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Special attack teleblock integrity change.


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As most of you know there is  mechanic in the game that prevents you from teleporting after performing a special ttack, which is a good thing.

 

My suggestion is that the teleblock effect that performing a special attack gives, is removed upon being attacked by another player, except when in multi.

 

This way if someone rushes you and you already hit them prior or you fight back anyway - all remains the same.

 

But now something different and very gay has been going on which is that clans let their members go to bloodlust event for example, and fight their opponent a bit, draining their supplies.

 

Then the clan noob/alt however you want to call it stops fighting back the moment they see the spec coming, or even a bit afterwards, it does not really matter.

Because when you spec someone you get teleblocked, the original opponent stops fighting and the clan doggies fall in with EASILY 2 scim teleblock attempts within this duration of being teleblocked from the special attack.

 

I feel this goes against the purpose of the timer originally and think this is not a matter that should be voted on since clans will just tell their members to vote against it, just like how it goes with other updates.

 

Summary: after speccing, remove the short teleblock that you receive from speccing the moment you get hit by a different player (single combat only)

 

 

 

 

 

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The mechanic is in place to mitigate spec tabbing from the event. The spec tb block mechanic is active throughout the entire wilderness, not exclusive to the bloodlust minigame. 

However, I can understand it may be frustrating if smth like this happened to you. If it persists then a simple solution would be to increase the PJ timer to correlate w/ the spec tb block timer @bloodlust. 

Your proposed idea, while it would solve the issue, may lead to another exploit where people could use their alt or friend to attack them thus able to escape the spec tb block since it would negate the effect immediately. This would defeat the purpose of having the mechanic in place to prevent spec tabbing. 

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1 minute ago, zite said:

The mechanic is in place to mitigate spec tabbing from the event. The spec tb block mechanic is active throughout the entire wilderness, not exclusive to the bloodlust minigame. 

However, I can understand it may be frustrating if smth like this happened to you. If it persists then a simple solution would be to increase the PJ timer to correlate w/ the spec tb block timer @bloodlust. 

Your proposed idea, while it would solve the issue, may lead to another exploit where people could use their alt or friend to attack them thus able to escape the spec tb block since it would negate the effect immediately. This would defeat the purpose of having the mechanic in place to prevent spec tabbing. 

also fine if the effect is negated the moment someone d scim specs you lmao the point is just the way the teleblocks are set up regarding this is very pathetic yea

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3 minutes ago, Headchefforum said:

also fine if the effect is negated the moment someone d scim specs you lmao the point is just the way the teleblocks are set up regarding this is very pathetic yea

It's the same throughout the entire wilderness. OSRS also has this anti-spec-tabbing mechanic in place. 

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There's LOADS of multi events that clans can profit from, no need to let the same gays fuck with every solo player. 

 

You can try to compare this to OSRS but OSRS actually has multiple worlds if you did not know so if you go chins you don't run into the same fuckers every single time.

 

You can log in and out to reset shield special attaks and clan gays know this, they restore spec every 30 seconds and shoot 3 specials at you everytime they get on and then the next specslave comes in, it's actually disgusting.

 

OSRS also has a cooldown on spectrading how about we implement that in roatpkz rather than only speak about the mechanic that strengthens clans?

Dragon scimitar special attack should immediately negate the cooldown on teleporting after spec.

If anyone wants to argue that people will abuse this by dscim speccing their mates to get away or some shit then you're beyond saving anyway because that's not realistic.

Also fix the shield speccing thing, make it so that all shields start recharging upon entering the wilderniss so they're never ready initially.

A bigger pj timer in itself is not necessary in my opinion just the spectrading, the shield specials and this tb after spec thing are disgusting and need to be fixed if the goal is to improve roatpkz rather than let it sit in it's flaws.

Edited by Headchefforum
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