Skip to content
View in the app

A better way to browse. Learn more.

Tip.It Forum

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Extremes in New Wildy

203 members have voted

  1. 1. Which Best describes your feelings?

    • Allow Extremes in Wildy, there's no reason not to
      67%
      137
    • Don't Allow Extremes, I can't use them
      2%
      6
    • Don't Allow Extremes, I'm afraid of them
      3%
      8
    • Don't Allow Extremes, "you can't see them"
      16%
      34
    • Other, Please explain
      8%
      18

Please sign in or register to vote in this poll.

Featured Replies

It's clear 64% of tif has never pked :rolleyes:

  • Replies 384
  • Views 35.9k
  • Created
  • Last Reply

Top Posters In This Topic

It's clear 64% of tif has never pked :rolleyes:

 

Yah, PKing is sort of different from soloing bandos. Or crashing the KBD. etc.

Staurolite.png

[hide=CHOO CHOO]

What? Just because getting 95 Prayer does not DIRECTLY lead into the player gaining a Combat level doesn't mean it is not represented...

 

... so how is it represented then? Player 1 has 94 prayer, Player 2 has 95 and thus turmoil. Where's the representation of Turmoil? How to I distinguish Player 1 from Player 2 without stat spy or looking at the high scores?

 

The fact that he the gained levels in the process of getting 94 Prayer. It doesn't matter if he can use Turmoil or not.

 

What do you mean it doesn't matter if he can use Turmoil or not? That's a 10% strength difference in high level PvP. And the levels he gained in the process of getting 94 Prayer are there to represent 94 prayer - the prayer points, the increased benefit from prayer restoring items, and the access to the prayers and items up to level 94.

 

I seriously do not understand the point of this argument. So there's a jump in pking power from 94-95 pray. Ok? There's a jump in being able to wield claws at 60 vs 59, gs at 75 v74....not sure what your point is, or how this relates to extremes. You obviously gain CB lvls with prayer, even though you don't gain a level in that one instance, the CB system never showed every single lvl in any CB skill. There was probably a difference having 93 mage and 94 mage too. Prayer functions just like any other Cb skill. I don't really think you can argue that herblore is the same, considering you don't gain any cb lvls at any herblore lvl.

[/hide]

 

When you go from 59 to 60 attack, your combat goes up. Not by a full level, obviously, but by a fraction of one that will combine with your other skills to make combat levels. When you go from 94 to 95 prayer, your combat does NOT go up. You do NOT gain a fraction of a prayer level. The combat formula disregards that level entirely.

 

Secondly, 95 prayer is not the only requirement of Turmoil. There's a quest series involved, which includes a smithing requirement.

 

The level requirement doesn't matter because it's the principle involved - a non-combat skill that has no representation in your combat level and quest completion that has no representation in your combat level is offering up to 10% more strength.

 

Finally, Extremes DO require combat levels in the sense Ancient Curses do.

 

Let's put them side-by-side. If you have Ancient Curses, they don't do anything for you until you have prayer. At level 50, you'll get the ability to use Protect Item and Sap Warrior. At 52, you'll get Sap Ranger. So on, and so on.

 

Similarly, if you have Extreme Attack Potions, they don't do anything for you until you have Attack levels. With level 1 attack, you'll get +5 Strength from a Super, and +5 Strength from an Extreme. No difference whatsoever. At level 16 Attack, you'll get +1 from Extreme Attack that you wouldn't get from Super Attack. At level 30, you'll get +2 from Extreme Attack that you wouldn't get from Super Attack.

 

See? You unlock the ability, be it Extreme potions or Ancient Curses, through non-combat skills (and in the case of Ancient Curses, quests). The benefit has graduated requirements for the benefits.

 

Realisticaly, not many pkers have 96 herblore and 1 attack, strength, and defence.

 

Dragon scimitars and dragon longswords also have non-combat requirements. Should we ban them to? No, because they're perfectly visible and their effectiveness relies directly on your combat level. Extremes cannot be seen or detected in any plausible way, and can offer a very large advantage in a fight between two visibly identical player characters.

trains2.png

[spoiler=I LOVE MY STATION]

 

01001001001001110110110100100000010101000111011101100101011011000111011001100101

00100000011000010110111001100100001000000111011101101000011000010111010000100000

0110100101110011001000000111010001101000011010010111001100111111

Let's just say less problems will arise if it's just kept the way it is now, regarding extreme/overload potions. Why fix something that's not broke eh? Isn't that what you guys all like to say? Well now they aren't "fixing" it, and look at all the ranting :rolleyes:

 

EDIT: Just read the above post. What are you saying? The only requirements for ancient curses are noncombat quest related levels? lolwut? How about the actual prayer level required to use it. D'oh! You don't unlock both extremes and curses through non-combat. Because if you did Senntisten, but had like 50 prayer, you still won't be able to do anything. And I have no idea what the point of that argument is.

 

The requirement for Ancient Curses is a series of quests and a mixture of combat and non-combat skills.

The requirement to benefit from the Ancient Curses (that is, to actually use them, instead of switching to the book and doing nothing with it) is prayer levels.

 

The requirement for Extreme Attack Potions is a non-combat skill.

The requirement to benefit from Extreme Attack Potions is Attack levels. You do not benefit at all from using Extremes over Supers if you don't have enough Attack, just like you do not benefit at all from using Ancient Curses over normal prayers if you have minimum prayer. And this goes all the way up to the highest levels. You don't get the final benefit from Extreme Attack (+7 over Super Attack) until you get 96 Attack, just like you don't get the final benefit from Ancient Curses (Turmoil) until you get 95 Prayer.

 

Also, you're not leaving the status quo. You're changing the Wilderness to disallow Extreme Potions, which is relevant because there are Wilderness PvM and non-combat activities that will suffer from this.

 

No, because they're perfectly visible and their effectiveness relies directly on your combat level. Extremes cannot be seen or detected in any plausible way, and can offer a very large advantage in a fight between two visibly identical player characters.

 

And again, this is exactly the same case as Turmoil. A high level person with 95 prayer and Turmoil is visbily identical to a high level person with 95 prayer and no Turmoil, who is visibly identical to a high level person with 94 prayer who may or may not have Turmoil. All three characters look exactly the same, but one of them has a 10% strength advantage...

 

-69 prayer versus 70 prayer

-no piety versus piety

-no difference in combat level

-it requires a quest

-ban piety

 

-59 attack versus 60 attack

-no dragon scimitar versus dragon scimitar

-no difference in combat level

-it requires a quest

-ban dragon scimitar

 

-94 prayer versus 95 prayer

-no turmoil versus turmoil

-no difference in combat level

-it requires a quest

-ban turmoil

 

69 to 70 prayer has a 0.25 increase in combat level. It may not be visible at every level, but it exists, and will be evident at some level as PKing increases your stats.

 

59 attack to 60 attack has approximately an 0.33 increase in combat level. It may not be visible at every level, but it exists, and will be evident at some level as PKing increases your stats.

 

94 to 95 prayer has a 0 increase in combat level. 95 prayer does not exist to Jagex's combat formula. You will never see a combat level difference between someone with 94 prayer and someone with 95 prayer if their other stats are the same, no matter what their other stats are.

Let's just say less problems will arise if it's just kept the way it is now, regarding extreme/overload potions. Why fix something that's not broke eh? Isn't that what you guys all like to say? Well now they aren't "fixing" it, and look at all the ranting :rolleyes:

 

EDIT: Just read the above post. What are you saying? The only requirements for ancient curses are noncombat quest related levels? lolwut? How about the actual prayer level required to use it. D'oh! You don't unlock both extremes and curses through non-combat. Because if you did Senntisten, but had like 50 prayer, you still won't be able to do anything. And I have no idea what the point of that argument is.

 

The requirement for Ancient Curses is a series of quests and a mixture of combat and non-combat skills.

The requirement to benefit from the Ancient Curses (that is, to actually use them, instead of switching to the book and doing nothing with it) is prayer levels.

 

The requirement for Extreme Attack Potions is a non-combat skill.

The requirement to benefit from Extreme Attack Potions is Attack levels. You do not benefit at all from using Extremes over Supers if you don't have enough Attack, just like you do not benefit at all from using Ancient Curses over normal prayers if you have minimum prayer. And this goes all the way up to the highest levels. You don't get the final benefit from Extreme Attack (+7 over Super Attack) until you get 96 Attack, just like you don't get the final benefit from Ancient Curses (Turmoil) until you get 95 Prayer.

 

Also, you're not leaving the status quo. You're changing the Wilderness to disallow Extreme Potions, which is relevant because there are Wilderness PvM and non-combat activities that will suffer from this.

 

No, because they're perfectly visible and their effectiveness relies directly on your combat level. Extremes cannot be seen or detected in any plausible way, and can offer a very large advantage in a fight between two visibly identical player characters.

 

And again, this is exactly the same case as Turmoil. A high level person with 95 prayer and Turmoil is visbily identical to a high level person with 95 prayer and no Turmoil, who is visibly identical to a high level person with 94 prayer who may or may not have Turmoil. All three characters look exactly the same, but one of them has a 10% strength advantage...

 

-69 prayer versus 70 prayer

-no piety versus piety

-no difference in combat level

-it requires a quest

-ban piety

 

-59 attack versus 60 attack

-no dragon scimitar versus dragon scimitar

-no difference in combat level

-it requires a quest

-ban dragon scimitar

 

-94 prayer versus 95 prayer

-no turmoil versus turmoil

-no difference in combat level

-it requires a quest

-ban turmoil

 

69 to 70 prayer has a 0.25 increase in combat level. It may not be visible at every level, but it exists, and will be evident at some level as PKing increases your stats.

 

59 attack to 60 attack has approximately an 0.33 increase in combat level. It may not be visible at every level, but it exists, and will be evident at some level as PKing increases your stats.

 

94 to 95 prayer has a 0 increase in combat level. 95 prayer does not exist to Jagex's combat formula. You will never see a combat level difference between someone with 94 prayer and someone with 95 prayer if their other stats are the same, no matter what their other stats are.

 

Unless you have pathetically low CB stats, and i don't even know how low that would have to be (I'm guessing like below 30???) but its at a pretty reasonable threshold for "pathetic" if you really don't have the att/str level to benefit more from extremes than you do from super pots. Honestly, the people who are in that situation are only going to be skillers, who aren't pking at all anyway. With any reasonable CB level you're always going to benefit more from extremes than you do from supers, proving that a NON COMBAT SKILL gives you an advantage over someone with identical combat stats as you, which shouldn't be happening (among the many other reasons why pvp would suck if these potions were allowed).

 

I've already answered your point about quests above (magical psychic powers).

 

Also, you don't NEED the curses to pk effectively. Hell, I know i pk better range tanking with rigour. However, You will ALWAYS LOSE to someone that has identical CB skills and extremes if you don't have 96 herb. You functionally require a non-cb skill to pk at the best of your ability, while you never needed any other quest to do so, as there were always alternatives. Do you see the difference now?

Let's just say less problems will arise if it's just kept the way it is now, regarding extreme/overload potions. Why fix something that's not broke eh? Isn't that what you guys all like to say? Well now they aren't "fixing" it, and look at all the ranting :rolleyes:

 

EDIT: Just read the above post. What are you saying? The only requirements for ancient curses are noncombat quest related levels? lolwut? How about the actual prayer level required to use it. D'oh! You don't unlock both extremes and curses through non-combat. Because if you did Senntisten, but had like 50 prayer, you still won't be able to do anything. And I have no idea what the point of that argument is.

 

The requirement for Ancient Curses is a series of quests and a mixture of combat and non-combat skills.

The requirement to benefit from the Ancient Curses (that is, to actually use them, instead of switching to the book and doing nothing with it) is prayer levels.

 

The requirement for Extreme Attack Potions is a non-combat skill.

The requirement to benefit from Extreme Attack Potions is Attack levels. You do not benefit at all from using Extremes over Supers if you don't have enough Attack, just like you do not benefit at all from using Ancient Curses over normal prayers if you have minimum prayer. And this goes all the way up to the highest levels. You don't get the final benefit from Extreme Attack (+7 over Super Attack) until you get 96 Attack, just like you don't get the final benefit from Ancient Curses (Turmoil) until you get 95 Prayer.

 

Also, you're not leaving the status quo. You're changing the Wilderness to disallow Extreme Potions, which is relevant because there are Wilderness PvM and non-combat activities that will suffer from this.

 

 

Extremes potions disallowed in current BH and pvp worlds --> Extreme potions disallowed in the Wilderness. Sounds like status quo to me.

 

And to be honest, what are you honestly going to hunt in the wilderness? Green dragons? Chaos elemental? Revs or whatnot? There are way better options outside the wild, no? So in the end, it isn't a consistency, you just think you're going to lose out when hunting monsters in the wild. Well, I guess that's a legitimate concern, but then again, everyone else is also under the same "limit", so it's still fair game.

Staurolite.png

No' date=' because they're perfectly visible and their effectiveness relies directly on your combat level. Extremes cannot be seen or detected in any plausible way, and can offer a very large advantage in a fight between two visibly identical player characters. [/quote']

 

And again, this is exactly the same case as Turmoil. A high level person with 95 prayer and Turmoil is visbily identical to a high level person with 95 prayer and no Turmoil, who is visibly identical to a high level person with 94 prayer who may or may not have Turmoil. All three characters look exactly the same, but one of them has a 10% strength advantage...

 

You can at least see the animation when activating turmoil. You could probably determine if they're using turmoil or not by seeing what overhead prayers they use or if they are using any leech curses. 94 prayer isn't totally worthless compared to 95 prayer, either. Prayer is actually useful almost each and every level, and it gives combat levels. Herblore on the other hand doesn't give any combat levels and is totally pointless up until the high 80's. Turmoil also isn't 100% better than other prayers, either. Leech curses have their uses, even piety is useful if you have rigour unlocked in normal prayers, while extreme potions are better than super potions in every imaginable way in addition to being absolutely undetectable and give no combat levels.

 

Or, we can just ban turmoil too, if it's sooo unfair.

trains2.png

[spoiler=I LOVE MY STATION]

 

01001001001001110110110100100000010101000111011101100101011011000111011001100101

00100000011000010110111001100100001000000111011101101000011000010111010000100000

0110100101110011001000000111010001101000011010010111001100111111

And to be honest, what are you honestly going to hunt in the wilderness? Green dragons? Chaos elemental? Revs or whatnot? There are way better options outside the wild, no? So in the end, it isn't a consistency, you just think you're going to lose out when hunting monsters in the wild. Well, I guess that's a legitimate concern, but then again, everyone else is also under the same "limit", so it's still fair game.

 

Green Dragons are in two places. Wilderness, and Chaos Tunnels. Wilderness has risk of Revenants (soon to be replaced by PKers) which plenty of players are willing to put up with. Chaos Tunnels has constant harassment by Baby Black Dragons. There's Brutal Green Dragons, but if you want to collect your own Dragon Bones (which a lot of people do), Green Dragons are by far the fastest option if you're willing to suffer the risk. Now the Chaos Tunnels requires this risk too, and you can't use PvM potions against them in the wilderness even if you're willing to suffer the risk of PKers?

 

Chaos Elemental is a boss monster. Boss monsters are rather limited in this game, and I personally love killing him, as he has some odd mechanics that make it interesting. At the same time, he's not hard, and his defense is low enough that I can kill him fast and enjoy the satisfaction of it. You're nerfing that, too. Oh, and rubbing it in my face by finally making his drop table decent too?

 

Then you have the Hellhounds, Fire Giants, Greater Demons, Lesser Demons, Red Dragons, etc. There are new spots for them, but a lot of PvMers both before and after the trade limitations braved the risk of the Wilderness for a less crowded place to kill those monsters, be it for drops and slayer. Again, you're telling those people that not only do they have to brave the risk, they can't use designated PvM potions that they've been using there since the potions were released?

 

That doesn't seem status quo to me. The Wilderness has lots of stuff that people use Extremes on, and you're nerfing that.

 

You can at least see the animation when activating turmoil. You could probably determine if they're using turmoil or not by seeing what overhead prayers they use or if they are using any leech curses. 94 prayer isn't totally worthless compared to 95 prayer, either. Prayer is actually useful almost each and every level, and it gives combat levels. Herblore on the other hand doesn't give any combat levels and is totally pointless up until the high 80's. Turmoil also isn't 100% better than other prayers, either. Leech curses have their uses, even piety is useful if you have rigour unlocked in normal prayers, while extreme potions are better than super potions in every imaginable way in addition to being absolutely undetectable and give no combat levels.

 

Or, we can just ban turmoil too, if it's sooo unfair.

 

Actually, you can't see the animations all the time. I've noticed that when I'm in combat, some combat animations override it. Not to mention in places of lag, animations definitely like disappearing, and crowded PK spots are at the top of this list.

 

Overhead prayers give it away, but overhead prayers aren't used in a huge part of PvP, the whole 1v1 deathmatch style. Even Smite lost popularity since all it meant was both players guzzled prayer potions, and a lot of players refuse to fight against Soul Split right now.

 

And Rigour is another example of something that's not factored in your combat level, but quite a large benefit. Sure, it needs 74 prayer, but it also needs Dungeoneering.

 

I think we should be fair. Especially when you're getting people involved that couldn't care less about PvP, but invested 100M+ for benefits in PvM that are now going to be cramped for the sake of PvP.

 

If you're going to be ridiculous and ban Extremes on the grounds of "oh it requires non-combat skills", just remove all quest and non-combat skill items. In fact, I think a lot of serious PvPers would think this makes PvP better, for the same reason a lot of serious PvPers preferred F2P Wilderness over P2P.

Honestly, the best pkers i've seen pk with full leeches rather than turmoil anyway even if they have it. Leeches let you lower your opponents def and increase your spec, so it has its advantages over turmoil. What reasonable alternative is there to extremes/ovl?

Chaos Elemental is a boss monster. Boss monsters are rather limited in this game, and I personally love killing him, as he has some odd mechanics that make it interesting. At the same time, he's not hard, and his defense is low enough that I can kill him fast and enjoy the satisfaction of it. You're nerfing that, too. Oh, and rubbing it in my face by finally making his drop table decent too?

 

Sounds like someone's argument is losing steam. ;)

trains2.png

[spoiler=I LOVE MY STATION]

 

01001001001001110110110100100000010101000111011101100101011011000111011001100101

00100000011000010110111001100100001000000111011101101000011000010111010000100000

0110100101110011001000000111010001101000011010010111001100111111

And to be honest, what are you honestly going to hunt in the wilderness? Green dragons? Chaos elemental? Revs or whatnot? There are way better options outside the wild, no? So in the end, it isn't a consistency, you just think you're going to lose out when hunting monsters in the wild. Well, I guess that's a legitimate concern, but then again, everyone else is also under the same "limit", so it's still fair game.

 

Green Dragons are in two places. Wilderness, and Chaos Tunnels. Wilderness has risk of Revenants (soon to be replaced by PKers) which plenty of players are willing to put up with. Chaos Tunnels has constant harassment by Baby Black Dragons. There's Brutal Green Dragons, but if you want to collect your own Dragon Bones (which a lot of people do), Green Dragons are by far the fastest option if you're willing to suffer the risk. Now the Chaos Tunnels requires this risk too, and you can't use PvM potions against them in the wilderness even if you're willing to suffer the risk of PKers?

 

Chaos Elemental is a boss monster. Boss monsters are rather limited in this game, and I personally love killing him, as he has some odd mechanics that make it interesting. At the same time, he's not hard, and his defense is low enough that I can kill him fast and enjoy the satisfaction of it. You're nerfing that, too. Oh, and rubbing it in my face by finally making his drop table decent too?

 

Then you have the Hellhounds, Fire Giants, Greater Demons, Lesser Demons, Red Dragons, etc. There are new spots for them, but a lot of PvMers both before and after the trade limitations braved the risk of the Wilderness for a less crowded place to kill those monsters, be it for drops and slayer. Again, you're telling those people that not only do they have to brave the risk, they can't use designated PvM potions that they've been using there since the potions were released?

 

That doesn't seem status quo to me. The Wilderness has lots of stuff that people use Extremes on, and you're nerfing that.

 

Dude...you realize that if pkers have extremes/ovl your life at chaos elementals and dragons isn't exactly going to be made easier....it's not just pkers that are going to suffer, anyone that tries and skills in the wild or kill green drags is going to get pwnt even harder, consider they are going to be even less prepared to handle the pots than regular pkers.

Chaos Elemental is a boss monster. Boss monsters are rather limited in this game, and I personally love killing him, as he has some odd mechanics that make it interesting. At the same time, he's not hard, and his defense is low enough that I can kill him fast and enjoy the satisfaction of it. You're nerfing that, too. Oh, and rubbing it in my face by finally making his drop table decent too?

 

Sounds like someone's argument is losing steam. ;)

 

Sounds like someone doesn't actually have an answer and is making smart-ass comments to mask it.

 

PvM in the wilderness should not be nerfed because of a BS principle that is already violated by Turmoil and many pieces of popular PvP items.

Chaos Elemental is a boss monster. Boss monsters are rather limited in this game, and I personally love killing him, as he has some odd mechanics that make it interesting. At the same time, he's not hard, and his defense is low enough that I can kill him fast and enjoy the satisfaction of it. You're nerfing that, too. Oh, and rubbing it in my face by finally making his drop table decent too?

 

Sounds like someone's argument is losing steam. ;)

 

Sounds like someone doesn't actually have an answer and is making smart-ass comments to mask it.

 

PvM in the wilderness should not be nerfed because of a BS principle that is already violated by Turmoil and many pieces of popular PvP items.

 

lol pvm in the wild is going to get broken by the new pots too...there's a ton of pkers that would enjoy the new broken system and take it out on ANYONE that enters the wild. Don't most people do green drags because they can't afford extreme def? How on earth are they suppose to survive barrage+claw rush in welfare gear???

Chaos Elemental is a boss monster. Boss monsters are rather limited in this game, and I personally love killing him, as he has some odd mechanics that make it interesting. At the same time, he's not hard, and his defense is low enough that I can kill him fast and enjoy the satisfaction of it. You're nerfing that, too. Oh, and rubbing it in my face by finally making his drop table decent too?

 

Sounds like someone's argument is losing steam. ;)

 

Sounds like someone doesn't actually have an answer and is making smart-ass comments to mask it.

 

PvM in the wilderness should not be nerfed because of a BS principle that is already violated by Turmoil and many pieces of popular PvP items.

 

Have fun killing the chaos elemental while you get butt raped by maxed pkers with extreme potions.

trains2.png

[spoiler=I LOVE MY STATION]

 

01001001001001110110110100100000010101000111011101100101011011000111011001100101

00100000011000010110111001100100001000000111011101101000011000010111010000100000

0110100101110011001000000111010001101000011010010111001100111111

Chaos Elemental is a boss monster. Boss monsters are rather limited in this game, and I personally love killing him, as he has some odd mechanics that make it interesting. At the same time, he's not hard, and his defense is low enough that I can kill him fast and enjoy the satisfaction of it. You're nerfing that, too. Oh, and rubbing it in my face by finally making his drop table decent too?

 

Sounds like someone's argument is losing steam. ;)

 

Sounds like someone doesn't actually have an answer and is making smart-ass comments to mask it.

 

PvM in the wilderness should not be nerfed because of a BS principle that is already violated by Turmoil and many pieces of popular PvP items.

 

Have fun killing the chaos elemental while you get butt raped by maxed pkers with extreme potions.

 

Isn't the chaos elemental in multi too....?

Chaos Elemental is a boss monster. Boss monsters are rather limited in this game, and I personally love killing him, as he has some odd mechanics that make it interesting. At the same time, he's not hard, and his defense is low enough that I can kill him fast and enjoy the satisfaction of it. You're nerfing that, too. Oh, and rubbing it in my face by finally making his drop table decent too?

 

Sounds like someone's argument is losing steam. ;)

 

Sounds like someone doesn't actually have an answer and is making smart-ass comments to mask it.

 

PvM in the wilderness should not be nerfed because of a BS principle that is already violated by Turmoil and many pieces of popular PvP items.

 

Have fun killing the chaos elemental while you get butt raped by maxed pkers with extreme potions.

 

Isn't the chaos elemental in multi too....?

 

Let me rephrase that.

 

Cluster [bleep]ed.

trains2.png

[spoiler=I LOVE MY STATION]

 

01001001001001110110110100100000010101000111011101100101011011000111011001100101

00100000011000010110111001100100001000000111011101101000011000010111010000100000

0110100101110011001000000111010001101000011010010111001100111111

I took that risk every time I went out after the Chaos Elemental before the Wilderness was changed. I geared so I didn't mind dying, yet could still kill the Chaos Elemental pretty quickly.

 

Even after the Wilderness was removed, I don't use the Wilderness much, so I don't know just how common Revenants are. I still gear to be prepared for a massive attack since I've heard rumors that you only ever see 2 or 3 Revenants at once, and screenshots showing 30.

 

I'm okay with the risk of other players, and I don't really think they're any more dangerous because they'll have Extremes.

I took that risk every time I went out after the Chaos Elemental before the Wilderness was changed. I geared so I didn't mind dying, yet could still kill the Chaos Elemental pretty quickly.

 

Even after the Wilderness was removed, I don't use the Wilderness much, so I don't know just how common Revenants are. I still gear to be prepared for a massive attack since I've heard rumors that you only ever see 2 or 3 Revenants at once, and screenshots showing 30.

 

I'm okay with the risk of other players, and I don't really think they're any more dangerous because they'll have Extremes.

 

If you didn't fight him after the old wilderness was removed, you shouldn't have a problem fighting him now that it's back. There weren't extreme potions back then. If extremes are allowed in the wilderness, all I can say is good luck. You'll need it.

trains2.png

[spoiler=I LOVE MY STATION]

 

01001001001001110110110100100000010101000111011101100101011011000111011001100101

00100000011000010110111001100100001000000111011101101000011000010111010000100000

0110100101110011001000000111010001101000011010010111001100111111

I took that risk every time I went out after the Chaos Elemental before the Wilderness was changed. I geared so I didn't mind dying, yet could still kill the Chaos Elemental pretty quickly.

 

Even after the Wilderness was removed, I don't use the Wilderness much, so I don't know just how common Revenants are. I still gear to be prepared for a massive attack since I've heard rumors that you only ever see 2 or 3 Revenants at once, and screenshots showing 30.

 

I'm okay with the risk of other players, and I don't really think they're any more dangerous because they'll have Extremes.

 

Have you ever pked recently? You didn't have stream, sol, claws, chaotics, korsai's, or hand cannon before. If you have pked recently, you would know the last thing they need is an increase in their accuracy + damage, especially if you're fighting the chaos elemental. Or if you're just trying to get some dragon bones. Especially if you're an average player at green dragons without extreme def pots in lvl 20+ wild, and a group of pkers showed up with tb+barrage.

I took that risk every time I went out after the Chaos Elemental before the Wilderness was changed. I geared so I didn't mind dying, yet could still kill the Chaos Elemental pretty quickly.

 

Even after the Wilderness was removed, I don't use the Wilderness much, so I don't know just how common Revenants are. I still gear to be prepared for a massive attack since I've heard rumors that you only ever see 2 or 3 Revenants at once, and screenshots showing 30.

 

I'm okay with the risk of other players, and I don't really think they're any more dangerous because they'll have Extremes.

 

If you didn't fight him after the old wilderness was removed, you shouldn't have a problem fighting him now that it's back. There weren't extreme potions back then. If extremes are allowed in the wilderness, all I can say is good luck. You'll need it.

 

I do have a problem when I invested 100M+ for Extreme Potions, with Chaos Elemental being part of the reason for it.

 

Have you ever pked recently? You didn't have stream, sol, claws, chaotics, korsai's, or hand cannon before. If you have pked recently, you would know the last thing they need is an increase in their accuracy + damage, especially if you're fighting the chaos elemental. Or if you're just trying to get some dragon bones. Especially if you're an average player at green dragons without extreme def pots in lvl 20+ wild, and a group of pkers showed up with tb+barrage.

 

Are we really back at this, really? Yes, offense has gone up. But so has defense. And if you're in deep wilderness and a group of PKers show up with tb and barrage, it doesn't really matter if they have stream or not, because you're dead either way. It was like that before, and it'll be like this now too.

I took that risk every time I went out after the Chaos Elemental before the Wilderness was changed. I geared so I didn't mind dying, yet could still kill the Chaos Elemental pretty quickly.

 

Even after the Wilderness was removed, I don't use the Wilderness much, so I don't know just how common Revenants are. I still gear to be prepared for a massive attack since I've heard rumors that you only ever see 2 or 3 Revenants at once, and screenshots showing 30.

 

I'm okay with the risk of other players, and I don't really think they're any more dangerous because they'll have Extremes.

 

If you didn't fight him after the old wilderness was removed, you shouldn't have a problem fighting him now that it's back. There weren't extreme potions back then. If extremes are allowed in the wilderness, all I can say is good luck. You'll need it.

 

I do have a problem when I invested 100M+ for Extreme Potions, with Chaos Elemental being part of the reason for it.

 

If the chaos elemental was really that big of a reason to get extremes, I don't think you invested wisely. You say you haven't used the wilderness much, so why squander your time arguing on forums when you can be making big money killing the chaos elemental? Get out there, only 7 days left!

trains2.png

[spoiler=I LOVE MY STATION]

 

01001001001001110110110100100000010101000111011101100101011011000111011001100101

00100000011000010110111001100100001000000111011101101000011000010111010000100000

0110100101110011001000000111010001101000011010010111001100111111

I took that risk every time I went out after the Chaos Elemental before the Wilderness was changed. I geared so I didn't mind dying, yet could still kill the Chaos Elemental pretty quickly.

 

Even after the Wilderness was removed, I don't use the Wilderness much, so I don't know just how common Revenants are. I still gear to be prepared for a massive attack since I've heard rumors that you only ever see 2 or 3 Revenants at once, and screenshots showing 30.

 

I'm okay with the risk of other players, and I don't really think they're any more dangerous because they'll have Extremes.

 

If you didn't fight him after the old wilderness was removed, you shouldn't have a problem fighting him now that it's back. There weren't extreme potions back then. If extremes are allowed in the wilderness, all I can say is good luck. You'll need it.

 

I do have a problem when I invested 100M+ for Extreme Potions, with Chaos Elemental being part of the reason for it.

 

If the chaos elemental was really that big of a reason to get extremes, I don't think you invested wisely. You say you haven't used the wilderness much, so why squander your time arguing on forums when you can be making big money killing the chaos elemental? Get out there, only 7 days left!

 

Are you mentally challenged? It seems like you lack any semblance of reading comprehension.

This was an amazing thread to read through.

My 2 cents on the topic....I have none.

Want to know why?

Because it wouldn't matter if I did.

Jagex already made the decision to not allow Extremes (or at least their boost) in the new wildy.

Soma, you're points are great to read through, I don't agree with many of them, but you definitely thought it through. That being said...tough luck, Jagex doesn't agree with you.

whatisrush-1.png

Fisher/Woodcut------Me-----Miner/crafter----Stabber----Leecher

^Golvellius must be so proud^

FlowerPower.png

This was an amazing thread to read through.

My 2 cents on the topic....I have none.

Want to know why?

Because it wouldn't matter if I did.

Jagex already made the decision to not allow Extremes (or at least their boost) in the new wildy.

Soma, you're points are great to read through, I don't agree with many of them, but you definitely thought it through. That being said...tough luck, Jagex doesn't agree with you.

 

Did they?

 

Will we able to use extreme potions in the Wilderness?

 

No. However, a player with an “extreme” boost who enters the wilderness will have the boost reduced to “super” level. This duplicates the current function on PvP worlds.

 

Is this the only one you're referring to? Because that leaves quite a bit open to interpretation. First of all, that doesn't do anything with regards to the Overload effect (and seeing as even now they still haven't removed the Overload effect for Dungeoneering so you can basically have an Overload for the first five minutes, I wouldn't be surprised in the slightest is Overloads will work perfectly fine in the Wilderness). Second of all, that doesn't address the other untradeable potions. Super Prayer and Super Antifire already work in PvP and BH worlds. They'll probably still work in the Wilderness. Special Restores are definitely questionable too. Third of all, it doesn't say you can't bring them into the Wilderness. You could always duck into the Corporeal Beast Lair, or into the Chaos Tunnels, or something else nearby to drink your Special Restores and go back out. Really, we don't know what's going to happen until they share more details than this.

 

If I missed a newer answer from them, please link me? :)

 

EDIT: Also, I'd like to think Jagex's current design is subject to change. First of all, the statuettes remaining is a horrible idea in my opinion. We do not need more coin production beyond high level alchemy and frequent money drops. This is just my opinion though, but secondly, when asked about their stance on item transferring between accounts, Jagex said that while it'll still be against the rules, they are considering it again and this may change. Hopefully, this is their general stance with regards to this update - watching carefully and making appropriate changes, rather than letting "hey this is what we used to do, we should keep doing it" be their dominant reason for most of their policies.

Umm... sorry to burst your bubble, but "who enters the wilderness with the boost will be restored to 'super' level". Corp lair isn't wilderness, stepping out will equal "entering the wilderness". Sure bound to be bugs in the first few days though, no doubt about that.

 

Anyways, I've completely lost track of your points because they seem to change alot. But I guess it all boils down to "I got extremes so I can use them in the wild to PvM". But hey you know what? Many players, 3 years ago, trained their levels to PK for a living. Guess what happened to that? *Poof!* All I can say is, there are much better options outside the wilderness to use extremes, and I honestly think you (and the rest of you lot) are overreacting to this.

Staurolite.png

Create an account or sign in to comment

Important Information

By using this site, you agree to our Terms of Use.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.