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Abyssal whip currently is so overpowered i cant imagine what the next weapons will be like if the abby whip is less than lvl 50. You can basically kill raids with a couple clicks. If anything they should nerf them not give them more power
Staff of light is pretty nuts aswell just probably doesnt do as much damage cause mage lvl is too low (since you can only raise by tomes right now
both of their animations are great
rarity- eh i think its fine the way it is. There's no need to kill 1000s of abyssal demons for it. Crystal bow and staff of light were both easily obtain in og runescape aswell so eh.
As for the spell repairing tools i think its fine. Nothing is more annoying than to get the ingredients again to repair it. It was honestly a relief when the spell was unlocked and hope it stays that way.
I'd argue that our points are somewhat similar just different ways of looking at it. The reality is, you can get a guaranteed abyssal whip by killing one demon which is very easy if you just use the jump spell to get up on a wall, and that whip can be obtained within like one hour and is extremely strong.
Sure we could nerf the whip and that would resolve it, but then the whip just becomes on par with bronze or iron weapons? Not really very exciting or inspiring or in theme with actual RS MMO.
I'd much prefer they made it so you got it much much later in the game or require a lot more farming to get.
I assume we're going to get all the other metals too, steel, mithril, gold, adamant, rune etc. Its going to be really dull when a steel dagger does 2x the damage of an abyssal whip.
Also you're mentioning you cant imagine what the next weapons will be like, but you're forgetting that the next weapons will be in higher level zones with more powerful mobs, so yes they'll be stronger, but everything will be.
Meanwhile iconic weapons like the whip and granite maul will be resigned to sit alongside bronze and iron weapons as totally useless. Just seems a massive waste to me..
I mean the granite maul is just totally utterly useless for example. Why? What a waste?
RE your point on fixing items - fair enough, I personally disagree, I think the spell to fix things just totally trivialises the durability system, they may as well just get rid of it in that case in my opinion.
7D2D has all the same mechanics + then some more.
Well 7D2D may have these mechanics, but its a pure survival game, you're comparing apples to oranges.
I personally don't find a game fun when I voluntarily choose to not play it optimally, thats just the way I am.
This list is nothing more than my personal opinions of course, some may feel the complete opposite about everything I said, but to me the cons are strong feelings I have and simply not using the repair ability isn't something I'd want to do.
The single largest issue I have with this your comment about loot drops.
Chest drops, boss drops, dungeon loot (other then shards/cores), and even long quest rewards are just so underwhelming.
Finding a chest feels just like killing any normal mob. There is nothing ever good from chests.
Same with the amazing quest 'Dog Days' where you climb a castle to kill a King and then you get a cloak that provides the exact same stats as a day 1 pre-order item.
What was the point of that entire quest line just to end with almost the worst drop I've seen.
Loot drops need to be fixed!
Second: Please figure out a more interesting skill tree to be able to specialize towards things.
I do however fully agree with the following dislikes below which you mentioned and hope they are refined.
- stack sizes are far too small
- Hunger/hydration are degrade far too fast to the point where they’re just frustrating at times
- Over-Encumbered mechanic where you can't do anything but walk is too punishing, it should be a reduction in stamina or some other system to slow you down, in its current state it prevents you from being able to fight back, dodge arrows etc.
- Animation locks on attacks make dodging frustrating
- Heavy weapons are outrageously slow - Using an iron greataxe or other similar speed weapons is flat out useless against multiple enemies because you get interrupted by even low damage attacks. Have fun using an iron greataxe against 4 goblins or rats who just constantly hit you for 1 damage and prevent you from using your attacks.
Also, when I place an item into a crafting bench, I want to be able to craft more than 20 at a time so I can leave the bench for longer. I don't really want to have many multiples of each bench running if possible.
Absolutely, I've officially completed all of the content now, I've believe I've got every single recipe now and one thing that really frustrates me (similar to your cape comment where all of the capes are identical) is how all the gear is too; There are 2 item sets for plate armour, leather armour, and mage armour, and they're all identical stats, the only thing that is different is the description text and appearance. And its a massive shame, because from a development perspective I genuinely believe its a pretty elementary blunder. Why are they not even different slightly, for example offering reversed melee/ranged defence stats, or slightly different set bonuses. I just cant understand why they are literally exactly identical.
The same of course goes for capes, why do they not have 1 mage cape, 1 melee cape, 1 ranged cape, and then maybe 1 really rare drop extra special cape that is just best in slot but very hard to get?
Absolutely and I totally appreciate and respect that, we're definitely all going to view these things slightly differently. To be clear, I do 'like' the ability, I just think it objectively trivialises the entire durability system to the point where I ask myself why does durability even exist?
I also agree with the crafting bench thing, its frustrating running back and forth over and over to get them going repeatedly!