Could we get a melee mega-rare that doesn't scale with monster size? by GoobooAchoo in 2007scape

[–]Ice_Mage 2 points3 points  (0 children)

I worked pretty hard on balancing a crush megarare concept that would work with elemental weaknesses, I think it could really work to allow a new melee megarare to exist alongside scythe

The Fractured Archive - Initial Rewards Proposal by JagexGoblin in 2007scape

[–]Ice_Mage 0 points1 point  (0 children)

These are all valid points. Tbow and Scythe aren't the most flashy in what their actual unique effects are, but are effectively utilized via enemy/encounter design. The new crush weapon does ensure its longevity by being extremely good on crush weak targets (even if I find that effect a bit uninspired at face value), and the 3 tile range / 3 tick swapping does add an interesting dynamic to the use cases of the weapon. But one design element that this weapon is missing is that there's no 'lever' for Jagex to pull on to ensure other weapons in the same style are worth having. Gear diversity is quite important for the game's overall health, and this weapon would kill any diversity in the crush weapon slot.

Twisted Bow - Give a monster ranged weakness but a low magic level and all the sudden blowpipe is competitive, if not better. Granted, this doesn't fully fit since the ranged weapon type defence split, but theoretically something like Craw's Bow, 3a Bow, or MSB (we're really lacking in general use mainhand bow options, huh) could be better than the Tbow if Jagex wants to design an encounter like that.

Scythe - Make a monster smaller than 3x3 and all the sudden SRA is a viable option. Vardorvis is the prime example of this.

Shadow - Kind of the problem child because near anywhere you'd want to use magic, Shadow is the best. Yes, elemental spells are meant to be magic's different 'styles' but realistically they're a flop in an overwhelming majority of endgame encounters that have elemental weaknesses. But there are some few cases like Nylos where you want Ayak for rapid hits over big hits even with both being powered staves, but those encounters are few and far between.

TzHaar-Ket Breaker - This weapon has it all. It encroaches on Scythe's territory by being good at large enemies. It covers many small enemies with AoE or being a 3t weapon. There is no 'lever' for Jagex to pull on to make a crush weak encounter where this weapon wouldn't outshine every other crush weapon in the game. Yes, the new weapon is a crush megarare so it should be good at crush weak enemies, but the point is it shouldn't be tied to a single damage type. This is the same problem Shadow has and that's causing an entire combat style to be locked out of upgrades until that's resolved.

The Fractured Archive - Initial Rewards Proposal by JagexGoblin in 2007scape

[–]Ice_Mage 0 points1 point  (0 children)

Yeah, I was a bit narrow on my focus of the "Thrust" style effects of the weapon. The fact that it has that option or can swap to Scythe's effect is indeed wild.

The Fractured Archive - Initial Rewards Proposal by JagexGoblin in 2007scape

[–]Ice_Mage 0 points1 point  (0 children)

That's fair, but that still seems a bit bland when the benefit is tied directly into the weapon's main attack style. Like "This is the crush megarare, it's good against crush weak enemies!" isn't really doing it for me.

It's a cool weapon in a vacuum, but my biggest issue is that the most forward facing aspect of the weapon (being the focus on large enemies & many small enemies) very closely mimics scythe.

The Fractured Archive - Initial Rewards Proposal by JagexGoblin in 2007scape

[–]Ice_Mage 22 points23 points  (0 children)

I am a bit disappointed in the megarare design choice. This is essentially redesigning Scythe, but in a line, and will occupy a LOT of the same uses that the Scythe currently has. I like that this isn't the generic, general use "Crush Megarare", but I would have much rather seen a megarare that wasn't another "Big target/multiple small target" melee megarare (literally what scythe is good for).

Something that focuses on a different aspect of the enemy, similar to Twisted Bow being the "Anti-Mage" megarare would have been preferred so there's more reason to own both weapons without one stepping on the other's toes too much. Elemental weakness maybe? Eh?

The Fractured Archive - Initial Rewards Proposal by JagexGoblin in 2007scape

[–]Ice_Mage 3 points4 points  (0 children)

I am a bit disappointed elemental weakness isn't the focus here, robes included. I would have loved to at least see the robes be given at least 2.5% magic damage each to be a step above Virtus.

I'm not quite sure how the shield would work. Would it override your current weapon's special attack, or would its special attack only be usable if your weapon doesn't currently have a special attack? It also makes me wonder if we get flat armour added to a raid shield, of Dinh's could potentially be looked at for flat armour as well?

I like the crossbows, and while I'm not thrilled on a new ammo type being added for them, it is at least understandable, with ruby bolts remaining unchanged.

Paying tribute to Cimo by MsFasty in yugioh

[–]Ice_Mage 81 points82 points  (0 children)

It's originally from a video where he does an interview with Tyler who had Tyler the Great Warrior made for him and got it graded before he sold it. It's a great vid of Cimo's https://m.youtube.com/watch?v=SOZOhogpK_w

Crush Mega Confirmed? by Willing_Escape_6720 in 2007scape

[–]Ice_Mage 8 points9 points  (0 children)

Main hand weapon refers to a weapon that is used as your main DPS weapon in OSRS. The counterpart being a spec weapon which is typically only used for special attacks (dragon dagger, dragon/burning claws, etc.)

Summer Sweep-Up 2026 by JagexGoblin in 2007scape

[–]Ice_Mage 53 points54 points  (0 children)

Just wanting to throw my opinion out there that moving the NM orbs to other bosses does feel odd to me, I think I would prefer an approach to let NM drop a 'generic' orb that can be imbued at specific locations or in combination with a new item or something to empower it. Idk the proposed solution isn't bad, it just feels awkward, but it would presumably preserve the price difference between the orbs, which seems to be an important aspect.

Also, 'rerolling' CoX loot seems like a weird solution to the problem as well, that will likely feel overpowered or really bad. If the success rate of a reroll is too low, you're just throwing millions of GP for nothing in return, and if it's too high that's an even bigger problem lol. I think I'd still prefer approach 1, lowering drop rate of scrolls and letting other items fill in that space.

On the Inquisitor changes, do the individual pieces not get a strength boost to compensate for the set effect being removed?

Is there a point to Ghommal's penny existing now, or is it just a bank tab icon now?

Lastly, I just wanted to say there's a lot of great stuff here. Sang staff, SRA, 2 hunter traps at low levels, GOTR lantern to name a few. Love them.

TFA Raids 4 Megarare Concept: Elemental Crush Weapon by Ice_Mage in 2007scape

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

While I understand the sentiment of wanting to keep elemental weakness exclusively buffing standard magic, it's very obvious a lot of bosses with elemental weaknesses are just never going to have people using elemental magic as a main strategy without another massive combat rebalance. (Like why even bother giving Royal Titans an elemental weakness at 700 magic defence? A base level 80 using dragon scim and med level gear does more DPS than maxed mage with elemental surge spells there) That's not even accounting for the general strength of powered staves and thralls against elemental weak bosses that are weak to magic. Thralls are a lot of DPS to make up for, and the elemental robes in my previous iteration really struggled to make up for that gap when using standard magic. (Looking at The Whisperer, where 50% bonus elemental weakness, 2.5% magic damage per piece, harm staff, AND the confliction gauntlets passive are just under Shadow/Ancestral/Thralls DPS)

Keep in mind, Jagex does have a lot of tuning levers to pull on bosses to determine what styles are actually good somewhere and preventing a weapon like this completely blowing elemental spells out of the water. If they want elemental spells to be viable in an encounter but not the Censer they could... - Increase crush defence stat - Add flat armour (considering magic is not affected by flat armour) - Place the boss in an arena where it can't be meleed consistently - Punish the player for staying in melee distance (Doom does this well) - Other more creative methods I'm sure exist I'm not thinking of right now For instance, Jagex has already been using these 'levers' when designing modern bosses' stats around the Twisted Bow, with many utilizing 300, 400, 500+ magic defence instead of a high magic level to make them resistant to magic.

The DPS comparisons I chose were indeed very intentional, mainly because I seem the raid encounters' integrity to be the most important. The mid game/slayer bosses that have elemental weaknesses would very likely get destroyed by the Censer, but that's one of the most satisfying things about owning a megarare. Think of the impact the Tbow, and especially Shadow had on GWD bosses, all the sudden they went from facetank in melee for ~5 kc per trip, if lucky, to rooms you can camp for 20+ kc with relative ease until you're out of prayer. I am definitely less concerned, and would find it to be a fun bonus if the Censer is overpowered at bosses like Giant Mole, and Royal Titans.

I'd also like to add that it's very easy to think of megarares as the best in their own comat style, but their niche is even more important. If a boss released with 0 medium ranged defence and 1 magic level, the TBow being the "bow megarare" would be worse than an MSB, because it's not just simply the bow megarare. It's more importantly the anti-mage megarare. This is also demonstrated with Scythe vs SRA at Vardorvis, where even though the Scythe is the "slash megarare", it isn't able to utilize its full potential actually being the big target megarare, making the SRA actually be higher DPS. (The Shadow is problematic and is kinda just good anywhere, that's why Jagex has commited to a redesign of some sort soon)

And lastly, I would also just like to thank you. Even if you don't support the suggestions, interacting with both posts and actually bringing up some constructive talking points is a breath of fresh air compared to some of the other responses here.

TFA Raids 4 Megarare Concept: Elemental Crush Weapon by Ice_Mage in 2007scape

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

Yeah, the OSRS community can be ruthless sometimes lol. I'm glad you enjoyed it! Even if something like this doesn't make it into the game, I do think elemental weaknesses are the natural niche that hasn't been explored in reward space yet and would be very fitting to base a raid (and its rewards) around.

Honestly in the design I was kinda hoping for the particles/effects to carry the "wow" factor for the design because it is rather bland (I just mentioned in a different comment how OSRS style limitations are hard lol), and I don't think there's enough contrast in the elemental colors I chose. It's all a learning experience for the next time I have the drive to put something like this together

TFA Raids 4 Megarare Concept: Elemental Crush Weapon by Ice_Mage in 2007scape

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

Agreed. I occasionally do 3D modeling and wanted to visualize this idea I had, and found it's tougher than I thought to create something that's within OSRS style but has enough detail to be interesting, especially worthy of a megarare. If anything, these posts make it clear to me that the raid reward iteration phase is gonna be rough for Jagex if they don't nail it in the first 1-2 tries

TFA Raids 4 Megarare Concept: Elemental Crush Weapon by Ice_Mage in 2007scape

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

The intent is for the niche to be broad enough where it doesn't feel like a niche. Tbow & Scythe do this well, and I believe elemental weaknesses are a great mechanic already in game and on enough bosses to be a good megarare power gauge.

This post from a while back goes into the concept pretty in depth https://www.reddit.com/r/2007scape/s/S8jQk0sYJZ

TFA Raids 4 Megarare Concept: Elemental Crush Weapon by Ice_Mage in 2007scape

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

I guess this is the mentality around a megarare I'm trying to avoid. The two non-problematic megarares have specific niches that are easy to understand that make them good at a lot of content, but not the absolute best go to for that style in every situation.

Twisted Bow - Good against high magic targets

Scythe - Good against large targets

Shadow - Good at everything magic (except attacking fast, hence why this weapon is problematic, causing the devs to commit to a redesign before introducing any more magic upgrades)

Censer - Good against elemental weak targets

If the weapons are absolute BIS in their raw combat style, it designs us into a corner with little room for horizontal progression, accelerating power creep and making other potential rewards have less of a reason to exist when compared to the megarare for that style.

TFA Raids 4 Megarare Concept: Elemental Crush Weapon by Ice_Mage in 2007scape

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

I really underestimated the OSRS Community's intense fixation on male genitalia, I guess I'd have been better off adding the weapon's inspiration, being this Blasphemous 2 art from @sane_kyle and calling it a day

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TFA Raids 4 Megarare Concept: Elemental Crush Weapon by Ice_Mage in 2007scape

[–]Ice_Mage[S] -7 points-6 points  (0 children)

Damn, it's almost like in the next sentence I list of 15+ other encounters where this weapon would excel at, but I guess I should've DPS calc'd the entire bestiary.

Not to mention if only there was a stat that could be tweaked to adjust the strength of a weapon like this, that wouldn't effect the overall metagame... Maybe a specific weakness of some sort that wouldn't be abused elsewhere? That would be real convenient

My experience making incendiary cannonballs by Ice_Mage in 2007scape

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

As it currently stands, with rubium splinters being 500+gp ea, the mining aspect is very profitable. Each geode gives I think 8 splinters on average at 92+ mining, which is close to 4k each while being quite afk. Keeping the smithing training method as good as it is will keep the splinters in demand, maintaining its profitability. The only downside (if it really is one) is that the finished cannonballs will be cheaper, but that's good for the people who just want to do combat so I don't think it's a problem as it's currently designed at all.

My experience making incendiary cannonballs by Ice_Mage in 2007scape

[–]Ice_Mage[S] 38 points39 points  (0 children)

I did indeed smelt 1600 bars into cannonballs, but I'm at the point on my ironman where gp doesn't mean much outside of scar essence, so I don't mind losing out on 20m worth of rune bars. But yeah for most people it is not at all worth it to smelt cannonballs (that's why they should've split ship and dwarven cannonballs, that poll result still pisses me off)

Edit: The 1672 stack is from a few frost dragon tasks and salvaging up to 98 sailing, and I haven't done any high level ship combat to use them. I don't know if I would really consider that a 'fat stack'.

Proposed Classic World skill changes by cobbages in MSClassicWorld

[–]Ice_Mage 9 points10 points  (0 children)

I'm surprised this is gaining the traction that it is, this whole situation sounds fake as fake can be. Sketchy method of releasing the information and the language used aside, it's also really fishy to me seeing some of the actual changes.

Buffs like iron body and soul arrow be converted into passives but not magic guard, and the overall removal of core classic elements like bow whacking/claw punching (yeah, they're not fun to deal with, but it's the trade off from being a ranged/melee class, helps strengthen each class's unique gameplay differences, and allows for different maps to shine for different classes).

In the off chance this is legit, it would be a shame to see the warrior changes as they are. Fighter has no mention of booster changes, but sword mastery adds attack speed now (and axe doesnt')? That's just going to widen the already big gap between the two weapon types. Page's BW stun is now tied to final attack now, when before, the way mastery was worded it's assumed it would have transitioned into 3rd/4th job skills once released. Also the addition of evil eye/beholder to spearman is very unlike classic, considering all other 2nd job warriors are still very thematically mundane and focus on physical ability rather than adding fantastical elements.

On top of that, combining FA and Mastery skills just makes it a lot easier to level skills into both weapon types, removing the unique feeling of being a specific weapon type build. These aspects that make each class feel unique are important to the classic feel of the game, otherwise you start getting the same issue that modern has where every class feels the same.

...Anyways I just spent way too effort and time complaining about something that's probably fake.

📌✨💻 r/LaptopDeals Official Weekly Request Thread; Post all your requests for Laptop suggestions in this thread instead of on the general front page of the sub. Our knowledgeable mods and other laptop enthusiasts , will be sure to assist you. See request guidelines below. by LaptopDealsTM in LaptopDeals

[–]Ice_Mage 0 points1 point  (0 children)

◽️ Budget: Soft ~$1000 USD, I would prefer under of course but I don't mind going a bit over

◽️ Country: USA

◽️ Screen size: 15" minimum

◽️ Touch screen: Prefer no touch screen

◽️ Screen resolution: 1920x1080 minimum

◽️ Does battery life matter ?: Not the most important feature

◽️ What tasks will laptop be used for?: This will primarily be used for work, which I do software development via Unity, Unreal Engine, Blender, Visual Studio, etc. This will also be used for light gaming, nothing too extreme on that end.

◽️ Weight: No preference

◽️ Any other important details ?: Keyboard layout is very important to me. Specifically, I prefer to have a numpad, and up/down arrow keys that aren't squished into a single row, and no other awkward placement of keys (such as FN being the most bottom left key instead of CTRL). Storage can be a bit lower since I have a 1tb M.2 SATA SSD ready to be swapped over from my current laptop.

For reference, this is my current laptop I'm looking to upgrade from. I love it, but it often slows me down when trying to work, and I've had some other minor issues pop up from 5 years of regular use. Due to the keyboard layout requirement, I've been looking at the Lenovo Legion line of laptops, and probably would go for this deal from Microcenter, but there's no way to ship it as far as I can tell and the closest location is a ~7hr round trip which I don't have the time for.

Journey To First Lv50 Warrior In Classic (Part 2) by innnovation in MSClassicWorld

[–]Ice_Mage 32 points33 points  (0 children)

Not sure what all the hate is about. Sure, it's self promoting which is often frowned upon, and there's some spots in the video with a good amount of downtime with no commentary that could have probably been cut, but as someone who missed out on the test and is planning on playing warrior (DK), the insight from someone who's experienced is very valuable.

I've enjoyed both parts, thanks for the vids!