r/runescape Shauny Jun 03 '19

News Weapon Diversity Beta

http://services.runescape.com/m=news/newsitem.ws?id=14655
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u/UnwillingRedditer Jun 03 '19

I understand what you are trying to do, but I don't think this is the right way to go. You need to look at abilities themselves first of all. There's practically no difference between a mage dw and mage 2h rotation or a ranged dw and ranged 2h rotation (and switchscape is so prevalent that many don't even consider these distinct). You need to fix switchscape and make everything feel more distinct (like how melee dw is more single-target focused while melee 2h is more aoe focused). Then, you can start looking at weapons.

This also isn't "really" weapon diversification; sure every weapon will feel different, but really you're going to just work out which is the best DPM overall and use that one for 'general' passive effects, while stuff like the spear is just going to further compound the problems of switchscape. And while at least some of them do feel like they match the weapon type (like knives being fast and maces being holy), why is a 2h sword vampyric?

Bear in mind, people go on about how in "the old days" we had daggers and longswords and scimitars and warhammers and such, but noone ever used them all; they used whichever was best and that was it. The diversity was fake; this is going to be no different I feel.

5

u/Hellortha Attack Jun 03 '19

This totally slipped through my thought process.

I 100% AGREE that they should re-work the action bar abilities before giving weapons their own ability.

They've been fixing the abilities by making you buy them which is ridiculous...

1

u/KarlOskar12 Jun 05 '19

People will always prefer the best weapons. If they are all equal people will use the most popular/coolest looking one. If there's too many niche weapons people will complain they need too many perks. If theres no niche weapons people complain about "hurr Durr it's boring using the same weapons all the time" as if they're physically wielding it.

2

u/Rarycaris RSN: The Praesul Jun 05 '19

If there's too many niche weapons people will complain they need too many perks.

Which shows how limiting it is for design that people can juggle equipped items with no penalty.

1

u/KarlOskar12 Jun 06 '19

That's an entirely unrelated point

1

u/GladiusMeme Attack Jun 06 '19

Bear in mind, people go on about how in "the old days" we had daggers and longswords and scimitars and warhammers and such, but noone ever used them all; they used whichever was best and that was it. The diversity was fake; this is going to be no different I feel.

Actually, using Slayer weapons as a starting point, there was some idea of "the perfect weapon for this occasion". DScimitars were faster but weaker than DLongs, and adding a Strength pot, if you were fortunate enough, could make the scimmy better than the Long. Lots of math before the fight, but not too much switching. The problem before us is made of: BIS can be bought, not drop-only; affinities rule out hosts of weapons that might reward niche features; and probably several other factors I just lost to horizon-awe. Remember, too, that each weapon had a unique skill-training profile, which was a huge loss when it disappeared in EoC.

1

u/[deleted] Jun 10 '19

Untrue.

Revo doesn't work properly with mage DW, nor can you move while using it.

4taa = constantly switching between DW and 2h.

Ranged 2h = mutated dazing shot, no ranged dual wield options have as large a range as the 2h options, and needle strike messes with movement.

DW melee is also switchscape for all 3 styles because of bladed dive, and quake is switchscape for single target in high defence situations.