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Bellatrix

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Everything posted by Bellatrix

  1. Well, it seems that it was in the same drawer in which the last clue led me, so I got it in the same time with the tresure :roll: thanks anyway :-)
  2. It won't be that bad, if re-smelting will require smithing level which is higher in (let's say) 7 levels from the level required for regular smelting. That means, you will be able to re-smelt rune items at level 92 (there u need anyway so much exp, that it doesn't really matters), and many rune items will not be available at all to re-smelting (any items you need 93 smithing or higer to smith). and as for easy smithing leveling - If players can anyway buy 1k steel bars in the marketplace, geting some more steel or mith bars that way will not break any balance. The only thing it *will* do, is making better balance between mass-merchanting and adventuring - and I think it will do just good.
  3. I think it can be both useful and quiet realistic idea: players with the proper smithing level will be able to put metal items into the furance (or other facility) and transform them back to the bars from which they were maid (for example: iron plate can be re-smelted to iron bars, up to 5) To make things more difficult (and balanced) - it will be fitting to add a chance to fail and destroy some of the materials - maybe similar to the situations with iron ores smelt to bars. for example: If i re-smelt a steel skirt (made of 3 bars) back to steel bars, there is a 50% chance for every single bar to fail, so I will radomaly get from 0 to 3 steel bars at the end. I think such option will give more interest and usage of smithing, make another use for ring of forging (let say, it will eliminate the fail chance for bronze and iron, and reduce it from 50% to 25% with higher metal) - And not less important, it will finaly make all the large amount of low and mid-level metal drops useful (you get many of them also from high level monsters). What do you think about it?
  4. I think my claim was a bit misunderstood. There are two different matters: 1. The Training of the skill - there, I agree it makes no much difference if you train upon slayer monsters or normal monsters (but still, training is long and many times boring. the crocodiles were meant to be just an example). 2. The "Reward" for training - the ability to kill special creatures. my claim was - in levels 45-74, were training gets harder and longer, the reward is problematic: not enough "attractive" slayer monsters that can be considered as real and fine goal (while the true rewarding ones, gargoyels and upwards, are still far away). I claimed that it would be extreamly helpfull to add new creatures for those levels, and that I was dissapointed that when new creatures were finaly added, they were for lower levels, of looked more like a comic relief.
  5. let's see: the first one - with the improved mining drops - (I would sugest somthing like a Stone Golem or Living Iron Statue), is lv48 slayer for killing, so he has to be somwere betwenn Infernal mage and bloodveld - so lv72 will be reasonable. The second one with drops similar to fire giant + very rare dragon legs/skirt drop (Why not make it a Wyvern?) - is lv58 slayer to kill, so he's between turoths and Ab.spectures -somthing like lv91-92 will fit. The Third one - with the improved herblore inds (I can sugest a Medusa (kill with mirror shield) or somthing like a devoring blob), is a lv68 slayer to kill, so his combat level is between dust devil and kurask - somthing around 100.
  6. Well, though slayer skill (and its special creatures) is one of my favorite skills in Runescape, I think there is a problem that runescape should pay attention to: There is a serious lack of fitting creatures to reward slayer training - and unfortunaly it is located in the most "critical" levels: 45-74. It is not hard to see, that those levels are the place when many players get bored and "break". While the level advancing become slower and slower (as it should be), in the other hand, the real desired creatures (with the special tresures and items) are still far away. Till now, everything is still ok - but the problem spawns from the fact that there few, too few slayer creatures that come as a reward to this hard and boring slayer training (and yes, killing 110 crocodiles + water runings or 110 werewolves *is* quite boring). let me emphesize my claim: what u get in those levels is as follows: 45: infernal mages - hard to kill in large numbers, especially for warrior-types (as myself), and doesnt have a good reward besides rune supplies. 50: Bloodveld, 52 jellies - again, a problem to meleeiers. even if you will consider their loot as good (and for bloodvelds, I realy dought it), they are extreamly hard to a large-number killing, which is necessery to get out the less common drops (and what player with 50 level slayer needs steel hatchets or steel scimitars!) 55 - turoths: nice monster indeed, but most of his drops are quiet usless. so many useless low or med-leveld weapons, and as for the seeds he dropes - most if not all of them can be easly obtaind from killing moss giants... 60 - abarent spectures - similar problems (but slightly better drops) 65 - dust devils - the only monster that can be handled normaly + has good drops (even an extream slight chance for dragonchain attracts players and more important: there are nearly no "junk drops" in his inventory). 70 - kurask - sorry, but for a monster in such a level, his drops are a waste of time. besides the rune long, there is nothing, but nothing that will justify the efforts (clue lv3 can be obtained from many other foes, and white berries - They can be obtained easily and nicely from cave crawlers...) So, there are only 7 monsters for all those 30 levels (that requires a hugh amount of time), and most of them are far from being "tempting" as a training goal. Because of those reasons axectly, I eagerly waited for the new slayer monsters to be released - but again, I was badly disappointed. Not only that all of them are low or medium-low leveled, but for a fact only the sand lizard can be considered as a *real* slayer monster. I hope the Muggle (Oh, I meant Mogre :P ) lovers will exuse me - but I consider mogres to be a not-that-funny comic relief, more fitting to be a random fishing event then a slayer foe. The fever spiders are nothing then a quest-related obstacle with no drops (not to say, disguasting manners :? ) (and because dark beasts are 90lv slayer foes, I wont discuss them here) And in short: not a single reinforcement to the problematic 45-74 levels, and not much of a reinforcement to slayer skill in general. * * * What Jugex can do? add at least 3 real (and serious) slayer monsters for those levels. lets say, foes that can be slayed in lv 48, 58, 68 - and with fitting drops. What drops do I suggest? 1. well, there can be a monster that drops things similar to Rockslug's, but of course better (many bars and ores + relletively higher chance for uncut gems, high-leveled pickaxes, etc. They can even add a very-rare chanse for a unique pickaxe better then rune) 2. a slayer monster with drops similar to the fire giant, but its level will be lower then the giant's (such is the regular rule with slayer monsters - loot better then regular monsters in their level). In addition: why not to add a slayer monster that have a vary rare drop of dragon skirt/legs, in a manner that will be similar (or slightly more rare) to bronze dragons? 3. a monster that drops second indigrents for herblore, but in a much higher level then cave crawler or cave bug. * sigh * That's all for now, thanks :oops:
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