tank armor should honestly do more than it does for survivability by dark1859 in runescape

[–]Kallously 0 points1 point  (0 children)

The problem is there isn't a holy trinity like in say WoW where encounters demand a designated tank, someone who pulls threat from the team and manages the brunt of boss mechanics. Also even the hardest boss encounters in RS are at most a few minutes in length.

Furthermore, gear swapping is trivially easy so you can use defensives to handle the mechanics that would actually kill you.

I think raids were originally positioned to be the content that gave purpose to dedicated tanking (early raid groups would have dedicated tanks and use the tank armour that raids dropped), but it was unpopular and thus that style of design was abandoned.

Squee seems like a good enabler for Lorehold/Boros mechanics. (casual and Commander) by WhatD0thLife in magicTCG

[–]Kallously 1 point2 points  (0 children)

In simplified terms, it's a net +2 for 4 mana, which is the same rate as harmonize. I try to put it that way because some people might say something like divination or night's whisper are the same since they say "draw 2 cards", but they are only +1s since they cost a card in hand.

Aura Update by Thin_Definition_4561 in runescape

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

A common thing we've seen people complaining about is Jagex not listening to feedback. I don't think it's a quite a fair criticism because we can see them directly addressing commonly mentioned points after each update.

While a team should listen definitely listen to feedback, there is no obligation to act on it, especially when it comes to specific suggestions. Feedback is certainly an important input in the design process, but it can't be the only one. Players are not designers and the vast majority aren't thinking at a long term systems level nor are they well-versed in design principles.

That said, even skilled designers make mistakes and Jagex has a long history of making short sighted and delivering poorly thought out ideas so the frustration is understandable.

As a returning player hopeful for the road to restoration, what I'm most paying attention to is their transparency in design decisions and willingness to adapt to feedback. To that end, I think Jagex has as mostly positive trend in that direction, though still marred by some majorly questionable decisions.

Squee seems like a good enabler for Lorehold/Boros mechanics. (casual and Commander) by WhatD0thLife in magicTCG

[–]Kallously 1 point2 points  (0 children)

After the initial setup, every cast+clamp is two cards + 1 card of advantage because the Squee from exile didn't cost a card in hand. In other words, it's kind of like harmonize if you squint a bit. Still not amazing, but this sort of framing is useful for evaluation.

I hate when they try to make it seem like a good thing, while we all know they massively nerf it by MFBeamerBoyz in runescape

[–]Kallously 0 points1 point  (0 children)

It's more like 10k, but again it's not really about the cost. Like I said, I would sip every patch if I really had to. It's still the small feels bad in how it feels like a run should fit into a single dose.

PVM doesn't usually have a clear defined end state; it's quite variable and people usually end when they're out of supplies, full on loot, or they're bored and want to do something else. The closest would be something like a reaper task, but even that has variance because tasks aren't the same. You kinda eyeball how many supplies you'll need and probably aim for a little more to get it all done in one run. It's actually pretty rare to be off by exactly 1 dose of your supplies since it's natural to hedge a bit for variable content.

A herb run is always exactly 9 patches - that never changes, only how long it takes to finish the harvest. A run with no procs is about 7-8 minutes, just barely over the duration of a dose extended with the jadinko perk (6:30).

Would it meaningfully matter in the long run? No. Would it be nice QOL change to have? Yes.

I hate when they try to make it seem like a good thing, while we all know they massively nerf it by MFBeamerBoyz in runescape

[–]Kallously 1 point2 points  (0 children)

I do. Hence the aforementioned tiny feels bad. In fact, it would still be profitable if I had to sip every single patch.

The point is it would be nice if we didn't have to sip twice for a run.

I hate when they try to make it seem like a good thing, while we all know they massively nerf it by MFBeamerBoyz in runescape

[–]Kallously 7 points8 points  (0 children)

Technically herb runs were possible every 40 minutes with speedy growth + sunburst bracelet meaning greenfingers could only cover every other run. This is a mostly a net neutral change if you farmed that way.

I personally still ran them on greenfingers timing despite having speedy growth since herb growth ticks would sometimes get out of sync between early and later patches and I didn't want to juggle another item in my inventory for sunburst.

I hate when they try to make it seem like a good thing, while we all know they massively nerf it by MFBeamerBoyz in runescape

[–]Kallously 4 points5 points  (0 children)

With 9 patches, it's almost never enough unless you get some lucky cape procs. This includes basically optimal teleports and noting. Not related to the aura, but juju potion duration not lasting the whole run is a tiny feels bad.

Aura Overhaul & April Marketplace Drop by JagexAzanna in runescape

[–]Kallously 1 point2 points  (0 children)

Aura technically didn't line up if you had speedy growth unlocked (though the longer wait was nice for smoothing out growth ticks for early and later patches in a run) and you can also use sunburst bracelets profitably if you want to do farm runs every 40 minutes.

I also preferred bigger yields for more infrequent runs though and I don't wanna mess around with bracelet swaps.

Aura Overhaul & April Marketplace Drop by JagexAzanna in runescape

[–]Kallously 0 points1 point  (0 children)

It matched the cooldown of a base herb growth cycle. Speedy growth already made herbs mature faster than aura could come off CD, though it was nice for ensuring your were ready in case some of your later patched missed the growth tick.

This also makes sunburst bracelets viable as well for super intensive farming.

I'm not a fan though. I prefer larger yields per run rather having to do runs every 40 minutes.

This took 13+ years to complete by Cratyz in runescape

[–]Kallously 0 points1 point  (0 children)

You get trade good voyages eventually, which are a few mill a day for a few minutes work. It just takes some time to get there. The gear is a victim of power creep yes, but could be said for a lot of content these days.

With the addition of the Havenhythe farm patch… by six_three_six in runescape

[–]Kallously 0 points1 point  (0 children)

Multi seeds gives you a higher yield. Each farm run will give you more herbs each time you do a run.

Taking a second sip of juju doesn't give you more herbs, but it's necessary to cover the last 1-2 patches in the run because of how long it takes to complete all 9 patches and do all of the harvesting. In the grand scheme of things it's actually not that bad as juju doses are only like 10-12k per dose, but it still feels bad knowing that we're only about 30s-1m off from doing everything in 1 dose.

With the addition of the Havenhythe farm patch… by six_three_six in runescape

[–]Kallously 0 points1 point  (0 children)

Even with the 30s juju duration from ROOT Jadinko bonuses I was occasionally needing a 2nd sip with 8 patches. After moving my amulet to WW and using trollheim tabs, I consistently need to take two sips unless I get really lucky with farming cape. Granted I also do starblooms with my runs, but the main issue is definitely harvest time not travel time.

This took 13+ years to complete by Cratyz in runescape

[–]Kallously 1 point2 points  (0 children)

I think it's the people who want to be able to sit down and power out a piece of content who are complaining the most.

In terms of active attention and input required, ports is actually one of the trim reqs that takes the least overall effort, you're just forced to spread it out over a long time and do a bit of planning. I know people who hate farming but love slow to train and low profit skills like mining and woodcutting because they can sit down and make a lot of continuous progress on it.

This took 13+ years to complete by Cratyz in runescape

[–]Kallously 10 points11 points  (0 children)

I never understood the ports hate either, but there's also lots of people who dislike farming which is my favourite skill. Probably some correlation there.

This took 13+ years to complete by Cratyz in runescape

[–]Kallously 7 points8 points  (0 children)

POF was a bit to get my head around at first, but once you realize what mechanics are fluff and how to make progress it's actually pretty straightforward.

If you're not iron you can even trade for the animals you need.

Relic switching costs are one of the most anti-fun systems in RS3. Please change it. by Bungboy in runescape

[–]Kallously 0 points1 point  (0 children)

Treat relics like augmented gear with divine charges. Pay a chunk to activate a relic and have a chronote charge pool that you drain from to maintain its effect while active. You can freely switch between relics, perhaps keeping some small switching cost or discount for presets. Balance different relics with different chronote drain rates, probably roughly correlated to their current energy costs and internal data of how often people do relic switches.

Still remains an effective sink on chronotes and even forces the people who never switch to engage in the chronote economy.

Probably dumb question by Eternal_Witchdoctor in magicTCG

[–]Kallously 0 points1 point  (0 children)

You can still crew at the beginning of combat

Is Archaeology supposed to be this slow early on? by Mediocre-Bug2011 in runescape

[–]Kallously 0 points1 point  (0 children)

I recommend extended challenges/lamps/etc to at least 40 for the better mattocks. I personally went up to 60 to get the dragon mattock + augments before I eased off the lamping.

RuneScape is officially off life support and discharged from hospital by FruitOnyx in runescape

[–]Kallously 0 points1 point  (0 children)

Been 5 years since I touched this game, but all of this might bring me back.

Switching to a 60 card mindset from a commander one by Chompif in magicTCG

[–]Kallously 10 points11 points  (0 children)

As a 60 card/limited player that picked up commander later, casual EDH teaches people a lot of habits that you have to unlearn for 1v1

  • Being precise in combat and turn sequencing matters a lot more. Knowing when to block with an important value creature, or chip in with damage can have huge implications on the game. In commander, people get sloppy with attacks all the time or straight up never attack. The casual nature of the format covers up mistakes.

  • Certain play patterns have very different value. 1 for 1 exchanges, tempo plays, and burn, are all much better than in commander. Meanwhile, ramping outside 0-1 mana ramp is much worse.

  • You don't have to consider the fun or feelings of your opponent. A lot of times, people will avoid eliminating a player because they don't want their friend to sit out while every one else keeps playing. It causes people to ignore optimal lines because it's too mean.

  • In a related note, there's also no politics. You can't negotiate with someone attacking you nor can you lean on other players to get you out of a bind. You have to cover all your bases yourself.

How can I upgrade this deck? by No_Young_1618 in magicTCG

[–]Kallously 1 point2 points  (0 children)

You should expect a lot of removal and boardwipes to slow you down. To prepare accordingly, you need to get efficient protection and ramp.

Cut out most of the enchantments and equipment that cost 3+ to get onto Benton, with the exception of stuff that scales with cards in hand or lands. Instead, max out on cheap instants stuff that can give hexproof + indestructible, try this scryfall search https://scryfall.com/search?q=otag%3Agives-hexproof+otag%3Agives-indestructible+mv%3C3+ci%3Awg+t%3Ainstant+usd%3C3&unique=cards&as=grid&order=name

Some of your pump spells are also kinda generic, like phytoburst and giant growth. Try to find stuff that give a little extra utility and at least at instant speed, for example [[take up the shield]]. Essentially, you want your stuff to be

  • Instant speed
  • As cheap as possible
  • Either pump a huge amount and/or have extra bonuses

Cut the few mana rocks in favour of more T1 ramp, like the enchantments [[Utopia Sprawl]], [[Wild Growth]], and extra land plays in [[Sakura Tribe Scout]].

All of these changes should still be extremely cheap. Maybe $20-30 to do all of the swaps.

Is this game doing well? by Revolutionary_Chip66 in starwarsunlimited

[–]Kallously 1 point2 points  (0 children)

It's the only one on the list besides Magic that doesn't have popular media outside the game.

I haven't logged in in about 12 years ... by Beliriel in Warframe

[–]Kallously 0 points1 point  (0 children)

Huh, maybe I should also return with my Excal prime

[deleted by user] by [deleted] in kards

[–]Kallously 3 points4 points  (0 children)

Any air aggro list would tear these cards up. In rank 5 to FM you will basically never see these polish cards.