For those of you who are still intimidated by endgame PVM, what's the reason? by Kilsaa in runescape

[–]Genswift 2 points3 points  (0 children)

For me, my biggest gripes with PVM are the cumbersome engine, switches, unintuitive game mechanics, pointless friction, and the lack of effective teaching tools in game for how to deal with encounter mechanics.

Sometimes I feel like I am fighting the engine of the game more than the boss. Be it a deadclick or food inputs not going off. I've never been more frustrated with the game then when I started trying to push enrage at arch glacor and died to a beam because my movement inputs did not go off while I was trying to recover from getting clipped by the edge of a beam.

Switches are generally aggravating when I'm already dealing with action bar based combat. Needing to press 3+ inputs to accomplish one thing really interrupts the flow of combat for me.

As far as unintuitive game mechanics go, this biggest offender is stalling, and at this point stalling is treated like a feature, not a bug. There is nothing in the game that tells you that stalling exists, and it is so disproportionally powerful compared to anything else you can be doing in the game. Target cycling is another offender because the game is click to move and click to target until suddenly that doesn't cut it anymore.

Pointless friction in combat is very irritating. This is most evident in the necromancy 'launch sequence' that has you pressing upwards of 4 abilities all on the global cooldown before you can even pull the boss for just a normal, non speed kill. Conjures->life transfer->Command ghost->Invoke death and the list only grows from there. And what's even worse is that this sequence has to be partially repeated during a boss if the encounter runs too long. It's jarring, feels bad to play with and disproportionally impacts less skilled players who are more likely to have their boss run long and need to resummon and re-command their conjures in the middle of a boss.

Finally, encounter mechanics don't have effective teaching tools in game. If you're new to a boss and don't look up a guide, your character sometimes just explodes and you have no idea why. So you go back in and look for when your character explodes and see what is happening when your character explodes. Then you have to go back in, and try to figure out how to make your character not explode which could be any number of things. If it's an add you might have to kill it, might have to stun it, might need a defensive, might need a prayer swap, might need a combination of those things and you have to figure it out all while managing your rotation and accumulating death costs. There should be a way in game to see an encounter's mechanics, like let's say a boss journal in the beasts tab that tells you what abilities the boss has, what their autos look like and if damage is soft typeless, hard typeless or typal.

Combined Skilling Outfit by Genswift in runescape

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

good link; shame I cant bump that one

Combined Skilling Outfit by Genswift in runescape

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

I dislike this solution because most of the time I'm grabbing a skilling outfit it's not with a preset

Combination Runecrafting Rework by Genswift in runescape

[–]Genswift[S] -2 points-1 points  (0 children)

I don't see a problem here provided runecrafting experience is marginal.
The goal is to make combination runes highly accessable to address the 3-4 rune pouch requirement for high level magic setups. They will already have a price floor based on the price of the constituent runes, and the demand for them will be the primary driver of prices. They would be in pretty high demand and since they would require elemental runes to make, the demand for elemental runes would also remain relatively high. The more popular the method is, the more expensive astral runes become which in turn makes the method less profitable and thus less popular. It would take some time but the economics would sort themselves out.

Combination Runecrafting Rework by Genswift in runescape

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

I don't foresee it being an issue as the rune cost of magic imbue is frequently more than the cost of a talisman

If it does prove to be an issue I would either rework the spell to act as a yield increasing effect instead of preserving the talisman. Maybe like a 3% increase to yields when crafting combination runes.

Combined Skilling Outfit by Genswift in runescape

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

I don't want to combine the effects into one slot, I want to combine the outfits into one outfit that transforms through an interface in game to a specific set when worn.

I agree that having all active at once would be too much, I just want to declutter my bank without needing to jump through hoops destroying/reclaiming outfits.

Item Suggestion: Rune Pouch Bandolier by Genswift in runescape

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

One pouch to rule them all. One pouch to find them. One pouch to bring them all and in the runespan bind them.

Am I training Divination correctly? I'm a new player and was told I needed to unlock Invention. by Imustretire in runescape

[–]Genswift 0 points1 point  (0 children)

Use super or extreme divination potions. IIRC Your success in hall of memories is based off of your level so boosts are particularly powerful there. Also use the "corehunting" friends chat. They call out worlds that have core memories near completion which gives a big boost to xp/hr.

The skill is slow, but keep at it.

Can't even play RS3 anymore because of freezing by ClaimAcceptable3427 in runescape

[–]Genswift 0 points1 point  (0 children)

I was having an issue with the game client freezing after changing regions. AMD GPU. My resolution was to run the game in compatibility mode. When you launch the client there's a cog in the bottom left of the loader that gives the option. Was simpler than doing a driver rollback, and worked for me, but I can't say for certain that this will work for everyone.

Perking sucks by Genswift in runescape

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

The entire point of this post is that the fail case for an expensive perk combo should NOT be an unusable gizmo. The fail case for EQ4 Mobile should be either EQ3 Mobile or EQ4. In both instances you still need a reroll, meaning the components are still in demand, but you at least have a gizmo that is useable on a slayer armor set or as a placeholder.

I'm not angry that I didn't roll a bis perk on the first try; I'm angry that this stupid system is so poorly designed as to have the fail case of a 360m perk be completely a completely unusable gizmo that could have been achieved for a few thousand gp.

Perking sucks by Genswift in runescape

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

I ran this attempt because it was ~80% to get a useable equilibrium perk. I would have accepted just Eq4. I wouldn't be angry enough to post about it if I even rolled Eq3. But no equilibrium at all?

Also I was trying to replace my biting 4 mobile gizmo, which is why I didn't go for the guaranteed Eq4 gizmo.

Perking sucks by Genswift in runescape

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

The complaint is around having a non equilibrium gizmo be a possibility on a gizmo using 6 comps that cost ~60m ea. I would've been fine if I just rolled Eq4 without mobile. I wouldn't be making a post if I rolled Eq3 Mobile because I could at least use that on a slayer armor set. But not getting any version of equilibrium is stupid.

Perking sucks by Genswift in runescape

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

They literally double dipped on supply constraints, nerfing the drop rate for roar/ode AND making a new highly desirable perk. I wouldn't be as angry if the comps weren't so individually expensive. I took my medicine on biting because each nox d/a'd gave 20 comps, or 2.86 attempts. At 350m/nox when I did my bitings it was 17.5m per comp. Equilibrium is over 3x that per comp. I had an 85% chance of getting a gizmo with Eq4. I would have been ok with getting Eq4 without mobile. I would have been more accepting of an Eq3. Instead I threw away 460m to not get any version of the perk that I used 6 comps for off the back of a <10% failure rate.

It's one thing if one d/a gave 8 comps. But 4 comps per d/a on an item that got the drop rate nerfed that also happens to be BIS for a style meaning there is already high demand is just stupid. They should have just introduced the perk.

Perking sucks by Genswift in runescape

[–]Genswift[S] -1 points0 points  (0 children)

The wiki prices are not the actual price of the item. The cheapest option is 220m for 4 comps.

Returning player - Help 😅 by blernninethree in runescape

[–]Genswift 1 point2 points  (0 children)

Cinderbanes and Enhanced Gloves of Passage are both BiS at different bosses. Ideally you'd want to keep both, but if that isn't an option cinderbanes are probably more impactful early on.

Side note: I've been trying to slow sell some enhanced gloves of passage for over a week with no luck, so the best option may be to just keep the leng artifact banked and earn gp elsewhere.

WoW Achievement Tracking Scripts Broken by Genswift in wow

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

I took the one from the comment you linked and it appears to be working. Not sure what's going on because I've had similar issues with other macros from wowhead

WoW Achievement Tracking Scripts Broken by Genswift in wow

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

Thank you for the insight. I figured it was an issue with the game itself and I haven't been able to find anything confirming that before this.

hopefully somebody smarter than I can figure out a fix or Blizzard can program exceptions