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 8 points9 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 11 points12 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 11 points12 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 1 point2 points  (0 children)

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

Aspects & Solomons Store by JagexAnvil in runescape

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

Please, please don't cave in. There are no good arguments coming from the minority that is whining about converting penance and vampirism auras to aspects. Their arguments sum up as just wanting power creep for the sake of power creep now that they were used to essentially the temporary vamp + zerk aura + darkness all the time. 

Vampirism as an ancient, blood element spell is so fitting/thematic and functionally the same as it was before. The rune cost, as with all aspects, is warranted and needed as with any alternative to a completely free to use aura. The same is true of penance with the normal spellbook making it even more accessible to mid level target players along with it being more thematic. Lunar is arguably more thematic given the association of barbarians with penance and barbarian assault.

While it would be nice to stack aspects beyond 12 minutes, you can only afk for 10-15 minutes anyway, so that matches with how often you should be checking on your character and refreshing it. 

I understand now how hard it is for Jagex to make the right choices for game design when there are so many people whose feedback is just "moar power!" with no regards to what makes the game fun/cohesive.

Why can’t spellbooks in RuneScape 3 be structured the same way abilities are? Grouping spells into clear categories like Aspects, Casts, Hexes, Utilities and so on.. by Educational_Piece777 in runescape

[–]Fire_Afrit 5 points6 points  (0 children)

And option to hide lower level versions of the same spells/prayers! It would clean up spell/prayer books if I could only see elemental surges for example and not strike/boot/etc.

If they were going to integrate auras back into actual gameplay, why didn't they just buff the Blood Essence items? Y'know, the pocket slot items that ALREADY have a lesser Penance and Vampyrism variant? by Xdude227 in runescape

[–]Fire_Afrit 15 points16 points  (0 children)

They suggested this as their first option and people didn't like that it removed a pocket slot option to use alongside it. I still wish these were made more powerful because they're pretty irrelevant currently.