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Extremes in New Wildy


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203 members have voted

  1. 1. Which Best describes your feelings?

    • Allow Extremes in Wildy, there's no reason not to
      137
    • Don't Allow Extremes, I can't use them
      6
    • Don't Allow Extremes, I'm afraid of them
      8
    • Don't Allow Extremes, "you can't see them"
      34
    • Other, Please explain
      18


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This is a big topic, and one that I feel needs addressed by jagex. If they want to ban extremes in the wilderness I want a good reason. Not just because we can't see them. Because from my experience, in all the pvp mini games and places you can actually use extremes, they are not so over powering. Extremes work well in the pvp configuration and would add a nice spice into the new wild.

 

So what does everyone else think?

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Personally, I agree with Jagex's reasoning. You can't tell if they have them or not. Chaotics, armour, etc, you can see. Specific combat levels you can't see, but you can see the overall combat level and can probably tell by their gear if they're pures or not.

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I understand rewarding people for high skills, but players shouldn't be forced to grind a non-combat skills to extremely high levels even if they don't like them to achieve a benefit in combat that can't be replicated any way else. Even Chaotic weapons have semi-equivalents - Vesta's Longsword is very similar to Chaotic Longsword and the new Zaryte Bow is very similar to the Chaotic Crossbow, for instance. They aren't exact substitutes but they're good enough so that even without the Chaotic weapons, you stand a fair chance against someone who does have them. Not to mention, there's a major risk being taken by using Chaotics.

 

On the other hand, people with Extremes should be able to benefit from them, too.

 

I say let people use them, but offer some alternatives. Maybe Elite Clue Scrolls should give small amounts of Extreme Potions instead of Super Potions. Or maybe there could be a medium difficulty quest that opens a store that, after the quest, will sell you a very limited amount of extremes every day at a rather high price (maybe 2-3 random potions are stocked every day, and an Overload costs 150K, for instance). Or you could even make alternate recipes for the Extremes with lower skill requirements, but harder materials. For instance, Lantadyme + Crushed Royal Scale for a Super Antifire, with the Royal Scale being a 1/20 drop from the King Black Dragon.

 

I like herblore as a skill, I had the money to train it, and I've benefited from it enormously in the past years, but I still feel it's a change for the worse that we suddenly force players to work skills they don't like to very high levels in order to attain such important benefits...

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Well, I am sure that I speak for just about 100% of all the people that have spent 200m+ on herb that we all have an insane amount of extremes that we just can not get rid of. We need to be able to boost and take advantage of the thousands of extremes we have banked.

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But you can tell if they have extremes from the highscores/Stat Spy. Sure it's not as convenient as looking at their combat level.

 

Should we ban all quest items like Korasi's or the Anchor because you can't see a player's quest points outside of the Adventurer Log?

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They shouldn't let the use them.. even though they greatly effect your combat, they don't shot as such via your combat level.

 

Extremes and OVLs are like that, unlike regular supers, because ANYONE can use supers. The only time you see someone using overloads or extremes is if they can make it themselves. Make the potions tradable, and you solve the problem.

 

If they do allow them, then that is the same as letting people use summoning, but removeing summoning from the combat level calculation

 

Herblore should add to your combat level starting at 5 lvls away from extremes, as most people make extremes within five levels.

 

Combat level in pvp should be calculated a such

 

126+99+92

The player has 99 in regular combat skills, with a possibility of 98 prayer. They also have 99 summoning, so theyt can summon any familar, and they have 92 herblore. they can use extremes and maybe overloads.

 

Also, they should make herb count to your combat level like summoning and prayer does, but ONLY from within five levels of extremes. That way your combat level goes up with your potential combat power.

 

40 herb is the same as 70 herb, aside from what you can do. A lvl 3 acn use super potions, so herb shouldn't do anything unless you are in the extremes range.

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In my view, I've spent the time training Herblore & spent the cash on it I damn well want to use the advantage it 'may' give me.

 

The argument about the 'boosts' not be visible is rubbish - what happens when the person you are fighting suddenly swaps their full armour & weapon from their inventory - you couldn't see that when you started the fight!!

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With the addition of damage soaking, I think pvp can handle the extremes even if they couldn't before (I'm not willing to make that conscession either). I think extremes should be allowed except for the special recover and the overload.

 

Melee has many powerful special attacks to choose from, such as the dragon claws, armadyle godsword and korasi's sword. Rangers have less variety but do have the handcannon and dark bow. Mages get the short end of the stick here currently their only special is defensive from the staff of light. The special recover potion is just too biased to allow into dangerous pvp.

 

The overload potion refreshes it's boost every 15 seconds. stat draining spells such as shadow barrage are part of mage's advantage over melee and the overload negates it. This would also render specials like bandos godsword and seercul inneffective. And I also suspect that pkers won't enjoy fighting each other when both have a huge hp bank thanks to the use of saradomin brews without having to worry about using super restores.

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The problem with displaying Herblore in your combat level is how easy it is to make pots several levels below the required level using stews. I'd venture to say that the majority of people who use OVL aren't 96+ herblore.

Which is why it would have to be calculated taking those abilities in mind.

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Why not go out with a bang and fight with your fullest power.

 

Idc if they allow/don't allow Extremes.

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I can use extremes but I'm so grateful Jagex did the right thing and banned them from wildy. I've seen the evolution of pking from wildys removal to bh craters to pvp and bh worlds and I've pked on and off throughout and the thing that has been gradually killing pking for me is how overpowered everything is now compared to 07. Godswords, claws, vesta/statius, korasi, chaotics have all made pking worse imo. Fights now are down to who gets a venge combo or a good spec first, a lot of the skill has gone since 07. Our max hits have gone up and up, and our defence and hp have stayed the same (Jagex is just now starting to do the right thing with damage soaking and hp boosting armour). If extremes/overloads were allowed in wildy, all these things that are overpowered would become even worse, chaotic mauls/ags specs/claws would be 1 hitting people all over the place. I'd be happier if korasi, claws and chaotic were banned too (especially korasi, cheapest spec weapon in rs) but extremes are better than nothing.

 

On another note, pkers have enough things to throw away money on to be succesful in wildy. 95 prayer, divines, 96 summoning, godswords/claws and so on, its unneccessary to add another 200m (or w/e it is now) money sink for extremes. If you're not a pker, just be glad this choice by jagex will keep the cost of herby down. If extremes were allowed in wildy herb would at least double in cost probably more.

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I would be happy to see extremes banned, along with all quest-based/dg-based/minigame-based items (dscims, korasi's, dds, neit, berserker helmet, chaotics, torso, anything else you can't use without the quest/is untradeable) as they all require non-combat stats not taken into account with combat levels. That was sarcasm by the way.

 

IMO extremes and chaotics are both part of your account and should be allowed.

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Rofl....I want to see what kinda stupid message jagex comes up with when you try to bring extremes into the wild....

 

"the potion you are carrying is too awesome to bring into the wild"

 

Thats what I wana see.

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Personally, I agree with Jagex's reasoning. You can't tell if they have them or not. Chaotics, armour, etc, you can see. Specific combat levels you can't see, but you can see the overall combat level and can probably tell by their gear if they're pures or not.

 

*Fighting someone*

"Time to use some magic"

*Equips robes*

*Casts spell - splashes*

"Oh crap, he equiped dragon claws, I didnt know he had those*

*Gets ko'ed by the special*

"If only I knew he had dragon claws...."

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Rofl....I want to see what kinda stupid message jagex comes up with when you try to bring extremes into the wild....

 

"the potion you are carrying is too awesome to bring into the wild"

 

Thats what I wana see.

 

Funny - I figured it would say something to the effect of: "An item you are carrying is not allowed beyond this barrier. Beyond this barrier lies a playing zone that is only for noobs, scrubs and other players who insist that there be a stupid list of selective "rules", "skills" and "equipment", which they define as "honour", that only be allowed therein because their gnat-like attention span limits their abilities to properly equip their character with skills and gear for survival."

 

Or something to that effect ... :rolleyes:

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