This post is a suggestion for the darkscape devs

I read that the DS developers are trying to figure out a way to make the combat triangle less of a "rock-paper-scissors" game. Here's my thoughts on how to tackle that: from the perspective of armor. (I may write a suggestion for weapons too)

 

1. Melee Armor: reduces the accuracy of Mage and Range by 1% per piece worn, with the exception of Helmets, which will reduce the accuracy of Ranged attacks by 15%.

 

2. Ranged Armor: reduces the accuracy of Mage and Melee by 1% per piece worn, with the exception of Vambraces, which will reduce the accuracy of Magic attacks by 15%.

 

3. Mage Armor: reduces the accuracy of Ranged and Melee by 1% per piece worn, with the exception of Torso/Robes, which will reduced the accuracy of Melee attacks by 15%.

 

4. Figure out a nice balance of armor values for all Ranged Armor tiers. From there, add +15% of those values to the respective tiers for Melee armor, and -15% to the respective tiers for Mage armor.

 

5. Accuracy Bonuses (positive value) on all Armors should only be 1% for Ranged, Mage, and Melee and their respective attack types. The rest should be handled via equipped Weapons/Enchanted items.

 

6. Significantly reduce the positive/negative armor bonuses of each Armor type.

 

Melee Armor: Increases the damage negated from Ranged attacks by +0.5% per piece worn. Each additional piece of Melee Armor equipped multiplies this value. Example: A full set of Melee Armor (helm, torso, legs, boots, gloves) would increase the damage negated from Ranged attacks by 12.5%.

Decrease the damage negated from Mage attacks by -0.4% per piece worn, multiplied by the number of Melee Armors equipped. A full set would result in -10% damage negated from Magic attacks. 

 

Ranged Armor: Increases the damage negated from Magic attacks by +0.5% per piece worn. Each additional piece of Ranged Armor equipped multiplies this value. Example: A full set of Ranged Armor (helm, torso, legs, boots, gloves) would increase the damage negated from Magic attacks by 12.5%.

Decrease the damage negated from Melee attacks by -0.4% per piece worn, multiplied by the number of Ranged Armors equipped. A full set would result in -10% damage negated from Melee attacks.

 

Mage Armor: This one should work differently, as wearing Robes while taking less melee damage make absolutely NO sense. 

Mage armor does not negate the maximum damage your opponent can dish-out like the other two armor types. Instead, Mage armor will decrease the opponent's accuracy by 0.66% per piece worn. The number is multiplied by the total number of Mage armors equipped. A full set of Mage armor results in -16.5% to the enemy's accuracy. This isn't to say that Mage armor is useless, as you still benefit from it's base armor value.

 

I feel that these suggested changes wouldn't completely eliminate the Combat Triangle, as I believe it should still exist. These changes just change the degree of which each combat style has advantages/disadvantages over each other. The combat triangle should reward players for taking advantage of the opponent's weakness, but at the same time, shouldn't make their choice of combat feel useless against a player with the upper-hand.

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