Everything posted by Zepheras
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Ranging Amulet
People are throwing around adding defensive stats to it and some people don't think it is a good amulet, so I just had the thought of giving it a boost. That would be pretty overpowered for a drop from a mere level 78 slayer monster.
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Ranging Amulet
Again? Since when was mage EVER overpowered? since ancients, if you ever learnt how to use them properly mmhm....when ancients first came out we didnt have furies or super powerfull c bows...o dont think fremmy rings either......ancients were powerfull..(was it before the whip? i dont really remember) u could freeze someon for 30seconds and hit a 30 -.-..blood barrage would sap their health and add a portion to your own..smoke would poison them and of course shadow lowerds there attack (thus stacking)......i dont thin many people used shadow........but blood and ice was common ....smokes poison is nice but the added runes imo were a waster unlees u brought tllies anyways...since then weve gotten god swords dragon claws..cross bow update.......EVERY CLASS has gotten new weapon upgrades or armours expet mages..../there still the only class thats max is a 30 and yes THEY "can" be powerfull still...but u dont have the ko option other classes do all mages really got is farcasting....and well rangers got that as well (just not as far..ancients can go really far >.<) so in short c bow update made range a god skill...... godswords helped balance melle back out to the rangers mad hits ..expensive swords though >.< d claws overe powered melle spec and k0 options...kinda cheap but w\e and d bow really cant stand up to the claws and well mage has yet to recive anything new armour or weapon wise (Steam staf doesnt count -.-) back OT: the ranging amulet is truly not that big of an upgrade..but +5 atk bonus iis a respectable amount....i mean hell we all paid 1m+ for warrior rings adn thats only +4.... You totally miss the point of this. A skilled mage can be incredibly powerful, if he uses spell stacking, which regularly hits 50+. Said mage can also efficiently safespot rangers, as well as melee users, and effectivly pin them to the safespot position. So, you can't move, you're being hit for massive amount of damage, and you can't hit them back. They have also poisoned you, and totally healed all the damage you did previously. ... And you say mages have no KO potential? [/hide] Magic's main problem is it's going in the wrong direction. plain and simple. A new spellbook, max hit in the 40-45 range. Incredibly accurate so it has a better chance than just insta dieing against range while still being disadvantaged. 10 second hold spells at max. magic is much better as a sidearm for melee or range with barrage holds and blitz combos, raising its damage with 20 second binds and combo ability would definitely be overpowered. but 10 second, it loses most of its hybrid value while still letting a farcast mage deal massive damage to melee as it stands, no mage, attacking me with nothing but mage, will beat me, using only melee. Ever. No zgs needed, just some solid magic defense to give me some quality time with the mage and my claws or ags. When Jagex released ancients, the way they designed the magic gave more power to the hybrids than the mages, and that's the reason mages keep complaining about being underpowered. You might as well say that it's a problem with the mechanism of RuneScape. The so called 'ranged/farcasting' don't even last more than 2 hits before your enemy's next to you even for monsters, there's no knockback system, you just use the highest hitting spell based on your magic level, and all spells cast at the same speed of what, every 3 seconds?
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7/28/2009? unannounced PVP changes
I guess they need to let people gain EP for killing other players then?
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30-Jul-2009 Nearly Finished (Jagex DevBlog)
:D Exactly what I though of. Dwarfs deal with mining...so mabey...just mabey a dragon picaxe. I might get 61 mining for this now :D I'd prefer a dragon warhammer actually. Ever since the story of the dragonkins, I've found it weird that dragon hachets were part of the weaponary made by them. Why would dragonkinds make tools like pickaxes anyway? If every runite item has to have a dragon counterpart, dragon nails would be....Nevermind. :-#
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Ranging Amulet
I don't know why many of you talk about the amulet in the context of PVP, but this amulet won't be cheap enough for PVPers anytime soon. However, this would definitely be useful for people who finish some of the slayer tasks using range, like black demons, fire giants, greater demons, bloodvelds etc. Regardless of how good is the defence bonus of fury, I'll still take this amulet for max offensive ranged bonus whenever necessary. That being said, this amulet would be a steal if it drops to like, 300k. At least I don't have to pay 1mil+ for that Unholy Book, yet. :thumbsup: And what can you do with a new magic equipment anyway. The spells have fixed damage, people are still going to complain about how magic is underpowered, and I don't think a level 78 slayer beast can give you something that will boost the power of mages overnight anyway. I'll rather hope for some overhaul upgrade for mages as well as some graphical changes to the spell animations in the pipeline, then get a "amulet of better magic" that gives +15 mage attack bonus.....
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July 28th -Anim. Pack 1, The Poison Arrow, Aquanite, Patches
The graphics and animation in the bar is amazing, if you spend some time observing. I like how Geoff throws the arrow and split the previously thrown one on the dartboard. The new weapon graphics and animation are great, now godswords look less like sheets of paper and more like a solid weapons. The new mudkip is nice, another slayer beast with special abilities, and unique drop. I just need to pray that I don't get it for my task within this month. :wall: I just realised too, that I might have to step into the Slayer dungeon for the first time in my slayer life, if I get it as a task. None of the rest requires it, since I take tasks from Duradel. For once, even the PVP update was great. Kinda shows that Jagex seldom goes wrong with 3 kinds of updates: Graphics, quests, and small fixes. It's overall a great update, except for the fact that I don't need another item that's named either after a god of RuneScape or based on the obvious. Amulet of accuracy, might as well name abbysal whips as whip of accuracy too. :( This deserves like 9/10 at least.
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July 28th -Anim. Pack 1, The Poison Arrow, Aquanite, Patches
I love the new slayer monster, at least it's has some special ability :P Just wear some magic protection gear and use a bunyip with scrolls.
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July 28th -Anim. Pack 1, The Poison Arrow, Aquanite, Patches
Get ready for all the unnecessary whining about how the old graphics/animation was more epic and whatsnot.... :wall: :wall: :wall: On the other hand, the pub and slayer monster are just released like that, no hidden content like dragon crossbow, epic quest? :o Get ready for the wave of rants on how rangers get good updates too... :wall: :wall: :wall: I love ranged I would say that the best update of all is the PVP changes, ironically. Who's going to camp at the mudkips later?
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Why slayer?
1. I would have thought that replacing the meatbags and normal monsters with MORE slayer-specific beasts would make the skill more diverse. A branch of combat skill entirely new creatures for slayers. Even without me suggesting, there has been many suggestions for slayer creatures, be it mythological beasts, or entirely new ideas. Most people here talk about diversity of the skill, where in reality they love to kill normal monsters like trolls, fire giants for fast slayer EXP. People whine about the need to whack every Gargoyle with rockhammers, and how Turoth/wyvern task should be banned because they are slow EXP, how warped terrorbirds are the worst task becuase you need to use the crystal chimes. 2. Right, now count the number of slayer creatures requiring special slayer techniques, compared to monsters punchbags. By the way, the only special thing about Dark beast is that it attacks with melee when in melee range, and magic if out of range. That, plus the slayer level of 90 that's slapped onto it. There's at least a few monsters in the game with multiple attack type, yet I don't see a slayer requirement for them. 3. Trying to decribe spiritual mages to be such special monsters, with the difficulty in poking in robes and stuff.....the 4 bosses of GWD would have a slayer level requirement of 99 already. Of the three spiritual class, I think either one could have been the the slayer monster with 83 requirement, depending on which was selected as the one to drop dragon boots. Lucky mages. If you talk to the slayer master everytime you get a task for advice, they would tell you the special attributes of the monsters and equipment needed (for slayer-specific ones). But of course, since some of them don't really have any, while others are normal monsters, the master just mention briefly their locations.
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Why slayer?
I'd like you to back that up with facts. viewtopic.php?f=66&t=765267 The problem with that is that no one has conclusive data that everyone in the debate agrees with. So, there will always be people yelling 'slayer sucks!' or 'slayer is awesome' without actually knowing who is right. Compfreak's entire argument is that armored zombies are better melee experience per hour than slayer. However, slayer is undeniably the best way to max combat or total level. It's only good if you're interested in having a high slayer level or going for maxed total level, really. If slayer is truly the best way to get charms, profit, and experience, then why does everybody quit training on slayer tasks after 85/90/99 slayer? I can answer that. Slayer is the best way for those, while you're after slayer levels. Once you hit 83/85/90/99 Slayer (whichever your goal is), the benefits of gaining EXP and loot along with SLAYER LEVELS no longer applies, and you're better off collecting the remaining charm at waterfiends, craft double nats, camp at abby, or do some boss hunting. The side benefits of training combat stats, getting some cash and charm doesn't apply when the primary purpose of gaining Slayer levels (for whatever reason) is lost. Although strictly speaking, for any player going to max every skill, slayer is not the best, but the only efficient way to train, since you max out melee and range, and almost all summoning while at it. Who in their right mind would go taking a task to get charms, if they already had 99 slayer before summoning came out? Other than people whose new goal is getting 200mil EXP, no one else would do that, because the facts and numbers states that you can get more charms more efficiently hunting waterfiends and lob bursting.
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Why slayer?
This is the original text from the game manual, and yet the majority of the monsters are not strange or weird, nor do they really defy ordinary combat methods. The following slayer monsters are what I think really feels like monsters that the poorly informed and equipped players would suffer if they attempt to kill: Banshee, Rock slug, Desert lizard, Cockatrice, Mogre, Harpie bug swarm, Wall beast, Killerwatt, Molanisk, Basilisk, Fever spider, Bloodveld, Turoth, Warped terrorbird, Warped tortoise, Mutated zygomite, Cave horror, Aberrant spectre, Dust devil, Kurask, Skeletal wyvern, Gargoyle. Dragons are the exception to the list in that they do not have a slayer requirement, but are nevertheless dangerous without anti-dragon shield. The rest of the possible task you can get are more or less filler monsters to make sure you get something new to kill every few levels, or normal creatures that are HP punchbags. I have a few personal encounters that I think is what makes Slayer truely shine: 1. I was slaying Bloodvelds in the Slayer Tower, and a relatively low leveled player rushed into the room filled with aberrant spectres without nosepegs or slayer helm. I saw him came back asking people for advice and saying how he almost died in there because he didn't know what was needed. This tells you not every task is a punchbag. :twisted: 2. Someone slaying bloodvelds next to me was in full rune, and eating food at a very high rate. Until I told him that they use magic-based melee attacks. 3. I tried to use Guthans at Dust Devils, even though it wasn't my first time slaying them. It just slipped of my mind, and I lost 5million back then when it meant a lot to me. Construction in RuneScape's term means building things related to your POH. Fletching means making bows and arrows, once again in Runescape's term. Crafting means the various leather, gems, glasswork, weaving. They are all SECONDARY SKILLS, that doesn't mean they are the same, so don't try putting words in my mouth when that wasn't what I mean. Runecraft is also the gathering, or production of runes, from which magic becomes the secondary skill that utilizes the runes. If they named the skill BOUNTY, of course it's suitable for what we're doing. But it isn't, and neither is description from the game manual. And I know it's just ANOTHER skill, which is why I spent some time getting a few decent levels in it, for my highscore and whatsnot. But I still don't think it's a well thought out skill, for which i provided the reason, to the person who asked for it. [/hide] If you can use the "In Runescape's terms," line on what I said, then I can do the very same thing with Slayer. Slayer is what it is "In Runescape's terms." See? It's not a valid argument when I can just say the same thing back and it have literally the same amount of weight as your argument pertaining to the exact same concept. Runescape is absolutely no different from the above skills in the sense that it is a secondary combat skill. You don't have to train runecrafting to train magic. You don't have to train fletching or crafting to train ranged. It follows the same principles as Slayer does to Melee, Magic and Ranged. You don't have to train it in order to train combat, but the perks it gives towards combat are why people go to it. I think you're being way off track here. I know that Slayer is a part combat, part character development skill. I know the benefits of training it with combat, along with the charms and the wonderful drop the monsters gave me. My point is, it's poorly thought out, because it doesn't fulfil what it says in the Knowledge Base 100% of the time. I know what to do when I see the Fletching skill, even though the training seems boring. Simple, you fletch bows and arrows, and get some Fletching EXP. But Slayer? It says killing strange beasts, but majority of the monster task are normal monsters that anyone can fight, without any special equipment or technique. Moreover, have you ever hunted a chinchompa, but not get the Hunter EXP, because "Oh the Hunting Expert did not give it as a task"? The flaws I see in the skill itself are: 1. I cannot get EXP, even if I slay a slayer-specific monster, if it's not my task. 2. Even if it's a bounty slayer system like you said, I'm assigned mostly simple meatbags, that could've all been little blue polygon squares, and you won't notice the difference besides the HP. If anything, dragons should have a slayer level attached to each of the different types, as compared to jellies, abyssal demons, and every other meat bag that you know as 'slayer beast'. 3. The so called unique and valuable drops aren't even that unique. I have these list of metal boots, but I don't want them to be a product of smithing, so what can I do? I know! Put them under the drop list of some slayer-specific monsters. That way the supply would be limited, and it doesn't matter if I don't actually explain why spiritual mages are considered slayer beast, as long as I whack a high slayer level on them, so that not everyone can hunt dragon boots. I'm pointing out the fundamental problems of the skill when it was first introduced, despite enjoying the benefits of gaining free levels, charms, drops and combat stats along the way. It's like how Hunter Skill was introduced half heartedly with limited training monsters, and poor concept. Oh yeah, it still is. For example, why do previous "hunting" features like Chompy Hunting not give out Hunter EXP? Archery is part of of a hunter's weapon, so why isn't there such a feature, and how would it differ from Ranged if introduced? Of course, the majority of the players aren't going to care so much, as long as there's something new to gain fast levels in, and make a nice pile of cash at the same time. And they probably tell me to GTFO for thinking too in-depth too, because this game's all about simple way of thinking, mindless clicking and EXP grinding right?
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Items You Wished Were Named Different
Saradomin Sword. It's one of the least creative name I've seen. I rather have it named after Zilyana than another sarablablabla.
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Why slayer?
I'm not saying that the Slayer skill is totally ridiculous, I'm saying that it's not well thought out, based on what it was originally meant to be in RuneScape's term. This is the original text from the game manual, and yet the majority of the monsters are not strange or weird, nor do they really defy ordinary combat methods. The following slayer monsters are what I think really feels like monsters that the poorly informed and equipped players would suffer if they attempt to kill: Banshee, Rock slug, Desert lizard, Cockatrice, Mogre, Harpie bug swarm, Wall beast, Killerwatt, Molanisk, Basilisk, Fever spider, Bloodveld, Turoth, Warped terrorbird, Warped tortoise, Mutated zygomite, Cave horror, Aberrant spectre, Dust devil, Kurask, Skeletal wyvern, Gargoyle. Dragons are the exception to the list in that they do not have a slayer requirement, but are nevertheless dangerous without anti-dragon shield. The rest of the possible task you can get are more or less filler monsters to make sure you get something new to kill every few levels, or normal creatures that are HP punchbags. I have a few personal encounters that I think is what makes Slayer truely shine: 1. I was slaying Bloodvelds in the Slayer Tower, and a relatively low leveled player rushed into the room filled with aberrant spectres without nosepegs or slayer helm. I saw him came back asking people for advice and saying how he almost died in there because he didn't know what was needed. This tells you not every task is a punchbag. :twisted: 2. Someone slaying bloodvelds next to me was in full rune, and eating food at a very high rate. Until I told him that they use magic-based melee attacks. 3. I tried to use Guthans at Dust Devils, even though it wasn't my first time slaying them. It just slipped of my mind, and I lost 5million back then when it meant a lot to me. Construction in RuneScape's term means building things related to your POH. Fletching means making bows and arrows, once again in Runescape's term. Crafting means the various leather, gems, glasswork, weaving. They are all SECONDARY SKILLS, that doesn't mean they are the same, so don't try putting words in my mouth when that wasn't what I mean. Runecraft is also the gathering, or production of runes, from which magic becomes the secondary skill that utilizes the runes. If they named the skill BOUNTY, of course it's suitable for what we're doing. But it isn't, and neither is description from the game manual. And I know it's just ANOTHER skill, which is why I spent some time getting a few decent levels in it, for my highscore and whatsnot. But I still don't think it's a well thought out skill, for which i provided the reason, to the person who asked for it.
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Why slayer?
I can't really see how this leads to slayer being a wonderful skill with depth. Rewards? Extra strength and attack boost? :thumbup: These are just benefits and boosts when training the skill itself, to help you get the Slayer EXP faster. But this doesn't mean that slayer is a well thought out and unique skill. Change of pace? :thumbup: I thought RuneScape is a game of choice, and I can choose to kill any monster of any amount at anytime, in any method. It just that most people can't be bothered to, and they need an NPC to help them change the pace a little. Lol. Explain why slayer is not a well thought out and unique skill? I cant remember the last skill where you were told good, high level monsters to kill for good exp, rewards, and cash. And change of pace you added there? This isnt a rant, we are telling you why WE like slayer. Every other skill in the game is has a definite explanation as to what it is, and how it's train, even though some of them may be more than straight forward, such as woodcutting (= cut trees) and fishing (= catch fish). But Slayer? What is the definition of this skill exactly? What is your definition of it? Do you even have a definition as to what the word Slayer is? Does it contradict with any of the following? :thumbup: You kill monsters that aren't slayer-specific, and yet you gain Slayer EXP as long as they are your task target. :thumbup: You kill monsters that ARE slayer-specific, and yet you don't gain Slayer EXP if it's not your current task. :thumbup: You kill monsters that aren't even that different from normal monsters, except for the fact that they have a Slayer level requirement, and a few drops that could have been attached to any monster, actually. :thumbup: You kill slayer-specific monsters in 2 giant locations where all the creatures just live happily together by wandering around in each room and level, and basically didn't antagonise or trouble any NPC at all. :thumbup: The skill was first introduced with the tower and dungeon, and had everyone rushing to the same location until more variety of the same monsters, and more location for new slayer creatures were thought up. Either that, or your task was a normal monster.
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Why slayer?
I can't really see how this leads to slayer being a wonderful skill with depth. Rewards? Extra strength and attack boost? :thumbup: These are just benefits and boosts when training the skill itself, to help you get the Slayer EXP faster. But this doesn't mean that slayer is a well thought out and unique skill. Change of pace? :thumbup: I thought RuneScape is a game of choice, and I can choose to kill any monster of any amount at anytime, in any method. It just that most people can't be bothered to, and they need an NPC to help them change the pace a little.
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Why slayer?
Personally I train Slayer because it's a skill to gain another 90+ levels in, which is pretty much free levels while training your combat. This beats maxing out your combat first, then go train slayer from level 1 which is even more inefficient. That doesn't mean that I think Slayer is a wonderful skill concept-wise though. On the contrary, I do feel that it's anything but wonderful. The basic idea is alright: you gain some slayer levels, the slayer masters tell you about the new slayer creatures you can slayer, as well as the necessary special equipment/technique needed. But this doesn't apply to A LOT of the tasks, which are just normal monsters. And while I understand that we unlock new methods of training through leveling up our skills, I still find the idea that I can't damage spiritual mages at level 82 slayer with a godsword, then SUDDENLY I could poke damage in them with any weapon at level 83 pretty silly. Reason being some of the true slayer monsters aren't even that different from normal monsters, like spiritual mages, dark beasts, abyssal demons and crawling hands. If you think about the last 3 slayer beasts you can unlock, it seems like the guys who designed the skills ran out of special creatures, but they needed something to drop some high level and popular equipment that isn't going to be obtainable by everyone, and so they create a monster model and attach a slayer level to it. The level requirement attached to them are no more than a cap to prevent everyone from camping at these monster. Of course, the other way Jagex employ to release these sort of equipments is to put them under the drop list of high level, high HP boss monsters. If they apply the idea of "killing special creatures with special techniques/equipment" to all the tasks, perhaps I'd find Slayer actually a meaningful and unique skill. It should be "killing special creatures with special techniques/equipment in special areas" to be honest. What's with two giant tower and dungeon and dumping the majority of the slayer creatures there? And the funny thing is, most people hate tasks that require an extra effort in killing, like warped terrorbirds and gargoyles. I like them actually, truely slayer creatures. For now, Slayer's just another skill to push my total level up the highscore.
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Some Pictures from Jagex
That green/adamant dragon looks like something that came out of Monster Hunter. Gravios? Rathian? Rathalos? Too bad Runescape's version of monster slaying generally means standing in one spot and waving your weapon, eating something, while watching the HP bar go down. But nevertheless, it looks really cool, perhaps a dragon tower shield drop? I think the RuneScape community has reached a stage where you want game updates, yet you reject new ideas, and you probably can't come up with a better idea that like-minded people like yourself would agree with. What's with the rejection of day/night system, and the upcoming changes to the animation/design of weapons and emote?
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Some Pictures from Jagex
So many concept art for so many updates in the pipelines, I hope all these would be released in a MEGA UPDATE that isn't PVP related. :lol:
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Brawlers ---- Now Useless.
Brawlers were an addition to normal training method, and also a semi rare reward. When they purposely made it such that you only get 4x EXP on PVP worlds instead of every single world, I thought it was already pretty clear that these gloves are meant to be used while on constant risk? If you're so bothered by the fact that you can't use this gloves safely (even though I don't think it was meant to be this way), you can always alch your gloves, and pretend that there was never such an update at all.
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Stupid pvp updates...
Maybe not such that you can't receive more than what your opponent is carrying, since the old wilderness lets you get 100% of what opponent drops. Perhaps up to a maximum of 150% of what your opponent is carrying would be good. Who's gonna trick by losing 2mil per death, without 100% chance of a positive payback?
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Reasons Behind the PvP Changes, bounty +1 item worlds + more
1-itemers may now start their killing spree on those brawler skillers.... #-o
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3rd Age/Spirit shields/Phats Discussion
Nice....steel armour? Not fanciful enough for me to spend my cash on. :wall:
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The Dark Bow
This. Only one dark bow drop from 90 - 94 slayer.
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15th July 2009 - PvP Changes
Now that we know the reasons for the update, I hope people can stop screaming about how this update is totally bad. 1. Increases cost of gaining EP from 26k to 75k (small improvement) 2. Makes PJers at least risk their 80mil and 30mil item when doing so, compared to zero risk with item protect in the past (medium improvement) 3. Makes you think twice before getting your whips and claws out of your bank to attack those mages, especially the ones on Ancient. (small improvement) 4. Slow down the the trickers (by a little), while allowing normal PKers to kill these sitting ducks (even with a welfare gear) who are going to be definitely legit kills now that they lose everything they hold on death. 5. Kills of one-itemer, since if you die, you are bound to lose. No more "fun moments damaging normal PKers, dying and losing nothing" cycle. (medium improvement) 6. Path the way for more incoming PVP updates to nerf tricking, stabilise 1VS1 combat, rid the PVP community of PJers that I think most PKers have been screaming about since the old wilderness was around? This may seem like a delay strategy, but it's better than not doing anything. An it's impact on PVP community (like their attitude) can be benficial on the long run, so stop thinking that no item protect = bad update for normal PKers. The majority of you just calculate your risk VS reward based off ideas like 100% loss of wealth on death (yet you don't actually die 100% of the time the moment you step out of the safe zone). While the reward is random nowadays, you would agree that it's better payout than the old wilderness, if not where do all these trickers come from? Edit: Added the point given by Philip_kolar
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15th July 2009 - PvP Changes
Since Mod Benny mentioned that they're making 1 vs 1 fights more stable, I presume they would make eating during combat considered still-in-combat, and perhaps a short time of immunity (like 3-5 seconds) after KOing a target in a single combat zone. By the way, does the so called multi combat zones in falador allow 2 person to attack a single target?