Everyone has 99 defense and 99 magic with dirt cheap defensive gear. Melee and ranged weren't adjusted because of brews, but because the general feel wasn't right for the server. Magic was not adjusted because the same shitty feel didn't apply to magic. However since then magic has been nerfed, changing this view. You can't nh pk or deep pk without splashing such a huge amount of vital magic spells despite being in bonkers gear, that it's not fun to do, that you have to plan so far ahead because you know you will splash nonstop, that you have to use alts to pk...Xsquire1 wrote: ↑Fri Dec 11, 2020 4:20 amHere is the real reason why this should seriously be reconsidered before throwing it into an update.
This post completely ignores the primary food source on this server and the impact it has. Saradomin brew mechanics are the reason why the other combat styles required such a drastic buff.
As you know, when sipping brews, it increases your defense and hit points, while lowering all other stats. With an increase in defense, it is quite a challenge to use the combat styles that hits are calculated on the opponent’s defense level (melee and range) which is why they had to be buffed in order to somewhat counteract this mechanic. Essentially making it the more you brew, the more you tank.
Magic is complete different as it uses the opponents magic level to calculate accuracy and damage. Therefore, this mechanic actually works in favor of the magic user, because the more brews being used, the more damage and accuracy the attacker will have on its opponent.
If you decide to stack another bonus on top of the accuracy and damage bonus received from lower stats, there is only one portion of the community that will benefit from this addition.
In summary, brews are the main source of food on this server, and no one will argue that fact. Brews naturally increase defense which is why those attack styles required a buff. Brews lower magic which increases magic defense and accuracy.... that is all of the buff they need.
You're the only one against this because we splash lethal teleblocks repeatedly on your hcim even in the best magic setup in game costing hundreds of bills. Even if you're the only one against this idea, I wouldn't even care if teleblocks aren't adjusted just for you. Because the biggest part of the problem is nhing and deep pking where you can't land a freeze or where you can't get any damage in. It works in the favor of the player that's losing a fight, but I guess they earned their magic defenses by spending hundreds of hours to get 99 magic and spending the equivalent of half their bank on magic defensive equipment.
It won't even be only worse for you, since I can't be bothered using magic in edge pvp I'd go deep wild way more often, but since I can't rely on my own bonkers magic setup I have to plan and bring alts reducing the survival chance of yall pvmers.
It's not a huge buff we're talking about, like if I hit you with a whip on torags it's gonna be a 0 even after melee has better accuracy. But it's enough difference to make pvp in many scenarios less infuriating. Or add 1t magic gear that can actually accurately hit something. But I'm already in the best possible accuracy available, not even bothering with a normal max set.