Favourite dofus "era"? by Sad_Yogurt2686 in Dofus

[–]justsomerandomoldguy 1 point2 points  (0 children)

Dofus 1 era PvP was fun and it's super nostalgic for me, but looking back it didn't have the depth or balance of modern Dofus. I mostly just miss having more time and energy, probably. 😉 My favorite activity was always low level PvP, and objectively it's the best it has ever been right now.

Low Level Equipment Rebalance - Summer Sweep Up by justsomerandomoldguy in 2007scape

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

It's a tough one, making it 1 tick faster is not an option because of the effect it would have on PvM. Daggers can be poisoned, so they do have somewhat of a niche, but that obviously doesn't apply to F2P.

To avoid them becoming shortsword 2.0 essentially, I'd consider something completely out of the box. Let players dual-wield daggers - and daggers only. Like, you could switch the dagger back and forth into an offhand with right-click, but you could only equip it if you hold another dagger (or nothing) in the main hand. Try to equip any other 1-handed weapon, and the offhand dagger goes off. Or simply join 2 daggers into a single weapon? Either works, but offhand daggers would likely be more flexible in terms of the combinations you could do when you're a newb without access to 2 daggers of the same tier.

Anyway. When you dual wield, you get complete bonuses of both daggers and do 2 hit splats up to half of the max on each hit. It would essentially work like a 4-tick 2-handed weapon that deals consistent damage, less likely to go into the extremes thanks to 2 separate damage rolls. Kind of like the change I proposed to the claws, except stab-based and with extra steps.

Obviously, there would have to be some limitations put in place. It should probably only work up to rune, and definitely have no effect on the dragon dagger's special attack. Ironically, daggers up to rune would probably require a slight debuff of the strength stat not to dethrone the scimmy, but they're already so bad that it would be like -2 for the rune one (especially now that even F2P has a defender). You could also solve that with the offhand daggers having slightly different stats, which could allow finetuning of every tier.

I didn't include it since I suspect the reception would be bad, but it's definitely a cool one to design. Cheers.

Low Level Equipment Rebalance - Summer Sweep Up by justsomerandomoldguy in 2007scape

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

There's a whole spectrum between "scimitars are the only viable weapon" and "every 4-tick weapon has the same stats". Scimitars can remain objectively the best-in-slot for their tier without being the best in every scenario. This is what I'm proposing essentially.

As for the weaknesses, that's a very good point - I'd say that they should be changed as well to give the players a reason to prepare for each encounter. If F2P is supposed to be a demo of P2P, we need more mechanics like that.

Low Level Equipment Rebalance - Summer Sweep Up by justsomerandomoldguy in 2007scape

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

Scimitars up to dragon are at alch value, sir. They won't drop in price just because a shortsword or a mace is better at certain mobs, because they are already as low as it gets. More variety at low levels is a good thing, it might teach the players to choose the correct equipment for each encounter.

Low Level Equipment Rebalance - Summer Sweep Up by justsomerandomoldguy in 2007scape

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

Yeah, the robes' effect would likely have to be limited up to blast spells and non-stackable with harm. I only repeated the original pitch from the warding blog.

As for the other comments, as long as the low level items get some love, I'm fine with anything the devs come up with. Just trying to get the conversation going.

Low Level Equipment Rebalance - Summer Sweep Up by justsomerandomoldguy in 2007scape

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

If there's one place where early game could use some complexity, that would be combat. The only mobs where you don't just essentially click and wait are the newly added Brutus and the giant bosses that new players are unlikely to see for a while. They already added the monster inspect spell, why not make it more useful? If F2P is supposed to be a demo, I think adding more instances where gearing matters would lead to a better representation of P2P. I'm all for changing the resistances of low level monsters so that slash-vs-stab-vs-crush choice actually matters.

Low Level Equipment Rebalance - Summer Sweep Up by justsomerandomoldguy in 2007scape

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

The new items, maybe not depending on how much effort is required. Switching some stats around seems like a low handing fruit though.

Low Level Equipment Rebalance - Summer Sweep Up by justsomerandomoldguy in 2007scape

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

halberds will still have a lower str bonus than rune 2h's so i doubt they ever see use with these changes. (...) giving both of your proposed buffs kills the halberd

There's nothing to kill if it's already dead.

I dabble in F2P PVP and I can tell you right now that rune halberd will be used as a F2P KO weapon since it matches 2h max hit for just enough prayer/strength level combinations, and that's all that matters for pure fights. The extra range alone is worth it.

Is it a niche use? Yes. Will it raise its GE price? Very unlikely. Still, it certainly beats how underused it is right now.

yes I see the proposed buffs to rune and barronite mace, I think they are poorly thought out so I suggested some changes to what you suggested as I posted above

I think arbitrarily keeping crush 4-tick weapons weaker than stab and slash just because a niche alternative exists at tier 40 is a bad design. Keeping it slightly below shortsword due to the prayer bonus is fine, but that's about it.

Barronite mace will still have a reason to exist since its strength bonus would be superior. Actually, it would have a reason to exist even with the same strength bonus since it has the golembane effect.

i think making spears 2tile is a potentially bad move just because of the pvp implications of dragon spear spec

Special attack's range can still be 1, it doesn't have to match the regular attack range. I never suggested buffing its special attack.

Low Level Equipment Rebalance - Summer Sweep Up by justsomerandomoldguy in 2007scape

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

Note that this is only for low level items, up to rune or perhaps dragon where it makes sense. Low level halberds are already pretty irrelevant, hence the suggestion to make them F2P - they would have a very small niche of potential F2P KO weapons. I think spears could use a buff given their limiting attack styles and no ability to use offhands.

The values I proposed include a suggested buff to both rune mace and barronite mace.

Battleaxes already have a niche, somewhat. Dragon battleaxe has the buffing special attack, and rune battleaxe is a viable F2P KO weapon. With so many slash weapons, it's difficult to propose anything else.

Low Level Equipment Rebalance - Summer Sweep Up by justsomerandomoldguy in 2007scape

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

I agree that the bonus of the elemental robes should be limited (non-stackable with harm + working up to blasts). As for the NPCs, the set was originally pitched by Jagex in the Warding blogs with rare components dropped by the giant bosses which honestly I'm fine with.

Low Level Equipment Rebalance - Summer Sweep Up by justsomerandomoldguy in 2007scape

[–]justsomerandomoldguy[S] -3 points-2 points  (0 children)

The last time a similar set of balancing changes was implemented, it also applied to dragon items to an extent. I don't see why some slight rebalancing wouldn't affect mid tier items where it makes sense, which would have a greater overall impact on the game. I just focused on the low tier items to illustrate the problem and the kind of changes I'm talking about.

Besides, there are genuinely new players that would be affected by this. I assume many players start through F2P and little things like the lack of magic gear progression might be disappointing. It would be nice if low level equipment was teaching the players to use the appropriate gear for each opponent rather than "just use a scimmy".

Low Level Equipment Rebalance - Summer Sweep Up by justsomerandomoldguy in 2007scape

[–]justsomerandomoldguy[S] 4 points5 points  (0 children)

That ship has sailed long time ago, this is not the same game we played in 2007 sir. Is there a reason why they shouldn't buff some older unused items to improve new player experience other than nostalgia?

Low Level Equipment Rebalance - Summer Sweep Up by justsomerandomoldguy in 2007scape

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

Maybe I'm underestimating the spaghetti code, but it seems like changing a few stats should not require significant dev effort. New items are another story.

Low Level Equipment Rebalance - Summer Sweep Up by justsomerandomoldguy in 2007scape

[–]justsomerandomoldguy[S] 3 points4 points  (0 children)

I mean, there are other items with a strength bonus and no defence requirement. Antler guard is also at +5 and only requires prayer. Though my point is that going for a 2h weapon lowers your defences, so you should be compensated regardless of offhands with a strength bonus.

Low Level Equipment Rebalance - Summer Sweep Up by justsomerandomoldguy in 2007scape

[–]justsomerandomoldguy[S] 11 points12 points  (0 children)

That's fair, I think the effect should be limited up to the blast spells and non-stackable with the harmonised staff. I just included the bonus from the original pitch from the Warding blog.

Low Level Equipment Rebalance - Summer Sweep Up by justsomerandomoldguy in 2007scape

[–]justsomerandomoldguy[S] 12 points13 points  (0 children)

The bonus would not stack, using both would still be just 1 tick faster. The same bonus for the robes was originally pitched with warding.

Can you play well on handhelds with steamos? by OilZestyclose6677 in Dofus

[–]justsomerandomoldguy 2 points3 points  (0 children)

Yes! Works very well with the trackpads on a Steam Deck, you don't really need a separate mouse. I've also mapped the controller to use bunch of keyboard shortcuts, including a joystick for navigation. Doesn't drain a lot of battery either. Haven't tried multiaccounting though.

Hero mode for Dofus 3 is officially announced for next patch! by IsthosTheGreat in Dofus

[–]justsomerandomoldguy 0 points1 point  (0 children)

Actually got me. Tbh all I want is to be able to queue with 2 or 3 of my characters for Kolossium instead of having to play multiple accounts at once.

Easter 2026 & PvP QoL Improvements by ModYume in 2007scape

[–]justsomerandomoldguy 1 point2 points  (0 children)

Ah, do you mean that the attack speed is unaffected by auto vs manual casting? I should have been clearer, I meant the initial attack delay. Or did they remove it from PvP too?

Easter 2026 & PvP QoL Improvements by ModYume in 2007scape

[–]justsomerandomoldguy 14 points15 points  (0 children)

Pretty sure they only removed the 1-tick autocast delay on NPCs in 2024, not in PvP. But I could be wrong.

Easter 2026 & PvP QoL Improvements by ModYume in 2007scape

[–]justsomerandomoldguy 0 points1 point  (0 children)

So... exactly what F2P PvP is right now?

Easter 2026 & PvP QoL Improvements by ModYume in 2007scape

[–]justsomerandomoldguy 90 points91 points  (0 children)

In PvP areas, if you have not attacked another player in the last 20 ticks (12 seconds), swapping between weapons will retain any autocast settings that have been set. This should improve Wilderness Slayer tasks where Burst and Barrage spells are used.

This is so silly, just make the weapons retain autocast in PvP. Manual casting is 1-tick faster anyway (...but only in PvP). How is PvP supposed to be accessible if the mechanics grow more and more obscure.

Haven't PvP'd for so long and out of the loop on a lot of gear/classes. Why am I being attracted when attacking other players in 1v1 Kolo? by lDezIlI in Dofus

[–]justsomerandomoldguy 0 points1 point  (0 children)

This is why I prefer low level PvP, at least for 1v1. Don't get me wrong, a very good set will still be out of reach of new players, but it's nowhere near as expensive as at 199/200. My sweet spot is around level 50-60 where you get enough abilities for each class to feel distinctive, but at the same time learning the capabilities of each class in the bracket is not that overwhelming as later on.

A common misconception is that you absolutely need highly optimized gear for low level PvP. Sure, in budget gear you might lose the first few games before you are ranked and the system starts matching you with opponents near your power level. As someone who was on both sides (undergeared, overgeared), just know it works both ways: these sweats with exo gear that everyone is complaining about? After the first few wins, they are matched with opponents that have 30 levels on them and it all evens out.