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Messages - Thomy

Pages: 1 2 3 4 5 6 ... 270
1
Feedback / Re: PvP
« 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.

2
Feedback / Re: PvP
« on: February 22, 2019, 10:13:02 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?

3
Feedback / Re: PvP
« 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?

4
Feedback / Re: PvP
« 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.

5
Feedback / Re: PvP
« on: February 21, 2019, 03:25:47 pm »
That sounds like a great solution - only 1 active combat prayer at a time.

6
Feedback / Re: PvP
« 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:
  • 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?

7
Feedback / Re: PvP
« 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.

8
Feedback / Re: PvP
« 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.

9
Bug Reports / Re: Comp cape
« on: February 03, 2019, 11:46:45 am »
Will be fixed, thanks.

10
Bug Reports / Re: Barrows Bug (No hit delay?)
« on: January 31, 2019, 08:25:31 pm »
Will be fixed! Many thanks for the video. :)

11
Bug Reports / Re: Vesta chain
« on: January 28, 2019, 07:49:52 am »
Is there a placeholder for degraded version in tabs 5-12?

12
Bug Reports / Re: Bug report
« on: January 26, 2019, 11:32:26 am »
Will be fixed, thanks. New client will be live in about 5 minutes, restart your game to update it. :)

13
Topic updated with details of today's bugfix patch.

14
Bug Reports / Re: Music.
« on: January 25, 2019, 11:47:06 am »
When the song plays we have its data available. This is probably an issue with mapping the song to the proper text id inside the music list. I'll have a look at the songs you've mentioned. :) Many thanks!

15
Bug Reports / Re: Barrows bug
« on: January 25, 2019, 11:46:14 am »
Will be fixed, many thanks for the detailed video! :)

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