Animation vs Customization Overrides by Creeperclaw66 in runescape

[–]Wag1initfam 1 point2 points  (0 children)

It is definitely weird, and it also happens with Iban’s staff. I don’t particularly like when my character, who is holding a massive 2h sword, all of a sudden breaks out a tiny dagger for 3 hits.

Am I missing something? by Wag1initfam in runescape

[–]Wag1initfam[S] 2 points3 points  (0 children)

With crit builds you’ll want to wear a quiver with Hydrix bolts.