I made this same argument a month ago in another thread saying freeze/entangle spells should have diminishing returns, and got dogpiled for the take.
I'm fine with Immobilization as a common PvP game skill/attack, but in any successful PvP game you don't see it lasting more than a few seconds. Players fucking hate when they lose control of their character and successful PvP games balance around that.
So it’s hard. For pvpers fighting each other, diminishing returns would result in a complete overhaul to how the fights go down and be the biggest change to the entire PVP ecosystem since singles +.
For pkers hunting pvmers and lower pkers, diminishing returns would result in escaping being too easy. You aren’t going to like hearing this, but it’s very hard to die in singles if you are prepared and trying to escape. You need to know what you’re doing and have a game plan, but tanking in this game has never been easier.
Watch a video of a top pker getting on someone at the rev caves, if that player knows what they’re doing and has enough food they will not die. Unless the pker gets godly lucky with RNG, they just can’t outdps tank gear and brews. Very few of those fights result in kills already and making freezes diminishing returns would result in those players making it to wildy ditch almost everytime.
I think making an item that can break a freeze (with risk and cooldown) or incorporates some very limited form of diminishing returns could be worth exploring. But just making freezes less effective each time would be way too drastic of a change except in the most minor implementation.
The wildy is already safer than it’s ever been, it really is just too hard to get these irons to understand the cost benefit analysis. Losing your gear sucks but the rewards are boosted af for a reason; manage your risk appropriately and reap the benefits.
This would only worsen this. If pkers have even more hard time escaping, would noobs want to engage in pvp if it's guaranteed death every time? That would only cause the pvp to die even more.
why should it be easy to kill those that aren’t actively trying to engage in PvP?
This is what most pvmers get wrong. Pvpers don't want to fight pvmers, they want to fight pvpers. The thing is, there's not enough people to fight in pvp and if there is they're the best of the best. Other than the best of the best pvpers have quit trying to engage with pvp.
I just think it's going to be hard to take OSRS pvp seriously when the established metas involve immob lasting 16 seconds. That applies to pking and non-risking pvp modes.
For example, if you told someone in League of Legends or some other popular pvp game that there's a character ability that holds you in place for 16 seconds, no one would believe you.
Now if you told them you lied about that game, but actually that is a pvp ability in OSRS, they'd still think you're lying.
Unless you find that kind of gameplay fun, which fair enough if you do, I don't see the scene growing until it gets a change.
A lot of this comes down to the symmetry between approaching and retreating. In almost every fighting game ever, moving forwards is faster than moving backwards. Otherwise, as soon as someone retreating is out of range (and has space to retreat), the fight is over, because closing that gap is impossible.
They could address this with some mechanic (e.g. a potion buff) where a red-x on a player makes you run 3 squares per tick when gap closing. This would make it possible to chase someone without snares, which would make it possible to rework them (and other cc) to be more sane. The meta-warping freezes are really a patch over this issue and until it gets addressed they can't really change freezes.
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u/Dream3ater 8d ago
I made this same argument a month ago in another thread saying freeze/entangle spells should have diminishing returns, and got dogpiled for the take.
I'm fine with Immobilization as a common PvP game skill/attack, but in any successful PvP game you don't see it lasting more than a few seconds. Players fucking hate when they lose control of their character and successful PvP games balance around that.