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Brief impressions on strykewyrms

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Troacctid

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Just a short blog entry today. I thought I'd share my feelings on the most recent slayer update, strykewyrms. If you're out of the loop, strykewyrms are new slayer monsters with high level requirements that can only be fought if randomly assigned as a task; they drop new ranged and magic analogues to melee's black mask and a new staff with powerful special abilities.

Strykewyrms.jpg

 

Anyway, I get the feeling that these strykewyrms are more of a "training" update disguised as a "reward" update. It only affects the people who are still leveling up. This includes the addition of the hexthing and focusthing. If you think of it in those terms, it's not really so bad. And the monster design is pretty cool just looking at still pictures and reading about their attacks--I have yet to check out the area in-game, but I'm intrigued. The idea of extra damage with magic attacks in particular is intriguing.

 

The staff's rarity irks me, though; I don't think the "task-only" thing works for it at all. I suppose it may be excusable for the lower-level ones (although I would much prefer to have the hexthing and focusthing more widely available, given their importance), but when you're at this high a level, you really don't need an update to your training--you need an incentive. I can easily see a lot of frustration for high-levels who have to work their way through dagannoth and blue dragon tasks repeatedly just to get a shot at icewyrms, making what was once enjoyable on its own into an exasperating wall of monsters preventing you from doing what you really want to do. At least with the jungle and desert wyrms, you're training up for the higher-level monsters anyway, right? But with ice wyrms, they are the higher-level monsters, and you aren't interested in training anymore.

 

My impression is that it's a poorer execution of the decent concept that we first saw in Kuradal's dungeon. Task-exclusive monsters aren't bad in and of themselves, but it's not good to have monsters that can't be fought at all without a task, especially when slayer tasks are chosen at random. In fact, I happen to have a link on the subject that you may find interesting. It talks about the advantages and disadvantages of having randomness in games, and I think it's very relevant to this update. Give it a skim at the very least.

 

As far as the fire cape requirement thing that people have complained about, the general idea of requiring a fire cape for something doesn't bother me in itself; however, I don't appreciate that it further adds to the exclusivity of the staff, which is already prohibitively difficult to obtain. That damn staff is going to have an unreasonably high price tag, which will make more slayers want to try and get it, which will force them to go through the frustration of not getting ice wyrm tasks, and then force them through the frustration of finally getting one, completing it, and not getting a staff. The whole system with the ice wyrms incentivizes players to go through gameplay that they don't enjoy.

 

So yeah, that's what I'm thinking with these wyrms. Good concept, not the best execution.

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I'd still say Abby demons are the ultimate slayer goal. 93 is too high to be reachable by the average scaper. We may see 93+ slayers grinding through their points to kill these though if the staff gets to a high enough price.

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As a 94 slayer with a fire cape, I can tell you that I'll be burning through every point I have until I get a staff of my own.

 

To keep, of course.

 

Personally, I like that these monsters are totally slayer exclusive.

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Were it not for the slayer-task-only requirement, these would be PACKED. The ability to hit 76s with Fire surge gives HUGE xp (around 100k an hour) with lots of compensation even without the staff. The staff would crash and we'd have dark bows all over again.

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@ those above me: Perhaps you should read what he said once more...I think these would have been fine, if there were task only and not task only sections.

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Were it not for the slayer-task-only requirement, these would be PACKED. The ability to hit 76s with Fire surge gives HUGE xp (around 100k an hour) with lots of compensation even without the staff. The staff would crash and we'd have dark bows all over again.

I fail to see what's wrong with that scenario; in fact, I would prefer it to the situation we have now. Giving efficient magic xp to high-level slayers doesn't seem like a problem considering the restrictions, and why is it bad if the staff crashes? I think it would be good to have the staff widely available, as it's really the only staff in the game that's actually powerful. What if whips were as rare as godswords? They're pretty much essential if you want to train melee, so the result would be to make efficient melee training unaffordable for the vast majority of scapers.

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I would totally have to disagree. For years, we slayers have been BEGGING for monsters which could only be slayed on task. This is a god-sent. Not to mention, the staff is quite a common drop. I know several people who have gotten 2 a task. However, jagex will probably change the drop rate in a few weeks.

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if the new items were un-tradeable, i would have no problem with this new update. But as it is, these items are going to be the new cash cow for merch clans...

 

 

we want slayer items that are worth something more than cash!!!

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if the new items were un-tradeable, i would have no problem with this new update. But as it is, these items are going to be the new cash cow for merch clans...

 

 

we want slayer items that are worth something more than cash!!!

I think the slayer ring fills that role quite nicely, actually. You could make an argument for broad-tipped bolts as well.

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I think it was genius to put it as task only for reasons Bladewing has mentioned. What's the point of adding another slayer monster with a 1M drop? (not even talking about the overcrowding due to the awesome mage xp, which would lead to even more frustration).

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I think it was genius to put it as task only for reasons Bladewing has mentioned. What's the point of adding another slayer monster with a 1M drop? (not even talking about the overcrowding due to the awesome mage xp, which would lead to even more frustration).

What's wrong with "another" slayer monster with a 1m drop? It would still be incredibly profitable to kill thanks to its other drops, which are quite valuable on their own, and it would still avoid overcrowding thanks to the 93 slayer requirement (which is really high, although admittedly pie-able without the task-only thing) and the spawns that Kuradal would presumably want to add to her dungeon.

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