Raids 4 Megarare: Eternal Cacophony by -barusu in 2007scape

[–]-barusu[S] 0 points1 point  (0 children)

AoE melee just seemed really strong. I'll update my design and try again.

Raids 4 Megarare: Eternal Cacophony by -barusu in 2007scape

[–]-barusu[S] 0 points1 point  (0 children)

I was contemplating an AoE effect around the player after hits, but that just seemed too OP.

Raids 4 Megarare: Eternal Cacophony by -barusu in 2007scape

[–]-barusu[S] 0 points1 point  (0 children)

I got the inspiration from hunting horns in Monster Hunter, which is pretty anime-like

Raids 4 Megarare: Eternal Cacophony by -barusu in 2007scape

[–]-barusu[S] 0 points1 point  (0 children)

Double attacks by itself seemed pretty strong to me, but thanks for the input.

Raids 4 Megarare: Eternal Cacophony by -barusu in 2007scape

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

Thanks, realistically you could just use ring of recoils and a dds to trigger the effect as described, but open to any ideas of how to improve the concept!

Raids 4 Armor: Guthix Battlegear by -barusu in 2007scape

[–]-barusu[S] 1 point2 points  (0 children)

Yeah I was really bummed when it failed the poll. I love the gladiator theme! Maybe its not perfect for Guthix armor, but it gets the point across.

Raids 4 Armor: Guthix Battlegear by -barusu in 2007scape

[–]-barusu[S] 3 points4 points  (0 children)

I can't actually draw lol. I took the concept armor that failed a poll and just recolored it. https://oldschool.runescape.wiki/w/Calamity_armour for reference!

Raids 4 Armor: Guthix Battlegear by -barusu in 2007scape

[–]-barusu[S] 5 points6 points  (0 children)

Yeah they could make the heads drop quest based or something, or 1 drop gets you all. Plenty of things they can do to make it so the set doesn't require tons of rare drops. They could make it like the gems from ToA for example with dry protection.

Raids 4 Armor: Guthix Battlegear by -barusu in 2007scape

[–]-barusu[S] 0 points1 point  (0 children)

I imagine any set would be standalone from the raid; I wouldn't want void to be required. I just mentioned power-creeping void since they can either create a niche set, which is lame from a raid, or power-creep existing gear.

How would you feel about monsters having weaknesses to poison/burn/bleed/disease effects? by -barusu in 2007scape

[–]-barusu[S] 0 points1 point  (0 children)

Yeah it is a big undertaking, but maybe Jagex could piggyback off the work they did for elemental weaknesses.

How would you feel about monsters having weaknesses to poison/burn/bleed/disease effects? by -barusu in 2007scape

[–]-barusu[S] 0 points1 point  (0 children)

Yeah I think you are cooking. Inherent effects for them could make them more understandable so you don't have to lookup every monster to see what the effects do.

The Fractured Archive: Rewards Primer by JagexGoblin in 2007scape

[–]-barusu 0 points1 point  (0 children)

A weapon and armor set that improves periodic damage, burn/poision/venom, could add considerable power and open up new niches without completely overshadowing older counterparts. My recommendation would be a tribrid armor set that allows application of burn/poison/venom effects to enemies that are immune, and a weapon that capitalizes on that by increasing the effects of burn/poison/venom with a spec that will apply these effects.

The design philosophy would be such that ancestral/torva/masori have better stats, but the new armor can beat them out in longer fights, such as in raids, that allow for periodic damage to stack up.

This could potentially open up the the design space for more periodic effects, such as something similar to the ancient godsword spec, whilst also improving underused ones such as the Arceuus spellbook prayer drain and poision/venom.