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Sy_Accursed

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Everything posted by Sy_Accursed

  1. So it actually works to lure them into him now without it making phase 4 just as hard as if araxxi ate em?
  2. I'd question the "still" - I was never aware of a time oak logs particularly sold because people tend to leap frog past oak too quickly for fm and fletch to create a demand. Only logs I've ever known to sell well are maple and upwards.
  3. Rule 1 of playing runescape if your not an efficiency obsessed metagame nutcase: Get any useful upgrade you can, it'll make things run smoother and you can worry about getting the super duper pricey stuff later on.
  4. This. Skillers have just grown used to the idea that Comp is theirs, and so they expect to be able to keep it effortlessly forever. After having the Comp Cape be thoroughly beset with skilling requirements, they just can't fathom the idea that another important and large demographic could or should be represented in the Comp Cape. Though of course its NOTHING to do with skillers seeing as the comp cape has NEVER been purely about skilling. There is plenty of combat and other stuff on there and always has been before this requirement. Plus NO-ONE is asking for it to be effortless to keep. Also just because people can't or don't do top end team bossing does NOT mean they can't or do not do ANY combat stuff. Plus NO-ONE is saying pvmers shouldn't be represented on the cape - they are already there anyway thanks to needing to beat quest bosses and dom tower and fight caves and get the QBD lore book etc. The vast majority who have a gripe with the new req are perfectly happy with the vast majority of the bosses being there. Nex, kk, gwd, mole, kbd, qbd, kq, legionnes, jad, kiln, corp, dks - all cool, all fine, most people not a single issue with em being there. The only contentious point for most people is requiring the very twitch skill, highly skilled team focussed Rots and rago; epsecially since they ran a straw poll about the issue on HLF and 60% thought those 2 shouldn't be included. The general consensus of replies on the dev thread was those 2 shouldn't be on there. But by all means continue being dismissive of anyone with a view that slightly differs from your own by belittling them as skillers who want something for nothing and are whining because they dislike pvm even though most are perfectly content for a huge chunk of the required pvm to be on there.
  5. Claws are considered the melee most worthwhile, they have a minute edge stats wise; plus the start out at full charge; but the 4 melee options don't have a lot between them. With t80 weapons you can afford to ignore the smaller weakness (e.g. focus on melee or ranged or mage opposed to stab or slash or crush) so one set will suffice.
  6. Why? Why does it need to be only about what you can accomplish on your own? This is a M*M*ORPG after all, some aspects are multiplayer. True not everyone has the patience for group bosses, but that can be applied to anything or any comp req. Not everyone has the patience for DG for instance, or for Livid Farm (I nearly didn't). Because there is a line. Yes this is a multiplayer game, but it is not a TEAM game. The game as a whole does not require you to play as a unified well functioning team where 1 person messing up ruins it for everyone. It is a multiplayer game where you, for the most part, do your own thing how you want when you want with no impact on other people - they are just there to interact with as you see fit. Rots and Rago require specifically talented teams and 1 weak link can ruin it for everyone - not everyone has access to that. Some people don't have a lot of in-game friends, some people have friends who are equally bad at pvm. I'm not against team work being a component - nex, kk, corp, minigames all require a team to accomplish. I'm against it requiring content that is locked to very organised and unified players working in tight union where one person being less good can ruin it for all. It's the difference between playing with others but still accomplishing something because of what you did and playing with others where their playing directly impacts the outcome for you. The later being Rago and Rots where 1 bad pvm friend can mean the difference between you being able to get comp or not. It's not about patience or how much you try - it is about the fact whether you beat the boss or not is beyond your control and unless you happen to have a good pvm friend group it can mean you literally cannot do it through no fault of your own.
  7. But of course comp cape, sans this req, is by no means JUST about xp - anyone who thinks that is the case is deluded to what is actually required to get the cape. Yes you need all your 99s and 120 dg, but you also need all quests, all the tasks, all the songs, many pieces of side content to do with lore etc. etc. Also by your own definition people with comp cape who can't kill some bosses HAVE in some form or other attempted to - you have to visit them all in order to unlock all the music tracks. That req ensured people had to try the pvm things in some respect or other, requiring an actual kill just means people who are bad at or dislike like pvm are suddenly locked out from the cape unless they want to drop excessive millions on leech kills. It's not even like comp sans this req, or at least sans the top two team bosses as most want, is letting people who haven't tried to fight stuff at all get it. You still have to have beaten fight caves and the myriad of quest bosses - many several times over courtesy of the dominion tower. I personally am in solid agreement with the cause that the group bosses (meaning rots and rago as a minimum) should *not* be on plain comp cape. Comp cape shouldn't depend on buying a leech or having good twitch pvm skill friends - it should be about what you personally can do alone. Rago and Rots were put on trim reqs and not plain reqs in the first place for a reason after all. And what makes this whole mess worse is they openly acknowledge not everyone can do group bosses - they put in a toggle to stop kk, nex, rago and rots being assigned for that exact reason.
  8. I would not recommend automatons for melee in the slightest. A big part of fighting them well is being able to safespot/keep distance to avoid their ground stomp thing - something melee cannot do.
  9. That just makes for a depressing read - the 'we talked to a lot of players' bit also is like what? Who exactly did you talk too? The youtuber and pvmer fanboys that half the jmods are quite chummy with and obviously offer only a niche view? The HLF forum and development thread where the MAJORITY were against at least the very top 100% need team bosses being on it? Literally the *only* place I've seen this req have more support than non-support is in the niche elite pvmer crowds, so their 'talked to alot of people' amounts to all of 'listened to our chummy fan boys and ignored the majority' #powertotheplayers....as long as you happen to be 'famous' enough for the jmods to get chummy with you and treat you like some kind of saviour royalty to milk for drawing in players cause otherwise your voice clearly doesn't matter. Their boneheadedness on this one thing is really kinda ruining my impression of the ninja team I must say, they seemed so good at listening to players and making awesome updates from it - but not anymore it seems.
  10. Seriously it was like 2 seconds per screen update for the majority of the event. I have no idea wtf I did or how; I just clicked rocktails and ran around when they yelled in teamspeak and didn't die before the xp drop came.
  11. Given my total lack of pvm skills clearing this comp req hasnt gone too badly so far for me. 1 Lag death to a legionne All 4 GWD in 1 run. Solo corp. Epically laggy KK clan event. 4 man Nex without really knowing what to do. And here I am with just the two big boys (rago and rots) left aside from araxxi and, all told, I'm feeling reasonably confident about that; reckon with a bit of yt and reading I could power thru in a few tries.
  12. What I love about the comp cape req and difficulty: Most people only didn't want it due to Nex, KK, Rago and Rots because they really *need* a team to be done, especially if your just not good a pvm and thought they were too hard for a plain comp req. But no they stick to their guns and ignore everyone. Then they put a toggle in that recognises that EXACT 4 as 'group' bosses that you can opt out of if your more of a soloer It's like hi wound I'm salt, let me roll on top of you and laugh.
  13. It seems as if jagex mistook people asking for the elf city as an undying unbridled passion for an amazing major city, where as players simple used it as a short hand of sorts for 'finish the elf series' - since the logical conclusion was restoration of the city. And in doing so they have treated the quest like a formality to get out of the way without any huge fanfare or effort so they can focus on the city and the city alone. I feel like most of us would've been more excited and appeased by a jaw dropping epic quest that took many hours to properly deal with the plague and tyras and lathas and the dark lord and iorwerth and restoring the city with a make your eyes bleed gorgeous cutscene of this city being reborn unlocking an ok city (bank, ge, furnace, anvil, few handy portals, space to grow in time with the big ticket being crystal singing and gear) opposed to a quest that rushes to tie things up out of the way to unlock an amazing city. Honestly its not overly surprising when they were intending to unlock the city without the quest and only back pedalled after a lot of players called them on it.
  14. The concepts for the ranged and mage shields and pick and axe look really nice.
  15. I would've thought the jewellery will be untradable - boss slayer doesn't need money making rewards really since the bosses themselves are highly profitable in all bar a couple of low end cases.
  16. Worded it badly or were in it for the cash and quickly decided to do some fire fighting/back pedalling when they saw the PR win of fixing the name issue going down the toilet as their not-as-dumb-as-wed-like market spotted the obvious work around which allowed Jagex to profiteer?
  17. Nah unbalanced. They don't need more power and there's plenty of other ways to use runes or give them new uses. Blood and death already see plenty of us through ancients. Mind and Chaos could perhaps do with a few more spells, but thats no different than things like body or soul runes that have always been lacking. Plus who knows what Seren spells will bring!
  18. I'd love to see a mega cloyster and a few more gen 5 megas. Musharna would be an interesting one to mega imo - could be psychic ghost and like the dream mist is the main body. Liligant I'd also like to see an mega of, along with sawsbuck and galvantula Most of these probably wouldn't be any good, but I dunno I just wanna see em.
  19. The thing that gets me is they still seem perfectly capable of making a good quest - The wizards tower remakes, the ozan quests, ooak, missing presumed death, world wakes are all nice solid quests. They just some utterly unwilling however to make the end of long standing quest lines that good BOTD suffered from an ill-conceived plot twist to avoid tying up any of the actual plot and then this...this is their "old style epic adventure"? This is their "we listened to you wanting a meaty a quest so we made it"? It's just so bare and simple. How did they think this qualified as 'meaty' when the most complex thing you have to do is
  20. Yeah jagex has steered clear of 'pay to win' pretty well Solomans is almost entirely cosmetic overrides only. Treasure Hunter has a few things that come close to pay to win with their promos, but anything with gameplay benefits usually remains on the prize roster forever in the rare slots (e.g. slayer masks and skilling outfits) so whilst paying for keys would help you get them faster you don't strictly HAVE to pay to win. Plus again they aren't major game changers for the most part - the few that are tend to have tradable components. Not to mention the advent of bonds means you can use in-game wealth only to secure keys, runecoins and membership again subverting the notion of pay 2 win.
  21. According to rs wiki the bag is always worth 5k dead, with coins making the difference between the item(s) and 5k and if an items ge value goes over 5k it cannot be received. E.g. currently Toadflax, water tally, carved evil turnip, tortoise shells and marigolds are all known rewards tht cannot be gotten due to exceeding 5k.
  22. Yeah its not exactly going to be a long torture to get to the lvl 40s on such mobs - you can easily clear lvl 1-40 quite quickly. 1 cow is 26.5 cmb xp lvl 40 is a total of 37k xp You can 1 hit a cow so thats like 1 cow every ~4 seconds if you focus. Which equates to 93 minutes of cows for level 1-40 in a single stat. Using your hiscore stats it works out to 240 minutes from where you are now to all lvl 40s, so all in all not a big time investment 4-5 hour ballpark at cows would net you all 3 stats.
  23. Because it makes no difference whether you 'play around' with them or not - we know how stats and moves play out and can plan. Plus theres so many megas out now we have a pretty solid idea of how the stat changes will go: It'll be +100 more base stat, because all bar alakazam are to date. It'll probably be mainly focused on the two stats they are already strong in with the rest spread in a way that doesn't really change the overall build of the pokemon. There is an outside chance it'll get a boost on a 3rd stat that shakes up the way to play it a bit - e.g. blastoise is a bulky mixed attacker, mega is more of a bulky special attacker.
  24. ^ Yeah since like March-ish we have had quest = aug, city batch 1 = sept, city batch 2 = nov timescale. Plus if you'd heeded any of the previous teasers you'd full well know that the city we've been shown is 'grey block' stage - aka its made of grey blocks that havent been textured or polished off with fine details mixed with placeholder assets from other content

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