#ToA update wishlist

295 messages · Page 1 of 1 (latest)

clear bane
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These are the suggestions I've been gathering from my experience grinding the raid doing mostly FFAs. The list has been broken into multiple posts so be sure to scroll down.

Pre raid/generic invos

**Remove the linear defense scaling. Add a flat defense value to the raid npcs based on brackets: **
0-149: no increase
150-299: +20% defense
300-449: +40% defense
450+: +50% defense
Yes, I am aware fang remains the same inside the raid but the defense increase should be so that monster are a bit tankier, not massive tankfests with tons of HP AND defense. If required, further increase the HP slider. The fights should be longer so that we must do the mechanics right for longer sure, but that shouldn’t be because we just keep hitting 0s, doing damage is fun and gives a sense of progress.
Increase the limit of visible applicants to 8
The UI goes all the way up to 8 for members but for applicants it cuts at 5. Also make the raid ui less janky, it seems to glitch every other hour
Increase raid level of Pathseeker, Pathfinder and Pathmaster
Pathseeker less so, but the latter 2 are very underwhelming when compared to Walk the Path. WTP is 50 and increases 4 path levels, pathseeker is 40 and increases 8.
Quiet prayers changed to “Stat boosting prayers are 10% less effective”
The current version is just bad. Chip damage sucks. While the reworked version isn’t a good invocation for only 20 points, it’s at least good enough to consider as the last 20 points to reach expert for example.
Overly draining changed to “Special attacks use twice as much energy, up to 100%”
The current version is just bad. It treats every spec like it’s the same when they’re obviously not.

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Have a set list of supplies to be spawned from the spirit on each Spirit invocation and supply pool (take RNG out of the shop)
The RNG aspect of it has made me low roll 1 salt on power with “need some help” a few times now. I got punished because a random number was low while an invocation was on. Chaos is only a “choice” if it high rolls the other pools, by that choice the player is rewarded by learning to count. For the rest, there’s no choice because if you don’t have salt, you get salt and after that, if you don’t have ambrosia, you get ambrosia.
Make the Spirit supplies be singular items that hold all doses given instead of 2-4 dose items
The bag interface is awful. It stalls everything and is cancelled by everything. Instead of spending time changing the interface, change the items so that they’re singular items that hold all doses of the supplies. There’s no skill in clicking resupply every ambrosia sip.
Add a Leagues Relic overlay showing which invocations are active for the specific room
When raiding with randoms, every person has their own invocation preset. I can only see the invocations in 2 places: outside and when they happen during the boss fight. We should be able to know inside the puzzle room what to expect on the room that comes after. I will miss watching the chaos that happens when I say “gap is on” in FFAs though

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Path of Crondis

Pouring water restores run energy based on the amount of water poured
I know teamwork is key to team raids but don’t punish me twice by running out of run energy AND a slower puzzle time because people aren’t doing their part.
Pouring water point contribution increased to 1.5x
This is to encourage people to go get waters and reward the ones that do bring in more water

Zebak

**Improve the logic when spawning jugs during shield phase **
Move 2 jugs that spawn east to 1 extra north and 1 extra south. Make it so the tiles to interact with the jugs are cleaned when one spawns (3 eastern tiles for west jugs, 3 northern tiles for north jugs, etc) OR make it so damage is cancelled when interacting with a jug
Remove the 1 tick delay when interacting with jugs
Doing tick perfect actions to push a jug that’s behind the tbows max range line then running to attack the boss takes 6 ticks, would’ve taken 5 if there wasn’t a delay after moving the jug.
Make attacking jugs not care for attack cooldown
Half the time I'm doing FFAs I feel punished for hitting the boss every 5t when it comes to setting up the jug, it should be completely detached from the weapon cooldown
Add a 1 tick delay for the pools to start doing damage
Currently if you move the tick you’re able to see a spread splat move to your tile, you still get hit. I know the damage is lower, but it should just be 0.

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Path of Scabaras

Have the pillar memory puzzle start with the first pillar already lit OR reduce the number of pillars to 4
Slowest puzzle by far, it’s never done in solos.
Reduce the max hit of the scarabs to 1
Why do we have to flick range protect inside a damn puzzle room to not take chip damage? I’d prefer if they were removed but I know they’re there to heal up so at least make them not be one of the sources of damage

Kephri

Increase point contribution of overlords to 1x
We shouldn’t be punished for attacking the overlords after the boss is back up because we low rolled damage on them
Increase point contribution of scarab swarms to 2x
Their hp is so limited that you’d just get more points attacking overlords with better weapons instead, increasing the contribution makes attacking them less punishing in team raids
Make it so attacking (not damaging) the Arcane Scarab makes the attack charge up more slowly
The Scarab’s charge up is slowed by 100/P % for every player attacking it, where P is the party size. This way you can never fail the dps check if every player in the raid is attacking it.
Add a consistent targeting option for the Soldier Scarab
If it were to attack the person closest to its spawn, then I could just be there to tank it and have it off tick to the ranger instead of letting randomness decide who it attacks and then hitting someone off prayer
Remove Aerial Assault effect from Warden’s P3
It’s a non-choice. If you have that invocation on in team raids, you’re not picking Tumeken’s Warden for p3. It’s manageable inside Kephri but it was not made for the Warden fight.

Path of Het

Remove the orbs of darkness
They add no depth and are just a middle finger of damage when one spawns underneath you while you’re setting a mirror by a wall. Remove them.

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Reduce beam of light damage to 1-5
The fact that there’s a “moth” title shows that the damage it does is stupid. Having to do the room more slowly because I will take a 2-digit damage splat from the beam if I just place the mirror in the correct spot at once is stupid.
Make mining always deal max hits
Just more consistency to the mining phase and more reward for using the pickaxe spec.

Akkha

Add a statue of het before the teleport thingy
Give people that aren’t using plugins a chance to deposit their pickaxe after leaving the puzzle but before going down to the boss
Make the boss more visually distinguishable for the attack style he’s using
We shouldn’t have to rely on plugins to get a clearer indication of which attack the boss is using
**Make it so attacking (not damaging) the Shadows makes the attack charge up more slowly **
The Shadows’ charge up is slowed by 100/P % for every player attacking it, where P is the party size. This way you can never fail the dps check if every player in the raid is attacking it.
Remove the chip damage of the boss autoattacks
I hate chip damage and because of how long this fight is it does add up. Butterfly should be the method to optimize dps by extending the phase we deal the most dps in and not to prevent the boss from dealing tons of unblockable damage, that’s what the last phase is there for
Change “Keep Back” to “Akkha deals more damage to players adjacent to him”
Same concept but in a way that’s much less terrible in team raids.
Remove the effect of “Stay vigilant” on Warden P3
It’s a non-choice. If you have that invocation on in team raids, you’re not picking Tumeken’s Warden for p3. If you want to react to the phantom, just use the other Warden that doesn’t deal chip damage.

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**Rework the last phase **
This phase was not meant for team raids. Any 1 person doing mistakes punishes the rest of the team instead of themselves. Change this phase so that all 4 shadows can be attacked but each keeps track of how many attacks each player has done. Once a player has attacked a shadow 3 times that player can no longer damage it, once that player has 3 hits on all Shadows then the counter is reset. If someone wants to dump dds specs on them for some reason, then only that forbidden breed of gamer gets punished. Have protect from magic halve the damage from the balls so that it’s a way to mitigate damage if needed instead of being merely a suggestion
Make it so Shadows can always be attacked when Akkha is doing the memory blast
Unless the boss phased, memory blast is just stand idle doing nothing for the full spec. By being able to attack he shadows we get to progress the fight no matter if the boss phased or not

Path of Apmeken

Make it so using the correct attack style on the baboons guarantees the max hit
Speed up killing the color baboons so that we can get to killing the special ones more quickly
Make it so Volatile Baboons explosion also damages Baboons in range
Adds planning to where the explosion is going to go off for the most damage to progress the room faster.
Remove the prayer drain from Shamans and Thralls
We already must use overheads to mitigate damage, don’t need another way to drain prayer in this PUZZLE room
Make it so Cursed Baboon pools don’t venom the player
Getting pulled into a pool because the statue broke LOS is the dumbest way to take damage in that room. The 2-digit damage splat is enough punishment.

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Make it so completing the Sight tasks damages all baboons on screen, with the damage scaling on task completion speed, failing the task would deal no damage to them.
There’s no incentive to do the tasks quickly, completing them on the first or the last tick it’s the same outcome. This way players gets rewarded for teamwork and coordination with a faster PUZZLE fight timer.

BaBa

Make it so the baboons spawned to attack sarcophagi are colored but still only use ranged attacks, using the correct attack style would guarantee the max hit
We mostly ignore them because failing the dps check happens more often than it should. Guaranteeing a max hit for using the right attack style removes the punishment for low rolling damage.
Make the baboons stop attacking the sarcophagus if they’re attacked after they aggro to one
This way even if youre not straight up killing them, you’re somewhat rewarded by wasting one attack on them. As it is right now you can waste 3 5t attacks on one, fail the dps check and fee like an idiot
Add a tile indicator to the tile on which the Sarcophagus attacks will land. Make this indicator visually distinguishable from BaBas shockwave and rockfall
I want to be able to react to the Sarcophagus attack and move out in time, not stand on the opposite side of the room because there’s no indicator to which tiles will get hit.
Make it so the bananas don’t deal damage to the player but instead disable the protection prayers alongside the stun
The stun is often already enough punishment for stepping on one, the double-digit splat is just unnecessary for a 5-point invocation. With this change we can willingly step on bananas at the right time when we’re not the target to clean up the room.

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Remove the through prayer damage from the autoattack
The only thing players can do against the autoattack is to pray melee, but that prayer can end up being merely a suggestion on how to mitigate damage. Add some sort of counterplay to it, be something as stupid as having to move the boss after every hit so we can’t click the boss and afk. Zebak doesn’t destroy the player through protection prayer and is a simple fight.
**Add a visual indicator to the pit when Mind the Gap is on **
This is on top of the overlay showing the invocations. Paint it red or have boulders drop to block the gap if the invocation is off. IT IS AN INSTAKILL, indicate it properly.
Make it so it’s first come first serve to being protected from boulder throw at the debris
I shouldn’t be punished for being the first to get to a debris, if anyone takes their sweet time to get there, they should take the hit

Wardens

Add a way to fully mitigate damage from the Charged Shots, both in teams and solo
In solos, be it taking one orb all the way to the opposite warden or through the obelisk. Tanking 70+ every cycle with no counter play is the worst mechanic.
In teams, make it so while we need to stay P tiles apart from other players, where P is party size to mitigate damage from the blue charged shot while also lowering the damage of doing the orange shot properly by 50%
Make Tumekens Warden behave like Elidinis for P2, minus the starting prayer
There’s no choice, the fact that one warden just adds more movement to the phase where movement is already a thing to counter the obelisk attacks, is just unnecessary
Make it so the Obelisks Skulls AoE NEVER hits the tiles adjacent to the Wardens
This is so that the player must choose between dealing with the skulls or the melee hits. I’d take melee tanking and flicking prayers over the skulls any time.

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Make it so the Obelisks Skulls tile indicator is more distinguishable when it lands behind the obelisk or underneath the Warden and make it visually different than the Imprisonment projectile marker
It’s too easy to not see that shade when there’s a warden next to you. I wish I could make that tile highlighted with a plugin like how it’s done with the Zalcano one but not everyone uses plugins.
Remove chip damage from p2 autoattacks
Make the chip damage scale with missing prayer or whatever, it’s stupid to have to chug brews even when doing everything right. There’s not even an opportunity to heal up with yellow keris like p3 skulls.
Remove the chip damage from Akkhas phantom at P3
There’s no choice. The other warden doesn’t have this chip damage. If both deal no chip damage, then it becomes a choice: React to the projectile or to the pattern
Make p4 Warden lightings indicator visually more distinguishable than Kephri/BaBas indicator
I can only keep track of where my boulder will drop, not the 7 other players inside the raid

Rewards

Move Fang and Ring to 150
Entry mode should be the way to get gems and thread, not purples.
Make the pet kits roll whenever you have all invos on, with a scaling drop rate with raid level and the path Level until the drop is guaranteed at 450 + 4
It shouldn’t be 0% or 100%. There should be a middle ground where players not doing 450+ are incentivized to turn on that last invocation of a boss instead of an easier one to put in a little more effort to get a small chance at the pet.
For the item kits, I couldn’t find a satisfactory condition. The best I could brainstorm was WTP + PS/PF/PM would enable the chance to roll for the kits with the raid level being the chance to get it while they remain guaranteed at 350/425/500

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Make the cosmetics, both item and pet be eligible for anyone that hasn’t died instead of nobody getting it if a single person dies
I shouldn’t be punished because my duo planked at Warden P3. This is exacerbated should the proposed cosmetic changes are added. If a person dies at BaBa then they don’t get the chance at the kit, while everyone else that did their part gets rewarded for pulling that person’s weight.
Rebalance the current state of melee weapons
Fang was amazing at CMs because it helped deal with the increased defense there. There are enough NPCs in the game to justify having Fang excel at 25k+ defense rolls. Either add an extra accuracy bonus to Fang so it’s the same accuracy on mid def but ramps back up on high def targets OR rebalance the current melee weapons, ballpark numbers say that a mere 15% dps increase makes fang obsolete.
Remove the prayer and defense requirements of the base Ward and make the upgraded Ward tradeable
The base ward has a minimal prayer bonus and defense. There’s absolutely no reason it should have a requirement of 80 in defense and prayer to use
Lower Masori’s weight
The armor weight was never shown on the blogs and when it was added to the game, we got an armor set that’s 3x the weight of Armadyl. It’s an issue at gwd, CMs and pretty much any boss we run around and shoot. Make it only 1-2kg heavier than Arma.
Allow the Ward to be combined with other sigils for other roles
Elysian ward would have 100% chance to reduce damage instead of 70%. Spectral ward would halve stat and run energy drains as well.
Red Keris lasts for a set amount of hits instead of time
It's worthless in small groups. Making the effect last for X attacks allows for it to see a lot more use than it currently does.

If you made it this far thank you for sparing me your attention. I like the raid and that's why I'm passionate about getting the right changes done.

whole egret
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one thing i do agree with is that we shouldn't have chip damage through prayer , it is frustrating to lose half your health while doing absolutely nothing wrong throughout a fight.

i struggle with phosani , but i think it has the most fair mechanics when it comes to dealing damage. only problem with toa is that the core mechancis are done in a way thats so easy that not having chip damage would make every single room free

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when you make a boss that has slow attack speeds and obvious indicators on what to pray then unfortunately you need the chip damage. for example imagine how quick and easy corrupted gauntlet runs would become if you took no chip

unique tree
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Some decent suggestions

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But 90% of them just want to make the raid easier

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As if it isn’t easy enough lmao

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Honestly feels like you want free invo levels

whole egret
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Chip damage goes hand in hand with the boss difficulty and max hit.

Having chip damage on something like phosani would be outrageous. Every 3-4 hits you would be in danger of wiping from a mistake.

Overall give me big max hit over chip damage. I can accept taking damage from mistakes but hate having to play around constant health drain. It's why I camp blood fury over torture

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Like if we were to replace zulrahs blue phase being random to a constant jad phase, then the 40 max hit off prayer would feel more fair than it currently does

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Chip damage nobody , but the greenball is BS

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It's just people deciding not to do the mechanic for some reason

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Fair , but it's still a choice to avoid damage vs risk healing.

Chip damage as a whole just feels like a cop out for making bosses too easy

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Give me a slightly faster verzik with gauntlet tornados instead

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But not to go down the tob rabbit hole further. Toa is unfortunately too easy to have 0 chip damage

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Osrs x guitar hero

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Just imo if they take the view of no chip damage in future bosses , we avoid having something like baba

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Where its pray melee and hope he respects it

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It would move to a system of more auto attacks which encourage prayer flicking, or in nexs case not using a certain style

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Or more bosses like xarpus Where you don't take damage unless you mess up. And dying never feels unfair

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Yeah , none of the suggestions he put were wrong in isolation. But toa is way too simple for it to have 0 chip damage and all the damage dealing mechanics removed

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Otherwise I would run in and do it with no brews

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One thing I 100% agree with is the purple base rate moving.

Scaled upwards it would mean 8 man 510s are needed for 55% purple

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Still a stupid % but locked behind something more fitting

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Nah I'm saying leave it as it is point wise but change the base rate so that the level required for best odds is closer to the hardest possible raid

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So 410s are still better than 300s, but there is a reason to do 480 or 500 instead

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Last comment from me. You know something is broken when everyone but jagex agrees that the broken ward and fixed ward stats and tradability needs to change

unique tree
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I mean u can’t even cry about chip damage in toa

whole egret
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Yeah it's not bad enough to warrant crying , just a personal design preference

unique tree
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You get an absurd amount of supplies

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Idk I find it interesting tbh

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ESP in 500s where u got no food

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Makes u think about when u should spec and adrenaline

unique tree
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It’s just mind boggling to me how he wants this raid even easier when it’s a joke of an end game piece of content

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Kinda crazy how simple and few mechanics baba has lmao

whole egret
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Then take another 100 chip damage just because

unique tree
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I mean that’s fine

whole egret
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At lower invos it don't matter as much since the accuracy is low , but when doing my 425 run it just feels like I'm being punished for existing.

Heck on akkah the chip damage is the entire reason I don't run step back

unique tree
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If your doing higher levels in shit gear, naturally it’d take longer

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You can’t expect to do the same DPS as a 1b+ item with a 100m item

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Either do lower levels, upgrade gear and then attempt it

whole egret
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Not expecting to do it as quickly, just the chip damage making it twice as bad

unique tree
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Can’t blame rng either if noobtype did it in 13m gear

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It’s more of skill I’d say

whole egret
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Yeah but there is a balance between average pvm skill and noobtype 😂

unique tree
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I mean u can learn from it

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Not like he does anything special for obelisk lmao

whole egret
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We can't use him as the measuring point on what counts as a fair raid

unique tree
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Only thing he does smth special

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Is “tick eat” with sun spec

whole egret
unique tree
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Which you can easily do as an average player to save spec

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I mean smth like Zebak spamming your ass

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I’d agree with that

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But warden is not that intensive at all

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The easiest part of 500 imo

clear bane
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Added a buff to the fortified ward suggestion to the main post

dense jolt
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have not read everything but it seems like you are trying to make the raid easier

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personaly id rather see them add more invocations that are engaging so pushing past raid lvl 400 is more engaging

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also think one of the biggest issues is the 1/3 boost in chance for pushing past raid lvl 400 (should be rewarded for going past raid lvl 400)

clear bane
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They won't add new invos once they add the CAs for at least a full year.
My suggestions are there to improve the raid based on my experience. Chip damage is a recurring theme because it's a stupid way to add artificial difficulty by making everything a dps check.
Case in point is how the "harder" Nightmare has no chip damage but every mistake has the potential to remind you what your respawn point is. People that are good at Hydra run in with minimal food and last as long as their prayer does because dealing with mechanics means no damage is taken, what's the skill behind doing the fight right and still being hit for 30-60 damage through prayer?

dense jolt
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chip dmg creates pressure to play well imagine how p3 verzik olm etc would be without it

clear bane
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Yeah inferno you're just spammed chip damage for 66 waves to pressure you on wait

whole egret
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but phosani has 1 dps check. right at the end, and it lasts for 15 seconds?

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thats completely different to having multiple rooms of it

clear bane
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Even if you are to consider a flank blob "chip damage", you're also given the opportunity to heal back up on the same wave.
where do we heal on akkha, baba, wardens p1 and p2?

whole egret
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i just thank the lord zebak isnt chip damage too

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its fine to have no chip damage. it just means you actually need to design a boss that has enough going on that i can mess up

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like p2 verzik

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outside of the lightning there is no chip , but there is a lot for people to keep aware of

dense jolt
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healers in general are great

clear bane
whole egret
clear bane
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So if its fine, why are people... doing strats to prevent the boss from attacking entirely?

dense jolt
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butterfly i think is good mechanic red x baba def feels like baba needs change as an encounter.

clear bane
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less so for butterfly since thats when we get the most dps in, so the no damage is a free upside

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But if we change baba we're making the raid easier, dont you think?

whole egret
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its not take no damage. its take no damage without messing up

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unfortunately the only part of the raid where people constantly make mistakes lasts like 20 seconds

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throw that shit into the baba room and remove the damage through prayer

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😈

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oh dont get me wrong, im not saying this absolutely needs to change. but if they were to take any advice

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get rid of chip damage and replace it with actual mechanics

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take the p3 lightning and slap it into baba room

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if i want chip damage there is an invo for it

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which unsurprisingly everyone turns off

unique tree
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ngl doubt anything u suggest even if it has a fk ton of support will be added

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the shadow for core location is yet to be added

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theyve just given up on toa at this point

whole egret
unique tree
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i honestly am baffled how some of this shit passed testing

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the raid is so badly balanced its a joke compared to the previous 2 raids

whole egret
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thats a whole other issue that i dont want to cry about 😅

unique tree
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500s deffo ez compared to hmt ngl

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took me multiple attempts to get a hmt kc but that could be cuz of team

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and 1 warden attempt for kc

whole egret
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especially in a team setting. in solo im always scared of a misclick or turning my brain off that i forget its skulls.

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in teams i can actually just afk and nobody gets punished. dont even need to hit in the right order

unique tree
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imagine skipping skulls is better dr

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cuz u get to do more dmg

whole egret
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this is where it feels tough for me in my gear. but i doubt it would if i had a staff

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everything is the same until i take non stop akkah damage from noodling

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so im guessing without staff 400-425 feels like an expert. with staff its 500

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all because of dps checks and chip

dense jolt
# clear bane They won't add new invos once they add the CAs for at least a full year. My sugg...

ye this is fair but it's a bit of a waste for the way toa is designed. Toa can have new life breathed into it with new invocations which is a good thing IMO. cox received many changes even after its release. Cas always get devalued cuz of power creep. Some things definitely still need changing like the path invos are so bad compared to wtp. But raid needs more creative ways to keep upping the raid lvl apart from path invos being viable/slow down invos like medic etc. New invos is also how we can flesh out flaws in the current bosses/add depth.

whole egret
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invo rebalance is needed, scrap half the 'lives' invo and put less 'time' invos

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then remove the path level ones and put in ones that make a difference

clear bane
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How would an invocation make a babas meta stop being red X in a way that shouldn't be a change to the boss itself?

whole egret
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activate corrupted gauntlet floor mechanics

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now you cant red x , but have to be weary of the gap

clear bane
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Dont get it wrong, I think every boss should have its own 'Insanity" to push mechanics to the limit

dense jolt
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baba might be the execption where it needs changes directly (its one of the most complained about bosses)

clear bane
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but when the boss mechanic is... you take damage when you do everything right... how do you push that?

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Akkha/BaBa need to be changed

whole egret
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nah he is right

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the skill gap for baba when you know the mechancis is... "do you want to red x or not"

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if we are wrong , what else do you do to improve baba once you know how to avoid shadows and not fall into a pit?

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orbs i've come to accept was a skill issue on my part

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i still think 25 is too much damamge , but its avoidable

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with zebak the skill there is being able to move and prayer flick at a faster rate when the level goes up

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especially the blood barrage inbetween

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and solving the jug puzzle

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you can even learn to wave skip

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there is mechanics to learn and master.

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with baba its just bend over and accept whatever damage baba feels like dishing out

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tbh the hardest part of baba is avoiding being pked by noobs who don't know what rock is theres 😂

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dont give jagex ideas please

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idk, i was running all baba invos from like my 4th raid and never thought about it again

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its literally only teammates that kill me by having 8 man on 1 boulder

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or not shooting boulders

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i feel like every one of his suggestions does make baba better.

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but again. sadly toa is too easy without chip damage. so without a full room rework its needed 🥹

unique tree
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when i did 8 man 400s

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i learnt red x is necessary

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if u wanna atleast attempt to do it deathless

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though u still have that 1 idiot who goes in despite everyone saying "dont go in" so the main guy can set it up

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and then guess what happens

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50% of team planks minimum

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yh some of his suggestions i agree with

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but atleast 70% of them are just pointless things that are there to make the raid easier

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yh i noticed that too

whole egret
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tbh its cheeky to call babas damage chip 😂

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the thing is slapping you for 25% hp

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but yeah im with you

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it is?

unique tree
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yh it is

whole egret
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must be your 1b torva

unique tree
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even in bandos

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it was inaccurate

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but i just couldnt be bothered dealing with rng

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so i just learnt red x

whole egret
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tbh its only level 3 that makes me use brews

unique tree
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ngl i see red x as a good mechanic tbh, helped me learn the game a bit better

whole egret
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but still. i wouldn't call it inaccurate

unique tree
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yh ig that high lvl

whole egret
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then they just pick and choose where to allow it

unique tree
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a lot of methods are made with red x

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hell id even argue some ca tasks were made with it in mind

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the gwd ones

whole egret
unique tree
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yh it is bs i can see why, but i just like that its there

whole egret
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i put it in the realm of kraken

dense jolt
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I really liked some of his takes but others I found myself really disagreeing with

whole egret
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bugged and unplanned and clearly should be fixed....but fuck it

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strangely i see this as more fair

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not 121

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but maybe 98

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i dont believe in instakill

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i just want to lure baba into a boulder and let it fall into the pit for an insta kill

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high risk , high reward

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the content rot have been waiting for

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nah its not required at all , just the only thing that seems to be how to 'improve' performance and reduce damage reliably

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dw. one day they will release toa super elite mode for the shadow cosmetic

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but jokes aside, i just pray they take some of the feedback and pump it into future bosses

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CM cox : please stop making tanky , more hp and do unavoidable & unpredictable damage (Muta)
Nex: Jagex please. stop making me guzzle brews when i dont make mistakes
Phosani:: wow this is very punishing if you make a mistake , but overall its skill based good job

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now for toa they are getting cm cox feedback again

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so i pray next raid they finally do it right

clear bane
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Worst case scenario we agree to disagree

whole egret
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maiden you can share with team , so to an extent it is avoidable. imagine maiden where it just attacked all 4 of you without reason with chip and drain.
the rest of it, fair enough

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muta however is the biggest piece of BS i've ever seen

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especially considering the safespot isnt even by design.

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the only reason you prep like 5-6 brews before going in there is because you small muta can randomly do that BS walk away and hit with range thing & big muta can give b2b2b 30s for fun

whole egret
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i have found myself saying "baba please , not now" way too many times

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if there was a way to change who. baba targeted (like nightmare) then it wouldnt get complaints as much

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since there is now a tank role system

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its probably whoever has the least health and no brews and restores

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because that seems to do it

clear bane
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Added red keris suggestion to the rewards section

clear bane
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Don't have enough space on the original post to add this but also consider the idea of Ward being combinable with every corp sigil at once so it has all the perks.
Sounds busted but fun and sinks all sigils

clear bane
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Better get off that mirror, lad.
Sinks Corp sigils, makes a shield have all around defences and damage reduction, a shield intended to be magic offense ina game with tumekens shadow...
In theory the numbers add up.

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if bulwark was op for having too much stats for no cost, maxed elidinis ward with spectral and ely would be a fair cost

dense jolt
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I know its such a small thing but itd be nice if the mirrors stacked in your inv for the path of het

clear bane
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omg yes that too

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also wish we didnt need to pickup a hammer at the 🦍 puzzle

clear bane
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Just wanted to necro this RQ to rage again at Het's puzzle. People leeching idling by the obelisk take no damage while people actually giving a shit about completion time take all the damage.

whole egret
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Taking notable damage at het puzzle??

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That being said , ffa toa is the most garbage bit of gameplay I've ever experienced

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Everyone ignoring kephri medic so they can get more hits than others

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People moving on black orbs

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Refusing to tank for more than a few seconds at p1 warden so they can focus on dps. Almost wiping the team

dapper frost
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bruh

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these guys typing paragraphs 💀

whole egret
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You can't read paragraphs?

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Or you just enjoy being negative for every response 🤷

clear bane
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Add a setting or a way to opt out of letting others see my pots.
Another mechanic that is so annoying in ffas that shouldnt be there.

golden wedge
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I'm not an advanced player but I can still see the main issues with ToA, it lacks of complexity and skill expression. And what's worse a lot of those harder to learn skill expressions are unintended game mechanics and bugs just to deal with some BS the raid throws at you.

  • Akkha memory skips, dps check skips are unintended
  • Butterfly is unintended
  • Ba-Ba red x is a bug

Compare that to Olm, headturning to skip over attacks was intended design by Jagex, even if they never imagined skipping all of them. Melee only Verzik was intended design even if everyone ranged her on release week. These are higher levels of play that are super rewarding. ToA lacks this in a lot of places.

The things I'd want are additional invocations that increase complexity, complete reworks of Baba and the path, and removal of some annoying bugs.

  • Akkha, it's good in my opinion, the invos are well made and require a lot of skill to manage. I don't like the DPS checks at all, and I think in larger groups the double trouble invo is a little ridiculous
golden wedge
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  • Kephri is also in a good spot, not sure why people dislike her so much 😦 though i've never touched medic. Again the DPS checks are infuriating, could be solved by reducing damage the more damage you do or something.

  • Zebak to me is really quite boring and can be frustrating. Blood tomatoes spawning during rocks, some horrible pot/acid layouts. I think there could be some added mechanics/invos in here. Maybe a blood clot that needs to be destroyed with a pot else it heals zeb. Or additional pot types that deal damage to zebak but will hurt you if you don't get rid of them.

  • Ba-ba is why I don't really ever want to pot, I've not been at ToA for 3 months cos I'm waiting for the devs to do something lol. Bosses shouldn't be able to B7B 20's on you (yes this happened to me and I'm salty). As suggested above, removing the chip damage makes the boss a cakewalk, it needs more mechanics to make up for it, special attacks that require some prayer switching, minions that spawn during the fight from the path such as a cursed baboon spawning or a mage thrall. Things if you don't deal with effectively you will lose out on DPS and your HP pool.

  • Ba-Ba path sucks everyone knows this, just tele everyone to nylo room and rename them to spider monkeys.

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  • Wardens, p1 needs something new, everyone learns how to deal with the UFO microwaves their first raid and it never changes. The DPS check is again frustrating, Gear checks are fine but this feels unimaginative from jagex. Maybe an invocation could be introduced where P2 obelisk specials occasionally spawn early in P1 the longer the obelisk is alive (bombs, windmill and diamonds)
    Also think to how interesting P1 verzik is in comparison, Jagex dropped the ball.

P2 is probably my favourite part of the raid, a new invo or 2 could be nice for the higher level community. Maybe an invo that allows obelisk specials to stack over each other (windmill + bombs).

P3 imo NEEDS new invocations. It should lean heavily into the side of the obelisk you pick that changes the theme and types of challenges you face. Examples:

  • If you pick zebak/ba-ba side you will need to dodge waves and deal with monkey minions
  • If you pick Akkha/Kephri side you will need to deal with trailing orbs and a scarab minion

P4 is fine, another good element of the raid overall

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Just realised this thread is 5 months old skull

clear bane
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Youre supposed to add to existing threads instead of creating new ones, btw. The idea of using this system over a discord channel is that ideas for the same topic are in the same place

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I like butterfly as a strategy, as a way to make the phase on which you deal the most damage last longer but I don't like butterfly as the solution to the boss dealing too much chip damage.

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but ye duck the dps check and duck red X baba to not take 100s of damage

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I dislike Akkha. Stay back and double trouble are mechanics that push players to cheese as much as possible while not addressing the damage. Also the enrage, I thought I couldn't dislike something more than Phosani p5 but I was proven wrong

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Kephri imo just needs aa and medic tuned to team sizes and a failsafe for failing the dps check, I like the overall flow

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for example, AA changing to a cross pattern instead of a 3x3 means 2 people can stand in each corner and not rag each other

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that diagonal tile really makes it very anoying for large teams

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medic needs to be tuned down for smaller teams

golden wedge
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Last phase of Akkha is perfect imo, I started enjoying it after a few hundred raids. It's like p4 wardens and has a sort of flow state, where you get into a perfect rhythm, it's very satisfying. It's a little too punishing and does drive away other players though so it will probably be looked at in Raids QoL

clear bane
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Do you do solos or team raids?

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akkha zum phase depends solely on how many people are in there

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(and how many of them are trolling)

golden wedge
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Done all, I hate solos but done loads as I'm an iron. Duo-Trio mostly. 8 mans are fun but do have some balancing issues with certain invos and rooms

clear bane
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Amen for that

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8man akkha when one guy has his mage thrall up makes the other 7 take more damage

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or, I am not joking, people decide to dds spec the boss

golden wedge
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I could see white orbs being reduced in higher numbers and amount of hits to move a shadow being increased as a good balance

clear bane
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I'd like if the orbs ramped up in damage

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the more you eat the more pain you feel

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So that if you tank 1 or 2 you're not down 40+hp but past a certain point they're a hitkill potential

golden wedge
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My worry is that jagex have said "we are happy with where the raid is at" in their last update

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they released that survey a while back for ToA which gives me hope it all gets addressed in Raids QoL this year

clear bane
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Ill say this again, to make baba puzzle less rancid, make protecting the statue the main goal of the fight as it was intended to be but scrapped, but instead of failing the room if it dies, the statue loses the power to laser beam every monkey in the room once we complete the task successfuly. This damage scales with how fast the task is completed

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There is 0 incentive to do the task on the first over the last tick

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And when every monkey aggros the statue instead of the closest player, no more random chance of getting a ranger and mage aggrod at the same time

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We would still be pointed to aggro them asap but we would be in control of when we get aggrod

golden wedge
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I don't think this is the right move imo, increase the choices and complexity, rebalance the stats and purple chance accordingly. If 10 new invos are introduced, make the stats scale less, make kits harder to get, make purples rarer until higher level invos... or just rework the points entirely

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there are some invos they can remove though to make way for new ones, zebaks could be replaced for example

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Yeah solos are easier besides wiping, scaling it linearly like they have has made being in a team pretty pointless. I have friends who refuse to do it in a team just because it requires some communication and extra mechanics lol, no incentive

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one of my friends is 130 solos dry and still refuses to do it in a team which is funny, like don't you at least want to see a purple in your lifetime?

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Also I think jagex could add invos and increase the RL cap to say 700 then increase kits accordingly too, because the new prayer book is gonna come out anyway and make toa potentially a lot easier

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make fang kit 600 for example if that were to happen, 475 for ward, 400 for assembler. I think people would complain though so idk what jagex would do

golden wedge
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I dont have fang kit yet, if its balanced properly and getting the kit is more challenging but more fun I don't mind it, convincing other people that might be hard

whole egret
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im still in shock they actually allowed red x to stay in instead of upgrading the boss

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it honestly is something that should not have made it past any form of quality assurance

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1 style attack , easy to dodge moves , hitting too high through prayer...etc

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zebak i disagree with though , its my second favourite room after akkah

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Especially when you get to level 3/4 and it get a little hectic

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P1 warden is okay in teams , but in higher invo solos without a shadow is the shittest thing i've ever seen

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just a DPS check with unavoidable 74 damage

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if your blowpipe noodles then you're looking at 140-210 damage while making 0 mistakes.
this would be like Olms teleport just flinging you to the other side of the room for 50 , instead of telling you were to stand

whole egret
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yeah but i thought that was the whole point of invocations

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for example, simple at the base but then we get

  1. Invo that makes it do more than 1 style of attack
  2. Invo that makes waves of monkeys join the fight and you have to flick inbetween baba hits
  3. similar to HMT verzik yellow balls , maybe now you have 3 rocks thrown and you have to move between spots
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been running all baba invos from day 2 feelsroqman

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even having boulders be weak to different styles would have done it

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oh well.

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we don't even even have HM to look forward too since they already delivered that 😂

golden wedge
clear bane
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Make Keprhi’s Medic Swarms only set a 1t attack cooldown
Issue: Dealing with that invocation solo is too much added effort vs groups
The idea is to make them work like Bak’s jugs so you can pop them quickly, from a distance without compromising boss dps

golden wedge
clear bane
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replace the 3 pick shop system with a points one, like tob
3 picks will never be equally balanced and ever since power lost ambrosia, for pretty much every raid people just turn their brain off and pick the same 2 every time.
At least a shop system lets us minmax the crap out of it and that's fun

knotty crane
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I think we are too far deep into removing Ambrosia

clear bane
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Make P2 Warden melee attack guaranteed when someone is in range
Been trying to melee tank P2 in FFAs and it's just so unreliable to get it to melee instead of throwing a range/mage hit.

clear bane
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Keep back invocation removed, replaced with "Vigilant Shadows"
Vigilant Shadows would give Shadows Akkhas current overheads.
note: Consider removing the chance to change styles whenever Akkha uses a spec

clear bane
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Instantly clear UFOs when obelisk dies
Orbs get nulled but the rave continues after obelisk is dead. Believe it or not that kills people in the FFA world and IMO is just a dumb mechanic that shouldnt be there.

clear bane
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Akkha's burn DoT doesn't spread
Why do I need to eat 30 unblockable damage because someone else got hit by it? I know most mechanics in this raid punish others more than the person that ducks up but sheesh

dense jolt
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its a raid that trys to have team mechanics

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team content requires team play

clear bane
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person makes a mistake then walks near other people, infects then with covid making htem lose 30hp

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if any, covid person should take more dageme the more they spread it

clear bane
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Make Akkhas Dum phase teleport be timer based instead of hit based
the polled change of making 0s not count are terrible for team raids not only because they don't fix the problem with dum phase in teams (specially the madness that happens in FFAs) but also makes it more annoying in small ones.
Currently it's possible to poke spec or poke poke in teams and have that happen consistently, but now you'd also need to keep track of how many xp drops you don't get while still watching 8 directions for balls. Doesn't look like it got better does it?

Back to the suggestion, making the boss teleport after 10 ticks (for example) on team raids instead of the proposed change that's for solo players only means that being the first to hit gives you 3 pokes before a teleport and 2 for anyone else.

hushed tendon
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Man why did this get 13 downvotes wtf

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Guess avrage discord osrs player

whole egret
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Cba to read it all again and part of it Is probably edited by now

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But half the suggestions were 'make it easier because I don't like it'

clear bane
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Soldier Scarab autoattacks to have a preanimation like Nightmare
People in FFAs dont trap it and keeping track of its autoattack cycle is too much effort to then still have to flick it.
Making it a preanimation helps flick the hit without keeping track on the hit while still requiring the burden of offticking it to flick properly

clear bane
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Stall P2 Warden's attack after it uses the prayer attack
I've been pushing myself into attempting to tank P2's melee hits to minimize damage taken by the team (which I wish it would prioritize melee attacks more often) but I find myselg having to step back for the autoattack that follows the prayer disabling attack.
I wish this auto would be stalled just enough that I would have time to get the overhead right then put prot melee on to hopefully take a melee auto
I will also mention how melee tanking during obelisk specs is asking to sit out the rest of the kill.

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Also want to reiterate a few points Ive said before but I am baffled Jagex didnt even mention in the poll:
Supply invo RNG
Why can the 15 point "need some help" randomly have the same power pick as the 40 point "No help needed"?????
Just hard code the shop options with each invocation on and stop letting randomness take the wheel.

Kephri's medic in solos/small teams
Descale this garbage of an invocation for smaller teams down to solo. Kephri mog is the only one I am missing because I am refusing to spend 20 TRUCKING MINUTES inside that fight and not paying any service discord to afk while they do that for 40 minutes.

Akkhas C-word phase
The problem with the phase is not that hitting 0s ticks down the attack counter (although if it means thralls are no longer an issue I welcome it).
The issue with the phase is that you can randomly have any number between 0 and 12 orbs at the 3x3 area around you.
I'm only a human, born and raised in Brazil, I cannot assume I am expected to locate the position and trajectory of 12 orbs in 2 ticks.
I can manage just fine in any other situation. It's the dumb randomness that causes all of this, equal issue I have with the final row of P4 warden in 400s, luck plays more and more as a factor of doing a no damage kill.