#Use Slayer Points to Unlock "Attach Expeditious/Slaughter Bracelets to Equipment"

42 messages · Page 1 of 1 (latest)

round leaf
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Allowing players to attach expeditious or slaughter bracelets to a piece of equipment, whether it be the Slayer Helmet or gloves or something would be amazing. The QOL of this would allow you to not have to sacrifice your glove slot to wear these bracelets and thus increase the use of them. Make it cost a good amount of Slayer Points (500) and make the Crafting/Slayer level requirement fairly high, like 80s for Crafting and 60s-70s for Slayer or so.

woeful chasm
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Maybe these, Slayer Gloves and a pair of combat gloves (melee, ranged or magic) could be combined together? 👀

west wadi
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Great idea

sweet geyser
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The bracelets are already good as is. They're the trade-off you decide to make if you want a longer/shorter task. In general, I am not a fan of all-in-one solutions, and that's what this seems like. This is a little bit different than the slayer helmet which primarily served to allow the black mask to function while using any of the 4 other headgear items (5 when reinforced goggles were introduced). That was a genuine feels-bad moment when the task itself locked out a reward, it wasn't a choice between "black mask OR nose-peg" it was just "you need this".
This also isn't like how they've merged the boots together with the treads. Boots were in an awkward spot where they didn't do enough to justify their use most of the time, so everyone just used prims then/or aranea boots. Taking up two inventory slots in high end content for minor swaps couldn't be justified by any but the highest end, and those slots were filled with supplies instead. Eternals and Pegs were languishing.

The bracelets are different. They are a choice you must make (outside of slayer gloves, which I could agree with merging the two). Do you want a task shorter/longer or do you want the benefit of your gloves slot. This is a legitimate choice, and one that has meaning. There is rarely/never a need to concern yourself with supplies, so these bracelets are a value add rather than a value drain.
These bracelets can either increase your task by up to 33% or decrease it by 20%. That is an incredible value already for something so easy to get. You have up to 7 blocks, and a 10% chance to double a task with the cape (which effectively makes it 10% longer), and these bracelets do that 3x with sub 50 requirements.
With gloves becoming an increasingly powerful slot (Ferocious, Zaryte, Confliction), allowing a merge in is just removing that choice. Upgrade-Scape should be used sparingly to fix an issue, not to eliminate choice.

lofty dune
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Overall, this is a great idea. Here’s how I would implement it:

For 500 slayer points, you gain the ability to charge the energy from the bracelets into your slayer helm.

There would be a “toggle option” on your helmet that lets you choose which bracelet function you want active, or none at all. And of course all the perks you get from the combat achievements would still apply.

sly epoch
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I could get behind a chargeable bracelet that lets you charge with both bracelets and toggle it, but I agree with @sweet geyser that we shouldn’t be just creating more and more “qol” changes that make the game more and more into wear this BIS item and eliminating choice.

Parallel choices that are good/bad in various places are good for the health of the game. I think if anything we make it easier to use the items, not completely invalidate them by merging them into something you are always going to wear.

scenic pumice
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hey look, it's slayer gauntlets idea #6 - something I've been trying to get momentum since 2021

keen karma
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I like this idea!

upbeat lark
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The trade-off of gloves vs. bracelets is very intentional and part of the balance of the bracelets existing in the first place. I don’t see this as a positive change and I definitely wouldn’t attach this effect to the Slayer helm (already the most OP thing about the Slayer skill that makes it only ever efficient to kill things on-task if possible) or slayer points (an archaic system)

scenic pumice
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The trade-off of anything bracelet is that you lose up to 14 strength, 5% mage damage, or generally major accuracy. Either that, or you have to precisely time equipping the gloves as the monster is mid -death animation. That doesn't feel thematic, it feels cheap and exploitable

upbeat lark
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Yes, that is a very good tradeoff to me

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A lot more effort for the effects of both, or give one up for the other.

scenic pumice
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Slayer (especially in osrs) feels gimmicky because it's gatekept by either the points you earn, or the players complaining about any changes to the already old system

scenic pumice
upbeat lark
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Slayer sucks because the only way to engage with it is using the extremely constrained and narrow task system, and there are many things locked behind Slayer and tasks specifically, within the infrastructure of a very archaic and bad task system. Hunter rumors aren't the only way to train hunter, but just one method. This isn't true for slayer.

upbeat lark
scenic pumice
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And every since there have been suggestions to make Slayer creatures give Slayer xp natively, there have been suggestions for a daily task or a public task board, yet again, all of these options have been shot down and gatekept because Slayer is "strong enough as is". See the pattern?

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It ultimately means that little to no progress is made, with each side pushing for their own ideals, with jagex stuck in the middle and blamed when they make changes

upbeat lark
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I don't think you're comparing the same thing, but it seems like you're just trying to generalize your personal disagreements with my opinions when I've never used those words. My statements to your suggestions have almost always been that the effects are disproportionately powerful for most of your suggestions that are just unnecessarily buffing existing content with no additional cost or difficulty to obtain these benefits, or trivial unlocks.

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I think there are many things that can be done to make Slayer better, but I think that this is wholly the wrong way to go about it that just is perpetuating some of the bad things about the skill in its current form

scenic pumice
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Okay, so give your opinions supporting points instead of generally shooting down an idea. The vibe so far has been a unanimous "no" from you without even giving merit to the original idea at all

upbeat lark
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I won't try to improve a suggestion that I think is fundamentally flawed, and I've shared my thoughts on slayer in many more relevant places

scenic pumice
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My supportive criticism: Slayer as a skill is about being prepared against unique and unusual targets. Your gear is one of the differences between the skill and general combat. So as such, having Slayer-specific gear options is another facet that you can earn and benefit from, while not being necessary.

Slayer helm already has more than enough, giving damage and accuracy, as well as most protections, so attaching the bracelets doesn't make sense.

The glove slot would be a great space for this feature, especially as the bracelets already exist in that slot. The benefit would need to be less than manually swapping gloves for it to feel impactful

Why should it be a new hand item? Jewelry is already a stat buff, weapons are for offensive/defensive perks, rings are near exclusively for strength or special attack, and blessing/ammo slot is for, well, blessings, ammo, and penny, which reduces charge usage. A glove item that combined both into a chargeable item with minimal bonuses is a fair compromise

sly epoch
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@scenic pumice This isn’t even your idea thread, why are you getting so defensive on it? World does not revolve around you buddy.

I think those of us that disagree with the idea were pretty clear as to why. We even offered semi compromises (like I said make a bracelet that does both - still no stats - to make it easier maybe). But we don’t want to power creep choice out of the game.

scenic pumice
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slayer gauntlet has been an idea passed around for years, I'm only one voice of the dozens that have brought it up.

If you add a bracelet that does both - congratulations, you've just created an irrelevant item! At most it'll help long trips by consolidating charges into one item. You're still not going to use slayer equipment to help you with slayer monsters. The gameplay loop stays the same, equip when the monster dies, re-equip the stat gloves right after. It's not an engaging or novel alternative

sly epoch
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It potentially saves banking, which is beneficial. In case you missed it, the reason we are against it is precisely what you are trying to push.

We won’t agree on that. You have stated your opinion as have some of the detractors, doubt any of us will change our minds, so let it be.

lofty dune
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So the main opposing argument here is: “This removes a choice from the game”. But does it really?

As already pointed out, you can already reap the benefits of your BIS gloves and the bracelet simultaneously. You just wait until your enemy has low health, and switch to the bracelet for the kill.

All this suggestion does is remove the tediousness of constantly switching back and forth between your two glove swaps. From my side of the aisle, that’s hardly a choice that needs to stay in the game.

Either way, every suggestion has controversy, and I respect everyone’s opinion. Y’all shouldn’t get heated over a video game. Basement dwellers creep me out.

sly epoch
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Yes, it removes the choice. This proposed solution makes it so you always have access to it.

You can parallel the glove swap to tic manip technics for max eph, if people want to, let them, but that’s their choice.

You can just wear combat gloves, the slayer gloves, or do both with a lot more clicking and attention, your choice.

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Like for example, tasks in multi (or even singles if you safespot) that people cannon, they can use both gloves easily - power creep.

Prior to a “consolidated” item, that wouldn’t really be feasible on creatures that die quickly. Task skips where you are trying to farm points on the x instead of just do slayer normally just got a lot easier, etc.

It isn’t just a QOL, it is power creep, which is not always good for the game.

lofty dune
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As I understand it, power creep usually refers to new equipment being introduced that makes older equipment totally obsolete.

The bracelets still need to be crafted and used to charge whatever “upgrade item” they would go to. So that’s probably a bad choice of words.

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If anything, it creates a higher demand for the bracelets.

sly epoch
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“Power creep is the gradual increase in game content strength (characters, items, abilities) over time, making older, previously viable options obsolete as new, stronger additions are consistently released”

Seems an accurate choice of words to me. You are all nitpicking some straw man arguments for the dissension at this point. I am fairly certain I’ve explained the stance against the idea well enough that there shouldn’t be confusion.

It is power creep, in the sense that it is a gradual increase in strength, since you are now granting combat stats to an effect that previously didn’t have any (at the same effort level).

I am not talking about people that want to go above and beyond and swap each kill. That is similar to prayer flicking or any other form of tic manipulation and doesn’t need to be accommodated for. They can do that, it is a game mechanic, don’t ask for it to be easier to get the same mechanic. I’m not out here asking for infinite prayer because I can just prayer flick to never use a prayer point (extreme example, but it should help to show what I am trying to say).

scenic pumice
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I don't want to hear about powercreep after avernic boots, shadow, fang, ayak, and half the stuff added in the last year alone. 26 healing food, with no downside? objective best in slot mage gloves offering 7% strength and the best effect for mage? I'd argue that voidwaker was powercreep for pkers, but now we have triple eats that heal 62.

"We" is the reason the game had been stagnant for so many years. Varlemore and sailing has added so many new items, that an update to the rest of the game would be in order to bring the rest of the game up to speed. Agility used to suck ass, and now it's as forgotten a skill as firemaking. Could they have made less drastic buffs, had they known all the additions the game was going to offer, between dashing kebbit, yellowfin, extreme energy, and super stams? Sure. Does slayer need something new after the 6 years since we've gotten hydra and konar? yeah

sleek oriole
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This is slayer, not endgame bossing. Why gate something that so many people have identified as a pain point and pretend like it's a meaningful 'choice' to camp a bracelet or to do a swap at the end

scenic pumice
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I support a new take on slayer jewelry. This gets a 👍 from me. I don't want to gatekeep slayer utilities just because I've already completed the skill, or encourage a janky mechanic just because "that's how it's always been"

sleek oriole
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Not only should this be passed yesterday, there needs to be more post-99 slayer support to give people more access to the tasks they want especially with new sailing mobs added to the pool + more and more task-only/boosted rate on task monsters getting added

scenic pumice
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aquanite hopper is an example of a piece of gear that is niche, not required, but synergizes with a playstyle. Now, it's weak as fuck because the players would have voted it out of existence if it overpowered a raid offhand, but it's an option. Slayer as a skill, you don't need to use bracelets at all. But if you want to focus certain tasks, it's a viable mechanic that could use more thought.

sleek oriole
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At the end of the day the bracelets are a really ugly bandaid for the inflexibility of slayer as well as the overreliance on points/turael skipping instead of properly rewarding players for keeping a good streak going on level-appropriate content

sly epoch
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Sure, fix slayer mechanics if you want, but I don’t think making the bracelets into something you 100% have access to is the solution. At that point just adjust the good tasks to be longer and the crappy tasks to be shorter and save us the effort of using these bracelets.

It is like castle wars bracelets in a sense. You needed to wear them at the start of game, but there was a QoL to store them in lanthus now. At this point, every character playing has the effect, so the item should just be deleted and the effect inherited as the default.

I just don’t think this idea as it is, is the solution, and that’s been my feedback. Good intentions can lead to invalidating content, which is the point I am making. Add them to a slayer glove item, not a combat glove item that is BIS.

upbeat lark
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Yeah this last point is kinda what I really mean. I don’t want to make a “solution” that just perpetuates the most awful aspects of slayer that make it seem like a desirable change in the first place

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Would be significantly preferable to completely overhaul the task system, and hopefully make a way to engage with Slayer outside of the extremely constraining task system that we’re shackled to for task-only drop rates, enemies, and superiors, rather than perpetually add more band-aid buffs to slayer gear