Abyssal Sire & major PvM combat changes

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Thearlygamer
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Re: Abyssal Sire & major PvM combat changes

Post by Thearlygamer » Thu Feb 28, 2019 12:56 am

Hyyyyyype!
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The underdog
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Re: Abyssal Sire & major PvM combat changes

Post by The underdog » Thu Feb 28, 2019 1:23 am

Am I the only one playing a rsps for the click and die aspect then?

Oof
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Revenantduff
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Re: Abyssal Sire & major PvM combat changes

Post by Revenantduff » Thu Feb 28, 2019 7:07 am

Mike wrote:Therefore, the PvM combat in PkHonor should now be a very close resemblance to that in OSRS
Proper prayer flicking soon?
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Egolith
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Re: Abyssal Sire & major PvM combat changes

Post by Egolith » Thu Feb 28, 2019 8:26 am

Does this mean that Arclight might be added to the game to be more effective against demons (including Unsired)?
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Kenneth
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Re: Abyssal Sire & major PvM combat changes

Post by Kenneth » Thu Feb 28, 2019 9:20 am

Egolith wrote:Does this mean that Arclight might be added to the game to be more effective against demons (including Unsired)?
Could this be added with the release of sire? I know it would delay the release but It would fill a great niche if you are intent to change pvm
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Respire1337
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Re: Abyssal Sire & major PvM combat changes

Post by Respire1337 » Thu Feb 28, 2019 3:10 pm

  • After more testing today, I must say that the overall defense of npcs has went up a lot, something that is gonna be really frustrating for the players, not to mention how inaccurate are npcs hits now (most noticeable on Vet'ion's special bolt attack, hits constant 0's).
    I think if we just add the stats for everything but defense and add the weaknesses to the npcs, it's gonna be just fine (maybe even slightly nerf other weapons that do not meet that weakness requirement for npcs).
  • The pathing around Sire is still rather weird, and the pools attack you way too fast (maybe give them the same "immunity" timer like the lava pools for Cerberus?). Also, the pools should only damage you if you stay in them, not 1 square away.
  • I've tested a few unsireds on the fountain and the drop rates are pretty bad. Probably you haven't had time to fix the multiple bludgeon pieces thing so I'll leave that off. These should be the rates for the items (disregard the jar of miasma and pet) - the most common pieces should be the bludgeon pieces, followed by dagger. At the moment, the whip and the dagger are by far the most common :
    Spoiler: show
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Jayden
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Re: Abyssal Sire & major PvM combat changes

Post by Jayden » Thu Feb 28, 2019 3:39 pm

yo, straight shout out to our man respire, doing all the testing for us
May the Big tiddy goth bitches surround you forever, Fly High my friend.<3

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Isaac
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Re: Abyssal Sire & major PvM combat changes

Post by Isaac » Thu Feb 28, 2019 6:16 pm

I have taken a look at the Sire today too... Pathing around it is wierd it also forces you to run either just to the left or to the right, you cannot attack it head on. Like Alex said the pools of poision are deadly quick, almost unavoidable. When attacking the respiratory vents with range if you click out of the attack radius your character does not run to the correct attack radius and begin attacking, it just stands still.

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Kenneth
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Re: Abyssal Sire & major PvM combat changes

Post by Kenneth » Thu Feb 28, 2019 11:52 pm

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Everything is glitched out and the 3 other sire rooms are blocked off
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Thearlygamer
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Re: Abyssal Sire & major PvM combat changes

Post by Thearlygamer » Sun Mar 03, 2019 2:26 am

How will adding stats to NPC's effect unlocking death? Would it still be one of the best methods to use to PVM? For the high price of the m stone and rarity, I would hope so.
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