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helring

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Everything posted by helring

  1. Players nuked that idea in a poll
  2. People who dislike or can't afford the daily challenge they get. Rather get a Jmod ticket than make 100 something curry, or if you can't afford the mahogany planks.
  3. I just preferred the road trip and super september type monthly things. Stuff where there wasn't any luck to it, you participated and you got the cosmetic rewards.
  4. This always happens whenever there's a giveaway. There's a few winners, a bunch of quiet people, and a whole lot of sore losers. I can't wait for the loads of people sitting in the GE going "I didn't win any rafflz, can sum1 plz gimme munney?" It's pathetic to watch. Well, Jagex should hold actual events instead of raffles.
  5. If you die in wildy they drop the regular godsword, so its pretty easy to convert and sell them if you wanted.
  6. Ana said that their graphics person is on holiday at the moment, and they don't want to do the second stage of the skill capes polling until ninja team can provide some artwork to show what it would look like. I don't remember where exactly she said it, I'll try to track that down. So on holiday that they managed to release brand new capes with brand new graphics and brand new emotes that probably went into dev after the poll where skill capes won finished #logic http://www.reddit.com/r/runescape/comments/2emc24/does_anybody_else_absolutely_hate_the_kind_of/ck0wntg?context=3 Yea, I guess its their modeler that's on holiday at the moment.
  7. Long Live the Death-Touched Dart!
  8. Ana said that their graphics person is on holiday at the moment, and they don't want to do the second stage of the skill capes polling until ninja team can provide some artwork to show what it would look like. I don't remember where exactly she said it, I'll try to track that down.
  9. J Mod said that horn still works the same as before, abilities are just a second option.
  10. Would be interesting if 5th role was random. So each wave you need to play whatever role you're given.
  11. My noob has 103 combat, and they assigned her QBD. Her stats are 60 att, 55 str, 68 def, 78 range, 75 prayer, 65 magic and 68 summoning. So I doubt I could do QBD even though I'm 23 combat levels over suggested.
  12. I was readkg that thread an hour ago. The thread is about the effect of the acid spiders being a potential bug with araxxi. Yea, I saw it last night, wasn't sure where the hotfix was mentioned.
  13. I like this, although I think one of the main issues is that there is a major gulf in playing ability among J mods just like there is in the general playerbase. When people like Chris L or some of the ninjas get put on the boss updates, they look at what they and those in the higher ends of the PvM community can do. Look at a few youtube videos and see that people "can" do these bosses at those lower levels...however, the ones that can do QBD at 80 are the types that would have the videos up on youtube, they're better than most players so judging it by them is insane. Then you get people like Jack and Timbo, I love Jack's lore books and Timbo seems like a good guy but they don't strike me as PvM champions. Jack and Timbo both seem more like language and number crunching type people. So when they base it off their combat abilities, its probably average or lower. I don't think it has as much to do with mod powers as much as each dev looking at a different group as normal.
  14. Just curious where you saw the Hotfix, or are players posting its been hotfixed?
  15. The only constant about Jagex difficulty is that its wrong. Oh its difficult usually means that it'll be pretty easy. But then they go and tell level 80's to kill QBD. ITs just weird.
  16. This is something i don't understand. Perhaps i'm ignorant for thinking the way i do. But how is anything in Runescape "hard" to understand in today's world. If you're having trouble finding a good method to train a skill, there's hundreds of guides on the internet. If none of them help, there are fansites that can help. I can accept that it's "hard" to understand how to train skills the most efficient way possible without losing a game-tick, cause i assume usually those methods require precisely timed clicks, or precisely places clicks. But even that is something that a player can learn. Most are just not bothered enough because they don't want to bother with all the clicking. The same thing goes for bosses. With the exception of maybe Nex, KK, Rago, Rots and Araxxor (these bosses have a slight learning curve, but with practice becomes a lot easier), none of the bosses are really hard to understand. Bandos, Zamorak, Armadyl and Saradomin, King Black Dragon, Chaos Elemental, etc. are all pretty much: Click on Boss -> Revolution till high Adrenaline -> unload Thresholds -> Revolution till high Adrenaline -> unload Thresholds -> repeat till boss is dead, while eating/drinking as appropriate. Loot boss, repeat process. Jad could be a challenge the first few times if you don't know what prayer switching is. QBD can be a challenge the first few times if you don't know what to do. KQ can be a challenge the first few times if you don't know to bring different combat styles for her two phases. But even then, there are hundreds of guides out there (new and old) that give you a detailed explanation on any boss in Runescape. The hard part has been done by now. People have already spent countless hours dying over and over to a bosses trying to figure out what needs to be done. All you need to do is read and/or watch. All you need to do is sacrifice 15 minutes of your gametime to learn. And this is the problem, people are too lazy to learn. It's not that people have a hard time understanding, it's more that people don't give a shit about learning. I myself am not the best PvMer. I'm probably below average. I died to Araxxor 23 times (give or take a few) on the 1st Path (the one with the minions). It was frustrating, but each time i got closer and closer. My second attempt on the 3rd path i was able to do it. Nex was pretty much the same thing when it first came out. I died a few times, but every time i gained experience and learned what not to do. It just takes some patience to get the hang of things. But i guess thanks to SoF and TH that's something not many people have anymore. No one wants to "work" for an achievement. No one wants learn. If it's not given to them they don't want it even if it's a stretch of the arm away. Its understandable not to quite get this, I was surprised the first few times I saw it as well. It mainly seems to happen with older players but they just don't seem to understand some skills without a lot of explanation and re-explanation. They also tend to be the ones that only know a few websites on the internet that family and such have shown them, so they don't really understand how to find decent guides for this stuff. There are some players out there that picked up playing RS because it was so simple, and bosses nowadays aren't. I agree with you though about some bosses being easier and less twitchy. Pretty much any boss put out pre-QBD I think is teachable pretty easily to almost anyone, the players I was mentioning could probably get them after a few hours. Its the newer ones that are issues. Stuff like QBD and Araxxor are difficult to teach them because you can't be there to instruct them for QBD and even if you could its still difficult when they often take 5-10 seconds for each click, they're much slower paced players that don't have the reaction time and reflexes.
  17. If anyone can do the bosses provided they have the gear and levels then there's no reason to require killing the bosses anymore than there's reason to require you to make all items with your skills. The reason its different is that not everyone can kill the bosses. I've met plenty that have a hard enough time in game just understanding how to train skills, the idea that anyone anyone can kill any boss leaves off a decent amount of players that just can't. Many of them joined when the bosses were more focused as enjoyable team events instead of frustration and elitism. Adding the twitchy bosses was a major change in the direction of bosses, it made them frustrating and more difficult than some can manage. Mastery Capes may just be a prestige item, but Reaper is just a title with plenty of titles that are either trim reqs or not required at all.. How many people had full gold cw armour prior to them adding that requirement? It certainly went up once they made it a requirement.
  18. I don't give a shit about who's entitled or whiny or whatever other buzzwords we're required to have in our posts here, I'm just suggesting that Jagex isn't helping. If they want bossing to count toward completionism, that's their right, but don't tell us that it was our idea when the players it affects the most are up in arms about it. That is flatly untrue. Plenty of Compers are excellent PVM'ers and enjoy PVM'ing. It's typical shortsightedness to claim that all Compers or even most Compers are skillers who are opposed to this requirement and are opposed to PVM requirements. Plenty of Compers are not only okay with this requirement, but they support it, and have supported it ever since Jagex first announced it and asked players for feedback during their Dev Blogs (a 2 month process almost, I think). Only a subsection of Compers are purely skiller accounts who have grown entitled and complacent and think they have some sort of divine right to their Comp capes for all of eternity. Newsflash for them: just because they don't like PVM and won't do it doesn't mean everyone or most people, or most Compers are like them. Up till now, the Comp Cape was intended to be, in some sense (though not literally), meant to signify that you had 'completed' the game. As such it was supposed to represent the diverse nature of the game and feature a cross-section of all sorts of Runescape activities, but in reality it was heavily skewed towards skills while ignoring things like PVM'ing. It requires one to complete ALL skilling related requirements (you have to have the max level in all skills), meanwhile it featured little PVM requirements - nowhere even close to its skilling requirements. Now that's been rectified to correct that bias and actually represent more areas of the game into the cape including PVM. It's becoming more and more clear that some of the people complaining about this update seem to think that Comp Cape should only include requires that they like (i.e. skilling) and that they can do easily and effortlessly or predictably, rather than all or most activities, and that if they have to learn how to do some other aspects of the game or engage with bossing content, that this is somehow some grave travesty. It's like 1 defence pures who complain that they can't do certain quests or obtain certain rewards. While it obviously didn't include all compers, there was a strawpoll done on the HLF and over 60% of respondents wanted at least ROTS and Rago removed. So while its not fair to say all, the best estimation we have for the most affected group says most didn't want this req. As for "all" skiller content complete, they really didn't. Mastery Capers aren't required at all and it doesn't require you to catch every hunter animal, craft every piece of jewellery, smith every piece of armour, etc. It really just catches the levels part of it. Saying that all skilling content is required because someone gets 99 is like saying all bossing is covered if a person has 99 in all combat stats and tier 80 gear. Sure, they have the level reqs but they don't really have to complete the skilling content for the cape. The comp cape's name is really so far from the truth of whats required for the cape that its not really a good argument when debating whether to add a req or not. They should have just kept the original Uber Cape name.If it truly was a Completionist Cape then trim would never exist. Until they add everything to the Comp Cape and get rid of Trim, there's a decent argument for where the line should be drawn. Personally, I think bosses that may be beyond a player's possible skill level shouldn't be on regular comp and should go on Trim along with Group bosses where you need to work closely with others and if they fail then your whole team fails. Comp cape had some decent PvM reqs without having to get into the extremely twitchy gameplay bosses and team required bosses. It had caves and kiln, plus QBD. All of those were decent PvM content, Not really beyond anyone's skill level but a relative challenge, and even better they were unleechable so they actually had to be done by the player crossing them off their list.
  19. They count, did it last night
  20. There's a couple different issues with this depending upon who you ask. My personal view is that regular comp shouldn't be about twitch skills. The newer bosses are a lot more reflex and timing oriented than the older ones and many players (especially the ones that started playing RS back when it was the farthest thing from twitch gaming you could find) just can't do it. Comp cape was about determination and if you put the time in anyone could get it. A lot of the new bosses change that and I disagree with the change. Kind of attached to that idea, is that ROTS and Rago set a standard that people would have assumed Jagex would stick with. If Jagex had decided that hard bosses were trim reqs then someone could reasonably assume that they could go for comp safely without having to worry about difficult PvM, this req is bait and switch on those players who have achieved comp or worked towards it with that understanding. Some players disagree with having to work together and depend upon other players for regular comp reqs. There really weren't any difficult team reqs on the comp cape. There was heroes and shiel of arrav quests where you briefly meet up with someone, there was unlocking some songs and playing a game of soul wars where while you needed other players a lot of players got those done while treating the other players like Npc's a.k.a. no real team interaction. None of this stuff was difficult at all and any interaction was pretty minimal. Those solo compers view Comp reqs as mainly a solo achievement, don't mind solo bosses being on the req but don't want group bosses on there. Lastly, there's the Power to the Players aspects of it. Mod Ryan refuses any compromises suggested so far to make it more amenable to players and doesn't seems to mainly be listening to the major PvM type players over compers/trimmers/regular players. There was a straw poll on HLF where over 60% of players wanted at least ROTS and Rago removed, with some wanting even more bosses removed. Also, a lot of the responses to the req on the boss slayer thread were negative, which took up a lot of the responses to the update. It doesn't help that the supporters of the req seem to be a lot more disrespectful than the people who have an issue with the req calling them lazy, worthless, bank standers, e-daters, etc. (Granted, I think a lot of these are just trolls and don't actually represent the PvM community.) I should be clear, I'm pretty outspoken against this req, or at least asking for a compromise. However, I'm only doing this because I don't think the Ninja Team really understands a lot of the playerbase here. They seem like good people but seem to be out of touch with the non-PvM view of the latest bosses. Ryan genuinely seems to believe that anyone can complete these bosses, while I disagree because I've met a lot of skillers in the game that take a lot of explanation to just understand some basic skilling ideas, and have incredibly slow reaction times. I think the Ninja Team putting QBD as a boss for level 80's and KQ as a boss for level 60's shows a lack of understanding of the general community's bossing abilities. The teleport in edgeville that takes you to KBD lair recommends level 100 before entering when KBD is a much easier boss than QBD. So, yea, I think they're probably just used to the High level PvM crowd and so are clueless to alternate views there.
  21. It doesn't even occur to Mod Ryan that some people may be incapable of beating any of the bosses. Talked to him on twitter and he doesn't seem to believe that some of these bosses may be above the skill and concentration levels for some people. That, combined with the extremely low suggested levels for this update (seriously, QBD is suggested for 80 combat?) makes me feel they may just be completely out of touch with the non-PvM parts of the community. https://twitter.com/JagexRyan/status/500927642435350528
  22. This, really. Trying to find five tiny things that don't stand out in a city full of things that do is much like trying to find that one Lego piece you need in a pile of ones that you don't. It adds some challenge to it all, but not really the kind you want. Maybe it's just my bad eyesight, but I had a hard time seeing some of them even when I knew where to look and what to look for. I'd hate to have to play this with other vision problems. Not even getting in to how much of the "two hour" run time we were promised was literally time spent running around, doing things like trying to find the one special dead tree that's identical to all of the other dead trees in the game, in a forest full of equally identical trees. I mean, still better than Birthright or TMF, but not less rushed or underdeveloped. [spoiler=response] The dead tree was really easy to find though because if you chopped a living tree it pointed in the dead tree's direction, so just follow the trail. Overall, it seemed like a decent way to wrap up the quest. Everything could always be more complicated, if you keep doing that then the quest never gets done because you can always add more. A lot of players have been asking for the old style less handholding quests and the riddle part of this was the response since it didn't outright give you the answer. Unlike the Dwarf quest I think it finished off the quest series pretty well, didn't leave many unanswered threads, and the finale made sense.
  23. Abused how, if all the mechanics are known then at least everyone is on more equal footing the first day. The quicker the drops get down to their regular price the better.
  24. Yup. It was one giant mess of incompetence and troll by Jagex. Firstly, instead of getting Chris L to write it, they got someone who probably hasn't even seen Araxxor in-game write (Mod Michelle - who is quite nice but ill-suited for this job). Secondly, after this update came out, she was slowly updating the Araxxor guide - I'd refresh it every 5 minutes and there'd be a few new sentences. Basically what it means is she was doing the guide on the spot, winging it. Thirdly, all she had was a few notes Chris L gave her. Like what? Then there were literally dozens of errors on there that were very basic. Then Chris L apparently saw the guide, gave her some feedback, she changed it and quite a few of the errors were gone, with some remaining. Chris L should have pre-written the guide (by Sunday at the latest) and it should have been updated in its entirety on Monday. Not have some poor women who knows nothing about it try and do her best. Then it turns out, even the updated guide from Chris L, was completely bare in information, and had no secret mechanics (aside from the 5 acid bounces) at all. After telling the community for 2 weeks there was more to Araxxor, that we were overthinking it, keep looking, and how it would be revealed on August 11, that's it? The supposed secret mechanic was something we already found on day 2 or something, yet he kept leading us on? What a giant troll! A lot of people are naturally upset about this and being ragey on the forums and sarcastic and poor Mod Michelle has to put up with Chris L's stuff. The main issue I had with the wiki is that Michelle was literally not allowed to put up the mechanics for 2 weeks because Chris L or someone else wouldn't let her. If Jagex is going to try to have a decent wiki they need to make it as complete and accurate as possible. For some reason quest guides get put up immediately but bossers are so special that they need to avoid spoilers for boss mechanics like Araxxor.

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