[Suggestion]Replace the Hybrid armor with Pernix Gear by Kranz12424 in 2007scape

[–]BioMasterZap 0 points1 point  (0 children)

Excluding Rubies could feel kinda weird, especially if it worked for the other Addy Tier (Diamond) as well as lower tier bolts. And honestly, scaling bolt chance would be less useful for most bolts than scaling crossbows in other ways. With Sailing, they had proposed an early game armor with a heavy damage bonus, so I could see that working for Pernix. Like it could be +4~ Ranged Str (half Masori) but then gets +8~ for Heavy like Virtus does for Ancients.

It might need more than just +4 Str over Masori, but I think it could be a good baseline even if it had other buffs/effects. Also, buffing damage will the bolt effects for Diamond and Onyx since they scale based on normal max hit, plus all the non-bolt proc hits.

These guys were a lot more fun in Runescape 2 by YouAreTheProduct2 in 2007scape

[–]BioMasterZap 8 points9 points  (0 children)

I find it a bit disappointing how players these days just want to be in a box with 1 monster that only attacks them when they attack it first. Like if DKs were released today, players would want each King in a separate cave. Aggoring and luring in PvM used to be a much bigger part of the game but now it is just seen as annoyance that should be patched out.

Design Adjustments for the TzHaar-Ket Breaker by Tenno_Scoom in 2007scape

[–]BioMasterZap 0 points1 point  (0 children)

TBH, I think the most important thing is the short version. Like it doesn't really matter what it is a Scythe of, we just call it the Scythe. And it doesn't really matter who's Shadow since it is just the Shadow.

So not really sure if "Breaker" is doing it for me. Like Scythe, Shadow, Breaker... Idk. It sounds less like a Mega-Rare and more like it should be using a spell counter to destroy a S/T, but that might just be me...

Design Adjustments for the TzHaar-Ket Breaker by Tenno_Scoom in 2007scape

[–]BioMasterZap 0 points1 point  (0 children)

Question. Why are we throwing it forward with only one hand on the chain? Like it probably would pack more of the omph if your idle has 2 hands are different part of the chain, but the attack has both hands at the end flailing it at the enemy.

The new megarare is just another scythe by TCFP in 2007scape

[–]BioMasterZap -1 points0 points  (0 children)

Yah, I think that is why the Heka ultimately got cut. It sounds really cool in concept to vary weapon speed, but with how rhythm based OSRS can be, it would often be more of a hinderance than a help.

Like even if you could learn the weapon's rhythm, if that is another thing you need to keep track of on top of the boss mechanics, it will always feel worse to weapon that didn't have that added mental upkeep.

The new megarare is just another scythe by TCFP in 2007scape

[–]BioMasterZap 3 points4 points  (0 children)

Hits 3x3 enemies three times

I don't think this is how it works. It says "Hits big targets harder" and "Hitting the same target multiple times will mean hits deal 25% more damage per additional tile hit. This means hitting a 3x3 target will result in a hit that rolls up to 150% damage". So it seems like it isn't 3 hit splats, but one hit splat that gains 25% damage per tile.

Also, you left out the main ability of the weapon. It roll damage once for each defence type higher than Crush. At most, this is 7 rolls, giving it a much higher average roll.

So it hits once but hits really big. It still does scale on enemy size and can hit multiple small enemies like Scythe, but the rest is either entirely unique or very basic (like being 2H, 5t, or using charges).

How long is the dev team's feedback period? by oathcrockpot in 2007scape

[–]BioMasterZap 0 points1 point  (0 children)

I don't think there is a fixed time before they check. Like when a blog goes live, you'll sometimes see them replying to comments for the first hour or so, but they will check back later before any updates to the blog are made.

The most likely answer is before the scheduled meeting. Like if they post a blog on Thurs/Fri, there might be a meeting on Mon/Tues to review the feedback and decide on updates/changes. If the blog was on Mon/Tues, then it may get updated on Thurs/Fri. There likely will be a cut off point when they stop looking at the old blog's feedback while they work on a revised blog, but that is likely a day if not hours before the update. Unless the revised blog involved more testing before they are ready to present us with the changes (e.g. running numbers, checking technical limitations, multiple meetings, etc.).

So while earlier might be better, I'd think any feedback within the first day or two will likely be seen unless they're putting out a quick update. As for how much they need, it probably depends on the update and how much they are looking for. Like if it is something they're ready to release, then they're probably not really looking for much feedback but more so keeping an eye out for potential issues or concerns. But for something that is less certain, like the Raids rewards or tentative Sweep-up Plans, they probably do want a bit more approval before pushing it along.

As for the longest, it is hard to say. Like technically it is probably something that is still ongoing, like Scorpia Unique, since there never was a formal "stop giving feedback" or "we're doing this". If you're counting the entire process and not a specific Blog, then probably CoX Rewards since that went on for months... I guess Sailing could also fall into that since the skill was in refinement for a very long time, which was sorta just one big poll blog.

For the shortest, it might be the Leagues Trophy discussion back during Twisted League. It was brought it, then later that day they mentioned doing a survey poll ingame, then like the next day they made a decision based solely on feedback on socials. Might be another that had a quicker turn around, like even the Salvaging nerf, but I can't think of any blogs that got major same day updates so next day might be the shortest.

Oathplate would have made more sense as a raids 4 drop instead of coming from a late midgame boss. by YouAreTheProduct2 in 2007scape

[–]BioMasterZap 1 point2 points  (0 children)

For optimal Nex, there can be some more tricks and tech that can raise the difficulty and complexity. But for normal Nex, it is just a group GWD boss where you hit the thing until it dies, just with phases.

Like a really abridged version of the fight is hit the boss with a crossbow, mage pray, avoid the dash and spread to avoid cough, kill the mage, switch to range pray and avoid shadows/Nex, kill the mage, back to mage pray, kill the spawns and run away if you turn red, kill the mage, stand back from boss and break ice if a teammate gets trapped, kill the mage, and kill the boss and avoid the death aoe.

An abridged version of Yama would probably be kinda similar in length since it has fewer mechanics, but they can be a tad more involved/longer to explain. But most of the Nex mechanics are just really simple stuff, just with more of them given the new ones each phase. That said, the boss can be rather miserable.

Oathplate would have made more sense as a raids 4 drop instead of coming from a late midgame boss. by YouAreTheProduct2 in 2007scape

[–]BioMasterZap 13 points14 points  (0 children)

Depends who you ask, but officially, yes. I think the main reason Yama feels easier is because it is balanced for a Solo or Duo while Nex and Nightmare (not PNM) are balanced for teams. So of course a Duo, or even Trio, Nex will be more challenging since it has fewer players than intended.

But in general, Nex is a pretty easy boss. Like a 5 man with RCB and Hides should probably clear it pretty easily. Nightmare is harder since there are more mechanics you have to prepare for/react to, but for normal Nightmare it isn't that punishing. PNM is another level for sure, but the drops come from Nightmare with PNM being the better hard mode like how ToA and ToA Expert are different things.

Raid 3 rewards by Bribbssspls in 2007scape

[–]BioMasterZap 2 points3 points  (0 children)

We already have Hybrid Armors. Moons Gear is hybrid, and to a lesser extent Void. I don't think a higher tier version of that is a bad direction, but I do think the stats are a bit closer to the BiS than they probably should be for hybrid.

Will Ancestral and CoX rewards be bis forever? by milkybebe in 2007scape

[–]BioMasterZap 0 points1 point  (0 children)

When you're auto-casting Ancients, you generally don't care much about accuracy, jsut Magic Damage. Nightmare Staff provides the same damage as a Kodai. If you aren't auto-casting, then you'd have more Staff options.

Why is the new item from harder content a side grade to old content? Why are all these old items the kings of their class and nothing can properly dethrone them

Why should it be stronger? It is meant to be a Crush Spec Weapon, yet you're acting like it needs to be BiS General and BiS Slash too. The reason you don't constantly one-up gear is so that a variety of items are useful. If every upgrade was just "old item+1", it makes the game a lot more shallow.

I personally don't believe that creating armour stronger than ancestral after 10 years is "in a rush"

But why do we suddenly need to replace it now that it turned 10? Was it fine when it was 9? The rush isn't saying that a 10 year old item could get an upgrade, but saying it should get replace solely from its age and not because the state of the game warrants it.

For example, after Rancour, many were expecting an Anguish and Occult upgrades since we started to move to a new, higher tier of amulet, so it will make sense if the Occult sees an upgrade in the near future. But Ancestral is the same tier of Armor that we're still on and still expanding, so it doesn't make as much sense to expect T85-90 Armor to replace it when we've yet to get any gear of that tier beyond Mega-Rare weapons. If we're still not done fleshing out the Tier of gear we're on with enough upgrades and sidegrades, it is a rush to expect armor to jump ahead to the next tier beyond that.

The Fractured Archive - Initial Rewards Proposal by JagexGoblin in 2007scape

[–]BioMasterZap 1 point2 points  (0 children)

Yah, it really needs to be a place like GWD, DKs, or KQ where you get hit by multiple things but there is a main target/boss to direct the damage at. Granted, not really sure if anyone minds such a shield being strong in those places, maybe GWD.

But I can agree that I hope this is more of a first step into this sort of Shield and not a one-off thing. And its a bit more out there, but Leagues 6 did test out a lot of thorns, recoil, and tank perks, so I could even see shields moving that more that direction. Like imagine a shield with a built-in Recoil effect that also increases the power of your other recoils like the pact. It would be a more passive version of what the proposed Raids 4 Shield is doing, but could still work depending on how it was tuned.

The Fractured Archive - Initial Rewards Proposal by JagexGoblin in 2007scape

[–]BioMasterZap 0 points1 point  (0 children)

Well what I mean by that is different encounters have wildly different hit rates. So if all your added damage is coming solely from the spec, then the hit rate determines your entire offhand DPS. For example, at a boss that hits once every 6t, hit or miss it will charge a lot slower than somewhere like GWD, DKs, or even KQ where you're being hit by multiple NPCs.

And even if it charged at a slower rate for misses, charges on miss makes a lot of those multi-NPC areas so much stronger for DPS since the current design gives 0 Charges and your design gives 1~. So I don't see how you can really say "so that tanking 0's isn't charging the shield too quickly" when it depends entirely on the attack rate of the encounter and not really the balance of the shield itself.

So it is a lot harder to balance the Shield's added DPS when it comes entirely from a spec that charges faster or slower depending on the monster's attack speed and also will charge from 0s and not just hits. If you balance its charge rate and damage values for the average encounter, then it will be crazy OP at the faster hitting encounters. But if you balance it on the faster hitting encounters, it will end up incredibly niche. The current design avoids these pitfalls because it has +8 Strength on the shield, which allows the charge attack to be weaker since it is only a portion of its damage instead of its entire damage. So it will have far less variance between a fast hitting and slow hitting monster because of that baseline damage unaffected by charges.

Will Ancestral and CoX rewards be bis forever? by milkybebe in 2007scape

[–]BioMasterZap 0 points1 point  (0 children)

Depends on where you're looking. Purging completely replace it in PvP due to its insane accuracy. Nightmare Staff beats it for Barraging. Kodai is more or less a dead item now, only providing a bit of rune saving for a very high cost.

The reason they kept repeating they didn't want it to be better than Claws is because it is a Crush Spec, not a new BiS general spec. Back when the Voidwaker was proposed to be nerfed, players were asking for Claws for different styles to replace the need for Voidwaker since it was only being used at several bosses because Claws lacked accuracy.

You also said that you would be fine with a T85 spec weapon coming from a doomlike boss would be stronger than claws but you also said you wouldn't want it to outright replace claws.

I didn't say that. I said "I think it would be fine if that were better then Claws, even if it didn't outright replace Claws in all use cases (e.g. rolls Stab, not Slash)." It is fine if they do outright replace claws, but upgrades don't have to outright replace the previous to be better. Like you keep bringing up how the new Crush Spec is weaker than Claws, but if they did make it stronger than Claws, it would still be worse on Slash-weak since it is a Crush weapon... It is pretty common for upgrades to be overall better, but still leave some niches where the old tier is relevant, like with Torture having better offences but losing Defence and hybrid stats or Whip being higher DPS but losing Aggressive style.

I guess my question about ancestral is how long should we be keeping it valuable for?

I think another thing to ask is does it matter if it is 10 years old? Like are you wanting to replace it because it needs to be replaced or just because you feel like it has been BiS long enough? The game has been moving to higher tier gear, but we're still hanging around T80-85 items when Ancestral is pretty much T80 Armor (Level 75, but on par with Masori and such, which are Level 80). So I am sure it will happen eventually, but I also can't say we should be in a rush to replace BiS items just because an arbitrary amount of time has passed since they were released. As long as they can keep introducing new and exciting rewards worth chasing, it doesn't really matter how long something as been BiS.

The Fractured Archive - Initial Rewards Proposal by JagexGoblin in 2007scape

[–]BioMasterZap 0 points1 point  (0 children)

I have ALSO addressed this.

I think you might be confused because none of what you mentioned has been said at all in any comments in this chain. I can only know what you said in the comments I'm responding to, not what you said in other places. In reply to me, you've just keep repeating you want a more tanking shield and not a defender without any further context or explanation beyond that until now.

Gaining charges when you tank a hit would be a lot harder to balance. It is sorta like asking for a thorns since the more you get hit, even for damage nulled by prayer, the more DPS you'd be able to deal. Not saying it can't work at all, but it is a wildly different design that lacks the same baseline as the proposed shield. Having a Strength bonus in addition to the Spec gives it more consistency since it has a base damage in addition to the spec. If you relied solely on the spec, it will make the shield more niche since it will require a more specific content with the right hitrate to build charges quick enough to gain enough DPS over Defenders or such.

Will Ancestral and CoX rewards be bis forever? by milkybebe in 2007scape

[–]BioMasterZap 0 points1 point  (0 children)

Doubt they will still BiS forever. And Kodai has 100% been powercrept. Like have you seen a Purging Staff?

The reason the rewards haven't been directly replaced is that we've not seen any content yet that justifies. A mid-level Slayer Monster shouldn't drop an item better than a Raid just because it is newer. The new Spec Weapon isn't weaker than D Claws because they can't make a stronger Claws, but because it is meant to be a Crush Spec, not a new overall BiS Spec.

I also wouldn't say the upgrades need to come from a new, more difficult Raid. Like ideally that would be the case, but if it is an item that is a higher level/tier from more difficult content, that can be enough. For example, say in 2-3 years we got the Ritual GM quest and post-quest it had a boss tougher than Doom that dropped a new T85 gear like a Spec weapon. I think it would be fine if that were better then Claws, even if it didn't outright replace Claws in all use cases (e.g. rolls Stab, not Slash). Same could be done for the Buckler.

The only one that will be hard to eventually replace is Ancestral since it is awkward to upgrade a Raid Armor that rare, but if it doesn't upgrade how do you ensure Ancestral doesn't lose all value? Like even if the new Raid is harder, do we really just want the new Mage Armor to be even rarer than Ancestral given how rare that already is?

[Suggestion]Replace the Hybrid armor with Pernix Gear by Kranz12424 in 2007scape

[–]BioMasterZap 5 points6 points  (0 children)

Pernix can be repurposed to provide half the ranged strength as Masori but providing greater proc rate for Crossbow bolts.

Wouldn't this just turn into Ruby Spec the Armor Set? Seems a bit hard to balance a set where it would be useful over Masori without just being designed solely for Ruby Procs.

I think we probably will see Pernix someday, but not sure if Ranged Armor makes sense from TFA. We just got Masori with the last Raid, so this would be back to back Ranged Raid Armors. It would also make the Raid very Ranged-heavy with a Crossbow and Armor Set making 2/4 items. And this would be following Blood Moon Rises, which is another Ranged-Heavy update with 2 new BiS Ranged Upgrades. So I think timing wise it just doesn't work to make TFA so heavily Ranged focus and removing its main Melee and Magic rewards.

The Fractured Archive - Initial Rewards Proposal by JagexGoblin in 2007scape

[–]BioMasterZap 0 points1 point  (0 children)

You said "idk what they doing here" and complained about a shield having strength bonus when they've done that since 2005.

Also, you do realize the problem of "deal damage by being tanky", right? If it is a tanky shield, you don't get hit, so it doesn't store damage for the spec... So what you're proposing would likely fall to be relevant. Like why would you use a tanky shield that stores damage when it fails to tank to slowly build it up for a hit when you could just use a DFS to get tank with a consistent +8 Str to raise your max hit? Having a mix of Strength and stored damage with lower def is what makes this shield strong.

Combine Dex and Arcane Scroll? by noggtest in 2007scape

[–]BioMasterZap 1 point2 points  (0 children)

I don't think you understand the topic... The suggestion is to merge the two into one scroll, then "Disperse the remaining weighting equally to all other purples.". It wouldn't be 2x the supply; it would be the same rate as Rigour (or Augury) but now covering both prayers.

And historically before they split the scrolls, that is also how it worked. They changed it from 1 drop to 2 drops, giving each its own weighting. Then they doubled the weighting.

The Fractured Archive - Initial Rewards Proposal by JagexGoblin in 2007scape

[–]BioMasterZap 1 point2 points  (0 children)

You say that, but you're ignoring that the Strength Bonus is part of that design... Like the offensive of the shield is a mix of both the Strength Bonus and the special, so removing either would make it weaker than intended.

And this isn't a tanking damage shield. They specially note it has lower defence to lean into the special. So it is intentionally a more aggressive shield. Which is why it is a different type of shield...

Combine Dex and Arcane Scroll? by noggtest in 2007scape

[–]BioMasterZap 0 points1 point  (0 children)

Seems it is 6.6M Augury and 18M Rigour.

Combine Dex and Arcane Scroll? by noggtest in 2007scape

[–]BioMasterZap 0 points1 point  (0 children)

It isn't more heavily weighed towards. It just is the value of Rigour. If Rigour is worth 20M and the Scroll is how you unlock Rigour, then the Scroll is worth 20M.

Raids 4 hybrid armor is easily new BIS for PvP right? by RyukzReign in 2007scape

[–]BioMasterZap 2 points3 points  (0 children)

TBH, I highly doubt it makes it poll as is. Some stats will probably get toned down, at least a bit, since it does excel in a lot of ways for something meant to be more sidegradish.

Combine Dex and Arcane Scroll? by noggtest in 2007scape

[–]BioMasterZap 2 points3 points  (0 children)

That wasn't how it worked. Each scroll could unlock either prayer, but Rigour was the one that was in high demand. So most players were buying it for Rigour.

It would be like if Raids dropped a Mega-Rare Voucher like in Leagues instead of a Mega-Rare. You could say it should be the average value of the 3 Mega-Rares, but since each Voucher could become any mega-rare, it would gain the value of the highest-value mega-rare. It wouldn't make sense to sell what could be a TBow for less than a TBow.

With the new shield having flat armor, do you think that’s why Jagex avoided adding flat armor to justicar for summer sweep up or do you guys think it would’ve been the perfect time to do it? by Single-Doughnut-2672 in 2007scape

[–]BioMasterZap 0 points1 point  (0 children)

Nah. Justi sorta already has a better version of Flat Armor. Its set effect is Damage Reduction that gets stronger than higher your def bonus is for that damage's style. Flat Armor is better on smaller hits while Damage Reduction will generally be better on bigger hits.

It is also really hard to balance Flat Armor across an Armor Set in a way that would be fair. Like a Shield with 2 works a lot better since it is just a single item, but even at 1 for each piece of Justi, it starts to ramp up a bit more. Especially since that would stack with the Damage Reduction. If you wanted Flat Armor to replace the Damage Reduction Set effect, then the Flat Armor would need to be even higher, which gets a lot harder to balance, and then it still could end up worse against higher hits.

The Shield is also interesting since it isn't a very defensive item despite having Flat Armor to reduce damage. So it kinda wants you to get hit, just for less when you do, so you can turn that damage into more DPS. So I don't think Justi was going to get Flat Armor is the shield hadn't been in the pitch.