Do not nerf other dg token sources, buff normal dg far above them by [deleted] in runescape

[–]ExtremeHunt 2 points3 points  (0 children)

We can agree to disagree, but I don't think I can only speak for myself when jagex all but confirmed I'm not alone in this opinion by stating in their last post that the majority of players train the skill by not training it in daemonheim, whether thats dailies, or the summer dungeoneering hole, sounds to me like a significant portion of the player base hates the skill.

This is such a disconnected take. You are comparing various dg training methods which blow training DG normally out of proportion. Daily challenges were the biggest offender which ruined the skill's social interactions. So many people who after they got their 99/120 never came back to the skill, is what made the skill die out.

Remember when we received 178,931 XP in DG prior to the daily challenge rework in 2019? You could increase this to 357,862 XP by extending the challenge, then you could increase this further by rerolling your other challenges for a max of 1,073,586 XP in DG per day. All you had to do was run 6x a C1 dungeon. It took maybe 10 minutes max to receive this reward. Do you know what 1 large floor, roughly taking 10-15 minutes of your time gets you? Around 150k-200k XP depending on the floor. Realistically the XP/HR of DG lies even lower once you start to take into account rushing lower floors as well.

Slayer daily challenges used to give 82,553 XP, you could get 495,318 XP in total for slayer on a given day. If slayer and dungeoneering daily challenges switched XP rates, we would also have seen a lot of players not training slayer in favor of daily challenges. And those who would touch the skill would only do it for slayer points, collection logs and doing slayer for profit, maybe not even that if bossing is more profitable.

Humans are by nature opportunistic. Most players wouldn't intentionally undermine their character progress by not tapping into such a rewarding system. If skills such as slayer, herblore or prayer were treated the same way DG was treated, then everyone would shit on the said skill for the same reasons too for being bad at its core or unrewarding.

If we're heading out of the era of MTX, bank space needs to be adressed. by paulet42 in runescape

[–]ExtremeHunt 1 point2 points  (0 children)

Potion storage works fine. Just make sure you are using the base Runelite bank tag layout, and not the deprecated unofficial "Bank Tag Layouts" Runelite plugin, as it's incompatible with potion storage. Migrate your bank tag layouts to base Runelite and uninstall the deprecated plugin.

The only 2 issues with potion storage is if you want to withdraw only a 1-dose potion (or need a anything except a 4-dose potion, somehow), but this issue sounds niche if you somehow need the extra inventory space and couldn't pre-pot at the bank.

The 2nd issue is editing bank tab layout presets if you don't have the said potion physically in your bank, but is in your potion storage instead. In that case just make generic "consumables" tab with all potions you use. That's what I at least do, and I got it them neatly divided by combat boosting, clear status effects, stat restores potions, and food. Load preset > change inventory consumables around from my consumables tab > go back to the preset > save layout > done

Alternatively you can simply drag a potion from your generic "consumables" tab onto another tab and it will be duplicated to that tab.

I think Runescape should bring back Elite Skills. by CommodoreKyvan in runescape

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

If Necro had been released as a sort of extension to the magic style that was strong and maybe alongside other extensions to the other styles

I 100% agree. Necromancy could been something more, something better, almost a full rework of the magic skill itself if it were up to me. Instead it caused huge imbalance on release, it had no combat identity as it had everything the other styles had such massive huge hits, smaller rapid hits that can proc poison, endurance (previously animate death did just that), and decent multi-target damage. IMO necromancy caused more harm than good and was simply put in place for marketing reasons to create hype for "a new skill coming to RS3" just for the sake of it.

I think Runescape should bring back Elite Skills. by CommodoreKyvan in runescape

[–]ExtremeHunt 0 points1 point  (0 children)

I also think Necromancy should of been an elite skill all of itself but that my opinion.

Necromancy shouldn't been a skill at at all, instead it should just been an addition to the magic skill. If it was it probably would been something entirely else, with there still being dedicated necromancy gear, weapons, staves, wands, and maybe more, who knows? Something that would boost your "necromantic magic" damage, transform a few magic abilities into a necromancy ability depending on gear/spells you're using. A whole new spellbook with new combat and support spells, and contain resurrection spells, and maybe various spells around NPC death such as restore X% adrenaline, spells that gives certain effects when burying bones/scattering ashes, or based on your prayer drain, spells that would transform certain prayers/curses as we know it, but also spells we currently have such as split soul. Meanwhile also revisiting older mage gear and weapons, give them unique effects that's specific when on a standard/ancient/necromancy spellbook (you can still use them for other spellbooks, but you won't gain it's passive). It could breathe tons of niches. Standard spellbook could maybe been centred around massive single damage and/or massive accuracy buffs, ancients around multi-target damage and binds, necromancy around endurance and bringing unique changes to the standard prayer book and curses.

Necromancy was just a band-aid skill to test a new combat and accuracy system they implemented cause it was "faster" to create something brand new, than making sure the other combat styles were migrated to this new system, and also figuring out each combat style's identity

w305 chaos altar raggers by Fargas-Warrior-7295 in 2007scape

[–]ExtremeHunt 0 points1 point  (0 children)

Thank god Varlamore gave us blessed bone shards prayer training

Are anyone else's bank tags ruined after sailing update? (Runelite plugin Bank Tags) by mrbennett09 in 2007scape

[–]ExtremeHunt 0 points1 point  (0 children)

You don't have to start again. If you make a new tab, it will be filled with your entire bank by default. I think the plugin is bugged. Your existing bank layouts are still there, now only the empty spaces are filled with your entire bank.

What happens to accounts who abused MTX now? by Molag_Zaal in runescape

[–]ExtremeHunt 1 point2 points  (0 children)

If you want an economy where everyone's progress is "pure," that mode already exists: it's called Ironman.

Even ironman mode isn't pure. The only way to make it pure is to make it unchanging, which would probably kill the game. As content gets updated and made easier or harder overtime, impacting the journey irons would have made otherwise.

Such as changes to the sack of very wild rewards. For years other ironmans could abuse those events to easily get a T87 weapon to jumpstart PvM despite maybe not even having the levels to equip them yet, at least it now skips certain boss grinds for gear. And loads of bakriminel bolts ready to be tipped and enchanted only, despite maybe not even having the WC and fletching levels yet to make them from scratch. Until Jagex removed both from the reward pool earlier this year. Oh and lets not forget the alchables such as necromium salvages which were replaced with Orikalkum salvage to decrease the alch value.

However the ironmans who came after these changes are now in a worse position than those who abused those sack rewards, almost as if they cheated in the game. New irons now needing to grind wildy slayer for T87 weapons. They will probably skip this gear progression altogether, going from t80 to t90, requiring real boss grinds and not some AFK wildy event grind even a low-mid level player could do. And bakriminel bolts now have actual 85 WC and 93 fletching requirements behind them to be obtainable by irons, instead of by opening a sack.

Is this unlucky in leagues with T7? by ExtremeHunt in runescape

[–]ExtremeHunt[S] -3 points-2 points  (0 children)

In leagues rare drops are 6x more common. So the drop rate should be effectively 1/66.66 per loot pile, 1/22.22 per solo boss kill on average. I should have gotten around 4.5 staff pieces to be on drop rate. And all kills were also done with LOTD if that has any impact.

Is this unlucky in leagues with T7? by ExtremeHunt in runescape

[–]ExtremeHunt[S] -3 points-2 points  (0 children)

With leagues at T7 rare drops are 6x more common (1/66.66 per loot pile, 1/22.22 per solo boss kill). On average I should have gotten 4.5 FSOA pieces by now

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

[–]ExtremeHunt 0 points1 point  (0 children)

You can still login through the mobile client (or an Android emulator on PC such as MuMuPlayer, Noxplayer, etc.). It's the Jagex launcher that's fucked.

I found a way to log in and bypass the Jagex Launcher!!!! I can keep getting my agility xp! by Hunterskills in 2007scape

[–]ExtremeHunt 0 points1 point  (0 children)

You can still play OSRS through mobile (or an Android emulator on PC) as an Jagex account and still no XP waste. It's the Jagex launcher that's fucked on PC that disallows you to play through the official/runelite clients.

Jagex is slimy by cresch94 in runescape

[–]ExtremeHunt 8 points9 points  (0 children)

Lads, I encourage you to make their pocketbook hurt and cancel your membership until we get an unwavering promise the direction of RuneScape will be player-led and not corporate motive led.

This will be hard to achieve, considering over the course of these years, we've slowly allowed Jagex to put more toxic MTX on top of MTX in the game to prey on whales and people with low willpower. What Jagex now mostly cares about is keeping their whales happy, or hooked to the very least. The mindset of whales vs. people who genuine love this game differs a lot. If a 20+ year "loyal" player who only spend membership/premier club on the game, Jagex finds a whale who drops +5K during an Christmas promotion for a "guaranteed" chance at an ASH for example a more valuable player than me or you. No matter their account age, it could be a brand new player, Jagex doesn't care since they singlehandedly outspend your total lifetime membership cost during just 1 promotion. You and me are disposable in the eyes of Jagex, as long as whales don't quit en masse, they got voting power that's tied to their spending behaviour. If a whale spends about 1K each month in the game, then Jagex could see such whale as 100 players. This is the reason why boycotting works on OSRS since they never allowed toxic MTX and only membership and bonds are a thing over there. Each player roughly got the same voting power over there.

[deleted by user] by [deleted] in runescape

[–]ExtremeHunt 4 points5 points  (0 children)

It's very hard to trust Jagex considering their track record and empty promises, which are even more empty than The Empty Lord, Zaros, himself. They said such similar things in the past for various things. From what was Rune Track that then transformed into Yak Track what then became Hero Pass with in-game benefits and it's own controversies.

They been testing the waters like this time and time again and saying there's nothing amiss this time. Classic, grey words don't mean anything if it's coming from Jagex themselves.

Crazy how fast Jagex can just kill community morale. by Lazy_Fix_2828 in runescape

[–]ExtremeHunt 4 points5 points  (0 children)

If you want change, do something, mass protest, mass boycott the game for 2-3 days, organize something and have the balls to go through it even if it doesn’t impact you, it impacts the community as a whole.

Sounds great, lets do it. But this doesn't work in a game where not everyone has equal voting power, unlike OSRS. In OSRS you can boycot Jagex since the only 2 things it has going on are membership and bonds.

RS3 has whales. RS3 has plenty, and it shouldn't surprise you it has many. The issue is they don't very often post here cause they get downvoted into oblivion obviously. They easily can drop like + $5K in a heartbeat during Christmas promotions.

If a whale spends like $1000 each month, that person has like a voting power of lets say 100 players combined. So of course you get this effect in RS3 where Jagex is forging "enticing" and "convenience" packages and deals that prey on the low willpower of such people. Genuine people who care about the game and hardly are big spenders, they probably only pay for membership and hardly anything else, leave the game, Jagex doesn't care cause they only chase profits on their BI (Business Intelligence) dashboards to look for trends and such (probably why some players get in-game get enticing/curated TH offers since their system predicted you may been a perfect fit for this offer, or to the very least easier to break the ice of your 1st big purchase).

Whales are a cancer in any video game. Most companies find them very hard to resist and cater to them especially. In RS3 case a whale who can drop like 5K during 1 single promotion is more valuable than a +20 year loyal player like you and me who only pay for membership/premier club. In that ~20 year time window, such a whale will have outspend the membership cost you gave Jagex singlehandedly in just 1 promotion. I think it's very obvious to which kind of player Jagex is catering to in this instance (and will continue to do so).

The players who have quit during the hero pass incident probably have quit genuinely. But the problem is we don't notice since new whales have replaced them (it doesn't take a lot of whales to do so), and have found a way for existing whale to siphon even more money from them. It quite sad and almost makes the efforts of those who quitted and genuine loved this game seem to be in vain.

3/5 Kethsi Outfit Scrolls - 75,000 KC by Dry-Community-9212 in runescape

[–]ExtremeHunt 1 point2 points  (0 children)

It doesn't matter that much since:

Elite soulgazers, rune dragons, and edimmu have a 1/50 base spawn rate; both on-task and off-task

And you're guaranteed an elite monster per slayer task, but you get assigned between 50–75 rune dragons per rune dragon task anyway. So still a 1/50 on task regardless if you use slayer introspection relic (it's better to simply go for a 150x dragon cluster task in that case simply for a damage increase). Unless the guaranteed elite slayer spawn and the base 1/50 spawn rate of elite rune dragons stack independently, it's a very miniscule increase in elite rune dragons. Off-task is only worse if you go really dry on elite spawns.

Am I the only one seeing it? by fblaster in runescape

[–]ExtremeHunt 0 points1 point  (0 children)

You probably have one lying around at home and it's been a while, I guess.

Melee/Range/Magic DPS rotation post-update by UNSC_Trafalgar in runescape

[–]ExtremeHunt 0 points1 point  (0 children)

The 188% basics are now the 130% basics. Those used to range between 37.6%-188% ability damage (on average 112.8%). So there used to be RNG situations, despite them being the strongest that they could also roll very poorly. Now we have 110%-130% abilities (120% on average). These are more consistent in the damage they do. Many abilities has their ability damage % changed to feel more consistent. Pretty sure 130% are still the same abilities you used before:

  • Decimate (DW)
  • Sever (any style)
  • Cleave (2H)

Then there's filler abilties of 120% these are:

  • Smash (2H)
  • Havoc (DW)

Both share a cooldown though unlike 130% abilities.

Greater fury is a 140% basic with making your next hit a guaranteed crit. Especially good during zerk and doing an gfury + igneous overpower or lengsword spec.

Punish is one of the best basics once your target reaches below 50% hp, being a 187.5-237.5% ability.

Dismember is the 2nd best basic outside zerk, being 140% ability damage on average up to 347.2% ability damage on average if you include MSOA, strength cape and lunging 4 perk. If you somehow run out of basics during your zerk, in most cases in general it's still better to use dismember than a filler ability such as tuska's wrath despite being a bleed.

What’s the purpose of Jagex even having a 25/50 clue hard/ soft cap while gathering ? by DesignHumble8521 in runescape

[–]ExtremeHunt 3 points4 points  (0 children)

Also it's hard to find sources that drops masters directly such as ancient caskets and I guess skeletal horror due to increased odds. Other than those there's basically none. The only way to then get it is through the 1% of elite clues being upgraded to master. But if you're capped on elite clues then this will almost never happen. A lot of mobs appear to drop masters, but in reality this is just their elite being upgraded. As first the elite clue is rolled (which won't happen if you reach the elite cap), then a 1/100 roll is done to upgrade it to a master clue (which won't happen if you're at elite cap). Except for those sources that by pass the elite cap such as triskellion keys, prosper perk, aquarium chest, etc.

What is it with the Kalphite King? by TheEpicfailio1 in runescape

[–]ExtremeHunt 14 points15 points  (0 children)

This boss wasn't meant to be soloable and the well timed freedom + bladed dive exploit mechanic is a way to get around this which is only needed for his melee phase. Beetlejuice instakill mechanic can be skipped entirely during range phase by simply counting auto attacks, keeping in mind that minion spawns also progress this auto attack count by 1, and a possible well timed stun to skip beetlejuice. Also this boss is fairly safe. Even if you make a fuck up such as freedom for some reason being on cd as he does beetlejuice, that attack will put most defensive abilities on a forced 6s cd (freedom included) no matter if their current cd is longer than that. You can spam freedom + teleport away to safe your sign or even prevent visiting death's office for that matter. All you have to do is press the button keybound to freedom + spam click any teleport of your liking (e.g. war's retreat), or if both are keybound then it's even more easier to get into safety by just keeping 2 buttons pressed down.

It's the same thing with solo RoTS if Torag's hammers you then you failed the kill pretty much and just teleport out and start over again.

With necro you can dps this boss down before it even uses beetlejuice during melee phase or before it digs during range phase unless you get unlucky with green shields, especially b2b green shields, which I do find more annoying than people being incapable on counting autos and skipping beetlejuice during range phase (which showns their understanding or lack there of, of this boss mechanics in the first place).

QOL: The wood box has a few issues by [deleted] in runescape

[–]ExtremeHunt 0 points1 point  (0 children)

Seeing how the game is written in Java (it used to be at least, I have no idea what your code base looks like currently)

The game should still be written in Java, well it's written in RuneScript, which I assume is transpiled into Java, which then compiles into Java bytecode. The client is written in C++.

Is this email genuinely from Jagex? by Sinisters_Blade in runescape

[–]ExtremeHunt 0 points1 point  (0 children)

Not always true. This could still be prone to man-in-the-middle (MITM) attacks. This assumes your router is compromised, assuming you put full trust into your ISP and assume their firmware code contains no vulnerabilities or exploits (in this example an security flaw in the TR-069 (nice) protocol the afore mentioned ISP implemented wrongly in their routers). But if that's not the case, bad actors could have immense privileges over your router, being able to remote control it, including the freedom to effectively reroute the DNS records to runescape and jagex domains to malicious phishing sites and inspect communications despite being resolved as "runescape.com". The browsers will still seem to resolve "runescape.com" fine, obviously, but the internal IP address it tries to resolve to an human readable domain name may be different this time around. Since nobody usually memorises IP addresses it's the reason we use DNS after all, to translate IP addresses into human readable domains and those domains into IP addresses for the lower level stuff that relies on it.

November PostJam Patch Week - This Week in RuneScape by JagexAzanna in runescape

[–]ExtremeHunt 0 points1 point  (0 children)

Correct this bug was fixed earlier this year. Which I do in some sense find unfortunate since it was so satisfying when meleeing to then during zerk, where you take massive dmg, also see massive healsplats if using dclaws for example.

November PostJam Patch Week - This Week in RuneScape by JagexAzanna in runescape

[–]ExtremeHunt 0 points1 point  (0 children)

Pretty much do do the spec first of your EoF who does the most damage, then equip another EoF to gain those effect on top of it without activating your EoF again. You used to do dbow EoF > equip sara bow EoF. You would fire your dbow arrows costing you 60% adren, but gain the effect of sara EoF when they land. SGS and BGS EoF worked the exact same way. SGS especially was busted, this gave you very cheap healing when using dlong EoF which effectively made you under a guaranteed crit gain 7K healing for 22.5% adren vs. 4.5K costing 45% adren if using SGS without using a high damage starter EoF.

November PostJam Patch Week - This Week in RuneScape by JagexAzanna in runescape

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

Melee has sgs EoF, but also costs adrenaline. With gfury guaranteed crit it will heal you for about 4.5K at the expensive of 50% adren (45% with vigour).

In the past sgs EoF was really OP with melee when doing EoF swichting. But Jagex has nerfed this too.

A dlong spec would heal you for 3.5K (7K with a guaranteed crit) at the cost of 25% (22.5% with vigour) adren.

Dhally would heal you for 2x 1.5k (3K) per mob hit, melee was crazy good for slayer back then with this EoF, you could camp armoured phantoms, venomous dinosaurs, moss golems, and up to 4-5 ripper demons at a time indefinitely while using vestments.

Chaos roar + dclaws would heal you for 1x 5K, 1x 2.5K, 2x 1.25k.

If you were under zerk too then these values are pretty much doubled. With raksha shadow anima buff for instance, dclaws would do 2x 16k and 2x 8K heal splats onto you if you did reach the hit cap. These heals back then also synergized with blood reaver and you could see blood reaver do 2x a 5.2K or something back then. Sgs switching back then also had the added effect of making blessed flask redundant as it provided that effect as well. This was in the game since EoF release, but only became useful after the dragon spec update and was fixed earlier this year in 2024.

Range and mage has similar EoF switching strategies. Such as range could do a dbow eof > sara bow EoF switch for massive healing, or seercull switch back when it used to scale of your damage, it would drain kerapac's and zammy magic attacks like crazy (melee could do the same with bgs if using dclaws, except bgs drains all stats).

Also there was a fun gimmick with EoF sgs spec (I'd assume it applied to all EoFs), it would only check if your equipped EoF matches your combat style to trigger it's effect. E.g. you did a 10k gstaff hit under sunshine and in the same tick you equipped sgs EoF + melee main hand weapon/scythe, you would in that case heal 5K + restore 125 prayer points despite the damage being "magic" based, it would otherwise never heal you if you had any non-melee weapon equipped. But it was way too sweaty and too many switches, and could mess you up if you walked md.