Why wasn't this done before release/done so fast post-release? The potions were tested and balanced beforehand to a degree that we were content with their effects. It was only after monitoring combat post release on OSRS gold a big scale which we could observe the randomness of strike chances were effected in a negative manner. With the increased amounts"beneath the hood" so to speak, the randomness of hitting vs not hitting in a struggle between differently buffed players had tipped in a way we didn't intend. Because of this, more players might have lost a unfair struggle from the beginning. This is something we'll look to rectify in the future together with the battle system changes.
Why don't you allow them in PvP but create the tradeable? A reasonable point, but we need these potions to give benefits to gamers who have trained to the levels themselves. This remains the case, as individuals people who have trained profit advantages in PvE situations.
Is not there also a problem in general with Hitpoints and Max-hit? Yes. Another reason that was considered in the removal was that a few weapons got capability to 1-hit a participant, or got closer to doing this. Whilst this phenomenon is rare, it did not mean it was not possible. In regards to both Hitpoints and Max-hitting, we will look to deal with this in relation to this combat system changes and possibly looking closer at the Defence skill.
Why can you do this, but leave things such as monster claws/AGS since they are? It is true, some weapons special attacks are more effective than many others. Whilst we can look at those on a case-by-case foundation, items like the claws are a part of the game for a year today. Again, since the claws/AGS are distinctly tied into a battle stat (Strike ) that buy RuneScape gold they don't have any reason to be removed. These items are also visible if someone is holding them - whereas a boosted stat is not.
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Posted
Oct 06 2020, 06:03 PM
by
Megaomgchen