How about a huge boss (requiring a concerted effort from 30+ players) where you can expect to die, sometimes more than once, but as long as you dealt a certain amount of damage to it, you are guaranteed a drop in a reward coffer?
Hard bosses is nothing if slayer monsters keep being so easy. All slayer monsters should be on par with glacors at 90+ slayer.
People want high-skill bosses, but then they are sometimes tedious to play against multiple times.
Part of the issue is that high skill bosses are great for quests, but I think they are really un-fun for repeat kills where your reward is not a decent guarantee...
I'd like to combine all these ideas. Go ahead, keep some Slayer monsters about where they are now, but I suggest that Jagex expand on more boss-type monsters for those categories. We have some examples now, as KBD, QBD, and Zamorak GWD bosses can correspond to slayer tasks, but it would be nice to see more, and not just higher level versions like at the smoky well in Pollinveach. It could be done somewhat like hard version GWD, where drop probability is better than the weaker versions.
This way, players can either choose for greater risk, better drops, but slightly less slayer XP/hr, or vice versa, as it is about now.
At this point the only way to "get it right" is to overhaul the entire extraction/production skills, and do it at the same time as re-desinging combat, equipment tiers, bosses difficulty and even drop rates for these. As it stands now RS has BAD DESIGN written all over it and wont be corrected by adding a new boss that is lvl 2000 and requires a full server to kill only to drop the new mega melee weapon which is lvl 99 and will tear appart in 2 ticks anything below the previous named boss just to keep the top end players happy for a while before the games becomes too easy again.
I know I am dreaming but I hope to see someday all of this corrected, there's so much which could be added : Enhacing current armor/weapons via skills, random bonuses to all drops making armors/weapons even more unique, having ALL production/collection skills take part in your gaming experience. But sadly it will never happen.
This was something I was discussing with a friend, to make skills have some value again. One of them was to allow raw mats to repair degradable items, and to have more of them. The challenge is to avoid bots getting a hold of them, so we may need instanced areas, more especially as minigames like Manage Thy Kingdom or Player Owned Ports.
But I'm not terribly hopeful, either. Jagex seems to have abandoned their management, puzzle, RTS and other playing style efforts to pursue the traditional MMO crowd more aggressively, which I think means they'll still work EOC hard before even thinking about other modes of play.
It may seem a bit disconnected from what's been discussed, but one thing Jagex haven't done as much as they could have is having shared drops between bosses. All I can really think of is holy elixir coming from tormented wraith and corporeal beast.
What's wrong with a mighty set of gear being strewn across multiple bosses. (Eg breathing some life into mith dragons, qbd, other forgotten bosses I've... forgotten)
Yeah, Jagex took some game ideas, but didn't spread them very wide. Barrows armor, godswords, and upgradeable weapons/armor are generally confined to one minigame or boss area.
I also seem to remember something about a set effect for all the Achievement Task gear... what happened to that?
As far as Runescape goes, that sort of mechanic would work well for a boss like the Penance Queen. You can't attack it directly, and just have to shrug off its hits while your team does the tasks needed to hurt it. This could also make it a boss based around noncombat stats; maybe your team has to cut a tree to get the kind of wood to make a ballista bolt, that a runecrafter enchants so the ranger can penetrate the shield protecting a weak spot that a meleer could reach.
Yeah, there's no strong incentive to use skills against bosses. There's Troll Invasion, but that's single player. It's a great idea, but I worry about a concept like this at Barbarian Assault: already too many players struggle with the tasks right there now. I mastered all roles and grabbed a full Penance set, and I remember too many players that hosed me (especially when I was Defending) because they just wouldn't call on the horn consistently.
They'd have to alter the pace or otherwise educate players on the gameplay better.