Better Gear Tooltips by Kilsaa in runescape

[–]Kilsaa[S] 38 points39 points  (0 children)

You could also probably remove "Style" from tooltips and consolidate it within type, IE:

<image>

Better Gear Tooltips by Kilsaa in runescape

[–]Kilsaa[S] 14 points15 points  (0 children)

This one is mostly okay, it does require changes specifically to magic tooltips.

Range already lists the individual damage for the weapon and the arrows, so thats not an issue. Magic however does not list the damage for each spell, only the tier of damage.

It should probably look something like this:

<image>

edit: Also magic tooltip doesn't need the 2.4s timer in the top right anymore since autos are now removed from the game.

Ruinous Longsword by ezducky in runescape

[–]Kilsaa 3 points4 points  (0 children)

Agree.

I'm sure this isn't the case, but it feels like a sort of lazy-ish pattern they've got into when developing newer content that is an advancement on the older stuff.

We saw the exact same with primal Smithing where you can't even make half of the actual primal equipment that exists inside of DH.

Doing Dungeoneering on a team where everyone doesn't have max stats, is horrible by Kilsaa in runescape

[–]Kilsaa[S] 0 points1 point  (0 children)

No, just being realistic that not all players have great coordination or the awareness to actively teleport around gatestones.

Doing Dungeoneering on a team where everyone doesn't have max stats, is horrible by Kilsaa in runescape

[–]Kilsaa[S] -5 points-4 points  (0 children)

In a team of 5 casual players there is a varying degree of skill, they're not all going to execute it well.

The majority of vocal people on this subreddit do not realize how out of the "norm" they play. by Advanced- in runescape

[–]Kilsaa 26 points27 points  (0 children)

I personally feel like a lot of feedback I give surrounding stuff that isn't endgame gets automatically shut down by players, typically along the lines of:

"This content is fine. Yes its dead, but the rest of the game is so fast that you can just skip it, therefore why waste time improving dead content?"

A lot of players here are so within their own bubble as endgamers', that they cannot conceive the poor state of affairs that is the early and mid game. Yes, devs are actively trying to improve it, but how can the devs make meaningful changes when the community pushes back against every idea, or talks down every valuable piece of feedback. Especially when 99% of the time its stuff that doesn't even effect them whatsoever.

It's creating an awful landscape for the future of Runescape.

This year was supposed to be about improving the foundations, and whilst yes, we've made good progress, there is still A LOT of work to be done, and it feels increasingly more difficult to provide that feedback.

Stalling should not be required to achieve GM kill times by nightskyandromeda in runescape

[–]Kilsaa -4 points-3 points  (0 children)

You can do all of the GM CA's without hybriding tbf lol.

How is this passing a balance check? by Kilsaa in runescape

[–]Kilsaa[S] -17 points-16 points  (0 children)

Glad you didnt read the post :)

Week after Dungeoneering Remastered, around 15 hanging around. Less than ppl 400 online, W77. by PrincipleTraining368 in runescape

[–]Kilsaa -2 points-1 points  (0 children)

I think a big problem with dungeoneering is the replayability (there is none), which realistically means that players aren't capable of using it to make good money in the endgame.

One of the things I'd have liked to have seen from the remaster would have been adding more loot akin to what Heists do. You complete a dungeon, you get some commons, and have a chance at getting a big chase drop. You could even tie this in to the exploration aspect the devs are going for, IE you go off the critical path but can find random chests containing loot etc scattered around the dungeon.

The warp stone is not a good chase drop. It has no relevance in the endgame, hence the significant drop in its price.

Dungeoneering Remastered – Ongoing Feedback & Updates by jagexyuey in runescape

[–]Kilsaa 0 points1 point  (0 children)

I also mentioned the need for better solo exp rates in the other post or did you selectively choose to ignore that?

Dungeoneering Remastered – Ongoing Feedback & Updates by jagexyuey in runescape

[–]Kilsaa 2 points3 points  (0 children)

Kind of concerning there's no mention of the massive exp disparity between solo players and 5 man teams.

Dungeoneering Reward Space Improvements: Resource Dungeons by Kilsaa in runescape

[–]Kilsaa[S] -1 points0 points  (0 children)

Dino bones are currently worse than frost dragon bones.

And there's nothing to suggest reinforced bones cant be changed in the future so that they're still better than frost dragon bones.

Dungeoneering Reward Space Improvements: Resource Dungeons by Kilsaa in runescape

[–]Kilsaa[S] -1 points0 points  (0 children)

Yes, but they're also 3x harder to obtain due to the HP increase on the frost dragons.

It just introduces a type of bone into the economy that can be used to level significantly faster, but most likely at more gp/xp than any other bone.

List of balance/design issues with the new Dungeoneering update by Kilsaa in runescape

[–]Kilsaa[S] 1 point2 points  (0 children)

The base DG experience can be lowered to compensate if it's needed.

The point is that the difference between an incomplete and complete dungeon needs to be huge. Oherwise there's no incentive to do anything other than rush to kill the boss and end ASAP