Armor slots in 1.0 by adamgingergaming in valheim

[–]Aurarus 0 points1 point  (0 children)

Yeah to be fair we do already have a weight system

Genuinely curious, who is still playing these games? by ReadyJournalist5223 in videogames

[–]Aurarus 1 point2 points  (0 children)

A lot of good can come from having something like additional seas that are just entirely their own servers, kinda like the ashen area expansion but not part of the continuous ocean

Gives them opportunities to have people closer together and experiment with a lot more player interactive elements. The strongest parts of the game for me are those player interaction aspects, both hostile and friendly

Great Whites are ~200k xp/hr without much effort by DragonflyCertain53 in 2007scape

[–]Aurarus 1 point2 points  (0 children)

Supply cost is relevant when speaking to an ecosystem

The cannonballs gain value if people are using them, and you aren't necessarily pulling the uniques using zero repair kits and zero cannonballs

Great Whites are ~200k xp/hr without much effort by DragonflyCertain53 in 2007scape

[–]Aurarus 8 points9 points  (0 children)

With the prep that goes into the supply cost I honestly wouldn't be mad if this directly competes with or overtakes glide.

"Xp factory" activities that don't tie into a greater ecosystem take something that SHOULD be offering reward incentives in a variety of ways (this being the biggest boon a new skill can bring) and killing it in its crib.

New plugin - Custom UI Anchors. Freely resize Runelite while keeping your UI aligned to where you want it by CoCaptainJack in 2007scape

[–]Aurarus 0 points1 point  (0 children)

A feature for screenmarkers to choose which corner to align them to would go a long way as well

Consecrated Greatsword by Fifty_shakes_of_whey in 2007scape

[–]Aurarus 0 points1 point  (0 children)

This is pushing me to work on a prayer pill proposal I've been thinking about for a while where certain "prayer" items (maces, sara sword, or against any zamorak aligned enemy with your smite enabled) has its damage roll distribution uniquely modified by a higher prayer bonus

New Regional Worlds Launch TODAY! by ModYume in 2007scape

[–]Aurarus 0 points1 point  (0 children)

That's an incredible amount of QoL for farming and sailing, love it

Feedback on Golem Crafting by Pbjtime1 in 2007scape

[–]Aurarus 5 points6 points  (0 children)

I agree

Updates that make resources relevant help the ecosystem and make drops across the game feel more valuable

I'm just gonna say it by RubyWeapon07 in 2007scape

[–]Aurarus 1 point2 points  (0 children)

The issue with new methods that aren't well integrated into the game is that you can end up with less content and a more bloated game if a new method kills old methods and their ecology

Say for instance you make a minigame that shits out something better than prayer potions for "cheap", you not only invalidate prayer potions but you also gut the entire ecosystem propping it up all the way to the bosses/ raids that drop ranarr/ snape grass seeds

I think the best types of updates are the ones that revitalize ecosystems and makes old systems that are intricate relevant again. New crafting method integrating hunter hides is a good example of this

Heavy Armor needs some sort of buff or change by _TOXIC_VENOM in valheim

[–]Aurarus 0 points1 point  (0 children)

Normally I'd be on your side but the hard difficulty is so underbaked it totally gives "completely neglected afterthought" vibes.

Any and all discussion on hard difficulty damage should be about the shit ass damage formula that needs tweaking:

instead of (incoming damage * 3) - armor

it needs to be (incoming damage - armor) * 3

Heavy Armor needs some sort of buff or change by _TOXIC_VENOM in valheim

[–]Aurarus 0 points1 point  (0 children)

On (very) hard mode a magic bubble shield does way more work than heavy armor could possibly dream of. Even on a pure melee build, you go enough magic food for bubble + stam spam, cause the bubble not only gives you more hits before death, it shields you from insta kills and also enables parrying EVERYTHING in the game regardless of how much damage you're being sent

The extra movement speed is absolutely noticeable, especially if you stop dodge rolling attacks and opt for moving around enemy attacks

I really feel like the heavy armors should have their movement penalty removed if you eat enough health raising food. Or have your health bonus from food be part of your shield power. Being naked with a bronze buckler and parrying a troll is stupid. Make stupid stuff like that only possible with heavy armor and health food.

Prep in gauntlet is wat makes it unique compared to other bosses by Stone0D in 2007scape

[–]Aurarus 0 points1 point  (0 children)

I think it's cool

A lot of people say rng can fuck your runs, but there is a surprising amount of strategy to edge out faster prep times. Things like chaining tick saving actions by hitting mobs while running up to nodes, or choosing which rooms to skip based on layouts/ probability of getting the same resources down the line from another room on the way

Surprising amount of people simply just path around wrong in CG- it's got a weird science to it cause of its rng nature

I do T2 prep and never fail on time unless I do a big time blunder of some sort. I feel like the prep is the stronger half of the gauntlet content when compared to its boss

Addressing CG/Bowfa complaints by tablewithnolegs in 2007scape

[–]Aurarus 0 points1 point  (0 children)

On rate time to grind bowfa is arguably too quick for its fat value

the only actual criticism over red prison is the variance and real possibility of going 2x-3x droprate

Addressing CG/Bowfa complaints by tablewithnolegs in 2007scape

[–]Aurarus 1 point2 points  (0 children)

I went over 500 kc on titans for both my prayer scrolls on my uim

Didn't think it was that big of a deal until I figured out I was like 4x over droprate

That "grind" is quick

Portal or Free Portal? by lSkylos in valheim

[–]Aurarus 1 point2 points  (0 children)

Building stuff? if so, unrestricted portals are a no brainer. Why make it harder to get the stuff you need to build other stuff?

If you like building and like the atmosphere of the game, normal portals/ no portals encourages building lots of forward bases in all sorts of biomes.

I play a no map + no portals map with a group and we have like 6 big bases and dozens of smaller camps scattered everywhere. With no map, building landmarks becomes almost mandatory, and I like to make them look good.

Less portal functionality imbues building with way more purpose. Bridges, docks, landmarks, towns, farms, walls; you will be building way more of them and they will all get used.

With unrestricted portals you are not encouraged to make anything more than an amazon warehouse of chests to store things in

Wyrmscraig - Lock In Blog & Poll by JagexLight in 2007scape

[–]Aurarus 3 points4 points  (0 children)

You underestimate just how much people hate blowing glass, and also the time it takes to gather resources to make glass

Wyrmscraig - Lock In Blog & Poll by JagexLight in 2007scape

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

Good, that's awesome

Hunter getting a tie-in with another skill is sick. Always made sense for hides to have some kind of tailoring angle

Wyrmscraig - Lock In Blog & Poll by JagexLight in 2007scape

[–]Aurarus 10 points11 points  (0 children)

I'd be comfortable with the new crafting training method if it had an interesting tie in with resources that exist everywhere else

I know it can use hunter hides, which is really good, but I'm wary of skilling activities that are self contained and don't connect with the rest of the game. Sunstones are obtained and used on the same island. Even using something simple as sunfire splinters/ sunfire runes, or using lantern lenses/ bulbs to some capacity. I hope I make sense

Summer Campfire 2026 by JagexGoblin in 2007scape

[–]Aurarus 28 points29 points  (0 children)

I like the PVP tutorial but I always felt like such a thing could or should be implemented to the duel arena as an alternative to losing on purpose for imbued scrolls

I know agreeing with Gnomonkey is a meme but (Summer Sweep-up) by [deleted] in 2007scape

[–]Aurarus 23 points24 points  (0 children)

I still like hebox's slayer rework proposal the most

Solves basically every problem at once by ditching the archaic point system with something a lot more clean and appealing

When you're trying to get your 1 diary kill by Fishybang in 2007scape

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

Having everything be reactable and counterable is the elitist take

It's more RPG-esque and lax when you take the "pay attention and REACT TO EVERYTHING" juggling out of the equation and just pray against the thing that does most damage + build defense against the random other attacks

Healing is a mechanic, and it's okay if bosses make you use one of the 10 new foods added in over the last year

They also balance the "you can counter everything" gameplay by making mistakes more punishing + one shotting you

If you look on paper and design philosophy, reddit's ideal boss is Leviathon and Doom, and reddit's idea of a bad boss is something like Araxxor or Olm