#Summer Sweep Up Priorities

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topaz star
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With the Summer Sweep up on the roadmap to rebalance/tweak/add missed out things I have made a small list of Priorities that are popular and would be appreciated in game instantly if done so.

Muttadile: 40% Earth Weakness
Vanguard: 30% Water Weakness
Akkha: 30% Air Weakness
Zulrah (Tanzanite): -30 Light Range defence
Kree'ara: +160 Heavy Range defence

Amulet of Magic: 1% Magic Dmg
3rd Age Amulet: 2% Magic Dmg
Toktz-mej-tal (Obsidian Staff): Make 1 handed 3% Magic Dmg
Master Wand: 5% Magic Dmg

Camphor Blowpipe: use upto Addy Darts
Ironwood Blowpipe : use upto Rune Darts
Rosewood Blowpipe: use upto Dragon Darts
Karil's Bolt Racks: +60 Range Str
Aquanite Hopper: Remove the 33% accuracy nerf to second bolt.
Longbow-Magic Longbow speed buff: 4tick rapid
Seercull: buffed passive effect to increase max hit by 1 per opponent 30 magic levels capped at 300 magic and 10 extra damage.

Chivalry Prayer: Match stats and reqs to Royal Titans prayers 18%atk 18%str 5%def with half drain rate of 12. 1pt per 3 seconds.

Bronze-Crystal Halberd speed buff: 5tick (Specs remain 7tick)
Bronze-Dragon Claws normal attacks now have 2 different hit splats.
Bronze-Dragon Battle Axe's speed buff: 5tick
Ghrazi Rapier: Spec/buff??
Sanguinesti Staff: Spec/Buff?
Sarachnis Cudgel: 10% Spiderbane effect

Imbued God Capes: +1 Prayer bonus
Pegasian Boots: +1 Range Str
Inquisitor Great Helm: +6 str and remove -Stab & -Slash bonuses
Inquisitor Hauberk: remove -Stab & -Slash bonuses
Inquisitor Plateskirt: remove -Stab & -Slash bonuses
Verac's Set Effect: To successfully work on Demonic Gorillas

elfin wigeon
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u forgot the shadow rebalance

winter torrent
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first 3 weaknesses: I don't see a need to add these, and they'd be almost purely vestigial. Until they change the standard spellbook, it's almost entirely iron/midgame focused, and just gets outscaled anywhere endgame.
why would you add light ranged weakness to a large monster? If anything, it's heavy range defense that needs to be lowered, to allow harder hitting weapons to be competitive.
... why are you giving more heavy range defense to a large monster? She already has +200, making anything but chin cheese or Shadow the only viable options. This is bad design, and limits the boss to a handful of strategies

Yes, mage does need more stats, but I don't think it's in the form of lower tier mage buffs. If anything, a bridge item between magic and occult would be better, as the gap between 24 crafting and 93 slayer is.... substantial.
Master wand, sure, give it 5% strength and the minor chance to save runes. Wands could be a sidegrade to staves, trading strength for rune efficiency. That is, if staff of the dead didn't also have that random trait...

new blowpipes: No, rune at best for rosewood. Squid beaks are a mundane material, and the weapons crafted from them should only have ore tiers available. Rosewood -> rune, Ironwood -> addy, camphor -> mithril.
Hopper, yes, it desperately needs un-nerfed.

just give pures chivalry, man. No one else is using it or needs it. Yes to all adjustments

ore tier halberds, claws, baxe, all meh. They're not outstanding, nor do they need to be.
Rapier doesn't need a spec, but I'd be down for a passive. Fang suffers from paragraph syndrome while rapier is just... slightly better whip from raid.
does cudgel need a buff? eh

Since we have oathplate with neutral other offensive stats, I can see the removal of the arbitrary negatives, but it doesn't need more strength. Veracs (and other prayer-interactives)... desperately need a rework. All of them

topaz star
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Just because some thing isnt meta changing doesn't mean it shouldn't be added, sweep up is for consistency so weaknesses will help

Zulrah should be weak to the blowpipe there isn't many places in game currently weak to light ammo and snakes should be one of them

+160 heavy range def is a buff down from +200 if you are referencing kree

New blowpipes currently useless being worse then a rune knife 1 Handed, even with this suggested buff a dragon dart + twisted buckler will still be better which isn't even used now, at 60 range you can main hand dragon darts.

Nox hally is 5t so the rest should be
Dragon claws should be on par with Sulphur blade so 2 hit splat flat armour mechanic will do that

Rapier can get buffed either way but needs one a spec could be nice if done currently same with sang staff.

Cudgel spiderbane effect will give it more reason to go for to use at veneatis and araxx

Inq helm is currently +4str whilst oathplate is +6str

thin seal
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I've said it before, I'll say it here.
I would rather they do something interesting with halberds than just make them 5tick. Nox hally can stay as a unique variant.
If halberds are 5tick, might as well make 2h's 5tick, then godswords 5tick, and suddenly we only have 2 melee attack speeds, 4 and 5 tick.

We don't need to make slow weapons faster to make them competitive, we need something else. Bonus-scape shouldn't be the only definition of what armor you want to wear. The only reason low attack speed weapons are preferred is that they are disproportionately affected by bonus damage gain.

forest portal
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Rapier is just kinda boring, maybe thats okay but for an item from a raid it feels like it needs a little something.
Cudgel has no identity, zombie axe is just better.

Melee strength armour seems wild. blood moon, bandos, inquisitor and oathplate, not exactly sure what to change but even blood moon having higher defences than inquisitor (except stab by a small amount) feels really strange.

I think melee needs a bit of a look at as a whole. There is a lot of potential to make things a fair bit more distinct. Defender is just universally the best off-hand unless youre fighting some dragon. I've always liked the idea of pushing defender into a role against low-defense targets, maybe by adding a second hitsplat and changing its stats a lot. Give 2h weapons min hit values and push other options into the off-hand for different enemies.

fluid lark
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Thematically snakes are fast and mobile, making light weaponry able to keep up. Zulrah also drops the blowpipe so making it weaker to light also makes sense. The rest of the weakness changes are just cosmetic basically.

strong pilot
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6t - Halberds, godswords, mauls, 2h
5t - battleaxes, warhammers, nox

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The only melee wep slower than 6 would be dh axe. Even then I'd like to see it 6t, but I know that won't happen

noble warren
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I'd hope they won't change 7t melee weapons like the obby maul because they are used for td punish

strong pilot
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If they were to overhaul melee attack speed and nothing was over 6t I imagine they'd address TD punish

forest portal
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I like slow attacking weapons, but it would be nice to give them a place instead of pushing everything to be fast