#New Delve Boss Rewards - Varlamore TFD
1 messages · Page 10 of 1
Supply system and aesthetics of TOA (salts >>), skill ceiling of tob, high skill floor solo of cox, 1 min puzzles max
Is roughly where id start
pretty syure scrolls were rarer at the start but people complained and now they are way too common
ngl salts are giga busted
they are like overloads on steroids
no hp drain, longer duration, higher statline
Tob is cool cuz you don’t really get one shot, you mostly get whittled down by compounding mistakes, besides glorious screwups P1/P2
tbh i really dont like the "oh heres an op consumable you can only use in this raid" thing going on
don't instantly depreciate, gives you stam
And it's kind of hard to appease solo players and group players from same content so I guess team aspect of tob and solo players suffer
At the very least, they said they’re going to make it more like tob where it’s a boss rush raid that doesn’t necessarily scale to solo
No solo scale? Lfg
i'm fine with overloads because its instantly -50hp so they're not just click it with reckless abandon kinda deal
i dont really think thats positive honestly
Yes give me more of that
Unless it's a near 0 def raid (or few accuracy issues) then sure
i think it shows that they might not really be paying full attention
for example
the boss rush thing sounds good if you're currently doing a shitty puzzle or boss room
overloads yea are fine. they honestly arent that much better than reg game either
but at the same time some of them are actually pretty good/not bad
like crabs or tekton
I think it’s a good thing to have a raid be more aimed at teams without solo accommodations - though this not meaning it can’t be solo’d
i think it was them just testing the waters for maingame ovls at that time
so instead of learning why some of their puzzles are ass
they're just saying no puzzles
2/3 of the raids are already basically solo-locked outside of mega scales
Why go 3/4
I much prefer solo content but I agree
tob scaling down to min 3person was a good call
thats another thing
It's a raid/mmo
solo is not inherently bad its actually a super valuable option and a lot of people play that way
Cox/TOA you can solo all you want
they just haven't learned that its about the reward tuning
overloads/salts are definitely not fine 
Not only are they braindead as fuck because they're a 3-in-1, but 99% of players never use it properly.
for example
homies who dont know how to brew on 15s be like
how many people do u know actively brew before the stat refresh
I guarantee you it's basically limited to hlc and their mentees
if you grind toa with 4 people vs 1 person the 4 person group takes longer to put together and will also have various reasons to take breaks dropping efficiency
If raid 4 is as soloable or slightly more soloable than tob, I think that’ll be a good spot to be in
even triple brew restore before stat refresh is rarely done lmao
as long as the raid is still possible with mechanics at solo its fine
the solo player should get less purples per person
than the group does
to make up for the burden of making a group
and they haven't put it together yet
I don't think community would like this at all
But I'm very much hoping Yama is like that
yea, i doubt a majority of the people who know how to brew/combat are not tobbers
All roads lead to Tob, got it
And it's not just pvm either. PVP rn involves you timing ur boost pots, which overloads just take away
mechanics should still work in a solo though
nah solo tob is the example of how not to do it
That’s just the quickest lever
like
They took a similar approach with giant boss
jagex shouldn't be saying "fuck the solo players"
Not scaling down to solo
By default it does
So it’s less efficient
they should just be tuning it so that grouping has a place and is valuable
I hate how toa fucking mitigates mechanics
toa removes so many mechanics
in a solo
basically toa and tob did solo vs group wrong
dd/split for warden, baba puzzle, baba rock throw
and somehow chambers got pretty close to doing it right
despite being the first attempt
its dumb lol
I mean
I don't mind it not being garbage to solo actually
yeah, because they designed for a team FIRST
and then went back to make it slightly easier for solo
i think its honestly because they got lucky
Solo doesn’t need to be as inaccessible as tob solos are (which are significantly easier these days). But it should be the option. Easiest way is to just not scale down to solo
i dont think they intended for solo chambers to work as well as it does
with 1-2 minor changes
we just somehow got lucky enough to be able to develop it into what it is
this is how it should be
remove the solo pain points AFTER setting the team expectations
if you ever listen to kieren talk about solo cox on any of the podcasts he's been on, iirc they made it with the possibiltiy of solo in mind
tob is lucky
Kieren straight up said at some point that cox tob and inferno were happy accidents where they made cool shit that worked fundamentally and let the players figure it out
but not knowing exactly how it would be done
solo tob is not the ideal result
And to no surprise those are 3 of the best pieces of content to date
its technically possible but something that is mechanically unavailable for just about everyone who does tob
That’s because it’s only technically possible because of an oversight on p2
yeah thats not really how you want your solo mode to come out
They gave verzik poison immunity, so poison doesn’t trigger the shield phase. But purple crab deals poison type damage
I've said for a while that insulated boots should negate the lightning damage entirely or down to 5 
you'd ideally intentionally get in there and come away with a result like cox where the solo player still handles the mechanics but its not like
reserved for a handful of the best players to do the content
it's much easier to design down than up
yea purp crab mechanic is basically like a skiller using recoils for quest bosses lol
yeah thats what i mean
they just lucked into solo cox coming out as solid as it did
Trying to choreograph the content as a dev only leads to more limited gameplay potential
I wouldn't call it luck tbh
when u force someone to do something a certain way
or get fucked
that's toa
u need to give room for mechanics and strats to be figured out

yeah im just saying they're just as likely to end up with a mostly non viable solo mode leaving it to chance
So if you intentionally go out of your way to make content solo accessible, you’re probably influencing the flow of the fight so much that you limit its potential
ideally they would make the group raid
which is fine because you can fix the pain points reasonably after 😭
then do another pass and say how can we have solo work when its not working
or just leave it alone if it does work like cox
Make group raid - scale it to a min of 3 players. Let players figure out how to duo or solo
it's like bran - the fight is so good because the time save from having a duo is significant
That’s the winning formula imo
but thats something jagex is really bad at ultimately
and it was balanced with team in mind
because they basically fire and forget their updates
I’m really hoping for a boss that’s like bloated turned up to the extreme, tick fix simulator
letting players figure out how to solo is how solo tob is how it is tho
where identifying the tick and using weapons of different attack speeds matter
yeah like solo tob could've been cool
Maybe a big hit at the end
they could've easily seen how people tried to figure it out then smoothed it out in a way that it was more of like
a thing most players could do if they wanted to try
but they just disappeared for years instead
solo tob is pretty cool rn ngl
solo tob is cool as a presitigious thing not as a i wanna run tob solo all the time thing
yeah its cool to see on youtube or try to figure out when you have nothing left
the qol made it a lot better
its pretty ass as far as just like regular content for people
its kinda like blorva imo. very few people actually wanna do awakened levi after their first kc
but yeah im basically just saying jagex should value their solo raid experiences
clearly a lot of people like those
Not really, no. Solo tob is the way it is because they intentionally designed it to not be soloable by adding what they thought were restrictions in each room to make it incredibly unlikely/seemingly impossible
And then the oversight was caught, it got more and more popular, and then it was eventually made more accommodating
There’s a difference between not scaling below 3 and intentionally trying to design something to be impossible to solo
and should have to tick eat like all of sote either just to be doable solo
you're not wrong though
where cox wasnt intended to be solo
they actually tried to make sure tob wasn't which is very different intentions wise
like even now after the changes to make it a little less horrible
its still not something people really do
also i just think they are smarter in how players will do things now vs when they made cox. prolly didnt even think running head would be a thing back then
no they did know about that
This was one of the attempts they made to make solo impossible / unrealistic
kieren actually talked about designing olm and realizing you could manipulate where the head was facing
Like it was very intentional the way they did it
he didnt know exactly what would be done but he kinda realized there was opportunity
“They’ll figure out how to deal with this” - love it
Because that actually allows for players to engage more

theres a difference between figuring it weird way to do things and just tick eating 1 shot mechanics
they also showed more care in cox for solo in general than people realize at first
unlike in toa where mechanics dont happen or tob where mechanics just attempt to delete you for daring to be alone
things like portals just work a little different
Yes but again, look at the difference in cox which wasn’t designed for solo, but also not designed to be impossible to solo
And tob, which was directly and intentionally designed to be impossible to solo
yea toa mechanics not working at all is just dumb
They said over and over again, even after release, that tob would not be soloable
yeah i just dont really understand their angle with trying to stop that
like
its obvious now that we saw the results but lol
they have a huge audience of people that will do solo content
and will not show up to group content
you'd think they would value that more than they did
maybe they really didnt know back then
They wanted to force players to play in teams bc by that point, solo cox was already at the point of being the most popular scale
But they learned that trying to purposefully lock people out of content isn’t great
yea i like group content an all....i just dont like making groups for the content =p
Which is why they’ve over time made tob more accommodating for solo
But still at least stick to its original design philosophy in that if you want to solo, it’s still really inconvenient
i think it was honestly too little too late basically
yea how long did it take to make red crabs not scale in a solo?
like if i were designing my own raid i'd just make the raid for teams and check out how people tried to solo it
It’s pretty close to the same gp/hr as efficient 4s tho, even with the increased supply cost
Which is crazy
and if it wasnt going well i'd just fix shit for them until it was working
goal would be that team raids are efficient but solo is like
realistic for people
If other things didn’t also scale down (nylo pillar hp, maiden crab spawns, verz pillar hp), then they prob never would’ve
Bc there would be less ground to stand on from the player side making the request
Part of the argument was “these things already scale to solo”
pretty sure only reason they did it anyway was because of hm
toa as a whole mechanics wise is way worse tho
toa didnt go so well but you can see someone realizing that the raid should be more inviting to get people into it
they just did too much
toa relys way too much on chip damage. especially if your doing it "properly"
and honestly as much as we "hate" toa
its actually really good at its job and super successful in the general sense
it just kinda failed the super high end players
its good at its job of being accessible yea
just akkha/baba hitting 20s through melee prayer when you do nothing wrong is dumb
and defence/hp scaling at higher invos is too much
I think current tob entry mode is the perfect middle ground
i think they basically just tried to get too into multiple levels of difficulty
i mean tob entry mode doesn't do anything but help someone learn how to do mechanics
im talking about the people who just do solo content not people who cant play the game or needed help learning
tob em is good minus the parts where they change the speed of attacks imo
That's all you need
Yeah nylo boss is dumb
i mean its not really tob is proof
It lets you learn the mechanics before having to play with others
It's incredibly easy to get into tov
Tob
you can see that most of the solo raiders who genuinely do harder content solo
just didnt go to tob
its not that they couldn't learn in entry mode or that they cant do content
Group content isn't for them
they just rejected being put in groups
i mean imagine tob em but without the reduced stats or bandages. that what tob solo shouldve been
and nylo dumb stuff
like tbh
just getting a 4 or 5 man tob clear
its not even hard
they just dont do it lol
Imo if you don't want to interact with others you should just not do group content (which raids falls into)
Never seen another game where the player base DEMANDS a solo version of raids
idk i just think jagex releasing their biggest content and knowing those people exist is reason enough for them to look into it
its not the interacting with people....its the tediousness of making a group then 20mins goes by and you have to say +1 for a while and what not
i think that what they should have learned though
is to just not make the group content worse in pursuit of it
having a solo version makes it worse
idk i'll never agree that the option existing makes it worse
it results in toa tier boss design
having it explicitly designed to avoid solo makes it worse imo
there is 0 teamwork in toa
not really
and the few places with marginal amount of teamwork, in solo, you just skip the mechanic 
the developer is the one that made toa worse its not some inherent truth to making the raid work in multiple sizes
like they didnt have to make mechanics just not happen in solo
they chose to do that
they* opted for deleting them instead of figuring out how and why it should work for a solo player
basically mod lazy took over
Idt it makes something being soloable makes it worse in general, only when it’s intentional made to also be soloable
i mean it depends on how you apply your intentions
youll notice that solo cox and solo tob are both a lot more involved than the team raid
like i keep using the example because it works i guess but olm portals
they didnt make them bad for teams
they changed how it worked when the team wasn't there
the reddit andies that want solo raids want the solo version to be the same difficulty
instead of just getting rid of it
That is for sure to handle what happens if you’re the last in the room but worked out either way
Happy accident
Minus the scaling, I think cox worked out best
yeah and as long as they apply that logic to any changes they make to a raid so that solo works out
they wouldn't be designing solo at the expense of another scale
thats why i was saying i'd just make the raid for groups release it
see what happens
and then get to work on making solo make realistic sense for people
they're just bad at that because they rarely circle back on content
or if they do they take forever
yea definetly seems like lately after 2-3 weeks they just leave the content for years even if theres unresolved issues still. even if it is minor
They don't want to get trapped in the forestry part 75 loop
but the answer there is to be responsive for a longer period, not to make a change that everyone hates or is insufficient and then slowly parcel things out over like a year of marginal shifts
sometimes jagex is just too damn cautious
when for new content they can absolutely be adaptable
i get dont want to stay on a piece of content for ages...but needs to be more active in revisiting. and if some places may need a bit more than 3 weeks post launch
ya i mean some stuff is just a real content drop honestly
like a raid solo mode might as well look like when they release hard mode later on
because if they wanted to do it right thats pretty much what its going to be
see how it works then see whats wrong with it and likely need to make some pretty big changes unless you somehow get a cox
colo is the one that springs to mind for recent content that just got left
and pretty sure arrax still has dead tiles
minus getting totemic patched

oh dont worry...they said they would "revisit it soon" if people wanted it
remember when they were going to make even more toa invocations and update it in the coming years
lol
and then they disappeared from the face of the earth after one big balancing patch
tbh
im surprised they dont just have a team for this now with the number of employees they have
i just never trust them when they say they will come back to content anymore. osrs really needs a ninja team
a lot of studios have the big team of devs everyone knows about
and they're making new content and expansions and cool stuff
and another team nobody knows anyone on that basically updates and maintains everything the other team failed at
Quiver still not working as polled or blogged is 10/10
they need a team that looks at a piece of content 3/6mo later and see how its going
lol thats sorta what happened to osrs but not in a good way right now
all of the devs for the most part that people expect things from at jagex
have been doing sailing
there are some huge downsides to doing that two team thing though
remember when they said with new skill they werent going to get trapped into it cause of previous investment?
the major one being is that if you keep that going and the teams dont interact with each other enough
forget the phrase =p
one team learns to fix problems and why they happened
and the other one just keeps making the same mistakes and not learning from it
because they didnt fix it themselves
I mean, sailing is coming out, so it's not like it's wasted dev time
but it's putting a huge strain on new content development that anyone who'd be free to deal with updating new stuff is busy elsewhere
which may be a management issue of setting everyone to work without maintaining anyone's flexibility
i think part of the problem is that osrs gets new devs and they put them to work on more new content a lot of the time
like instead of using the additional people to fix more stuff and maintain the game
they just increase the rate of new things
yea really need some devs that look at fixing/balancing old content
and usually that content isnt even "old"
the funny part is that the rate of new stuff has dried up because it all gets packaged into huge single updates now
yeah they've expanded to trying to do massive content releases
like im fucking sick of varlamore and somehow part 3 isn't even out yet
lmao
idk how, varlamore is epic
yea varla part 3 doesnt need to be boss+skilling+quests all at once
i feel like the topic of varlamore has just been like
I really enjoyed varlamore and think aldarin is the chillest place in the game, but it's undeniable that it's basically smothered all but one-off content updates elsewhere
the only thing in this game for over a year
honestly id say it makes it worse cause usually it means feedback for one thing overwhelms the rest
it hasn't really been but somehow its just dominated the major updates for so long
like trying to give feedback on hunterguild/mixology when colo/huey came out at the same time was just a wasted effort
it's because they keep getting delayed and there's 3 months upcoming where the only content is yama at some point, and going back a bit it's only royal titans, inventory/bank qol, marginal qol elsewhere, and halfassed house cosmetics since like january
6 months with 2 bosses and scattered qol
go back even further and besides leagues it's 8 months with basically nothing but a quest backport since varlamore 2
like they could've been doing part 3 in pieces
and we'd probably have 2/3rds of it right now
yea i get packaging p1 as a major update not part 2/3
that makes literally no sense
the quests the bosses the slayer cave and the other random activities and area its all going inside of
really doesn't have to be a singular update
why would they want to package the whole thing as one update
also splitting it up in to multiple updates feels like it takes over everything
also why is part 3 not just more parts instead
like what
odds are bosses have nothing to do with quest. no reason to release them together
i think the total amount of varlamore content is way too much for me honestly
but
i dont know why they would do 3 big spaced out updates with large periods of time where there isn't much happening
vs several smaller drops for the same total content
in the same time period
i'd rather it not be happening at all
because then we just get people saying "why are we dropping the quest without the boss that was related"
but it feels weird that its basically content season and content drought
similar to other games
where osrs typically hasn't done that
that weekly update is a very osrs thing
i cant really think of any other game to have ever done that
i do agree that more frequent updates are the norm but also i dont really know why they would release things at different periods if related
and what they're doing right now is way more similar to every other game
i also miss with quests when they were basically touching up on all story lines at once instead of focusing on 1 or 2 story lines. several havent been touched since osrs came out
i liked them trying to finish the mahjarrat story but
im kind of annoyed at them spending so much time on it
and still not finishing it and then shifting focus anyways
kinda the worst of all worlds
lmao
idk we lost variety and still didn't get the finish
tbh just sounds like this boils down to them being "held back" by polls
IMO
what you're describing has basically never existed in osrs during the era of "dont update the game, leave it as is"
and now that its not that, the update schedule(s) are just a given
yea dont get me wrong love the mahjarrat/mort story lines but its all im seeing.
main reason it came to mind is picked up my old iron recently doing a bunch of quests and no update on dwarf, goblin, penguin story lines or anything.
they were putting out massive amounts of everything
and it was all over the place
like if you actually go look
04 to like 06ish
also wish they would add new quests that werent just cause of a content update. like they did it with zeah/varla but nothing else
nah, that's really bullshit. Quests and development never fail.
Bosses outright never fail, even if the rewards do.
It's a formality at this point and unless it's that controversial (typically PVP), that's the only time it fails
They've polled quests VERY vaguely iirc
yeah like not finishing the mahjarrat questline
"Would you like 19 quests associated with wrapping up open questlines?"
Yes
No
Skip
they just basically went on some mahjarrat bender then stopped
They could completely bypass polling quest-related rewards this way too
Polls are never the problem with content coming out slowly imo
im honestly sick of mahjaratt at this point tbh lol...cool af storyline but its overwhelming
I hate how we only take Ls
yeah and they made you feel like that and quit at the finish line
Sure but also it's still true.
We're basically indirectly mahjarrat lackeys
He's effectively complaining about being too much in the loop and it's all he ever sees or hears about.
how many god weapons did we give them indirectly where if we didn't do shit that they wouldn't have gotten them?
If we didn't poll, that wouldn't be the case.
besides
I enjoy the mahjarrat a lot but doing DT2 and building up to WGS and then ditching the whole thing for years to fuck around exclusively in varlamore sucks
3/7 fucking god weapons we enabled mahjarrats to get 
it doesn't even actually end
tbf staff of arma you had a choice
he still got that shit
mahjarrat just turns back into dragonkin so its not like they'd actually be extinguishing the story
they'd just be wrapping up this chapter
all this said, i agree, I'll be happy when we aren't doing varlamore things anymore (soon tm)
This was probably the worst for me in WGS but yeah well before that too
Like WGS we literally did nothing but help him
thats actually kind of the point
Huey, Moxi are pet hunter fodder
At least DT2 there’s the deception and investigation angle
assuming they dont miss the story beats anyways
Colosseum was underwhelming rewards
With kourend, it released with so much unused space which was a notable point of feedback, and it seems like they took that feedback to the extreme with varlamore by instead of progressively releasing updates, they wait until they can bundle and release in packages with what feels like nothing between
Just need to find a middle ground
tbh i like moxi. just kind of a shame its a low level fight
And they still wanted to nerf Ralos 💀
And did* for a week
But like WGS in particular was a mediocre quest with contrived/forced plot elements, and used the same repeated and annoying/awful trope of do all the work so the bad guy gets the relic thing, like in SotN, DT2, etc.
since they're doing their own quest basically how it ended previously
Just need high magic level bosses that are weak to melee/ranged 
and we're golden
is that we're about to take another L and the dragonkin fly in instead and basically dismember the dude and he fails finally
i imagine something similar will happen this time
just with more people getting killed by then
them*
so at least originally im pretty sure you're supposed to be getting annoyed at repeatedly losing and helping them on accident etc
and it leads up to you finally feeling happy about what happens
I want to believe they'll have the cojones to do something seriously different this time instead of repeating the same plot beats from the original RS2 quest
but I don't know if I actually do believe it
It’s just kinda bad writing though because like even finding the Stone before Lucien, tf were we going to do with it
Clearly finding the Stone first didn’t help us stop Lucien from getting it and we just solved all the puzzles for him
I think the idea is that solving the mystery is fulfilling to the character and player, but it works in DT2 because the design of the areas and the lore is great while WGS it's a mediocre item puzzle in a boring grey cave
its just hard to change it too much because
everything leading up to it was written with intention
and they're also including the dragonkin already
with the flashbacks and stuff
idk I feel like they have to make the hard choice to stop caring what a bunch of now-fired devs wanted in 2010
so hopefully the ending is just more satisfying
and just bite the bullet
I hated WGS writing and choreography 
well thats because somehow
those deaths were so fucking poorly animated
the osrs version of wgs is actually worse than the original

I get that there’s a lot of pre-set lore from RS2 but a lot of it was going in a bad direction
yea i dunno if its nostalgia speaking but i remember wgs being a lot more epic
they just removed npc dialogue etc so what characters did made more sense and it had more character
so the osrs version was just like
weird lacking that stuff
I never did wgs in rs3 but I read lore about the quest on the RS3 wiki because I was curious and I just couldn’t help but be baffled by the quest existing and going in the direction it did
Not to mention TWW
This was years ago
but for w/e reason jagex has definitely stuck to your character being the unwitting pawn and idiot causing half of this to happen in the first place
Which was good in Priest in Peril
so its likely the ending is different but the same
But falls pretty flat when they try to use it on serious quests
if it were me i would want the ending to be you the character actually figure it out
and do something that isn't stupid
instead of you being the idiot again and then randomly dragons come kill lucien because you couldn't
honestly with recent quests one of my issues was with the most recent vamp quest.
the monologue he does at end is way too close of a copy to thanos lol
kinda took me out of it a bit
honestly though they're taking a weird direction change
some of the key differences so far are that your character is actually more important than it was
like you're getting weird flashbacks and weird chosen one type vibes instead of just being some dude messing up everywhere who is irrelevant
which is kinda interesting because people generally didnt like when that change happened in the other rs
I don't really mind it so long as it remains confined and feels like an earned continuation of things instead of an arbitrary induction into the justice league because god died and his alien friends are invading
ya games usually struggle with making you unrealistcally irrelevant or basically gods new best friend
I've said it before but the thing I truly resent about RS3's story is that it made the fantastic feel utterly mundane and humanized the gods down to your level
I don't hate chosen one storylines as such, I just feel like it needs to not come at the expense of the rest of the setting
and ideally that it's a result of things we've actually done instead of because guthix died and said "shit, anyone in a pinch" and then 10 years later we're punching zamorak in the face
yeah people go to the extreme and dont want gods or anything at all and realistically its better writing if they do appear and things happen and someone recognizes you're pretty important to a degree
yea gods should never really be fought imo. or if we do they should absolutely shit on us
without turning it into saradomin actually moving into your poh to have a chat
or something
just don't make them bickering petty children
idc if they humanize them as long as they don't end up the same way they acted in rs3, they were annoying a lot of the time
seren especially, and more so in the extinction quest
Gods should not appear imo, and I think the story will be better if they are only visible through their followers or creations.
The closest we should get to Zamorak should be whatever first hand accounts the other mahjarrat tell about him from before he rose to godhood.
Something like "Avatar of Zamorak" would be fair game imo. The fragment of Seren could perhaps be thought of as an avatar.
i hope they leave the gods alone and focus on zaros only
rs3 is a mess with its god story

When this update comes out?
Planned for July
Raids 4 1-100 scaling
They removed the spade entirely? 💀
Now we're gonna get an enrage boss with only 3 uniques
3 seems fine
Idk, I would've liked to see one more
Nex has 5 uniques after all
Also 4 of them are bis
Tbh I liked the demonbane shield, it's OK for a boss to have one unique that's not a chase item
4 at nex if you don't count all the torva as separate
yeah i mean idk how many times jagex has to mention it but
the nex and cox drop table sizes are a mistake they wont be repeating
lmao its actually crazy how many people point to nex and are like why dont they do this after they've said they won't ever
While i think 3 uniques is enough, i'd still like them to add some other original reward. Apart from armor and horn, Yama is also getting an upgrade to DC, secondary for a new potion and a new combination rune. Delve doesn't have any of that.
Gauntlets are unique enough, don't you think? Passives like that is a good way to have variety in gear beyond just boosted stats.
those are actually kind of not great to have
like
they can be interesting but you're then obligated to create more options for the same slot and mathematically make sure future upgrades are actually better
otherwise they just hang around and are bis kinda forever
Yea gauntlets are cool, i worded it poorly. What i meant was that i was expecting alteast 1 "item" that's like a consumable for pot or an upgrades to existing spell to make it stronger ( like the Deathcharge example), on top of the gear rewards.
I have no idea what it could be but was expecting them to come up with something
But I'm fine with how it is right now too 🙂
I really hate the " we will fix it later"cop out. Nothing that ever gets pushed back ever gets revisited. Just off the top of my head: Dragon hunter wand never got the attachment to make it actually useful, imbued heart drop rate never got touched, end game/boss slayer, boss defences, venom immunity for noxious halberd, and repolling updates that failed by less than 5%. At a minimum there needs to be some kind of tracker so they cant just memory hole all these things
Valid and one of the concerns I had/have too...
They don't have a great track record on tweaking existing content beyond the first 2 weeks after they add it
yeah and honestly a lot of the content would never have passed polling if they werent telling people they were going to update it
Upgrade to energy transfer that lets you cast the spell with less than 100% spec energy

Upgrade magic by making magic support spells better 🔥
Like Venge others: bosses
buffing up bosses to mess with players
Venge other the boss and the the ruby bolt procs
Yeah it would nuke a player casting barrage in a clan war, was sick
Hope when they finish the lunar questline they bring back group venge and group heal
[[Heal group]]
Wiki links found:
https://oldschool.runescape.wiki/w/Heal_Group
[[rsw:repair rune pouch]] [[rsw:vengeance group]] [[rsw:borrowed power]]
these 3 spells on the lunar spellbook would do a lot to make the lunar spellbook more relevant, borrowed power especially
we have all the other relevant livid farm spells in some other form
south falador and north ardougne teleport already exist with the explorers ring and ardy cloak, we have geomancy on the arceuus spellbook instead of remote farm, make leather is from the fremmy diary, trollheim farm teleport is rocky basalt
it's more limited sbs without needing to cast sbs every time
set borrowed power to fire wave and you can attack with fire wave like normal on lunars
spellbook swap to standard, you can cast fire wave once before you have to swap again
it's stronger sbs in most cases imo since most of the time u sbs for 1 spell anyway 
it's balanced out by being limited in the options for spells you can use with it
these are the options in rs3
That’s interesting enough, kinda kills the standard book outside of needing multiple elements
Normal spellbook is also kinda dead after midgame anyways
If group venge is limited to a 1 minute cool down time and borrowed power is limited to just these spells and only the standard spellbook it would keep within balance
Still need to be on standard for surge spells and teleblock then
borrowed power, also known as 'thralls on lunars' 
tbh maybe standards should just die
would it be terribly bad if lunars ends up being an objective upgrade
worth noting ancients has sbs on rs3 too
We had the same argument about prayers too
Would it really be so bad if the base prayer book died?
Inserts the slop of compromise no one was happy with
the goblins were
!
I want to say ruinous powers fell through because a) it punishes you in some factors which just isn't really fun (nor does it make the standard book at all relevant), and b) god alignments are a far cooler concept
"We don't want curses to replace normal prayers"
honestly never got why it couldnt replace and had to be a sidegrade
Devs
The extremely common random person feedback was essentially curses without a broken soulsplit
They just did absolutely everything to drive the conversation away from it and flopped
was curious about if there was more info on delve boss and apparently they have some concept art for it
it was on the wiki but i wasnt aware of it until just looking for it now
just wanted to post incase others didnt catch it either
yeah i think this was revealed at runefest
I remember seeing the trailer for it but I never end up catching the concept art
Maybe I'm just super 
dang its ugloy
I forgot this channel existed lol
Why don't they make something similar with the neck like they are with the boots?
Combining all 3 into one
That would be insanely strong
All the boots are very low impact, the amulets are some of the higest power besides weapons
boots were 0 impact outside of prims until they added 1% to eternals
most locations u didn't bring anything but prims for the longest time
prayer was better option for the longest time 
I suspect this coming in the future the monarch neck and ring from leauges was the testing grounds.
Doubt
I’m 20 years well have 1 tribrid protect prayer, stat boost, wep, gear and just left click the monster till it dies
thankfully 202x scape will be out by then
Hope for the full Tribrid armor and salamander will be bis
The upgraded boots surely isn't a low impact anymore
It would be very similar to the boots most likely
2% increased magic dmg almost as much as one piece ancestral
3 ranged strength the same as ava assembler max
Boots is already a massive boost
6 Str, 3 ranged str and 2% magic in the boots
Compared to
12 str, 5 ranged str, 5% mage in the amulet
thats a big upgrade
Neck would fall in the similar lines
and thats without adding any buffs to this "new" amulet, like the boot has added a buff compared to old boots
They could do something similar like they did with boots on amulet while reducing a bit of its dmg in return
It would balance out the power spike of the new items I guess
Problem is with relevant max hit thresholds. If the bonuses on the individual necklaces aren’t substantial enough to separate them into the next relevant max hit (eg. 2-3 maxes due to tbow scaling, 2-3 scy maxes etc), then you’d always just opt for the Tribrid necklace because it’d be better
And if they release something like that, it’ll basically just be a fury 2.0 but with no healing properties from the blood shard
Tbow and shadow also have a damn accuracy modifier that they comfortably sit on
Not only do they tend to get more max hits per update
But they are significantly less impacted by DWH reliance
170m for both oath top/legs
plz dont make the same mistake u did for yama by making it so accessible to the point items are pretty much worthless and crash everything else with it
Good old, if regular people can farm something, its going to destroy the economy
its kinda common sense if more ppl do smth the supply increases
Indeed, but that is kinda how the game has to be designed then.
Either you make the content not available for the common people, and its good gp for botters and high end players
Or you give people the ability to farm it during the time they get off from their 2 jobs, 3 wives and 7 kids, which then makes the item not worth it for the high level players to grind
plenty of us have jobs and we can learn high level content just fine
im not asking for stuff on the level of awakened bosses
but if something is said to be end game, it should be reflected as such
otherwise it just completely destroys the economy
oathplate crashing doesnt just affect oathplate
torva is crashing with it
eh you're just asking for really rare drop rates at that point
no because that doesnt have a huge impact
look at oathplate again...
even after the nerf its crashed back down to where it was
because there are just that many completions
you can run CM masses w/o knowing any mechs but running olm head and get access to that whole drop table
150 toas drop shadow
yama harder than reg dt2 imo and people farm them easily
yh i agree
but that sohuldnt be the case if its advertised to be "end game"
if ur releasing "end game" content and it has 4m completions in just a few days, thats very worrying
because as nice as it would be to let everyone enjoy the content
it probably is endgame if u can make argument vardorvis is early endgame
difference between endgame vs endgame aspirational challenges
end game i see stuff like inferno/coll/tob
but when u look at that
tob
u can learn it in 50m gear
but its classed as end game because of teh difficulty it poses
yea I wouldnt put norm tob over like a 400 solo toa tbh
everyone is using min 100m+ setup at yama, does that make it more end game than tob
no
kind of in the same boat
I just can't really think of endgame gear that is really gatekept by skill other than inferno/quiver/, could argue inq but reg nm is a thing lol
i think more stuff should be skill
so it encourages people to get better
i mean look at yama
everyone is just afking in mage
if they were forced to melee cuz mage sucked ass
the playerbase would not only get better but it would also keep prices healthy
tho i would say it needs mor than just melee anyway
more duo focused mechanics to test coordination
just gotta wait and see how it shakes out when the hype dies down in a month
i mean yh definitely
but yama has other issues regardless
which releases on friday
guaranteed oathplate is just stupid
bots gonna be running into a gold mine
risking 100m contract to earn 10m woohoo
if people are farming guaranteed oathplate contracts then oath just wont keep its value, so contracts could go down
doesnt need to be thousands of people either, 10s or a 100 is enough
Oathplate from contracts such a mistake, even if it’s all 4 awakened bosses in a row difficulty
Vard definitely isn’t end game
It doesn’t progress from mid game to end game
It’s early mid late and end game
Vard is comfortably late game, just above votkath which is also late game (both in large part because the quest requirement)
End game is inferno, Colo, tob(largely due to accessibility), PNM(still a meme tho lol), awakened bosses
But calling vard end game to use as a comparison would be like also calling vorkath end game when it’s just not. Vorkath has more mechanics, even
If vard is late game and Yama a step above, it can be argued its early endgame then no
No, because vork is also late game
And that doesn’t make vard end game
Yama is comfortably late game
I’d say it’s inferno/colo from skill perspective, tob would be almost exclusively from the accessibility then which is kind of a myth, learners just don’t want to go with learners. But it’s in line with the other raids
Tob is definitely a step up from toa and cox
Difficulty wise
Not speaking on the cap, speaking on the entry requirements
Unfair to compare a 150 toa to a 4 man tent whip tob though
300 toa is way easier than tob
And also a solo norm cox , let alone solo CM
And that’s Jagex’s criteria for “expert” or “hard mode”
Ok, solo tob
Which is why I used 400
You can’t just use arbitrary restrictions
400s are also easier wym
Also CM isn’t cox
And HMT isn’t tob
The content is scaled down to trio max in tob, it can scale down to solo for the other raids
Talking about different things here
Scaling down to solo doesn’t mean solo was the intended space for it
Players just better than devs
I disagree but that’s fine, it’s a little nitpicky but won’t make a fuss if tob is considered endgame or not. My main point was endgame gear isn’t locked to very hard content from skill perspective. That’s reserved for infernal cape and just recently quiver
Difficulty placement is based on required skill to consistently clear + accessibility
IMO
Yama is accessibly and isn’t difficult to clear in a consistent and reasonably timely manner
But it has a fair bit of skill expression available
To help position it
Tobs accessibility is moreso people with social anxiety and won’t pot with other learners, after a handful of kc, 4 tent whippers in void is pretty consistent
There is skill but I think it’s more of the team component at play
Not being able to reasonably solo as a learner is part of that too
You can learn toa, Yama, etc solo and have no problem
Yes team play
Because it’s effectively the same
But yeah tldr Yama definitely not mid game content people say it is
But it’s also not befitting of end game. At least not in the intended space, being duo
Is my opinion ^
It could be if contracts are duo
I feel like contracts being solo is such a curve ball and they delayed mentioning it for too long
I do think regardless that jagex did a better job of not overcooking Yama compared to past releases
When contracts were revealed to be solo only the immediate concern was how limited regular duos must be
If it was possible for the solo encounter to be enhanced for contracts, the duo couldn’t be that hard
And that’s mostly how things played out
Yeah pretty much it's a fundamental design flaw
The contracts should have been focused on duo teamwork
And maybe you simply just don't lose the contract if you fail or something.
The current team makes good/fun fights, or at least has gotten better at it. They just haven’t figured out how to make content that isn’t easily grindable by mid level iron accounts with average mid level Ironman gear
They also committed for some reason to contracts being for crazy things like pet and uniques
That’s also a major design flaw
And that’s a problem 💀
With the contract rates, not losing the contract on failure is actually a real possibility anyway
Because that’s how you end up with their whole “toxic environment” thing
Otherwise I can't see who is going to do them besides port khazard
Contracts are lost on failure
At 70m an attempt
Goblin said so
If contracts were common, they could’ve been duo
We’ll have to see cuz it’s coming, but everything we were afraid of is playing out exactly as expected
So i have less faith every day
There are a lot of really good players
I’d be surprised if they someone managed to make a fight that’s only reasonably for people like port or xzaxt to do cosistsntly
I legit don’t think they have it in them to do so
And why would they
Like if even port has odds to fail an oathplate contract, what’re we doing
The issue is that unless someone makes a Yama contract sim the cost to learn an awakened style fight at 100m/attempt is unreasonable
Yeah for sure, almost no one can justify that learning cost
That’s true, yeah
You need to be good enough to figure it out within a few tries and then make back the bit of loss by making huge money off the contracts
Also, if someone does want to risk it, doesn’t that mean the content is really enjoyable and fun?
What a waste of an encounter then
Just the most bizarre design decision, I really don’t know how it got past pitches
I dont think shards are necessary if the rates are common-ish
Shards make more sense if you like halve the rates of the pieces from where they are now, yeah
The real issue with that isn’t even the learning costs, because the economy will correct that to some extent. Eg. Prices initially drop bc too hard. Increase as people figure it out.
The real issue is the people that figure it out first are incentivized to keep the solves private to take advantage of the market and/or boosting
That also prices out people who learn the content later
Like inevitably the price of an oathplate contract will go to the expected value of the oathplate drops
(which funnily enough probably means you lose money if you get a helmet lmao)
That’s true too
Awkward that someone wouldn’t want to reveal the vod of first clear cuz they want 10 more
Yeah
They aren’t unlocking contracts until Friday right?
I really think just not doing this makes sense but idk how you deal with people who bought them already
I assumed it would be the normal update day
If contracts were supplies and such that’d be cool
Imagine them like 1/10 or even 1/5 and they’re a little added bonus to cash in once competent enough to send
the shards being tradeable meant uniques are basically common af
But whatever wasn’t the vision, hopefully I’m just wrong and it works, or we learn our lesson and never do this again and they make the next team content team focused
🤞 this debacle is saving raids 4
raids 4 is screwed lol
they clearly care more about accesssibilty over the games health
i mean the tradable shards really was the big thing they messed up
they tried so hard to make the mining activity worthwhile that they messed up the rates on uniques over it
it would be like if you could trade your rolls on the vestige tables at dt2 bosses instead of them being invisible
supply would skyrocket
wonder if theyll do anything
after that nerf its clear they dont exactly like how cheap oathplate was
and its even cheaper now lol
i think they just weren't very clear on what they were trying to accomplish with oathplate shards and tried to loop in too many ideas
the point generally for items like that is that a player who sits there long enough to really go dry eventually comes away with something and that's fine
but they also let their desire for the mining activity to be profitable and for people to get smaller worthwhile drops get in the way
and thats why its tradable and theres like 10 trillion oathplate items instantly
when really it should be untradable and just something for people that really stick with the boss
so that they can't be too unlucky
would be interesting to see how many sets are in the game seeing as its been 4 days
and the armor is already sub400m
slash bis coming from midgame boss wcyd
Yup
Dumbest fucking mistake on the planet
being bumped to 75 as if that's a significant enough difference
honestly they should rip the bandaid off and just adjust it again
but i doubt they will
Redditors completely disregarded shards being a major source of oathplate pieces is wild
obviously first iteration solution didnt change a thing
redditors would be pissed if they could read what you wrote
its just funny because the 60-75 hour thing doesn't even matter
its the fact that everyone that plays the game could kill yama almost and they could all contribute partial credit instantly towards items existing
so jagex just manufactured a situation where you could crowd source bad luck protection
so not only did you get the spooned items that you're gonna see on average but you also
stacked the bad luck protection items instantly
this is the big killer
like if SRA pieces were tradeable
sra would be worth nothing
yeah the thing about all of those systems and why they're okay and really work is that frankly
most people give up before they can actually make use of them
lol and i guess they found out last wed what happens when you can actually realize those drop rates 100%
hopefully they have the sense to change things again 🤞
exactly
this is the shit I always respond with when i see some dumbasses say shit like "why arent sra pieces tradeable"
to preserve their value
if ur an iron, it doesn't matter either way
so they never complain about it
give me 10 days to list off balance changes and I'll fix up this game 
this is why inq was 1b a piece on release versus oathplate 500m first piece on release, but 5x better 
the starting price matters a lot too
Shards being tradeable was a crazy choice lmao
50 people do 15 kills each
That’s guaranteed oathplate item in game
And since helmet is useless
EVERYONE is going to make chest/legs
the good thing is
itll eventually get powercreeped atleast by torva
lets be honest jagex aint gonna do shit
Only at specific thresholds for scy maxes and even then, their love for def floors on NPCs always gonna favor oath
true ig
You’ll need like
A set that has, either through set effect or raw bonus, the equivalent of 10 str bonus over oathplate for the max hits to generally be more valuable than the accuracy on anything with over like… 150 def
Also
With oath being so cheap because how attainable it is
Sure would be nice to get that extra +1 on treads to give path more value
🤣🤣
honestly they blew it lol
they need to make non slash weapons and bosses like asap
to fix this
Ripping a bandaid off twice is almost as bad as ripping it off late
So they’ve really put themselves in a tough spot yeah
Couldn't they have just made only the mining bit tradable
But I don't get what they expected
Like even disregarding shards the boss rates were always going to make the armor much less rare than Torva
They're even targeting a much lower hours to completion
Too late to delete/make untradeable now too bc the people that bought/sold
Hard to believe they thought that was a good idea
I think jagex is stuck trying to figure out a solution for dry rate protection that people actually like
I think they should just like
Give up on dry rate protection
Lol
The dt2 implementation was largely the only version of it that really works but people are so upset about not knowing if they are 2/3
Dt2 is basically a curve that approaches 3x the intended drop rate as you go further dry
i mean the shards were a good idea
then they tried to do more with it and made it a really not good idea
if they were untradable its honestly fine
yeah without shards, oath pieces are just more common
you just move the drop rate around to achieve a time to set they expect
but tradable shards make no sense and should be undone asap
7m kills is 7m shards iirc
which is... 20k oathplate bodies or legs
@autumn thistle @viral sluice
and that's not counting the oathplate drops by themselves
They need to do this man
Or oath helm is gona be 25m in 2 weeks time
Isn’t oath over 200m a piece right now lol
60, 160, 160
And that’s current
Not even a week in and with a 30% rate nerf
I saw torva helm was 230m an rising actually close to passing the leg and plate lol
Yeah Torva helm superiority these days lol
Biggest issue with oathplate is its ugly as fuck and worst when mix and matched lol
oathplate is also not part of the topic of this thread
Yama might be one of the bosses where shadow sees more use because all this mage %
Gets mage camp dps a good bit closer to melee kills
Wouldn’t the bonus be better for demonbane than shadow
Rember the double accuracy roll on 1 hand spells
Nvm it’s only 4 tick
Jagex make demonbane 4 tick
Or wait it was changed to be all 1 hands
The 10% dps buff to shadow will probably outway the gloves passive effect
they changed it to just one handed
so demonbane still gets the buff
Do we think gear that adds proper mage str (not percent, not multiplied by shadow) would "solve" alot of this shadow ish?
Ranged for example, already has this between void and masori. If virtus had just added max hits, it would still have buffed ancients more than it buffed shadow and would be better for the eye with its faster attack speed.
Imo, a % multiplier is overall a more healthy design compared to "str" that are flat additions to max. Being affected by attack speed is a big reason why slower weapons (both ranged and melee).
Shadow multiplier is a separate issue - it is a multiplier in the same way Scythe triple hit is a multiplier of melee str, and Tbow mage scaling is a multiplier of range str.
But the Shadow gear multiplier suppresses mage gear everywhere else
Yeah, a potential 8 tick dps melee weapon for example, would need to scale with strength 2x or have another passive that keeps it from breaking pvp as a finisher
However i think both % and flat have their place in game design, and design space in this game
I agree, they both have their place. But flat hit is specifically better for faster weapons and I feel that's a narrower design space than just % increase. Which is why I feel % is better as the default while flat would be better as the special case.
(And Shadow is a different issue that tends to distract from this)
They would have to rework mage % into mage str.
Could do both like the other combat styles already do. Virtus and dagonhai give mage str. Ahrims and anc give %. Shadow passive works for % not str
bad, this literally makes ancestral what youd wear with shadow and screws anyone who dont have it. shadow is a problem not the gear. shadow scaling needs to be fixed and more power needs to be moved into the staff itself.
Ancestral is what you already wear with shadow by design??
Correct but the alternative isnt that bad. ie 9% loss if your wearing virtus vs ancestral.
if you had mage str on virtus you would lose 27% compared to now.
I suppose in this hypothetical virtus could stay 2% or be made 1% with enough "mage str" to be equiv with shadow to current virtus dps
Dont fix the issue, the problem is with shadows multiplicative scaling. it needs to be drastically reduced to basically 0 and more damage moved to the staff.
Thats an awful solution
The multiplicative scaling is there to enforce shadows domiance inside its own raid
but that enroaches on mage gear hard
Your mother 
Shadow not requiring 8/9 ways defeats the point
Lower the cap to 80% outside raid and next 2% increase we get, it’s capped, so shadow is less of an encroachment
It’s almost like I should be a dev 
Then you face the issue of your upgrades meaning nothing.
This just means well be in 6 way shadow switches by 2026
Shadow needs to lose its multiplicative scaling or else it will never be balanced.
:good: :good:

u still need 8-9 way to hit 80%
until much later
can make it 1:1 after 80%
Because you cant add any mage% damage without it being super impactful to shadow and non existent for other styles
But you could add mage str to benefit a 3tick wand more than shadow 
This just creates the blowpipe problem
2 tick more extreme than 3tick and isnt even a problem
Twisted bow scales off range strength nearly as much as blowpipe does
oh i agree, tbow is also a problem. but they tend to not care if megas are an issue, because they megas.
it only becomes a problem when mid game items (blowpipe) are at the power of a mega
But tbow has the tuning nobs of just not adding mage lvl to the npc or beefing its ranged defense.
shadow dont got any tuning levers outside of just making the boss immune to magic lol
Luckily blowpipe is not accurate anymore 🙂
There is a 0% chance jagex goes with mage str as a concept, but i think itd work pretty well. Fairly certain jagex just keeps pushing elemental and "bane" stuff. I doubt shadows passive even gets changed at this rate.
Relative to other megas, shadow's tuning lever is reducing the boss's defences so scythe or tbow can hit on the boss
They did say a shadow rework is on the horizon
Shadows lever is just give elemental or demon/dragon status, and make boss bad to 5tick cycle attack.
the confliction gauntlets was a wake up call that it is a problem
They say a lot of stuff, if i had to bet its like 60% they do nothing all year because nothing is perfect
The gauntlets did not need a passive if they were going to give us a mage bowfa anyways, now they are giving us 2 "gap fillers"
And honestly the gauntlets making everything accurate just doubles down on limiting what design space they have later. Because now every mage weapon a passive to negate accuracy checks.
Mage in max gear has lower raw dps than melee with a whip, so accuracy being mage's niche is fine imo.
The less there are tanky defense bosses, the better. Experience-wise, I prefer bosses designed with higher hp over higher def.
I can agree with that, especially considering mages role (outside of shadow) is often freezing or blood barrage heals, both of which are very frustrating to have inaccurate.
Zcb coolest ranged weapon dont at me
Kinda sad zcb spec hasn't been so useful on the past few new bosses (excluding titans).
Zcb spec/Elder Maul into scythe is probably my favorite "design" of a boss. As long as it is all consistent hits.
(with some gear switches sprinkled in to break up the pattern)
It will always have its place for speed CAs 
zcb isnt even that cool lol
guarnatees bolt spec whats so special about that
imagine if there was smth like sgb or ecb
I mean a spec that changes with ammo type is more interesting than most specs. And 110 makes brain feel good
SGB spec would be pretty interesting, might need content designed for it
i guess sure
sgb in my mind would work with smite
and ur forced to keep smite on, cant flick it
any prayer u smite would be dealt as additional damage
so cant use it everywhere essentially
Smite in general could see more use in pvm. They were cooking with muspah.
What if raid 4 has new tier of spec weps, one for each combat style
would work for not binning bow scy or shadow
That feels like the obvious choice imo, just needs to be giga powerful and not good in pvp
Sgb in multi pvp would be comical though
l0l
Although besides spec weapons, jagex seems to be holding out for prayer rewards over rigour etc
I could see a raids 4 for the finale rs gods questline.
God prayers, megarare jewelry like emperor (zaros) ring, etc
Just gotta add unique effects so it isn't just pure damage creep
inb4 a tribrid mega weapon 
i mean honestly its gotta just be damage creep
lol that sounds boring but like
nobody really wants the osrs devs to flip everything upside down and change the way we actually interact with pve
so all they can really do is creep on whatever lane the items they make occupy
2t/3t melee weapon could be fun, all the megas are 5t, any change from that would shake stuff up
so, extreme bias here, but if you proposed a pair of crush-based cestus that double hit and heal (less than guthans, that would be amazing 
attack timer could fully reset on kill
or ramp-up like blood moon set









