Emps-World Forum

Emps-World => Feedback => Topic started by: Earl on February 17, 2019, 11:02:58 pm

Title: PvP
Post by: Earl on February 17, 2019, 11:02:58 pm
Tons of issues with PvP at the moment.

AGS is garbage - max hit is nice but you can't hit over 50
D claws are still bugged - ?
Range is op - 10m gear hits 70s with no problems and tanks even harder
Combat triangle doesn't work as intended - you can tribrid a braindead ranger not switching prayers and still get outdamaged.

Also healing is stupid. I know this was being discussed in a topic before. Maybe timers aren't the issue, at the moment you can basically eat, hit, dance, teleport, brew, eat twice, hit again and do all that at once. That's what makes healing op - that you can heal while doing other stuff.




Why do ancient bolts have a lower attack bonus than onyx bolts??









Reply to this thx.
Title: Re: PvP
Post by: Drugs on February 18, 2019, 07:06:11 pm
Update multi zone icon (https://i.imgur.com/ks0lqBe.png)

Add additional information on wilderness warning sign
(https://i.imgur.com/psyC6Ac.png)

Make laughing emote whilst you are muted ban-able by up to 7 days.

Make it an option to ignore list everyone who has been to wild at once, including yourself.

Make a new broadcast for when people bring more than 3 brews to edge-pking call it [R***-Alert] (you can add more broadcasts in the future)

Every friday-sunday add multi-zone icon to edgeville, just the icon, it will be enough to get 20 people in there.

If you get 3 [R***-Alert] 's in less than 5 minutes you will be teleported inside of unlit beacon and skillers can light it for best firemaking experience in the game, in the end your items will be shared between the players lighting the beacon.
(https://i.imgur.com/kMjQ0TR.png)

If you move around in fight every 2 seconds ::firstperson will go on for 20 seconds



Title: Re: PvP
Post by: Earl on February 20, 2019, 08:59:03 pm
Good to see Lihtuanians can gather 20 people to kill 1, but can't get 1 to give feedback.
Title: Re: PvP
Post by: Ava on February 21, 2019, 08:25:09 am
Let's be fair here. Lithuanian clan is decent,because we have alot of players in our clan, Most Of us know how to fight in wilderness,we are not afraid to fight clan VS clan or 1v1 and so on. Of course we have players who hate us, because get killed in wild while pvming or just in unfair fight 1 VS 3 or so, BUT wilderness is dangerous place and by entering there u accept that fact that u can be killed by One, two or few people. Most Of players don't understand that or just don't want to and thats not our problem. I got killed many times in wild and I understand what can happen if I enter to The wilderness. I don't see a point to hate us for no reason or because you are angry abou that u got killed.
Peace and love from Lithuanian Clan 😘
Ava
Title: Re: PvP
Post by: Jp on February 21, 2019, 11:12:46 am
Cannot really say for the popularity of range when pking but I do think range and especially c'bows are very strong right now.

Combat triangle doesn't work as intended - you can tribrid a braindead ranger not switching prayers and still get outdamaged.
This however.
Magic should never work with melee or range gear and should splash more. Even though my few small tests were against hero and dummy (no def) but it's pretty odd that
I never splashed with neither ice barrage or teleport block. I always froze or teleblocked dummy or hero with melee gear (again 0 def!). I do assume the situation is the same with ranged gear.
Picture: https://i.gyazo.com/9966d7de2079215dfea3976f607d1c46.png

I was quite reliably able to freeze ancient gladiator fairly often too while I was in melee gear. Hits aren't that high usually but the effect (freeze) still goes through even if you hit 0.

Teleport block against gladiator seemed to hit more often than ice barrage. Assuming this is because the spell only has effect and doesn't do any damage or isn't simply affected by mage bonus.
Can see here me applying the teleport block on first hit, splash on second and the third one was succesful too but didn't fit there: https://i.gyazo.com/b4b10a8b4a2f6af1920623fb57e48fda.mp4
Also some picture from Discord where a person teleblocked his opponent through mage pray while wearing full 3rd age melee: https://i.gyazo.com/e4912d8ef360b00420cabfceb3ed2a57.png

Solution to this would be to revert the change where hitting 0 can still apply the spell effect. I remember that being changed at one point but it was changed because spell effects almost never hit so nerfing it could make ice barrage etc... lose their "purpose". Cannot find link to that update thread though.
Spell Effects
I've been watching some wilderness fights and this has been a topic for quite a while now: The hit chance of spell effects. Magic hit chance and spell effect chance have always been one value and with this update I am separating them. The chances of successfully applying a spell effect on your opponent is double your accuracy. So even if you've got only a chance of 30% to hit your enemy with a magical attack, the chance for a spell effect to apply is 60%. This change may sound harsh, but I think that freezing spells in the wilderness have lost their purpose. The damage output is fine imho and I don't want to change that.
Title: Re: PvP
Post by: Thomy on February 21, 2019, 11:23:53 am
Spells have double the accuracy to apply their effects. That was changed in a previous update due to a large amount of complaints about the exact opposite: spells not hitting. We can just revert it and have another topic popping up a few months later complaining about the same thing again. Whatever... I will revert it, because it the solution wasn't very intuitive and is no longer necessary with the current bonus system.

Also the tests with barraging npcs in melee armour are quite unfair, because there is no difference if you barrage them in melee gear or not wearing anything at all. There's no negative bonuses! Amulets, certain gloves and boots give quite decent magic offensive bonuses that allow you to be able to hit your enemy with spells.
Title: Re: PvP
Post by: Jp on February 21, 2019, 11:44:26 am
Also the tests with barraging npcs in melee armour are quite unfair, because there is no difference if you barrage them in melee gear or not wearing anything at all. There's no negative bonuses!
I do understand that but imho it's quite weird to use magic with melee or range gear. Spells do not hit that high that often but that wasn't the problem here.
How has the current system changed since the change to spell effects? Does the revert have a big impact on spell effects because I or anyone else don't want them completely ruined.
Title: Re: PvP
Post by: Thomy on February 21, 2019, 01:17:49 pm
No, it shouldn't ruin magic other than giving you way lower chances to freeze in non-mage gear. It'll apply the spell effect when not splashing.
Title: Re: PvP
Post by: Drugs on February 21, 2019, 03:09:03 pm
The more complicated you make this game the more dumb the pking gets, in the good old scape you would have very limited mechanics with set limitations.
Void was one of the bis and was noticeably the best set for pking, in Emps it doesn't matter what gear you throw on you don't really feel the difference.
You can wear virtus or third age for pking, it doesn't make any noticeable difference.

Alot of new items just eventually become part of the grey mass and one or two items become a meta of rng(and easiest rng at that, there's tons of complicated combos you can do but it's not worth it).

Best range combo in scape: Dbow to gmaul - skill level 7-8
Best range combo in world: Javelin spec - skill level 1

Efficient mage options in scape: Boots, ring, ammy max mage switch for when youre maging.
Efficient mage options in world: 3rd-range with onyx bolts (this is not a joke)

Melee pking in scape: Simple and fun
Melee pking in world: Complicated but fun

Things that ruin pking: (ask me for an explanation why if you're curious, cbf write an essay)


Note/ Actually eating would be kind of cool (because you can hit alot too) if people just stopped brewing when their enemy has 0 k0 potential / but they dont

Title: Re: PvP
Post by: Thomy on February 21, 2019, 03:17:27 pm
Many thanks for this! I already had a few changes ready for the next patch that try to solve some PvP issues:How are enchanted bolts too strong? Do they proc too often? Currently they have a 20% chance to be applied. The OSRS wiki has much lower chances... more like 5-10%. Should we also lower that?

A lot of our equipment gives good prayer bonuses. That may be the reason for prayer not really going down. I could increase the base drain rates OR improve the smite effect?
Title: Re: PvP
Post by: Drugs on February 21, 2019, 03:22:46 pm
Many thanks for this! I already had a few changes ready for the next patch that try to solve some PvP issues:
  • Morrigan javelin special attack nerf: 125% initial damage instead of 135% and bleed is capped at 5 damage per tick.
  • Eating guarantees 1.5s and brewing 0.5s attacking delay. Can keep eating or drinking potions, but your next attack will just be furtherly delayed.
  • Overload effect restores less stats in PvP: Consecutive brew drinking will keep stats down longer.
  • Reworked sapphire - diamond bolt effects.
How are enchanted bolts too strong? Do they proc too often? Currently they have a 20% chance to be applied. The OSRS wiki has much lower chances... more like 5-10%. Should we also lower that?

A lot of our equipment gives good prayer bonuses. That may be the reason for prayer not really going down. I could increase the base drain rates OR improve the smite effect?
Bolts are very consistent on top of their proc, and range gear has very high magic defence.
If you're taking the route of being able to keep 3 combat styles prayers on and the same time I would think increasing drain is better?
But at the sake of pvmers not losing their precious inventory spots for more restores I would just make it so putting on melee offensive prayer cancels range/mage offensive prayer if one is already on?

edit: And what Earl said above isn't that offensive imo, it's just true. After this update lithuanians would have most data about new update and can easily give feedback. I only pk on weekends and my aim for suggesting things is to keep stuff fresh in pking, but when you're behind suggesting some drastic changes and later it comes out that people don't like it but give 0 feedback you feel at fault.
As long as Thomy is willing to make updates to the game we can all give feedback every now and then.
Title: Re: PvP
Post by: Thomy on February 21, 2019, 03:25:47 pm
That sounds like a great solution - only 1 active combat prayer at a time.
Title: Re: PvP
Post by: S Clegane on February 21, 2019, 03:31:28 pm
For once, exclude word Lithuanians from context. Makes feedback worst. Other than that, feedback from few replies are good enough.
Title: Re: PvP
Post by: Thomy on February 21, 2019, 03:50:04 pm
Keep this discussion fair and factual - I really don't want wish to start moderating posts here. We are talking about the power of items here and not individual fighting styles.
Title: Re: PvP
Post by: Cahit on February 21, 2019, 04:54:22 pm
In my opinion magic isn't very good at this current state. Using it puts you in a huge disadvantage in comparison to other combat styles. You can easily hit 60's+ with melee and ranged meanwhile with magic you struggle to even reach 50's. I think magic overall needs a buff, whether it's the spells, magic weapons or armour. Something has to be done so it can compete with other combat styles and be more used and useful both in PvP and Pvming scenarious.

Thoughts?
Title: Re: PvP
Post by: Kurd on February 21, 2019, 05:12:04 pm
In my opinion magic isn't very good at this current state. Using it puts you in a huge disadvantage in comparison to other combat styles. You can easily hit 60's+ with melee and ranged meanwhile with magic you struggle to even reach 50's. I think magic overall needs a buff, whether it's the spells, magic weapons or armour. Something has to be done so it can compete with other combat styles and be more used both in PvP and Pvming scenarious.

Thoughts?

I use range for pking alot. Javs is broken, it is so op and def need a nerf. As for magic, using a rod should enable u to hit 60+ like the bolts and stuff but barrage should def not hit 60. Because it is a multi attack, and can enable 3 players to potentially kill 10 with a snap.

However, I believe magic needs a buff, javs need a nerf and melee can stay the same. Ags is still op. Gmaul hit hard still.
Furthermore, range pking is different from others. Currently not eating at 60 is  risky 70 is the health to be at , javs intial hit isnt the problem, it is the ticks after.
Title: Re: PvP
Post by: S Clegane on February 21, 2019, 05:16:44 pm
In my opinion magic isn't very good at this current state. Using it puts you in a huge disadvantage in comparison to other combat styles. You can easily hit 60's+ with melee and ranged meanwhile with magic you struggle to even reach 50's. I think magic overall needs a buff, whether it's the spells, magic weapons or armour. Something has to be done so it can compete with other combat styles and be more used and useful both in PvP and Pvming scenarious.

Thoughts?
Magic has its own purposes, therefore its already dominating with ice crown and ahrim set effects. If you were to utilize items in proper way everything would turn into op items fast. It's good as it is. Saw players hitting 30s through protect multiple times. Not like it is bad enough without it 50s. Plus you get freezed or teleblock big time if you are not careful with prayers in this situation. It's way better to nerf ranged too then as it can hit 70s or melee doing massive damage with PvP sets. Don't disregard anything, those are ING actually. PvP is good as it is slight nerf to certain items/things would do just right but not whole system.

Consider this, if changes needs to be made they need to nerf range tanking massive amounts of hits regardless of def bonuses. Take 3rd age for example.
Title: Re: PvP
Post by: Cahit on February 21, 2019, 05:21:22 pm
In my opinion magic isn't very good at this current state. Using it puts you in a huge disadvantage in comparison to other combat styles. You can easily hit 60's+ with melee and ranged meanwhile with magic you struggle to even reach 50's. I think magic overall needs a buff, whether it's the spells, magic weapons or armour. Something has to be done so it can compete with other combat styles and be more used and useful both in PvP and Pvming scenarious.

Thoughts?
Magic has its own purposes, therefore its already dominating with ice crown and ahrim set effects. If you were to utilize items in proper way everything would turn into op items fast. It's good as it is. Saw players hitting 30s through protect multiple times. Not like it is bad enough without it 50s. Plus you get freezed or teleblock big time if you are not careful with prayers in this situation. It's way better to nerf ranged too then as it can hit 90s in slayer task or melee doing massive damage with PvP sets. Don't disregard anything, those are ING actually. PvP is good as it is slight nerf to certain items/things would do just right but not whole system.
I am speaking of magic as an overall combat style, not only the magic used in PvP situations. It's clear that it needs a buff as of now. Barely used or seen in Pvming/bossing. Melee and ranged shouldn't be the only way to go when magic is there. On the other hand, there is no need to make whole system changes but some buffs would do for magic.
Title: Re: PvP
Post by: S Clegane on February 21, 2019, 05:31:29 pm
In my opinion magic isn't very good at this current state. Using it puts you in a huge disadvantage in comparison to other combat styles. You can easily hit 60's+ with melee and ranged meanwhile with magic you struggle to even reach 50's. I think magic overall needs a buff, whether it's the spells, magic weapons or armour. Something has to be done so it can compete with other combat styles and be more used and useful both in PvP and Pvming scenarious.

Thoughts?
Magic has its own purposes, therefore its already dominating with ice crown and ahrim set effects. If you were to utilize items in proper way everything would turn into op items fast. It's good as it is. Saw players hitting 30s through protect multiple times. Not like it is bad enough without it 50s. Plus you get freezed or teleblock big time if you are not careful with prayers in this situation. It's way better to nerf ranged too then as it can hit 90s in slayer task or melee doing massive damage with PvP sets. Don't disregard anything, those are ING actually. PvP is good as it is slight nerf to certain items/things would do just right but not whole system.
I am speaking of magic as an overall combat style, not only the magic used in PvP situations. It's clear that it needs a buff as of now. Barely used or seen in Pvming/bossing. Melee and ranged shouldn't be the only way to go when magic is there. On the other hand, there is no need to make whole system changes but some buffs would do for magic.
Since its feedback for PvP topic I guess I'm saying right scenarios. Not just PVM. For whole combat triangle overall it can be discussed as other feedback topic. None the less, I use magic in plenty spots in both PvP or PVM as it is profit or break even in some places.
Title: Re: PvP
Post by: Thomy on February 21, 2019, 06:22:43 pm
I don't think Magic necessarily needs to be buffed offensive-wise. I rather discuss the spell effects instead of just pumping more damage into it. The ancient spellbook seems fine imo, barrages bring great utility for many different scenarios. The lunar spellbook offers the Vengeance spell and also allows you to auto-cast offensive spells from the nomal spellbook. What I could see changed is adding a new tier of offensive spells to the normal spellbook: for levels 80-95 Magic with similar strength as compared to Ice barrage.

Regarding Ranged: How is it op? Tankiness? Isn't this only about bolts being so strong that you can stack a lot of defence bonuses while holding a crossbow and shield? Could a reduction in the combat power of bolts solve that problem? Or a reduction on the proc chance of enchanted bolts?
Title: Re: PvP
Post by: Cahit on February 21, 2019, 06:35:56 pm
I don't think Magic necessarily needs to be buffed offensive-wise. I rather discuss the spell effects instead of just pumping more damage into it. The ancient spellbook seems fine imo, barrages bring great utility for many different scenarios. The lunar spellbook offers the Vengeance spell and also allows you to auto-cast offensive spells from the nomal spellbook. What I could see changed is adding a new tier of offensive spells to the normal spellbook: for levels 80-95 Magic with similar strength as compared to Ice barrage.

Regarding Ranged: How is it op? Tankiness? Isn't this only about bolts being so strong that you can stack a lot of defence bonuses while holding a crossbow and shield? Could a reduction in the combat power of bolts solve that problem? Or a reduction on the proc chance of enchanted bolts?

The idea of a new tier of spells added seems like a reasonable update for magic.
Title: Re: PvP
Post by: Kurd on February 21, 2019, 06:37:21 pm
I don't think Magic necessarily needs to be buffed offensive-wise. I rather discuss the spell effects instead of just pumping more damage into it. The ancient spellbook seems fine imo, barrages bring great utility for many different scenarios. The lunar spellbook offers the Vengeance spell and also allows you to auto-cast offensive spells from the nomal spellbook. What I could see changed is adding a new tier of offensive spells to the normal spellbook: for levels 80-95 Magic with similar strength as compared to Ice barrage.

Regarding Ranged: How is it op? Tankiness? Isn't this only about bolts being so strong that you can stack a lot of defence bonuses while holding a crossbow and shield? Could a reduction in the combat power of bolts solve that problem? Or a reduction on the proc chance of enchanted bolts?

Tbh its not the proc thats the problem. 20% is okay. Although the power of the effect for some of them like dragon (e) needs a nerf and bolts like diamond need a buff. The whole reason most people here are saying range is op is because of the jav, nothing else.
Title: Re: PvP
Post by: Drugs on February 21, 2019, 09:45:55 pm
I don't think Magic necessarily needs to be buffed offensive-wise. I rather discuss the spell effects instead of just pumping more damage into it. The ancient spellbook seems fine imo, barrages bring great utility for many different scenarios. The lunar spellbook offers the Vengeance spell and also allows you to auto-cast offensive spells from the nomal spellbook. What I could see changed is adding a new tier of offensive spells to the normal spellbook: for levels 80-95 Magic with similar strength as compared to Ice barrage.

Regarding Ranged: How is it op? Tankiness? Isn't this only about bolts being so strong that you can stack a lot of defence bonuses while holding a crossbow and shield? Could a reduction in the combat power of bolts solve that problem? Or a reduction on the proc chance of enchanted bolts?

Tbh its not the proc thats the problem. 20% is okay. Although the power of the effect for some of them like dragon (e) needs a nerf and bolts like diamond need a buff. The whole reason most people here are saying range is op is because of the jav, nothing else.
Dragon bolts (e) you mentioned don't need any nerf to be honest, it already has two counters: dragonfire shield and antifire potion.

I'm too tired to elaborate on other things in your reply at the moment, but that's the easiest one to argue about.
Title: Re: PvP
Post by: Earl on February 21, 2019, 10:14:39 pm
@ava @wg
I did not say one bad word about your people. All I said was that you can gather 20 PKers in the blink of an eye yet you can't get one to give some feedback. Stop being so sensitive.

Now to the topic.

Healing:

Overloads are way too overpowered in PvP. You boost all your stats to 122 and can take a full inventory of brews with a couple of prayer potions/restores. Brewing while overloaded has no consequence and I feel that should take a huge nerf. Combo eating is cool, drinking potions aswell as brews while in combat should not delay you. The overload restore effect is the key here I suppose, nerf it super hard or even remove it - this makes you think twice while brewing since brewing forces you to drink a restore, brewing twice disables you from using spells and so on.

Melee:

Long story short melee is garbage at the moment. KO weapons such as claws and AGS are terrible, claws are buggy and AGS is so inaccurate it's a joke. Only way to get a KO while melee pking is through a lucky vengeance + dh axe/gladiator maul combo where you don't die yourself. You could still say melee beats ranged 1v1 even though melee KO weapons are super inconsistent while deep pking. Say you get a big bolt, switch to barrage and get a big barrage and go for the KO - claws sometimes get the work done, haven't got a single kill with AGS. AGS should perform well atleast against range gear - it doesn't.

Magic:

Tbh magic is in a good spot. High tier spells on normal spellbook wouldn't hurt, but aren't required since it's a utility spellbook and you can use rod or zuriel staff while on it.

Range:

Now this is the big issue here. Bolts are crazy good - javs are just strong. You can't fight a ranger without having to fear the random 80 bolt.  My last experience pking against range is losing literal BILLIONS to 75+ bolt KOs cause I don't want to be an asshole brewing on 75. Bolts have way too high strenght bonus, maybe even range overall. Also the overall defence of range is outclassing others. As I said in the original post you can tribrid a ranger not switching between protection prayers while protecting range and you get outdamaged - insane. Range and bolts need a strong nerf, slightly adjusting javs will do the trick. Currently the "utility" onyx bolt is the highest hitting bolt - this should be rhe ruby bolt which's special attack lets you hit high but punishes you with losing hitpoints. Currently the only way to beat range is bis melee gear and brewing on 75.

Drugs brought out the fact that prayer isn't draining quick enough - true. Enabling you to use one combat style at once and increasing the drain rates should be nice.
PvP armors that have the smite increase are nice and all, but have really low defence compared to other armors and you can't really smite anyone since you're taking too much damage. Could be ofcourse that the nerf of range also fixes this.


Probably said a couple things twice and forgot to mention a couple things.

After all I'd say don't go for a big update changing the whole scenario. Try small tweaks in small periods and see how things work out and I belive we could fix this.
Title: Re: PvP
Post by: Earl on February 21, 2019, 10:21:10 pm
Also teleblock goes through regardless if you react to it and teleport or not. Even if you're at the "last tick" of your teleport animation you still get tb'd if it didn't splash.

Also the 10 seconds you have to wait after combat to do anything feels way too long.
Title: Re: PvP
Post by: Di Dot on February 22, 2019, 02:27:26 am
and like always for drugs and earl everything is shiet... again ests crying, just to fuck up whole pvp, if they dont dominate then they feedbacking for shit to ruin pvp and other stuff, thats lasts all emps world time...
Title: Re: PvP
Post by: Jhonson on February 22, 2019, 06:25:44 am
and like always for drugs and earl everything is shiet... again ests crying, just to fuck up whole pvp, if they dont dominate then they feedbacking for shit to ruin pvp and other stuff, thats lasts all emps world time...
Please don't comment to start disputes with other players, we welcome any feedback and everyone is entitled to their opinion. If you have nothing to say regarding the topic at hand please refrain from posting.
Title: Re: PvP
Post by: Thomy on February 22, 2019, 10:13:02 am
Thanks for all the feedback. I've got following changes ready for next patch so far: This is just a short list, the full changes with full numbers and explanations will be in the patch notes next week. I know it's difficult to judge on numbers without trying things out, but thoughts on this so far?
Title: Re: PvP
Post by: Drugs on February 22, 2019, 11:17:23 am
Thanks for all the feedback. I've got following changes ready for next patch so far:
  • Guaranteed attack delay when eating of 1.5s. Brews give 0.5s delay
  • Proc chance reduction of enchanted bolts: 20% --> 15%. Onyx bolts 10% and emerald bolts (poison effect) 30%.
  • Morrigan special attack rework: 135% damage --> 125% damage and bleed effect ticks in 5 damages every 1.5s instead of 6 large damage ticks every 1s. Bleeds will be stackable too.
  • Morrigan throwing axe spec buff: 150% --> 160%
  • Overload restores less stats for PvP.
  • Vesta spear spec damage reduced, but now has 2 immediate and 1 delayed hits.
  • Vesta longsword spec will deal 5% more damage
  • Statius hammer spec damage buff: +15%
  • Prayer drain rate rework: OSRS copy
  • New potions: prayer renewal & super prayer potion
  • AGS spec buff: 131.25% --> 137.5% damage
This is just a short list, the full changes with full numbers and explanations will be in the patch notes next week. I know it's difficult to judge on numbers without trying things out, but thoughts on this so far?
Will be interesting, I see some stuff suggested by Martin too.
Title: Re: PvP
Post by: Earl on February 22, 2019, 11:43:41 am
Seems fair, although I don't think the nerf on proc chance will be enough, overall range strength and defence still remains high. But I guess we'll see.
Title: Re: PvP
Post by: Thomy on February 22, 2019, 12:00:35 pm
I'll have a look how enchanted bolts perform in the next patch and look at further adjustments if required. I could see reduction in their ranged strength bonuses. Regarding the tankiness of Ranged - equipment bonuses are the same for every combat style. You probably won't be beating a Ranger in Magic gear, but you have much better chances with Melee.
Title: Re: PvP
Post by: Martin on February 25, 2019, 09:08:52 am
I don't know how many of you see this as an issue but i feel like i should point out that our current prayer flicking system is a bit unfair towards the person who is attacking someone who's protect praying. Now that after the next update you can only have one offensive prayer on, i state that bridding will become stale. You have to focus on gear switches + offensive pray switching and it will be incredibly easy to pray flick your hit. In Osrs, if you are late with the pray switch, aka the moment your arrow/spell/attack is made, it cannot be reduced "midair" but in emps you can literally put on protection pray right before the attack hits you to avoid the damage. Being late with a pray flick in pvp scenario needs to be punished.
Title: Re: PvP
Post by: Thomy on February 25, 2019, 08:04:53 pm
We can give this a test and change it for PvP only? However I really do feel like a system where prayers are instantly taken into consideration feels buggy without the opportunity to counter something.
Title: Re: PvP
Post by: Martin on February 26, 2019, 03:13:43 am
It requires more skill to be used. Ability to predict your enemy is needed in addition to just having eyes. When you are using multiple styles vs someone they shouldn't be able to counter your efforts with little effort.