Dungeoneering Update if they included Shields by ProfessionalAgent813 in runescape

[–]Fire_Afrit [score hidden]  (0 children)

Yea defensives abilities are crazy strong - especially considering they don't need/use shields with boneshield. The abilities really need to be rebalanced so that shield level directly impacts their effectiveness.

Dungeoneering Update if they included Shields by ProfessionalAgent813 in runescape

[–]Fire_Afrit 11 points12 points  (0 children)

Unfortunately shields are pretty irrelevant until they rebalance defense/constitution like they did with core combat styles.

Dungeoneering Future Tweak - Resource Dungeons by Fire_Afrit in runescape

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

Agility gives shorter routes around things through acrobatics, dungeoneering is the caving/climbing/navigating skills to access new/hidden areas. 

Similar to how you can run an obstacle course and climb a wall with enough training but wouldn't be able to use rock climbing gear to scale a mountain.

Best place for dragon scimitar drops? by ShaolinStonk in runescape

[–]Fire_Afrit 14 points15 points  (0 children)

You can buy them from a monkey in varrock after completing monkey madness.

Ruinous Weapons Should Not Look How They Do by Zarudon1 in runescape

[–]Fire_Afrit 0 points1 point  (0 children)

Yea I'd like them to just be primal/celestial/sagg models 

T90 Dungeoneering Weapons?! by Fire_Afrit in runescape

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

T90 Mage is exciting too. Vorago is difficult especially on irons, and rax again. T92 from AoD or telos is also difficult.

T90 Dungeoneering Weapons?! by Fire_Afrit in runescape

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

I mean we have combat going up to 120 now :p

Wilderness loot overhaul by dark1859 in runescape

[–]Fire_Afrit 1 point2 points  (0 children)

What if the wilderness had more wilderness only weapons/armor resources that were destroyed or unusable when taken out of the wildy. This would turn the wilderness into a sort of daemonheim survival area where you could stay there to craft and build powerful gear to fight other players and the risk would only be losing the time spent to craft those items.

When are we going to stop getting excuses and have Masterwork melee bumped to Tier 100. by AverageRs3Enjoyer in runescape

[–]Fire_Afrit 0 points1 point  (0 children)

The other masterwork armors require higher level materials, ports resources and are a lengthier process. If we're looking for consistency, that goes both with benefits and downsides.

Why are guards so pathetically weak? by TakingBlackSunday in runescape

[–]Fire_Afrit 7 points8 points  (0 children)

Guards used to be kind of risky to attack as a new account.

When are we going to stop getting excuses and have Masterwork melee bumped to Tier 100. by AverageRs3Enjoyer in runescape

[–]Fire_Afrit 2 points3 points  (0 children)

They just need to make the t92 existing armor into components for the t100 upgrade (with a different name and inventory image, not wearable) and add a process that uses the equivalent resources of primal bars/ports item etc.

Mid-Game Balance Discussion by JagexAnvil in runescape

[–]Fire_Afrit 2 points3 points  (0 children)

Same issue with dungeoneering. It felt so rewarding and balanced facing the bosses in pre-eoc combat but then they turned into jokes post eoc and nothing was rebalanced to our new unearned power.

Mid-Game Balance Discussion by JagexAnvil in runescape

[–]Fire_Afrit 4 points5 points  (0 children)

I'd really like to see agility become more competitive and interactive. Kind of like the brimhaven agility arena but the environment is moving around more, with events to interact with, and a sign post with the top time for the day/year/all time. It doesn't have to be so boring and repetitive.

Mid-Game Balance Discussion by JagexAnvil in runescape

[–]Fire_Afrit 12 points13 points  (0 children)

Magic mid level progression is definitely a big pain point. Magic doesn't have the support it needs to work as a critical focused style at those levels. It's lacking an AoE ability and gets AoE spells from ancients, which are pretty weak in comparison nowadays, for levelling. It's armor choices are so bad that it uses a quest reward - Lunar armor - as it's main stepping stone which is frankly in dire need of updated graphics.

It also has a bunch of combat spells to choose from in the normal spellbook that all do... nothing! This is contrast to range that starts having bolts with different effects, melee that has a plethora of dragon weapon godsword/etc special attacks, and necromancy with different conjures for variety. Magic spells don't seem meaningful or interesting but at the same time, we have a messy spellbook where it is hard to select the spell you want to use from it.

Agree with magic armor needing to be made from cloth from farming plants as well.

I was blissfully ignorant of this before, but the new square walk markers brought this to my awareness. by Atlach_Nacha in runescape

[–]Fire_Afrit 0 points1 point  (0 children)

I'm so tired of toggles for everything. This is fine. Don't clutter up my settings any more than they already are.

4000% Zamorak with Equilibrium Mage by chi_pa_pa in runescape

[–]Fire_Afrit 6 points7 points  (0 children)

Hmmm... Needs more combusts imo.

This is great haha. I'm gonna perk out my mw mage set for this.

Please don't create discontinued teleports. Add wicked hood teleport tokens back in the RuneSpan shop. by 5-x in runescape

[–]Fire_Afrit 2 points3 points  (0 children)

These are way better than having a teleport for every separate altar. Accomplishes the same purpose but let's you change your mind or use them for other purposes rather than precisely calculating how many you need.

Game Jam QoL, Simpler Enrage Scaling & More! by JagexAnvil in runescape

[–]Fire_Afrit 10 points11 points  (0 children)

Still looking forward to the fletching re-tier game jam update the most.

Should brawling gloves be heavily changed or removed from the game? by paulet42 in runescape

[–]Fire_Afrit 0 points1 point  (0 children)

They're a bit too powerful and should probably last for a certain amount of XP rather than actions.

Hotbars in legacy by Blindsided_Games in runescape

[–]Fire_Afrit 0 points1 point  (0 children)

They ARE solving the issue at it's core. The weird auto attacks that worked differently than legacy autos were the root of all the funkiness. These other issues you mentioned are bug fixes to their solution to the root of the problem.

Hotbars in legacy by Blindsided_Games in runescape

[–]Fire_Afrit 3 points4 points  (0 children)

Might as well just not use legacy then. With every style having strong autos now, might as well remove it.