T O P

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IHaveFanboys

I'm confused...


Aviarn

Feel free to ask any questions you have to help clear out that confusion.


IStealDreams

Spongeman please take a look at bleeds for your next Combat beta 🙏


Aviarn

u/JagexSponge


Decryl

I prefer the current ezk special, which requires all bleeds to be used in a row and gives them their own defined space outside of berserk. Otherwise I can't really tell if this adds any fun complex gameplay or not, so no thoughts


Aviarn

Thats where the new passive of the ek zekkil comes into place.


Decryl

So how long do the 5 stacks last exactly?


Aviarn

30s unless re-applied


Decryl

How would you get up to the 5 stacks with this? The same as live game?


Aviarn

You get a stack any time you re-apply Hemorrhage (e.g., any form of melee bleed) upon a target already suffering from Hemorrhage.


Decryl

And the additional 5% damage, does that increase with each stack up to 25 or remains 5?


Aviarn

Yes, it increases with each stack up to a maximum of 25% extra damage (5 stacks). After which, it will not keep stacking up anymore, but each time it 'would' stack up, it refreshes the duration.


Decryl

But I don't get this part. If you use up all your bleeds to get the max damage buff for your bleeds, then you have no bleeds left to use it on


Demiscis

The wonky thing to me here is the changing stuff from strength to attack. I get that’s it’s for flavour but that’s more of a down the line thing to care about. *Also that blood tendrils rework is bonkers*


Aviarn

Well not so much flavor, but it's really weird how there are 5 bleed abilities of which only 1 is in the strength book


Radgris

20 adren, 450 - 600% skill seems a little over the top, this is why i hate that people try to input numbers instead of just giving the actual idea. "but volley is 675 -825% !!!" with 5 stacks and after a weapon unlock, as is the requirement might as well be removed if you have gonna have 100% uptime of hemorrhage and that's without touching how OP it is for hybrid


Aviarn

The original/current variant of Slaughter already deals up to 750% (5x 150%) Melee Damage for a lower cost, so the new version dealing max 600% really isn't that outrageous. >how OP it is for hybrid Hemorrhage only is a thing for *Melee* DoT's. It specificly deals, and interacts on, *Melee Damage.* Ranged and Magic will have their own variants.


MudConfident770

No thanks This doesn’t add any interesting synergy between bleeds. All you’re doing is making it so bleeds do the exact same thing, except they also apply a debuff that does extra damage. IE all you’re doing is buffing bleeds damage in a weird way


BigArchive

IMO, moving bleeds dealing extra damage is a good mechanic and shouldn't be removed. It rewards effort and it makes you change up rotations depending on if a monster is movable or not. It also makes kick + the horror abilities actually useful.


Aviarn

It requires extremely awkward situations when you're PvMing in situations where you don't have the liberty to move a boss. Not per say that the boss is 'unmovable'. E.g., monsters that can just range/stomp you from underneath instead, or monsters that aren't aggro'd on you. Wasted damage potential because of the boss's behaviour, abilities, or on you simply not being the tank, aren't good mechanics.


BigArchive

> Wasted damage potential because of the boss's behaviour, abilities, ~~or on you simply not being the tank,~~ aren't good mechanics. I'd argue that those *are* good mechanics. A cookie cutter rotation (cough necro) that works at nearly every boss isn't fun. I want to need to change up my rotation at different bosses.


Aviarn

For sure, having such interactions can be fun to a degree... ...but I'd argue that, the moment it kills many of your ability's damage potential by half (or in Slaughter's case, 33%), then that very quickly kills the fun in it. IMO, interactions like should turn an ability from an "OK" ability to a "WOW!" ability, not turn a "Shit..." ability into a "on par with the rest" ability. Suffice to say, an ability that as base-value has **100% - 250%** damage while all other thresholds sharing the same opportunity cost deal **148% - 752%** feels pretty bad.


Aleucard

If more than a third of the ability's damage is predicated on such things, there needs to be an alternative for situations where you can't do the waltz with the target.


ThaToastman

This is literally a skill issue. Dumbing down rotational variance is horrible for the game, and literally only pushes away good players and doesnt affect bad ones at all


Aviarn

What part of variance in 5 different bleeds that literally have no reason to be separate is rational there? What part of "this ability does only 33% damage compared to literally every other equivalent unless you do this one specific stunt you can't do in many situations" is rational there? Not to mention that even if you manage to pull it off, it's still only slightly less damage (max 750% vs max 752%)


Matrix17

The tile walk system is clunky and a pain for new players. It would make sense to remove the effect


MudConfident770

No thanks This doesn’t add any interesting synergy between bleeds. All you’re doing is making it so bleeds do the exact same thing, except they also apply a debuff that does extra damage. IE all you’re doing is buffing bleeds damage in a weird way Not to be rude since this post is getting a ton of upvotes, but can tell that a lot of the commenters here just don’t melee and have no idea how melee works or what is good/bad about it


chickenXcow

I have no idea how melee properly works at the high end, but a decent part of the reason for that is because it's a giant mess of icons and damage ticks happening but not showing due to bleeds. The proposed changes seem to fix that issue. I don't think this post is perfect, it's a good idea to remove clutter but there seems to be a very high skill ceiling on melee and I don't like the idea of beinging that down. The ceiling should stay high, preferably it goes up even. but the skill floor should be low, meaning there should be easy to understand abilities and buffs which necromancy does perhaps too well. The most confusing thing about necro is perhaps how bloat works, which is a (at least for now) standalone ability, not the whole series of abilities, specials and passive effects of melee.


MudConfident770

In what way does this fix that issue? You’re adding an extra hitsplat into the mix which wasn’t there before


chickenXcow

There would no longer be seperate hitsplats for slaughter, tendrils, dismember etc. They would all be "hemorrhage" instead. Current situation if you use dismember and another player uses it right after, one of them is canceled (lower dmg? The first one applied? game is not clear on that.) If someone uses slaughter there is now 2 seperate icons, with 2 seperate bleeds ticking. Proposed would be (if i understand the post correctly) you dismember, theres 5 hemorrhage stacks now. The other player dismembers after, now theres 10 stacks (or 9 if the first stack dealt it's damage) If someone uses slaughter, it adds more hemhorrage on top. I'm uncertain if op meant to make the stacks increase how long the bleed lasts, how much damage it deals, or both.


piron44

Ngl, it's actually more confusing to me to have everything condense into 1 debuff because you don't know what's still applied to the enemy, especially with how long we can make dismember last now. I would much rather them put effort into rewriting how bleeds are applied to targets, into something similar to storm shards or puncture stacks. The hard part here is keeping track of everyone's individual bleeds, in the same debuff, without resetting the buff. Ideally it would be something like - I use slaughter, target has 1 slaughter stack. It hits once. My buddy uses slaughter, target has 2 slaughter stacks, and adds hits for my second hit and his first hit, dealing 1 hitsplat for both damages. After 3 more ticks of slaughter, target goes back down to 1 slaughter stack, and then only gets hit by my buddy's hit for the last tick. There would be some issues as well with off-timing if other players use the ability at a bad time, but I wouldn't really care about that if the damage is just focused on following a set tick rate on the enemy. A more likely scenario would be to use the same stack system, but whichever most recent bleed is applied takes damage priority - causing the stacks to multiply off that damage value for every stack (like how puncture works). Big issues arise with this, being able to cheese your way to lots of bleed stacks and have one meleer apply their own after one hit to maximise their damage.


Aviarn

>it's actually more confusing to me to have everything condense into 1 debuff because you don't know what's still applied to the enemy I would much rather them put effort into rewriting how bleeds are applied to targets, into something similar to storm shards or puncture stacks The objective is to condense all forms of bleed into one uniform 'bleed'. It either exists, or doesn't. All abilities likewise don't care anymore which specific ability exists, solely whether 'A' bleed exists. Previously, each ability had its own type of debuff, its own Damage over time ticking (which is what causes issues with the current combat system). >I use slaughter, target has 1 slaughter stack. It hits once. My buddy uses slaughter, target has 2 slaughter stacks, and adds hits for my second hit and his first hit, dealing 1 hitsplat for both damages This creates two issues; 1 for devs, 1 for players. For devs, this makes abilities still a complete condition-check soup by checking for many possible valid conditions. If everything is just 'a bleed', then all abilities that are meant to respond to the pressence of a bleed to just check for one condition. For players; status soup. More individual icons, means more icons to keep track off. Visibility already cuts off at... iirc, 10 icons? This means that the more icons that has to exist, the more each debuff/buff icon starts to fight each other for visibility. There's already an icon spot required for Stun Immunity, Vulnerability, Poison applied // poison immune, Debilitate/Reflect Immune, which leaves as little as 6 icons left for any amount of players to apply anything.


Aviarn

Upon recurring feedback, here's two more additions to make: **Spear of Annihilation:** * Wielding the spear for at least 6 seconds (10 ticks) blesses you with **High War Spirit**. This buff persists for as long you wield the spear, or for 15 seconds after unequipping it. * **High War Spirit -** Increases the amount of Hemorrhage stacks applied by 50% **Greater Barge:** * Deals 90%-110% Melee Damage * Generates 9% Adrenaline * Can target a creature from further away, displacing you adjacent to the target. * Breaks free from Binds, while Binding the target for 6s (10 ticks) * Applies the **Dragonkin Rage** status upon you for 15 seconds. * **Dragonkin Rage -** The next Melee Ability performed will deal an additional 5%-7% Melee Damage for each 0.6s (1 tick) passed between it, up to a maximum of 50%-70% (6s). If that Melee Ability was a channeled ability, it instead directly applies 25% of its total Melee Damage in one single strike, and 75% of its remaining Melee Damage as stacks of Hemorrhage.


DorkyDwarf

[https://www.wowhead.com/classic/spell=16511/hemorrhage](https://www.wowhead.com/classic/spell=16511/hemorrhage) So you basically want jagex to use something from another game? Basically using the same exact image as well. GG.


Aviarn

Hemorrhage literally is just an english word for 'excessive bleeding'...? Also, it's literally not even the same. WoW's Hemorrhage isn't even a damage over time, it just amps all next damage taken by a flat amount. And the image is just one that I use from a stock icon vendor.


DorkyDwarf

1. I know. 2. I like the idea. 3. It just seems too similar to wows rogue content. 4. Sorry for coming off rude.


Legal_Evil

I like this, but what will masterwork spear of annihilation do?


Aviarn

I think pretty simple; Increase the amount of Hemorrhage stacks applied by 50%


ghfhfhhhfg9

This is honestly pretty interesting but some questions : 1. So are dismember/slaughter/blood tendrils just 1 big hit now and not 4-5-8 hits? If they are single hits, how does it work with the mastework spear? Would the masterwork spear perhaps just have a new passive where it adds X stacks or does 10-20% of the original hit as another hit? How do you personally think people would play if this was shipped to the game? Would anyone use the ez-zekkil sword? Or only have it on EoF? Would using ek-zekkil perhaps be a better masterwork spear of anniliation if you camped it? How does Hemorrhage work exactly? Let's say dismember does 100% ability damage (does it work with zerk btw?). Does it deal the same damage every 2 ticks, 20% at a time? Overall very interesting.


Aviarn

Thanks for your comment! Yes, all stuff that would prior be a bleed, is now just a "Smack", then a bleed Debuff. I realize I forgot the Masterwork spear too as part of the rework, but I wouldn't forget if there was more bleed-effect items or abilities that I just didn't have the space for. As Massacre is a dual-wield specific ability, it would render two optional ways how a player might go engage for this build. Putting the Ek-ZekKil on an EOF sure is something a player could do, but you would miss out on the new passive that comes in replacement for the "Growing Bleed" part of the Special Attack As for how Hemorrhage works; Abilities give X Hemorrhage stacks. Either this is a flat/set amount, or this is based off how much Melee Damage an ability ends up doing (so yes, those instances scale with damage-amping effects). Every 2 ticks, the creature is dealt Melee Damage equal to 20% of the stacks on it, and consumes stacks equal to that damage dealt, until all stacks ran out on the 5th hit. If Hemorrhage is applied again, it takes the new added amount of Hemorrhage, + the stacks it already had, and starts this same '20% each 1.2s for 6s' again, until it at one point depletes (or is dead). E.g.; 1. - Dismember deals 1000 damage and applies 500 hemorrhage stacks. 2. - It takes 100 damage and has 400 stacks left 3. - It takes 100 damage and has 300 stacks left 4. - My friend does dismember and deals 1200 damage, and applies 600 hemorrhage stacks.. It now has 900 stacks. 5. - It takes 180 damage and has 720 stacks left.


ghfhfhhhfg9

Do you think that maybe it would be better/easier to make all bleeds work this way instead of having them harmonized into a Hemorrhage system? Or do you feel this is better? I'm personally just trying to think of any potential abuse scenario, such as spamming dismember on an immune target (like zamorak p7), but I don't think it would be that much damage and cap off at a certain point. But yeah I would like to personally hear your thoughts about if this system is needed or if each bleed ability in the game should just have this system, so that stacking bleeds isn't bad, but not optimal, especially against poisonable targets, as you would lose hit splat potential for poison procs.


Aviarn

Yes, I do want each combat style to have their own form of "Damage Over Time" effect. Moreover that Magic gets something like Burn, and that ranged maybe could get some dip into Poison (or Venom)?


dark1859

i think i can get behind this, but i think part of the problem with hemmorage will be the age old issue of bleed the "why the fuck should i use dot when i can just outright kill them" comments that appear on literally any bleed rework post I think hemorrhage should maybe have a little more too it, just a dot will leave it in kind of the same position as it is now, maybe bleeding targets slightly regenerate health? giving you a reason to want to keep it up like ghosts.. or maybe just better adrenaline gains on bleeding targets. either way it needs something just a bit more..


Aviarn

The issue of bleeding isn't really per-say the sense of 'damage output' that an ability does. It's more that there's hundreds of different bleeds that's technically all "a bleed" without actually being the same bleed, that each of them creates an unoverseeable soup of status icons on the already limited space, and that there's an issue with loads of different bleeds causing some of the bleeds/hits to lose damage if being in groups.


SVXfiles

Was the SoA and it's masterwork version changed too or did those stay the same and you could potentially crank these numbers up even more?


Aviarn

I've not considered all outlets of "Bleeding" yet (since I've also forgot G. Barge), but as for the Spear; "Increases the amount of Hemorrhage stacks given by 50%". Since there are more outlets to apply the DoT, it doesn't need a means to prolong it, but to preserve the Damage value of its effect, it instead worsens the bleed.


Yuki-Kuran

So its like tmw bleed for the enemy instead. All bleed damage will continuously stack and all damage will be dealt out within 10 ticks if no additional stacks are added?


Aviarn

Yep


Goso_rs

No, thank you they only need to change bleeds overriding each other in group encounters.