#Hunter Skill
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fixing the camo mechanic to actually work would be appreciated, hate how it's been left alone. and honestly my main issue with Hunter is that it feels unfinished at the higher level end. it was relatively new at the time of the 2007 backup so no wonder. there's herbi and black chins that've been added since but huge gaps are still left behind.
I also feel like it. On the mining skill, at 92, we have amethyst mining which is great high level skilling content, fishing also has way better food to be obtained, hunter only really has herbi and black chins which aren't quite high level when you consider that the best food and ores are obtained from 90+
Add a new hunter boss, like a giant boar via the fremenik exansion area (Acheron) as teased per the character introduced in the myths guild (Freja)
I recently learned all the hunter outfits are purely decorative & was shocked, so definitely agree on fixing camo. Making those skins integrate into crafting too (rather than the fancy dress salesman) would be great
I was thinking, maybe we could have a high-value, low-intensity hunter monster that is caught at a very slow rate, with mechanics with the same essence as giants' Fondry, as long as you know what you're doing you'll be fine, maybe a morytania-related monster.
They could add big game hunter yea
Making one thing clear here, Jagex added the outfits with the intention to make them camo. However they went back with it, but didn't wanna waste the graphical work they had on the outfits so they kept them in the game. The purpose became hazy.
Anyways, even if they did camo the player, the most efficient/profitable methods don't really involve using camouflage, so anyways it's a no-go.
Imo, Big Game Hunter could be cool to see in the Desert
instead of a huge dinosaur, make it a gigantic scarab or sandworm type thing
after all, there's tons of dead empty desert space
Isn't Fossil Island the fairly recent and meta defining hunting update of OSRS? I think Big Game Hunter might actually have been released in RS3 after Fossil Island, and level requirements going up to 90+ make a little more sense for RS3 with all the double XP weekends & such letting people get to higher levels quicker
um, the level requirement in RS3 is because the RS3 version drops the melee quivalent of the T-bow ('cept vs range instead of magic)
also RS3's version of fossil island is Anachronia, it's the same landmass but with weird time fuckery
If birdhouses could be unlocked in the main-game behind a small skilling quest to introduce these new bridhouse runs.. That would be an awesome way to make low level hunter more passive without needing 100 Kudos. pls and ty 
Also what about adding some more risky hunter into the wilderness other than black chins. Hear me out.. What if you hunted these "trapped souls" you would need to go from battlefield to battlefield in the wilderness, inspecting each place and getting hints to the next place until you find the remains. (loot)
Overall Hunter needs
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more resources with a purpose. Outside of black chins , there is no real reason to hunt anything else. Herbi doesn't give enough herbs for it to be your method over farming, kingdom or pvm
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a more interesting skill loop applied to the existing content. While it fast xp it's an extremely boring cycle of set up trap and wait for RNG to trap creature. We need more things like those lion creatures that you lure into the pits.
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an actual long term benefit to having higher hunter, either from point 1 where they make a better chain of resources or incorporating it in future content better
Rn high lvl implings are the only incentive for having high hunter
Ohhh I like this. You could find lost souls and guide them to the revenant caves in the service of a necromancer or something. Don't like just random additions with no story. Like Corp with no quest... no good
Yeah and even that is based on luck to find implings , and only iron men really care about the loot they drop
Or rich clue scrollers
Hunter at the very least should give you access to BIS food
If they made a new creature set between 80-99 hunter that healed 25-30 then you instantly create a reason to train it up
Then you just need to improve how existing methods feel
They can do a lot with it. Set up traps to impede pkers while running away in the wildy
For example
Lol hunting people , I wonder how that would play out
Not hunting people but throwing a bear trap down to catch their foot
Not sure how popular that would be , but yeah that would atleast create a PvP benefit
Especially if traps and effects change with higher levels
Basically right now hunter is just mostly pointless outside of black chins
I'll tie it in to this thread as it's about wildy hunter a bit: https://discord.com/channels/324132423636090880/1027593581189419039
And there are some decent methods like the fishing/hunter near molch or kebbit hunting but they're pointless when trapping lizards are better
I think people would be receptive because it expands the options to get away
Some minor wishlist items:
- More bolts per (Long) Kebbit Spike. They used it in some "Then we Fight" videos, and I think were getting something like 100-200 bolts / hour? Pretty awful.
- Have Big Chompy Bird Hunting give hunting XP or have a hunting level requirement. It's in the name!
- Have bait in a trap actually give a lure effect of some kind. They have the tech for this with dark lure
Non-tradeable very high healing food from hunter would be a good idea.
Or food that heals about as much as a shark, but they'd also buff the player stats, just like common food but with good side effects, that'd be great.
IMO BiS healing food is the purpose of fishing, and more or less its only reward. I was surprised you couldn't eat the Molch Island hunting+ fishing falconry fish though - which require high fishing & hunter. Those seem like they should be a viable food source
i think since fishing is afk it shouldn't give bis food
it should give unique things like anglers which overheal or general good food for slayer
but hunter requires you to be active throughout , so having food that heals 25-30 at the end is worth it
alternatively they can have the hides used from hunter to make more degradable skilling support items (alongside crafting).
There is also precedent for food coming from hunter already
It's just really bad food right now
Hunter having better food than the fishing skill can provide makes more sense than it sounds at first. Hunter is meant to be a versatile skill that interacts with many other skills, like how butterflies are meant to be super potions that can be used on other players, or how there are gears that help you succeed in thieving, and gear that reduces general weight.
If not giving the BiS food itself, Hunter could provide some sort of upgrade to food.
Spices
The rainbow fish requiring striped feathers from hunter birds is a really cool design but yeah only heals 11 so is pretty useless
Spices (from cats I assume), rat catching quests / activities & Chompy / jubbly catching activities giving hunter XP would just make sense
Also eating meat you hunted is really natural
Fishing is just hunting but with water
@raven nacelle the net suggestion in here
but what form of dragon tool would be suitable for hunter?
I actually was thinking more a box, for the chinchompas
butterfly net? fishing net? chins or herbi perhaps?
like when successfully caught there is a chance to get 2 -3 instead of just 1
hmmm, its odd right cuz the harpoon is across the fishing skill, same with mining and wc
So Im just suggested a box or net for chins or imps. Theyre the most hunted in the game
While we're on the subject of gathering youknow
for farming "dragon turd bucket"
makes sure the farmers in farm guild actually do their job and not let the patches die
dragon pheromones make all the lady dragon's come to the yard
new dragon fruit use? 🧐
A Yo-Yo. In real life, Yo-yo was used to hunt rabbits. 10/10.
Don't start 😂
We aren't doing this dance again
Nerds we need devs to work on something new for hunter!
maybe one day we will utilize the south wing room over at museum for fossil bones/fossil island
NP i got this
Make a 'big lava chinchompa' over in lava dragon isle that is 2 handed. Make it the longest tic possible to throw and when u throw it, and presuming u get an xp drop allow it to do burn damage 1-10 (always random) damage upon successful xp drop.
*Spitballin'
Can catch them with normal box traps, after u put lava scale dust on them and u MUST wear ice gloves to pick them up
are we talking bout a global ult to one shot uims and send them to lumbridge
if so i support it
no one is safe
This
I've got an idea.
We put these loot traps in an area where player vs player combat is allowed, we then hop worlds to scout for prey ....
Loot traps you say
No but really, how many times have you died at TOA and lost 500k?
No rage posts there?
softcore run op and once u get the hang of it u never die
It's the same as black chins then
Minimum 12-15m
I've literally never died
Only difference is that the risk for toa and raid level increase is aligned and I have the option of getting the exact same raid level for an another invo
Most people don't have non wildy alternatives so they cry about it
Also Baba doesn't TB me and attempt to smite me for my +1 
But 500k is probably less than the loot you'd lose in the wild
NPC good, human bad?
Probably. But I can always turn it off and get the same loot
I can't turn off PvP and get the same wilderness loot 😂
You can organize friends to help you, hop to total level world's, bring zgs and veng. Lots of options
But true, you cannot turn it off
You can hunt red chins
And I also guess there is a lot of other things like perceived skill issue with death.
When I die in toa I know exactly what I did wrong. In PvP it's a mix of things that seem out of my control
Example?
Wildy example I mean
The equivalent of this is saying you can't do corrupted gauntlet but you can do mole
Yes it's loot but not what I'm after
Low phone batt , but I'll respond to this later
Black chins were added as wildy rejuvenation items. The risk = more reward would be wild to get rid of the risk and just let it ride
so for example if i die to akkah cu white orb phase , i know its all learnable and 100% dodgeable & im going into the raid specifically geared for the encounter. as triggering as it to die and lose money , its easier to accept it being my own fault since all the inputs that led to my death is 100% me.
perfect wild example is getting ags, gmauled. 1. You (as a more experienced player) could toss on a p neck incase rng gods blessed your opponent and survive, someone else dies. 2. I know how to triple eat shark->brew-> karam so I can survive a dual claw rusher/ and or a spear spec, someone else dies. 3. I know the door jams on the third time for about 12 seconds so I spam click the door to get out of alter, someone else dies and gets smited then heads to reddit to complain.
Is that kinda what u meant? @forest nimbus
for pvp it is less so, you have to balance your invent between pvm/skilling or whatever you're goal is and potentially surviving any setup that might attack you so you're never going to be 100% prepared for either. The person who attack you could be anything from a noob to an experienced pker in absolute max so you are average or below you're hoping you're not outskilled from the jump. they could catch you at the start of a trip where you have full supplies , or at the end of a task where your tank/escape options are now limited....i guess before pj timer you had the added layer of not knowing how many might attack you....etc etc
tldr; a lot of things that leave a lot of people salty
Like in regards to 'expectation of death'
this too , a lot of ways to die lol
But my point in addressing it is I know how to get out of those situations but no idea what ur on about in toa.
I could learn, but that's up to the player
The same could be said for wild in 'knowing what to expect'
yeah the things i mentioned is before you get into rng and actual pvp mechanics
do everything right but they get insane rng and you die anyway
but its still predictable mechanics until you get into 6+ people
Isn't that part of the fun? lol I go to callisto with full verac and d hide/ ava/rcb switch if i get anti'd
im just saying in toa , the only death thats potentially out of my control is extreme rng where baba hits me for back to back to back big numbers. or my weapons noodle nonstop in akkah shadows.
and even then i have the option to just put on softcore and do the same raid with -10 difficulty so i can only be mad at myself
what you mentioned is knowing how to escape in theory, but you can agree that none of the above is a guaranteed solve/escape. im sure if you really wanted you can then mention how you still get caught out despite doing the above. thats what im saying when i say things feel out of your control.
to some yes. to others no.
but before this becomes a pvp debate.
- i was joking about it becoming a skill (obviously)
- this was my only point about toa vs pvp death fees.
no no, its very valid point tbh. Until you learn you cannot predict how a Player encounter will go vs. a monster
In time, and through experience you can. It's just mostly unforgiving times you have to be forced into learning
There's no 'nice way' to teach people to tank 10+ people until you do
There's joy in letting go of having to have control of everything and just having fun
Multi revs was an absolute wild card in terms of what to expect. Sometimes I got absolutely dunked on, sometimes someone died to green dragon's with like 20m on the floor
One time I got killed by a room full of what I thought were pvmers because I got the 16m emblem and panicked
I remember that stuff way more than rote pvming
The only things people remember are like drops or, if we're being honest, funny planks their teammates or they had
And the planks are way more mentally valuable than the drops imo
The Runeweaver is a treasure keeper, hunter spider boss that rewards the players with a variety of runes and items with magical nature.
This skilling boss can be found pretty much anywhere in the game world, by following tracks left around in the wild.
Defeating the spider is a multi-step process with a weaking phase and a combat phase that requires some attention and skill from the player.
Would this boss be a good idea?
ehhh.. a spider? we have a spider. I think some other animal in the hunter skill
How about a GIANT BULL WORM? But in this case a wild worm like from rs3 but remade?
Hey we need a good concept here as well
DRAGON TURTLE
This hunter creature provides untradeable turtle scales that can be applied to any armor, effectively increasing the armor's defence against slash and stab styles and decreasing magical defence. This effect lasts for very few minutes and cannot be used in PvP situations outside minigames.
Consider alternatives that increase ranged and magic defence as well
It sounds like you're suggesting a very narrow creature to give an item that benefits restricted accounts. Lol, what is the point of it? Like where or in what situation do you optimally see it being used? 10 hp accounts that die in bm, vm, pest control, etc is the only place I see this being used. Especially if it has no pvp benefit it sounds like an update to give restricted accounts more options. We have prayers also
You mentioned the wild and a multi step process. It sounds like wilderness clues are what you're looking for haha
I'm also getting a strong WOW feeling from the idea
I see those defence-boosting items being used for more optimal raid runs, slayer tasks, bossing, and as you mentioned, lvl 3 skillers.
I also don't get why is it a bad idea to give (self)restricted accounts more versatility. Ironmen could benefit from those items achieving higher stats for a limited period of time, for example, making the defence gap between fighter torso and bandos armor smaller, at the cost of a bit of a grind.
Oh i didn't mean the wilderness, i meant, like forests, jungles, anywhere that's not a civilization in the runescape map.
SNOWY BUTTERFLY CHANGES:
Make it so you don't need to be in a multi area for it to be used
Make it long-range.
For people who don't know: The snowy butterfly heals another player's HP by 20. You need to be in a multi-area and your target must have accept aid activated.
huh? didnt you say it was gonna focus around minigames?
Optimal minigame armor?
Not exactly, the scales are supposed to boost a part of your melee defence, it's a versatile boost. Helps against other players in minigames, helps against monsters, anything that can deal that damage type will be affected, so it's a very broad effect.
I want it to be able to be used in PvP minigames, but not in wilderness PKing/any type of PvP activity that has a risk
Not sure I have much of an opinion on that type of thing tbh
other than the big lava chinchompa mentioned above in the wild
That chinchompa looks very overpowered to be added into the game. The DoT effect can easily stack with an ancient godsword spec and a well placed firesurge for example
but its still a hunter update
Giant boar boss goes brrrrrrrrr
Non multicombat butterfly usage sounds great. Maybe could cheese some non instanced fights, but if you get a few people to follow you around and use butterflies on you, then you probably deserve to do crazy stuff in this MMO
How about an Antlion?
then again that would preclude having Antlion-kin as a race
ok so I've been grinding hunter nonstop for the past 3 days. here's some ideas I came up with that I think would improve the experience (without adding new content!):
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rework smoking mechanic - currently boosts catch rate by 2%. instead, smoking a trap should reroll trap's effectiveness. to better explain what I am talking about - sometimes when you place a trap, creatures WILL just ignore it, this is determined upon trap placement. if you notice this, instead of having to replace trap, you should just be able to smoke it to "try again" to make it an effective trap.
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rework baiting mechanic - currently most baits are not stackable and not worth using for +3% catch rate. two proposals for this one:
1 - let us turn current baits into a stackable version, for example, spicy minced meat could be crafted into a single stackable "chinchompa bait"
2 - instead of current bonus, baiting a trap should extend the range at which creatures detect it by 1-2 tiles. This would be useful if the animals manage to run too far away from your trap area
also camo should do something
Oh yeah, for sure fix camo clothes