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Autumntempest

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Posts posted by Autumntempest

  1. Binbougami ga

    Sora no otoshimono

    Superior(and superior cross)

    One Punch man

    Death note

    boku dake ga inai machi

    boku wa tomodachi ga sukunai

    corpse party

    destroy and revolution

    gou-dere bishoujo nagihara sora

    hinamatsuri

    liar game

    murcielago

  2.  

     

     

    Given Jagex's penchant for buggy updates I really think they need to change their overall release procedure.

     

    Instead of rebalancing and making things easier post launch they need to release them in a more forgiving stance to compensate for the sure to be there bugs, then when the bugs are fixed 1-2 weeks later they can buff them up.

     

    Their content these days gives me Fallout flashbacks.

    What have they made easier post-launch? They've buffed stuff post-update ever since the KQ's barbed spines attack.

    Tru dat they buff monsters and games and what not and nerf useful items.

     

    We want to have cool items with niches uses. OH DEAR GOD NO DAKRLIGHT IS BEING USEFUL IN A NICHE nerf nerf nerf GO GO GO GO.

    They were OP as heck and then they ended up nerfed, weaker than the original darklight.

    People complain about it being weaker than the original non-enhanced darklight, but then the original darklight wasn't actually a weak weapon, and that it was just underused.

    I think it would be fair to give it stats close to t90, but it should require more requirements, similar to what it's fellow niche weapons do(chromatic balmung, keris(desert tasks))

    From Subzero's darklight rebalance thread

    http://[Use Quick Find Code]/[Please Use QuickFind Code]?15,16,341,65627713,1,335806899

    He suggests a darklight upgrade through attunning it to a weapon, gaining the original enhanced darklight stats, but now with a coin and demon ash sink. In my opinion, niche weapons like these end up causing a lot of over farming in the economy (Drygore prices, dhatchet prices for reference).

    Therefore I do not think buffing enhanced darklight back to it's original stats would be a feasible option for runescape's long term sustainability.

  3. Tan it

     

    Craft it.

     

    Alch it.

     

    One of the hard parts with the lunar spell was alching since you're on you know lunars. It's pretty effective with bonecrusher and demon horn you can stay forever without having to bank while still being efficient.

    I'd just use a porter to send it to bank, and then from there to maybe use a portable crafter to tan them. Much more effective use of the timeframe a portable lasts, though the porters cost about 350gp per charge

  4. The portable crafter sounds cool. You can take it to dragons and tan and craft without needing to do Livid Farm. Shame that was like one of the best spells you could get there.

     

    I don't mind them putting more stuff on TH as long as keep their current trend of making a lot of it tradable. I find it a whole lot better to have more stuff put on TH than have hassle Minigames/d&ds. Thalers became a thing because so many Minigames have very unenjoyable gameplay but meta rewards. The TH items tend have very distinct value and very balanced supply and demand while not better than having fun Minigames with good rewards it's much better than having a bad system.

    If you use it at dragons you pretty much effectively cut your profits by half. The crafter costs...30k I imagine, but lasts 5 minutes. If you tan on the spot it means that you cannot bank the hides with a porter instead since you've tanned them into leather.
  5. I'd say spirit shields are the hardest to get solely based on drop rates.

     

    "The droprate for obtaining a sigil is 1 in 512. The Ring of wealth increases the chance of obtaining a sigil to 1 in 507. If a player hits the sigil drop table, there is a 1 in 8 chance of Elysian, 1 in 8 chance of Divine, 3 in 8 chance of Spectral and 3 in 8 chance of Arcane."

     

    + you also need a holy elixir and spirit shield drop

     

    IIRC rots shields are 1/80? Not to mention there are 4 chances at one per kill as aforementioned.

     

    That being said, it'd be nice for t90 shields to get some sort of special effect to distinguish them from the lot. Maybe 10% cooldown reduction on all defensive abilities or something.

    Horizontal expansion. Something that needs to come with invention. Tierscape has ruined part of rs when it came out.
  6. You keep your prayer points high so it doesn't drop in the first place... Because it's effectively a second pool of health

    And this justifies tierscape?

     

    And btw it means your encounters will have to be shorter because when monsters hit you, your shield is t75, meaning you take more damage when compared to a t90, but that damage is reduced by its effects.

  7.  

     

     

     

    More like a broken staircase.

     

    Because spirit shields soak a fixed amount of damage, they out class EVERYTHING. They aren't in between dfs, dg shields, and rot6 shields, they are so far higher up that everything else is worse

    And that comes at the cost of massive prayer drain.
    Doesn't change the fact that they outclass everything.
    So you think that there is no ratio of prayer point-hp conversion would justify it's effect?

     

     

    If a singe dose is super restore is effectivly 2k health (12k in 1 flask), while the next best healing is a super brew flask at 7800 hp, yes.

     

    But if a monster hits you too hard they break your protection prayers as well. It also means that you have something extra to keep an eye out for. If they hit you too hard you'd have to restore pray and then heal, but then since you can't double pot, you can only choose something like food as the alternative.

  8.  

     

    More like a broken staircase.

     

    Because spirit shields soak a fixed amount of damage, they out class EVERYTHING. They aren't in between dfs, dg shields, and rot6 shields, they are so far higher up that everything else is worse

    And that comes at the cost of massive prayer drain.
    Doesn't change the fact that they outclass everything.
    So you think that there is no ratio of prayer point-hp conversion would justify it's effect?
  9. So the reaper necklace has become an incredible dps item for <97% accuracy monsters

    And my opinion on tanking: spirit shields should be more suited to this than t90 shields.

    They basically convert prayer points to lifepoints on a 1:6 ratio, meaning your super restores restore an equivalence of ~2khp per dose, which is quite ideal for tanking. Of course food is also a necessity, but your shield abilities would be reducing a good amount of damage you'd otherwise be taking.

  10. Could let you either make or buy the armours, but smithing lets you masterwork it to +1 to 4 tiers above its tier. That was the goal of the smithing rework, besides crunching the tiers downwards.

    It sounds ideal, but I'd think that it's be more a bit of a disappointment. It's pretty much a fact that one does not level skills that give little convenience. For example one usually trains woodcutting until one can cut a waka and then stops, leaving the rest for when one becomes a higher leveled player. The same is with agility, where one tends not to train it if there is no specific purpose in mind. With smithing, it is more useful when rune is smithable at Lv 50, and can add extra stats to it by having certain levels, however one is much more likely to prioritise the skills that one expects to be more useful or gives more convenience to oneself, eg prayer or herblore. Following this route, one is likely to get prayer/herb to the 90s and then boss/pvm to rack up some cash before one goes onto train smithing for the 'smaller tweaks' that give one a bit more tankiness or dps. That way, smithing has not changed much outside of giving f2p and ironmen a bit more to look forward to.
  11. No, what needs to be done is not make it profitable since Jagex cannot set that very dangerous precedent in this game that skills be profitable...

     

    It needs to be made useful. It needs high level usability and not just for repairs. It needs untradeable products, like herblore before it, to make it useful. This isn't impossible.

    But that update comes in the form of invention. Instead of ironing out an old skill, they decided to make a new one that involves several skills as a sort of solution to fill the flaws in some of the other skills. Anyways if they do decide to give smithing some high level usability(eg. Make untradeable upgraded malevolent) then for the high leveled users all this update would mean to them is that they get a little more dps/tankability. Instead an elite skill gives the high leveled users something to do, and at the same time gives low-mid level users something to look forward to.
  12. ^It is already dead right now, smithing is not profitable as there are tons of better things to do. It cannot be more dead by trying to make it live.

    And how is this making it alive? (except for ironmen) Or is this only a rejuvenation for ironmen?

  13. Right. Here's another problem: how do you stop this from immediately becoming dead content except for anyone but ironmen? Most newbies will priorities combat related skills, and then prayer, and later herb and summoning and likely will not take smithing into account until they have lv90s to repair, because the benefits of doing so are negligible or near negligible until one needs to save on repair costs. If they need armour they would buy it off the ge. And I don't think even then they would be smithing much other than items like rune platelegs (alchables with values near their worth in rune bars). I just can't see the mining/ smithing rework working out.

  14.  

     

     

     

     

     

    I don't think rune ore production is supply limited. That would mean most of the rocks are camped out and emptied. Perhaps on f2p, but not in p2p. The mining requirement of 85 is also really keeps a lot of people off the rocks; most accounts would have far better moneymaking methods by the time their stats are at a point where they have 85 mining. Bringing down the level requirement to 50 would definitely encourage lower levelled accounts with far fewer moneymaking options to seek out runite.

    When you randomly happen to walk by a rune rock in the course of your adventuring, how often is there ore in it, ready to be mined? In my experience, it's a small fraction of the time, well under a quarter.

    Its harmonized ore we're talking about.

    That may be what you're talking about, but it's not what this discussion is about. Harmonized ore already has its own level requirements, and is well balanced as a high-level reward. There is no reason to claim that changing the level required to mine regular rune ore should automatically also include changes in harmonized ore levels. Regular rune at 50 and harmonized rune at 95 would actually fit quite nicely with the LRC system already in place (concentrated coal at 77, concentrated gold at 80).

    But changing the level requirements of mining a runite ore would mean runite ore is easier to mine, and when mining a harmonised rock, since you require level 95 to mine it, but it's actually. A level 50 rock that you can mine several ores out of, your mining speed will be greatly increased as opposed to the rate at which you mine runite off the current harmonised ore rocks, resulting in a much larger supply of runite ore.
  15.  

    I don't think rune ore production is supply limited. That would mean most of the rocks are camped out and emptied. Perhaps on f2p, but not in p2p. The mining requirement of 85 is also really keeps a lot of people off the rocks; most accounts would have far better moneymaking methods by the time their stats are at a point where they have 85 mining. Bringing down the level requirement to 50 would definitely encourage lower levelled accounts with far fewer moneymaking options to seek out runite.

     

    When you randomly happen to walk by a rune rock in the course of your adventuring, how often is there ore in it, ready to be mined? In my experience, it's a small fraction of the time, well under a quarter.

     

    Its harmonized ore we're talking about.

  16. Rune rocks are already mined at near maximum capacity. Rune ore production is supply-limited, not labor-limited. Because of this, drastically increasing the number of players who can try to mine them is not going to have a major effect on the amount of rune ores that are actually mined. At most, it'll be as if they added one or two more rune rocks. They can drop the mining (and even smithing) requirements to 50, and there will not be any major changes in the economy. 

    Its not just going to increase the players mining them. They are going to be as easily mined as something between mithril and gold, meaning the speed at which they can be mined will be greatly increased. 

  17. Lowering the level requirements to mine runite ore can create potential problems. I believe that harmonised runite ores take as long to mine as a runite rock would, and if this is the case, we would be having a large flow of runite ore into the game, causing the game to be filled with coins after the products are high alched. The high alch costs of rune items may eventually have to be lowered if a mining/smithing rework is to be done.

  18.  

     

    Some argue that the smithing rework should be made a priority before elite skills, that elite skills shouldn't be the solution to fix the flaws in the current smithing skill, whilst some believe that it can be a viable approach, as well as a way of introducing more end game content.

    I personally believe that elite skills cannot be a fix for the current smithing system, as smithing may not be able to serve its intended purpose in the game, but since armour is easily buyable and not hard to afford, smithing doesn't seem to be a very useful skill until the high levels when used for armor repair. Since it is a difficult and long process to rework a skill like smithing, I think it would be best to go ahead with the elite skills.

    They should rework the skill and base the elite skill on that. Also if they would fix the levels for making things it would already be better. For example make rune level 50 to make and smithing has already more purpose, at least for ironmen and other DIY accounts.
    If say rune is a bad example, because rune can simply be brought from shops, but some other armours, a rework should be considered.
  19. Some argue that the smithing rework should be made a priority before elite skills, that elite skills shouldn't be the solution to fix the flaws in the current smithing skill, whilst some believe that it can be a viable approach, as well as a way of introducing more end game content.

    I personally believe that elite skills cannot be a fix for the current smithing system, as smithing may not be able to serve its intended purpose in the game, but since armour is easily buyable and not hard to afford, smithing doesn't seem to be a very useful skill until the high levels when used for armor repair. Since it is a difficult and long process to rework a skill like smithing, I think it would be best to go ahead with the elite skills.

  20.  

     

    I thought they degraded to the glacor boots they were made from

     

    ~~~legoman187~~~

    Ah, well that makes sense, the wiki didn't mention that at the time. Still annoyed that we can't have any level 90 armor for keeps (barring shields and uber expensive dyed versions)

    It's actually quite reasonable to have sinks in the game. It's been repeated many times before, but many new high leveled weapons enter the game, but little actually ever leave the game. When new items are continuously being created, demand is gradually lowered, and along with it the price of the weapon, making pvm gradually less and less profitable.

    If this phenomenon is to be stopped, items that degrade to dust will eventually have to be introduced, made with existing weapons to create continuous demand for them.

    • Like 1
  21. Word of advice

     

    If you ever plan on going for 99, save your blues (or save as many that you will need for 89-99) for gyser titans.

    From experience, geysers have been a very costly choice in summoning training. It may be better to use charms on fire titans, for example if you would have to break your bank over geysers.

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