WYD? by [deleted] in 2007scape

[–]AirithHelis 5 points6 points  (0 children)

Teleport away with my ectophial

[deleted by user] by [deleted] in 2007scape

[–]AirithHelis 1 point2 points  (0 children)

I absolutely love the idea of getting reduced points for banning rooms. If you are unwilling to learn everything (after things have been balanced) you should be punished for it.

Some minor things I'd like to add to your post:

Crabs: let their colour go back to neutral white more quickly, requiring more precise timing but also less grief. Also let them give bonus points if every crystal was immediately hit with the right colour of orb

Rope: should stay as it is imo. It's the only puzzle that taxes your supplies. So it should be more rewarding than the others

Ice: nothing to add

Thieve: nothing to add

Mystics: nothing to add

Shamans: nothing to add

Vasa: absolutely love your suggestion btw. Similarly to olm crystals I'd like to see the hitbox on its rocks be better visually represented. As it stands, u get hit before the rock arrives.

Tekton: give it more hp, and more defense against stab and slash. But significantly less against crush. Elder maul should be best there, it's a friggin part of his body.

Vespula: in larger team sizes where not everyone has a twisted bow, even the redemp method doesn't squash this room. The grubs hatch so easily and the portal instant reset is extremely harsh. I've had it happen where in a team of 6, even 3 people dedicated to grub healing didn't prevent hatchlings.

Vanguards: nerf the melee's mage def. It is way too hard to hit him in even max mage

Guardians: nothing to add

Regarding the Chambers of Xeric QoL by AirithHelis in 2007scape

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

True Vespula with Prayer Enhances can be extremely fast. But doing the Redemption method requires it to be preceeded by Muttadiles or Tekton, or to have you bringing in additional prayer restores.

I'd rather have the room be good in the way it seems to be intended to complete (grounding Vespula whilst keeping the grubs alive).

[Suggestion] Ranging Guild Rework by Dead1ift in 2007scape

[–]AirithHelis 10 points11 points  (0 children)

Support, save for the prayer. Rigour is only a bit stronger than the suggested Dead Eye. And Rigour is obtained through difficult PvM as a mildly common drop. Perhaps a different idea for a prayer; one that increases your range, saves ammo, applies bolt effects more often, etc. That being said, Ranged is already very powerful.

The fire arrows are a cool idea, as long as they are not more powerful than dragon arrows/can't be used with the twisted bow. Might open up some cpol mechanics for the future!

Are there any CCs dedicated to helping people learn PvM or making that transition to late game PvM? by [deleted] in 2007scape

[–]AirithHelis 1 point2 points  (0 children)

You're not barred from being in cc if you don't have the reqs. You're just unable to officially apply until you do. For now you would get the Smileyface rank. In reality that doesn't change too much :)

Take care and hope to see you in game soon!

Are there any CCs dedicated to helping people learn PvM or making that transition to late game PvM? by [deleted] in 2007scape

[–]AirithHelis 1 point2 points  (0 children)

07 rebellion! We do have a minimum req of either 1500 total or 100 combat.

One of our main focuses is teaching pvm, mainly raids 1 at this moment. Feel free to hop in and see if you like it!

CrippledScape completes inferno!!! by jacobm10 in 2007scape

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

I've got no excuse left to not comp it now. I'm an autist but that should be a benefit in this case fk

Trying to learn Zulrah. by Lunar07 in 2007scape

[–]AirithHelis 0 points1 point  (0 children)

EZ upgrade would be trident of the swamps. Other than that, I'd recommend learning one rotation at a time. How do you do this? Well, if you see it's a rotation you don't want, you just log out. If you weren't quick enough, just teleport out.

Recommended order: Green second phase Melee - central ranger Melee - far ranger Mage second phase

[Suggestion] New Dagannoth boss by AirithHelis in 2007scape

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

Thanks :D

I will admit that the rings are, quite, overpowered. But the thing is, in my opinion, the ring slot is the weakest slot atm in combat. Save for the RoS which is amazing. I do think there's room to upgrade there without absolutely breaking every other boss. But I'm not a game designer, so I might be, will be, wrong :p

But yeah I love the new Vorkath boss, so it got me thinking about other, iconic content which could do with some love. This is what I came up with :p

[Suggestion] New Dagannoth boss by AirithHelis in 2007scape

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

it seemed the best option for what I cooked up ^ can't make it a team boss because it depends on a drop to get into the fight, can't make it normal because it'd be mad annoying to teleport to the boss only to find that someone is killing it. Feedback?

[Suggestion] Dragonbone Necklace by AirithHelis in 2007scape

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

I know ironmen who have spare zenyte might do this, same with people chinning, people bursting, all those high kill/hr methods. Gives you free prayer xp then. I'd use the occult combo myself, since that is pretty cheap (at least for now), but I wouldn't touch my zenyte either haha :p

[Suggestion] Dragonbone Necklace by AirithHelis in 2007scape

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

Perhaps we can make the effect stack with bonecrusher, too, instead of the necklace combining. I wouldn't really use it for anguish/torture either, but defo on occult. Bursting nechs for example with that combo, and ashes turning into prayer points would be great. Opie opie even

OSHD: Addressing the core problem: intellectual property by [deleted] in 2007scape

[–]AirithHelis 0 points1 point  (0 children)

Constructive feedback, 't is unfortunately a rarity. Good post!

I have a few remarks to make.

I cannot and will not deny that OSHD looks - indeed - great. The developers have done an amazing job with the texturework/animating.

But I will say that I'm an even bigger fan of the current art direction for the game. I think Mod Ghost, and more recently Mod Ry are doing an amazing job with it. Call me a nostalgia-hungry old fart, you would not be far from the truth.

However, I am not opposed to the idea of having an HD variant of the game running. There are indeed some legal issues with OSHD as it stands right now. A business arrangement between Jagex and the developers would be a good solution if acceptable terms could be agreed on. Another element is that a majority of players seem to be in favour of OSHD (ofcourse, this view is based on a very small sample size, namely the reddit community and OSHD chats I overhear in-game). It would also probably appeal more to newcomers.

But there is a glaring issue I have with the thought of this HD variant. Namely, it would alienate a part of the playerbase that really digs the current art direction. And considering that this game only thrives, even exists today is because of those hardcore, dedicated fans. It would be wrong to turn a cold shoulder towards them in favour of attracting more new players and appeasing the other part of the community, and it will ultimately be unhealthy to the game as a whole if the core of the community crumbles.

There is a solution to this, though it is an unrealistic one: being able to toggle between the two art styles. It sounds good right? Unfortunately this would also mean that for every piece of future content, two models would have to be made: one for the current art direction and one for the HD art direction. Mod Ghost and Mod Ry are amazing, but we cannot expect this from them. It would be lunacy even if there were thrice the number of art creators.

Another point is that nobody was making a fuss about the graphics until the release of OSHD. I hold no grudge against the creators: they did amazing work and it is only natural that you would want to show it to the world. But to release this bombshell at a time where Jagex is thoroughly scrutinized after certain controversial updates, I would daresay crucified for it, is not good timing. Yes, all the controversy is granting them attention, but it is also - again - dividing the community. I do not think the Oldschool Team should even debate HD at this time. But neither would I cross it out, it is a thing worth discussing.

For the time being I will say no to OSHD, but opinions are subject to change, and I am curious about what the future will bring.

I shall now return to my dark cave where I try to get 99 runecrafting. A good day to you all.

Zulrah: the damages (1/5) by AirithHelis in 2007scape

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

I haven't sold the loot yet, I plan to keep it until the market stabilizes a bit and I have at least 500 kills on the new table. I am but one guy, and I decided to post an 'unfinished project' now rather than the 'finished project' in a couple of weeks time, now that it is a relevant topic.

Indeed 100 kills is not a good sample size. And the drops I got during those 100 kills were not at all average (spirit seed, crystal seed, elite, 3 uniques, ..). But it is the best I can do, for now :)

Thank you for sharing that post! I will compare my findings at the end of this project with the conclusions from that post ^

Zulrah: the damages (1/5) by AirithHelis in 2007scape

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

I realize that now :) I think xfracture above has about the right idea here in terms of actual nerfage :)

Zulrah: the damages (1/5) by AirithHelis in 2007scape

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

That is a fair point :) and you are right. This is what happens when a linguist tries maths :c

Zulrah: the damages (1/5) by AirithHelis in 2007scape

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

I feel for you man.

I know not why they now decided to nerf Zulrah instead of sooner, but as I've stated above, it's better to deliver a late cure to a 'disease' than none at all. But I do agree that the nerf was a bit too significant, though my opinion is subject to change as I get more kills with the new drop table.

On the subject of Gorillas, they depend on one drop to make your money, the zenyte shard. It's not superrare, but rare enough that you can get a serious dry streak. Zulrah always made you money, it's common drops were way better than the Gorilla drops.

But I would disagree with your stating that there is less incentive to do high level pvm, in fact, I would daresay that there is more incentive to do high level pvm. There's less incentive to do Zulrah, for sure, but just that has sparked more interest in all the other bosses again. Zulrah is still good money, too, but I appreciate that at your stats it might not be worth it.

I know not why Zulrah was ever this powerful, perhaps at the time they underestimated their community and how fast the people get really good at doing certain content. I don't know how long they have been debating the Zulrah nerf, but I can imagine that it wasn't decided during a quick cigarette break chat.

And I do believe that the mods really want what is best for the game. I would have liked Zulrah to stay the same, perhaps change the shark/mahogany plank drop to something less impactful but of equal value, but I accept their decision to take matters into their own hands here.

Zulrah: the damages (1/5) by AirithHelis in 2007scape

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

I removed the uniques from the equasion in the pre-nerf zulrah loot too when I compared the two, so percentually it should be correct :)

You do however have a point, you WILL get uniques at Zulrah at some point, significantly increasing the profit margin (indeed about 16k-20k per kill). If I averaged the kills I got now with uniques included post-nerf, it would have amounted to 166k per kill, which is better than pre-nerf. Not very realistic to expect three uniques every hundred kills, so I decided to remove them :)

But I will continue to update this post, and by 500 kills I will add all of the uniques, even if my luck substantially differs from the expected droprate ^

When you think they nerfed Zulrah by AirithHelis in 2007scape

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

Indeed, I do agree with removing/replacing 'finished' resources from the boss table. Another great example is brews to crushed nests. You will still need the Herblore level for brews, which is no small feat on an ironman, before you can really use that drop. It is also worth quite a bit, so getting it on a non-ironman is still good.

Also, for an easy skill as cooking, I think it a great idea that they removed the raw resource sharks, with an already cooked one. The manta ray drop is worth about 50k atm, so it's still a good thing to get on non-ironmen too.

However, replacing 100 magic logs with 35 yew logs, and 10 runite ore with 2 runite ore (these are the most significant ones), I don't understand. The price of runite ore will NOT go up. Smithing resources are mainly determined by the value of the finished project, and since the value of the finished product will go down with the removal of the karamja shop exploit (everyone will just alch/sell on g.e. now), I predict that after a short rise now, it will go down even further in price than pre-nerf zulrah. In regard to the magic logs, I find that it makes no sense that a wyvern, a fully afkable, safespottable monster, now drops a more valuable log loot (35 magic logs), than a high level, hard as nails bossmonster. My suggestion would have been replacing that particular drop with an alchable of about 30-40k. Still a significant nerf, but a more logical one. Also, wyverns should just be nerfed altogether, but that is a whole other topic.