T95 Duel Wield Beta Thoughts: Charging and Builds Discussion

Ойындар

Hello!
In this video I ramble on about the recent T95 Magic Duel wield Weapons, and move onto my overall thoughts on Charging mechanics and Builds in runescape. Keep it civil y'all.
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time codes
0:00 - intro
0:37 - keep it civil y'all
1:35 - T95 DW Beta Discussion
8:25 - item charging discussion
15:15 - Builds in Runescape
25:02 - video recap
26:30 - outro
#rs3 #runescape #runescape3 #discussion

Пікірлер: 65

  • @ducksquidbat8315
    @ducksquidbat83152 ай бұрын

    I did see someone mention that allowing wild magic to be off global cooldown when using the second passive would be a nice thing to allow for additional damage rather than “instead of” damage.

  • @jlayman89
    @jlayman89Ай бұрын

    I personally want them to keep making things like Lengs and Bolg. Weapons that reward camping but do not punish swaps. And fuck no on charging. For weapons it's a hard no. I'm not sure about armor and accessories. Imo, let them roll with some version of the 3rd passive after polishing. Give it a spec that interacts with dots. Don't drop stacks if you switch weapons, but the buff is inert while not equipped. They'd need to work on dots to make this happen, but it's long overdue. Magma could also become a dot. Maybe the spec has a 60s cd, deals decent damage, but the cd is reduced by 1 tick every time a dot hits or something. This makes it so that a player can camp these, stack up quickly, and go ham. Even helps revo warriors if they stick with cd resets, but still makes them use the spec. Then it allows the switching player to utilize them between suns to build up some stacks and run a small bleed Rot. If they want to switch to build a few/maintain stacks mid sun, then cool, they should be rewarded for a stronger section between suns. Then I think they should consider taking the passive from effect 1 or 2 and put it onto the fsoa. This gives a similar reward for camping it, but those who can weave both are rewarded for it. As for conc and sonic, I'm all for opening them up. I'm not hard set in that and if a solid argument is present to make the 2h and dw respectively, that's fine too. I'd also like it if they unlinked conc and sonic cd. I don't see this being a balance issue anymore. This leaves magic with room for a tectonic passive. Not sure what I'd expect/want there. As for builds, I'm for them. I like that a poison build exists and even though other builds are better at locations, that's fine? In the same way that a casual doesn't need to be sweaty and can just camp weapons rather than switch, why is it a problem if they use a build they like that's not as good? If you'd rather use the bis build for that boss, go ham. If a lot of the player base is interested in them, I think they should do it. They can release sets of t95s with cool build around effects and equipment for them. I get that right now sirenic is worse than dracolich, but sirenic is still stronger thsn it's ever been and so are crossbows. Someone who didn't know bolg existed could come back and be stoked about all the cool bolt shit that exists. That's still good imo. It gives a viable path that's affordable because the spreadsheet warriors min/maxed the builds.

  • @itsyaboidragon
    @itsyaboidragon2 ай бұрын

    Civil player here adding thoughts to the discussion. I'm sure you don't watch my videos but I suggested that we actually go in separate builds with abilities tied to specific abilities. After feedback it seems most players are against this purely based on balance. I would concede and compromise this and only tie GSW to DW and Gconc to 2h. Open all other abilities and remove the shared cooldown. I agree the balance is almost impossible because the lack of willingness to change things in a short time frame such as week to week to adjust to others. As far as useless switches go, EoF is definitely a waste of an item switch when you could add them as an ability codex of you consume the Amulet and the Weapon using the special attack. Fighting an inventory seems like poor design choice. This also ties into the idea of charging on equipment as well. Greater abilities could remove the item requirement as an upgrade. I would like to have a discussion with you on combat in the future if you are open to it. If you don't see this I'll reach out again. Nice video as always.

  • @CarguyRS

    @CarguyRS

    2 ай бұрын

    A simple fix for eof would be allowing us to combine them and have one of each style inside a single eof. They already detect which cb style is active, and could use that to auto swap the stored spec. Would I like to see them as abilities or possibly enchantments? Sure. Will that happen? Shall have to see. Prideslayer has asked on and off to have me on his podcast, so at some point I'm sure I'll end up there with a few others. I could see getting a bunch of hyper niche abilities being tied to certain weapons, but most likely should be the norm for abilities. Again, no idea if they'll even adopt a new design philosophy, but one can dream.

  • @putcandy0

    @putcandy0

    Ай бұрын

    Having each eof being a seperate item is also a form of balancing. There are many examples of people commenting on the full hybrid layout with 5 eofs and only 2 brews and a soup about how it's so little food

  • @ronzerker390
    @ronzerker3902 ай бұрын

    21:37 i had to pause because you reminded me of how pissed off i was at my bank value just plummeting after bows got their upgrade. Damn that was a bad day lol. I had just bought the crossbows feeling proud of myself and then boom, major market crash a month later.

  • @Oppossum6
    @Oppossum6Ай бұрын

    On your point re: charging. It can also be a balancing angle / simplicity for devs. If I am building a new item as a dev and I need to think about all the diff interactions and therefore nerf the perks/passives VS I have charging and therefore my item can be more powerful/cool - what option am I taking? I know nowhere near enough about the topic to say if this is a reality or not but I'd push back on your idea that its entirely because players are jealous - it can be a balancing part too.

  • @RoninZillennial
    @RoninZillennial2 ай бұрын

    what do you think of having a toggle option between the 3 different passive effects like having a node at war's retreat to change between the passives? much like how the gwd1 godswords special/passive effects can be toggled to either one at the respective gwd1 boss altars

  • @CarguyRS

    @CarguyRS

    2 ай бұрын

    Interesting concept, but I'd rather see something like that get added as abilities that have niche use, or maybe all interact with each other to add up for decent damage. Could be something they do in the future though

  • @ducksquidbat8315

    @ducksquidbat8315

    Ай бұрын

    They should give one of the abilities that are not chosen to praesuls to prevent the staff of sliske treatment

  • @Odinsfall
    @Odinsfall2 ай бұрын

    First set effect is the definite winner for me; I'm personally not a fan of RNG effects like the second set, even things such as relentless procs that are supposed to be beneficial will often throw a spanner in the works on my rotations and I can get overwhelmed in the moment. I also REALLY dislike having to stare at my action bar for procs, which the second set would constantly require to see if Wild Magic is coming back up. The third set effect is the most interesting conceptually but DoT effects are already so broken on a fundamental level that a lot of work on the backend (and probably engine) is required before an effect like that can see the light of day. In my opinion I think the new Leng passive is the right way to do charging-like effects where you're incentivised to camp to build and use stacks, however if there is a time where it's optimal to swap to another weapon, then you can/should. This minimises the gap between camping and juggling whilst not taking away from either group. BOLG (and I guess Elder God arrows) takes it to the maximum by simply saying the stacks are too good to not play around and that you don't want to do anything else, which also has a welcome spot in the game and is what I think of when I think of weapon camping in it's most ideal form. I think there is room for both kinds of incentives and probably a million other variants that don't restrict people to "charging" effects.

  • @Llamabong
    @Llamabong2 ай бұрын

    what would u want for these new magic weapons? like passive orrr like anything what do u want

  • @CarguyRS

    @CarguyRS

    2 ай бұрын

    either or works, but form the content that they're being dropped from, I'd rather see a few new abilities come out for magic.

  • @derais6162

    @derais6162

    2 ай бұрын

    @@CarguyRS I'd like to see a gchain that doesn't have the -50% to compete with threads and the effects more workable into the aoe if magic. I prefer option 3 over 1 or 2 but I HIGHLY dislike the inability to control when and where it dumps. I think magic having the best AOE in game could be made very serious with this combo if it was able to be withheld and dumped.

  • @ducksquidbat8315

    @ducksquidbat8315

    Ай бұрын

    @@derais6162 They should just make gchain work like threads. It should be an ability that costs runes to cast and lets your next 2-3 abilities hit everything. Necro does everything better for less complexity and it’s becoming a bit old

  • @derais6162

    @derais6162

    Ай бұрын

    @@ducksquidbat8315 that’s my other idea.

  • @MrLivecam
    @MrLivecam2 ай бұрын

    nice video! are u planning to make a vorago solo guide nor nm/hm? :)

  • @CarguyRS

    @CarguyRS

    2 ай бұрын

    It's on the list, but I haven't done it in a long time, so it will be a while

  • @ArcTheory
    @ArcTheoryАй бұрын

    I think 18:10 is really important and isnt brought up enough. And you can argue whether new abilities should be locked behind drop tables, but damn what if we just get a few new abilities for free and completely spice things up?

  • @ShadowV97
    @ShadowV972 ай бұрын

    On the point of builds, one thing I find odd is how most of the weapons/abilities are not focused towards a build at all during the leveling process, then suddenly at endgame now there's builds because of certain items. It doesn't feel like a natural progression to me, and it's just kind of like "bam suddenly you can focus bleed builds". However I also don't think they should put any builds in mid tier gear unless the builds could be supported all through the leveling process. It would be silly to make gear for builds at mid game that is immediately obsolete since that just seems like a waste of time. Plus it feels bad to drop mid tier gear with an effect you like in favor of new higher level shiny gear, because sometimes you just like that mid tier effect more. Decent example of this is Terraria gear set effects, where each tier gets a new effect and the old effect is just ignored even if you liked it more. Right now, we carry mid tier gear to end game via EoF specs, but there's nothing to carry a cool passive to end game yet. An EoF for passives is the only way I think mid tier build effects would carry to end game. I also don't know if there should be an EoF for passives, that's a giant rabbit hole.

  • @CarguyRS

    @CarguyRS

    2 ай бұрын

    Best way I could see carrying effects forward would be through enchantments like you find on gloves/rings, but that's about it

  • @ShadowV97

    @ShadowV97

    2 ай бұрын

    @@CarguyRS That's a neat idea and could be fun to build around if it ever became a thing. If it could be a general enhancement where you could enchant 3 different pair of gloves with a different passive to be used situationally then that would open a lot of diversity. However I guess then that could actually create more builds which is what you're arguing against, so maybe that rabbit hole isnt worth jumping into for the game

  • @invictuous9222
    @invictuous92222 ай бұрын

    The developers have already confirmed the charging won’t make it to the live servers, they just didn’t want players switching between the 3 effects. The Jmods also agree that they don’t want players to feel like they have to put FSOA into an EOF because that would feel super bad and boring

  • @zeldapro18
    @zeldapro182 ай бұрын

    I'm a sightly above average pvmer. I know there are a lot I can't do. Just like in real life I wouldn't want to hold anyone else back because of me things. Man hold the t95s make me go back to magic. Haven't really been pvming as much though in the past couple months. Charging could be a problem sometimes. You sometimes gotta put on shield for defensives.

  • @aimwell7089
    @aimwell70892 ай бұрын

    Nice vid as always, only feedback I can give is to recommend watching Carguy

  • @bosstweed83
    @bosstweed83Ай бұрын

    Am I crazy or is it "Dual" with an A?

  • @CarguyRS

    @CarguyRS

    Ай бұрын

    Probably, although topics like this tend to end in duels, or were all still remembering the arena days

  • @NL-hw4kg
    @NL-hw4kgАй бұрын

    Bro we are lazy rs3 is already intensive

  • @ImSerkex
    @ImSerkexАй бұрын

    Be civil in the comments? Sir, this is a Wendys

  • @derais6162
    @derais61622 ай бұрын

    I have been warning them about limiting everyone to 1 single rotation or 1 style being bleeds and another this or that for a loong time and i never even get looked at.

  • @DvdV1337
    @DvdV13372 ай бұрын

    How unique do you want it to be. I would already like the extra tier of accuracy and damage. Could use a apecial? Which wands have specs? None.

  • @Nyx__
    @Nyx__Ай бұрын

    You're absolutely wrong about builds not having a future in runescape. People want a power-fantasy. People don't want a spreadsheet simulator. The very top end players do want to maximize the dps, which is obviously valid, but that shouldn't come at a cost of every other player in this game. Not to mention it wouldn't hurt any top end players doing those spreadsheets in the first place since you'd still be allowed to maximize dps within the builds. Builds are also not classes, you wouldn't be locking yourself out of different things, you be more leaning towards things. An argument for why builds are something this game needs is just have a look at bleeds. They feel like they are being left behind to rot. Nothing to synergize or scale them. They feel bad. Having gear that doesn't just do "+10% damage" could solve issues like bleeds having no identity. Dual Wield and 2h switching would still be very much prevelent and probably encouraged at the high end. Being able to essentially switch between different builds to utilize every aspect fully. Instead of just... accepting that bleeds are boring. Also the charging thing. In a perfect world, no we wouldn't need it, because players wouldn't feel like switching is a hinderence. But currently we have things like Masterwork spear which functions as 3 (4 with spec?) ability switch weapon. That's not fun gameplay. It only serves as a way to gatekeep bleeding abilities to people willing to switch to that weapon, and if you're a camping andy (95% of players are) you're either screwing over your dps, or accepting not using bleeds with switches. This is a problem that needs to be addressed. Perhaps Charging isn't the perfect solution, but it is A solution. I would like for Jagex to come up with something better than Charging though as it feels like a bit of a cop-out. Not to mention the rampant use of Macros at the very high end of PvM. The players you are calling "more skilled" (they are) for using switches to optimize their dps. A lot of these players use macros to use switches for them. Pressing Dismember automatically switches to Masterwork Spear etc. This doesn't make someone more skilled at the game. They are better generally because of game knowledge, but a lot of them make the game easier for themselves by using Macros because they too don't like switching. The like pressing abilities. Same as everyone else. Jagex either needs to ban those players, (they dont) or they need to make switching less prevenlent or worthwhile. As for the DW passives, I like all of them, but the Wild Magic Reset gets my "vote". Given of course it would release with an awesome sound effect and visual clarity to not make you stare at your action bar for the whole time.

  • @invictuous9222
    @invictuous92222 ай бұрын

    I think it’s nice they’ve removed the need for planted feet switch however that doesn’t mean they should remove all switchscape entirely Elden ring allows switches during combat and it’s actually pretty fun and can throw off your opponent

  • @CreativeExcusesGaming
    @CreativeExcusesGaming2 ай бұрын

    That’s a pretty aggressive take on why charging is a bad thing. Here’s a counter argument. The gap in damage between the top 10% of players and the middle 50% makes designing content for the top 50% of players or top 60% of players. The best usecase for charging on SOME BUT NOT ALL ITEMS is to close that gap somewhat with powerful items that bring up the damage floor without blowing the ceiling off. Charging on an item tells the endgame giga chad “this item isnt designed for you” and tells the more casual player “this item is designed for you.” It is okay for a t95 weapon set to come out for the middle of the pack players that has charging on it. It wouldnt be okay to put charging on an FSOA or a Masterwork Spear, but it is okay to add it to some weapons.

  • @JoFo-cl6ro
    @JoFo-cl6ro2 ай бұрын

    On the switchscape point: I dislike it, not because I don't want to put in the effort, but because it disproportionately rewards those with better software and hardware. Switching weapons is one thing, but setting up a macro so that you can change combat styles with a single click is something else entirely. That isn't skill expression, that's an unlevel playing field just by having a technological edge. I think the solution to this is for the devs to make an option that equipping a weapon will also auto-swap all gear appropriate for that style. That would put everyone at the same starting level. I play exclusively on mobile. No alt-1, no crazy macros. Finally pushed 400 Zam today. I know I could do better, but only having 14 keybinds vs the 50+ like computer users do is really limiting. Switchscape? I wish😭

  • @CarguyRS

    @CarguyRS

    2 ай бұрын

    Gz on the zam push, keep at it. I agree that there's an uneven playing field, however that issue lies with jagex not enforcing their own rules. The majority of the players are on a pc setup, and will get balanced around that version of the game. I've tried mobile and PvMing on it certainly is difficult, however, that's more to do with optimizing mobile itself, rather than having the entire game conform to that platform. Hopefully you can get on the pc version soon enough and full send it fam.

  • @derais6162

    @derais6162

    2 ай бұрын

    You don't need macros when you just have everything keybound. I can swap weapons, armor, potions, defensives, autos all without using a macro and I have 0 issue doing so.

  • @invictuous9222

    @invictuous9222

    2 ай бұрын

    You should seriously consider getting a PC if you’re pushing enrage zamorak at that level. Mobile was designed for afk skilling and slayer but definitely not enrage zammorak lol, but grats on the achievement

  • @zeldapro18

    @zeldapro18

    2 ай бұрын

    I remember not being about to do 100% Zammy with on the PC. Haven't been back to him since a couple months after release. I don't feel many players use macros or even have an MMO mouse. I just got one 4 years ago and I've been playing for 16 years. Just because something is possible doesn't mean it's done on a meaningful scale(macros). A mobile game is naturally more limiting then a PC or console game.

  • @darianlalla8322
    @darianlalla83222 ай бұрын

    I think runescapes current issue is that they try so hard to make lower grade weapons relevant at end game levels, EOF did a decent job of that, but I can't really think of many other games that are successful that have you at level 120 using level 60 or 70 special attacks as a bis item swap, so for me, 110 or 95 weapons should just flat out be slightly better versions of the t92 or 90 and just have a somewhat linear progression rather than having all the specials being somehow used, and i know its more complicated than that but i really wish items below tier 90 would just start to get phased out so that the 95+ stuff can feel impactful and have a bit more meaning without ending up breaking the game due to eof things

  • @ducksquidbat8315

    @ducksquidbat8315

    Ай бұрын

    The problem is that by doing that you completely kill the bosses that they’re dropped from. Your argument is essentially that only 4 bosses in the entire game should be worthwhile and outside of that you make negative GP grinding for logs. Having weapons be useful outside of strict tiers is a brilliant thing.

  • @darianlalla8322

    @darianlalla8322

    Ай бұрын

    @@ducksquidbat8315 I don't think the bosses would be irrelevant, the main drops aren't the only use for doing bosses, pets, log, and common loot all still exist, but yeah having mid game content life extended does overall make end game a little ridiculous, I don't think they shoulkd be useless but you shouldn't need 3 eof's with level 60 weapons to be best in slot at level 120 melee

  • @aryman6589
    @aryman65892 ай бұрын

    sorry, but I am unconvinced. A well designed game will ask the player to make choices in as many aspects of gameplay as possible. I agree that having a wider range of abilities, some which may be strong in some contexts and others in others would be good, but RuneScape has so far failed to create very many abilities that function this way (exceptions being things such as Gchain for example). Your point that Poison as a build sucks because it only works in some places serves the exact opposite point you think it does. It means that in some contexts you would do better to use a "Poison build", in another a crit build etc. In OSRS for instance, some bosses require a certain sub-style to be effective, say, Crush. There exists a set of gear and equipment that is great at Crush bosses. This is *good* for a game, because it means that players cannot simply use the same 5 slots of gear everywhere, effectively reducing any diversity in gear choices. This is also why most good games have the idea of sidegrades, where things are good in some ways and bad in others.

  • @CarguyRS

    @CarguyRS

    2 ай бұрын

    We make choices every 1.8s in this game, sometimes multiple in 0.6s. Old-school doesn't have a combat system that allows player input, so power creep has to be introduced through gear or set effects. RuneScape 3 has a combat system that allows players to be in control of their damage, thus giving abilities to be an option for introducing power creep. Poison builds before crystal nerf were proving my point exactly, as there was no reason to go crit focused at these places (solak/AG/Kerapac.) They're still very strong, however wen arrows are decent competition now. Never said that this is how things are done, and my point is that this should be the main source of power creep going forward. I even noted in that section that this would be a massive design philosophy change, thus indicating it hasn't been the case.

  • @aryman6589

    @aryman6589

    2 ай бұрын

    @@CarguyRS the problem is that in the vast majority of situations, the decision of what ability to press is not really a choice- there is almost always a calculated answer, which is usually the same in most bosses. This is because most abilities are just a damage number. Gear sets that reflect certain play styles means that there is the possibility to add an additional layer of choice in terms of what sort of combat will be done in every 1.6s interval. This is the basic premise of why RPGs even have classes.

  • @ducksquidbat8315

    @ducksquidbat8315

    Ай бұрын

    @@aryman6589 Osrs has a comically bad combat system that is essentially the exact same thing with different weapon animations to make it “feel” different. You click the boss, you watch your character hit it”

  • @aryman6589

    @aryman6589

    Ай бұрын

    @@ducksquidbat8315 it doesn’t matter what the animations are. My point is about player choice and the concept of a build. In Elden Ring three weapons may have pretty much the same animations too but are entirely different builds and play styles. RPG design is centrally around the idea that weapon stats and weapon types matter. It makes for interesting choices at the level of what gear you wear.

  • @ThienNguyen-iu8rm
    @ThienNguyen-iu8rm2 ай бұрын

    Personally I think they should make it so that camping a dual wield should not be as punishing and make the barrier to using magic to do good dps (500kish) more chill and laid back as a lot of casual pvmer arent willing to min maxing or putting in a whole lot of effort but still wanna use the combat style.

  • @ducksquidbat8315

    @ducksquidbat8315

    2 ай бұрын

    The problem with this is that there is zero incentive for a Necro camper to try magic then… Why would someone who can pump out 600K dpm drop 5b to do less damage? Magic needs to become more accessible. I agree there can be potential for better skilled players to increase DPS but this shouldn’t be required to make the style viable

  • @ThienNguyen-iu8rm

    @ThienNguyen-iu8rm

    2 ай бұрын

    @@ducksquidbat8315 I get where you are coming from but a lot of people want to switch up their combat style and try something new rather than necro. I myself really enjoy necro but casual players play more to have fun and by having competitive dps on other styles that’s similar to necro gives people the incentive to explore and try out other combat.

  • @ducksquidbat8315

    @ducksquidbat8315

    Ай бұрын

    @@ThienNguyen-iu8rm Agree to disagree my friend. I think most players enjoy bossing rather than testing out new rotations with different colour hit splats. Unfortunately styles in RuneScape don’t feel unique enough in my opinion at least

  • @ThienNguyen-iu8rm

    @ThienNguyen-iu8rm

    Ай бұрын

    @@ducksquidbat8315 I think my point didn’t come across clearly but I wanted more people to be able to use other styles and still deal competitive damage much like necro with rather low effort but allow for higher skill expression if people want to min max.

  • @someguy7952
    @someguy79522 ай бұрын

    RuneScape is a goal based game. Removing switches shortens skill goals by making it easier as well as item goals by requiring less items and in total lessens the game experience. So it's weird they seem to be so intent to remove switching to appease a loud minority of players.

  • @ducksquidbat8315

    @ducksquidbat8315

    2 ай бұрын

    This is probably the dumbest take I’ve seen in a while

  • @someguy7952

    @someguy7952

    2 ай бұрын

    @@ducksquidbat8315 Idk if rs3 pvm is for you then my man if it's too hard for you and your that frustrated about it. Maybe go play some cod or fortnite lol.

  • @ducksquidbat8315

    @ducksquidbat8315

    Ай бұрын

    @@someguy7952 The reason it’s a dumb take is that it’s not a “loud minority” of players asking for simpler combat, it’s actually the vast majority. Why are most players using Necro over the original 3 styles? Because it’s both more accessible from a cost and a play style perspective. If your argument were true, every player running Necro’s “goal” would be to save up to buy ranged as it’s better but they arent. Also, I’m not frustrated at all. I am aiming for golden reaper on my iron. Pvm has become much easier thanks to Necro and the only way to make magic viable is to reduce its complexity to a similar level. Swapping between weapons throughout rotations should be murdered and replaced with a different “feel” or play style between 2h or dual wield

  • @someguy7952

    @someguy7952

    Ай бұрын

    @@ducksquidbat8315 Necro is used not just because it's easy it's because it's the easiest cheapest and does comparable or more damage to all the other combat styles. Necro should have been designed to be easy OR cheaper OR do the most damage not all 3. I stopped playing the game for a long time because of Necro because it seemed like the time I spent learning magic (still learning btw) was wasted because Necro made PVM way too easy and removed the challenge from the game. But I was all for having an easier combat style to get people started but it should not outperform the higher skill ceiling combat styles.

  • @adamm1117

    @adamm1117

    Ай бұрын

    Lmfao imagine advocating for switchscape and try to imply being able to do that equates to player skill. Maybe osrs is the game for you my dude, rather than rs3

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