Hey all,
Firstly, thanks for your patience whilst we were further investigating the high level potion changes. After monitoring player feedback in and out of the game, we will not be making any further changes to the potions released a short while ago. They will remain out of PvP scenarios.
Questions that may be asked at this point:
Why wasn't this done before release/done so quickly post-release?
The potions were tested and balanced beforehand to a degree that we were happy with their effects. It was only after monitoring combat post release on a large scale that we could see the randomness of hit chances had been effected in a negative way. With the increased numbers "under the hood" so to speak, the randomness of hitting vs not hitting in a fight between differently buffed players had tilted in a direction we didn't intend. As a result, more players may have lost an unfair fight from the start. This is something we will look to rectify in the future with the combat system changes.
Why don't you allow them in PvP but make the tradeable?
A fair point, but we want these potions to only give benefits to players who have trained for the levels themselves. This is still the case, as those who have trained gain advantages in PvE situations.
Isn't there also a problem in general with Hitpoints and Max-hit?
Yes. Another reason that was considered in the removal was that some weapons gained ability to 1-hit a player, or got closer to doing so. Whilst this occurrence is rare, it didn't mean it wasn't possible. In regards to Hitpoints and Max-hitting, we will look to address this in regards to the combat system changes and perhaps looking closer at the Defence skill.
Why did you do this, but leave items such as dragon claws/AGS as they are?
It's true, some weapons special attacks are more powerful than others. Whilst we can look at these on a case-by-case basis, items such as the claws have been a part of the game for a year now. Again, as the claws/AGS are distinctly tied to a combat stat (Attack) they have no reason to be removed. These items are also visible if someone is holding them - whereas a boosted stat isn't.
What next? I trained my Herbore level and some benefits got removed!
Fair enough, I’ve got 99 Herblore myself so can relate to the loss of this change, but we have decided to spend some time on another Herblore update that does not go against the points/answers I've outlined above, so let’s see if we can use this thread constructively to get some great potions in-game together. We'll be watching this thread as close as we can, so please post anything you think would work well, and if you'd have it tradeable too!
Some preliminary ideas I've been thinking on (No guarantees here!) are potions that might give regeneration abilities over time, leech health for a certain amount of time (like 1/2 the damage you hit is healed for a short period of time), or maybe a potion that might help prevent death...
Thanks for reading and understanding.
-Chris
Firstly, thanks for your patience whilst we were further investigating the high level potion changes. After monitoring player feedback in and out of the game, we will not be making any further changes to the potions released a short while ago. They will remain out of PvP scenarios.
Questions that may be asked at this point:
Why wasn't this done before release/done so quickly post-release?
The potions were tested and balanced beforehand to a degree that we were happy with their effects. It was only after monitoring combat post release on a large scale that we could see the randomness of hit chances had been effected in a negative way. With the increased numbers "under the hood" so to speak, the randomness of hitting vs not hitting in a fight between differently buffed players had tilted in a direction we didn't intend. As a result, more players may have lost an unfair fight from the start. This is something we will look to rectify in the future with the combat system changes.
Why don't you allow them in PvP but make the tradeable?
A fair point, but we want these potions to only give benefits to players who have trained for the levels themselves. This is still the case, as those who have trained gain advantages in PvE situations.
Isn't there also a problem in general with Hitpoints and Max-hit?
Yes. Another reason that was considered in the removal was that some weapons gained ability to 1-hit a player, or got closer to doing so. Whilst this occurrence is rare, it didn't mean it wasn't possible. In regards to Hitpoints and Max-hitting, we will look to address this in regards to the combat system changes and perhaps looking closer at the Defence skill.
Why did you do this, but leave items such as dragon claws/AGS as they are?
It's true, some weapons special attacks are more powerful than others. Whilst we can look at these on a case-by-case basis, items such as the claws have been a part of the game for a year now. Again, as the claws/AGS are distinctly tied to a combat stat (Attack) they have no reason to be removed. These items are also visible if someone is holding them - whereas a boosted stat isn't.
What next? I trained my Herbore level and some benefits got removed!
Fair enough, I’ve got 99 Herblore myself so can relate to the loss of this change, but we have decided to spend some time on another Herblore update that does not go against the points/answers I've outlined above, so let’s see if we can use this thread constructively to get some great potions in-game together. We'll be watching this thread as close as we can, so please post anything you think would work well, and if you'd have it tradeable too!
Some preliminary ideas I've been thinking on (No guarantees here!) are potions that might give regeneration abilities over time, leech health for a certain amount of time (like 1/2 the damage you hit is healed for a short period of time), or maybe a potion that might help prevent death...
Thanks for reading and understanding.
-Chris
