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Re: -1 range on magic spells?
Posted: Wed May 13, 2015 9:15 pm
by Rainingagain
Azu rite wrote:Rawr wrote:Simon wrote:Fixing long-ranged is enough imo..
Hitting low and infrequently doesn't really make up for much. You can already fight back with magic yourself and that doesn't even begin to even the playing field at all.
Void vs virtus = even, sometimes even out hitting, vois vs drudic, lol no chance
Void is paper compared to drudic.
Re: -1 range on magic spells?
Posted: Wed May 13, 2015 9:50 pm
by Brandt
Yup, lower the range by 1.
Re: -1 range on magic spells?
Posted: Wed May 13, 2015 9:52 pm
by Simon
I feel like changing such a core part of the RS combat system is too much..
When people cast a spell on any variation of a runescape game, they expect their spell to travel 8 squares. Likewise, a person on longranged expects his bolt to travel 8 squares.
I really think that nerfing magic this much will do more harm than good.
Re: -1 range on magic spells?
Posted: Wed May 13, 2015 9:55 pm
by Boise state
Simon wrote:I feel like changing such a core part of the RS combat system is too much..
When people cast a spell on any variation of a runescape game, they expect their spell to travel 8 squares. Likewise, a person on longranged expects his bolt to travel 8 squares.
I really think that nerfing magic this much will do more harm than good.
so then maybe extend range of all bows to 8?
Re: -1 range on magic spells?
Posted: Wed May 13, 2015 10:07 pm
by Rawr
Simon wrote:I feel like changing such a core part of the RS combat system is too much..
When people cast a spell on any variation of a runescape game, they expect their spell to travel 8 squares. Likewise, a person on longranged expects his bolt to travel 8 squares.
I really think that nerfing magic this much will do more harm than good.
Currently assholes can farcast and be virtually immune for no reason other than they have a lot of money. That alone causes a lot of harm and reducing their unfair advantage is hardly a bad thing.
Re: -1 range on magic spells?
Posted: Wed May 13, 2015 10:20 pm
by Simon
Rawr wrote:Simon wrote:I feel like changing such a core part of the RS combat system is too much..
When people cast a spell on any variation of a runescape game, they expect their spell to travel 8 squares. Likewise, a person on longranged expects his bolt to travel 8 squares.
I really think that nerfing magic this much will do more harm than good.
Currently assholes can farcast and be virtually immune for no reason other than they have a lot of money. That alone causes a lot of harm and reducing their unfair advantage is hardly a bad thing.
So buff ranged and magic defense and make longeranged work.
Re: -1 range on magic spells?
Posted: Wed May 13, 2015 10:21 pm
by Rawr
Simon wrote:Rawr wrote:Simon wrote:I feel like changing such a core part of the RS combat system is too much..
When people cast a spell on any variation of a runescape game, they expect their spell to travel 8 squares. Likewise, a person on longranged expects his bolt to travel 8 squares.
I really think that nerfing magic this much will do more harm than good.
Currently assholes can farcast and be virtually immune for no reason other than they have a lot of money. That alone causes a lot of harm and reducing their unfair advantage is hardly a bad thing.
So buff ranged and magic defense and make longeranged work.
Yeah, still can't hit through 150HP, divine, prayers and food though.
Re: -1 range on magic spells?
Posted: Wed May 13, 2015 10:26 pm
by Simon
Rawr wrote:
Yeah, still can't hit through 150HP, divine, prayers and food though.
Well...soon to be 120hp...And if it's 7 spots or 8 spots, you still won't hit through that.
Re: -1 range on magic spells?
Posted: Wed May 13, 2015 10:31 pm
by Rawr
Simon wrote:Rawr wrote:
Yeah, still can't hit through 150HP, divine, prayers and food though.
Well...soon to be 120hp...And if it's 7 spots or 8 spots, you still won't hit through that.
If handcannon was fixed it would be easier. The current fix was unnecessary. To prevent rushing the special could just have been disabled if the player wasn't in combat themselves.
Also, that 30-40HP makes a huge difference. A reasonable barrage (if fixed as well, so hits could stack properly) followed by Dark Bow or AGA can hit 80~ through divine and prayer still. The HP change will be very important.
Re: -1 range on magic spells?
Posted: Wed May 13, 2015 11:01 pm
by Torey lanez
Rawr wrote:Simon wrote:Fixing long-ranged is enough imo..
Hitting low and infrequently doesn't really make up for much. You can already fight back with magic yourself and that doesn't even begin to even the playing field at all.
If I purchaed druidic, I want what my money has bought which is the hp bonus and high mage offensive.
The issue with druidic isn't really the hp , because there's no weapon in game that can one bang it, or even 2 bang it.
Even if you lower it to like 120 hp max, it's not hard for someone to spam click brews to survive.
The mage bonus is pretty accurate which I enjoy, but I could see a Nerf on its stats. Hitting nearly half HP with the appropiate items and their bonuses on a normal player is quite op, but the HP given doesn't make a huge determining factor.