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03-Jul-2013 - Vorago: High-Level Boss Fight


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Vorago's trump card :P

Well he is the living embodiment of the world right? So DC'ing everyone is kind of like his equivalent of being a telenoob?

 

So glad to see that Chris L used the pushed back date to iron out all those engine problems etc that he mentioned yesterday...

What do you think the engine is?

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Anyone able to confirm what the trimmed requirement is?

Personally poke his eye out..-.-.

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which simply makes them useless where they matter most; so why bother putting them into the game at all?

There are two tropes for that, because it just wouldn't be gaming without abilities and items that work everywhere except when you'd actually want to use them.

#1 completely accurate. But you have to keep in mind that giving players free 100% damage reduction is extremely powerful and not compatible with making hard bosses that require you to do something to avoid damage. These abilities *are* still useful and balanced in PvP and other parts of the game that are not balanced around huge hits from boss monsters.

 

#2 has nothing to do with this. The defensive abilities are very accessible, which is the whole point. You can use them so often, that it would negate a huge portion of the damage you receive, and make it mandatory to use these abilities on the same boss attacks every time (thus killing variety in ability usage which was mentioned earlier)

 

I just wish there'd be some way to tell what attacks the abilities work on, and what they don't. It seems terribly inconsistent and requires you to look up everything on wikis.

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which simply makes them useless where they matter most; so why bother putting them into the game at all?

There are two tropes for that, because it just wouldn't be gaming without abilities and items that work everywhere except when you'd actually want to use them.

#1 completely accurate. But you have to keep in mind that giving players free 100% damage reduction is extremely powerful and not compatible with making hard bosses that require you to do something to avoid damage. These abilities *are* still useful and balanced in PvP and other parts of the game that are not balanced around huge hits from boss monsters.

 

#2 has nothing to do with this. The defensive abilities are very accessible, which is the whole point. You can use them so often, that it would negate a huge portion of the damage you receive, and make it mandatory to use these abilities on the same boss attacks every time (thus killing variety in ability usage which was mentioned earlier)

 

I just wish there'd be some way to tell what attacks the abilities work on, and what they don't. It seems terribly inconsistent and requires you to look up everything on wikis.

 

Dpsing the entire kill with the same ability rotation has about as much variety as using defensive abilities on every 1hko attack.

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They really should have traits which are consistent, for both boss attacks and items, with little highlights that show what ignores what.

 

It'd be cool if we could like have a "debug" like window that pops up and shows us what effects an attack has like "ignores prayer, ignores xyz ability etc".

 

The problem is that having all these conditions all the time is really annoying, especially when we can't actually tell without just "knowing"

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Its funny that people think this kind of ability is over powered, it functions just fine in WoW and other mmos, with a long enough cool down 120 second+ there is nothing wrong with getting a free pass every now and then. It becomes skill to choose when to use it. The main thing rs is missing in terms of boss fights is the fact that the "team work" required still only effects the individual player, aside from the concept of provoking off. All the abilities you can only use on yourself. Something like an ability that procs and aura that provides momentary dmg reduction or increase healing from food increases the team dynamic tenfold, you need to know when people are using what and were you are in relation to them. Till player/player interaction with abilities comes in they won't have a good "boss" mechanic to use.

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Still curious at what the magic damage cap raising has done.

 

Does this mean virtus wand/book barrage in abyss exp per hr has greatly increased since damage comes from spell, not weapon?

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119 is up and down more than a yoyo.

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Just tested mage @ abyss, and im now getting around 150-200k less exp per hr even with the "damage cap increase".

 

Guess the AoE change really severely nerfed things, wonder if it's even viable for slayer much anymore to mage instead of melee

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Well, now I'm glad I haven't been able to log on for this...

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Tried to Vorago with an all pro team. Got to first phase. Died. Looted grave. Dc. Good fight. I am not trying this guy anymore today. I am lucky not to have lost several hundreds of millions like some other guys did (didn't get back to grave). And now the worlds are just crazy.

If you didn't get my message yet; Don't try Vorago until like at least tomorrow. This will take Jagex a while to fix.

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Just tested mage @ abyss, and im now getting around 150-200k less exp per hr even with the "damage cap increase".

 

Guess the AoE change really severely nerfed things, wonder if it's even viable for slayer much anymore to mage instead of melee

 

I noticed a difference with wand + book doing slayer. Chaotic staff is much better now with abilities.

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What he meant to say is 'defensive abilities were designed to be used on normal monsters'.

Defence is never used for normal monsters. If you think defence is for normal monsters, you need to review your setups.

 

But yeah Alg (TVT) nailed it. It's a real shame virtually every single special power in RS is of that type. Stuns, poison, stat drain, spirit shields, damage reduction abilities, percent damage attacks (these got removed because they sucked on regular monsters and capped on bosses), anti-stun abilities (there aren't enough, and KK green attack even disables them), Disrupt Shield (doesn't work when maging, ironically), reflect damage - all of these are really really awesome, but sadly PvP only because bosses have to stay boring.

 

When bosses use things that we also use, they still cheat - KQ and TD protect prayers are 100% (and KQ was even weirder before that) and they don't have to restore prayer, and Nex doesn't have to restore prayer either, plus that she reflects much more than we do with deflects.

 

I also asked Chaose why they aren't designing bosses using 'real' abilities and he said something like 'we just released a boss, give us a break'. He seemed to think that defensive abilities are useful enough even though they don't work on specials. I feel that defensive abilities ought to be useful, and that bosses are powerful despite them, but ok.

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Lost 2 chaotics and like 15m. Nothing compared to what other people lost, but still makes me mad as hell.

Ouch. This is exactly the kind of thing why I avoid PVM like the plague right after updates.

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From a risk vs reward standpoint, it makes sense to kill on the first day. If it were possible to kill it, I would probably have a 1b bank after killing it for 30 hours like I planned.

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Lost 2 chaotics and like 15m. Nothing compared to what other people lost, but still makes me mad as hell.

Ouch. This is exactly the kind of thing why I avoid PVM like the plague right after updates.

 

This would be the positive side of not liking boss hunting...you quit while you are ahead. I feel bad for everyone else thou

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From a risk vs reward standpoint, it makes sense to kill on the first day. If it were possible to kill it, I would probably have a 1b bank after killing it for 30 hours like I planned.

True, but this kind of shit can happen regardless of if there is a shiny new drop in the update.

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Typical Jagex... "OH MAN new, challenging boss that people really want us to release! Well why waste time actually testing it, LET'S ROLL IT OUT!"

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