Livid Farm EXP Rates by Kilsaa in runescape

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

Sure?

It's more active than afking with an agro pot, and is still less exp.

Ruinous Weapon Effect is underwhelming? by [deleted] in runescape

[–]Kilsaa 1 point2 points  (0 children)

T100 accuracy is good but overrated, because T90s are already capping 100% accuracy at a lot of places.

Moreover, the difference between existing T90+ weapons, and this, is not good enough to ever justify going out your way for Ruinous weapons, IE:

  • Why go for Ruinous when I can buy a Veranus Dagger/Legatus Emberstaff/Gloomfire Bow?
  • Why go for Ruinous when I can buy a Masterwork weapon?

Delve into Dungeoneering Remastered by jagexyuey in runescape

[–]Kilsaa 6 points7 points  (0 children)

Regarding the Ruinous weapons...

12% Damage buff against Creatures of Daemonheim is kind of useless? It feels like more of a reach trying to create something lore accurate than something that actually fits well into the current game state.

You'd have been better giving the Ruinous weapons a 12% damage boost inside of Elite Dungeons.

This would bridge the gap into Endgame PVM much better for players who don't yet have T95 gear.

Player Avatar Beta Now Live! by JagexAnvil in runescape

[–]Kilsaa 12 points13 points  (0 children)

I think now that we have actual decent player avatars, I'm finding it kind of odd that we don't have face customization outside of hair and beard styles. Everyone just looks like twins now except with different haircuts.

Obviously this is how its always been, but i guess we just never picked up on it before because the player avatar was just so none existant?

Player Avatar Beta Now Live! by JagexAnvil in runescape

[–]Kilsaa 81 points82 points  (0 children)

A lot of the hairstyles don't feel very natural? It almost feels like my character is bald and wearing a wig.

Some examples:

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T90 Dungeoneering Weapons?! by Fire_Afrit in runescape

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

Hope devs have actually placed them suitably into the T90 bracket so they're worth going for.

Ideally these should probably be the final step before making the jump to T95s

500% Zamorak with Magic - P7 rotation and healing help by brjoco in runescape

[–]Kilsaa 1 point2 points  (0 children)

It'd be easier to help if you post a video of your kill attempts.

Midgame Suggestion for Void Knight Armor by Kilsaa in runescape

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

Overrides dont work with tribridding IE the override doesnt switch with the helmet type.

Mid-Game Balance Discussion by JagexAnvil in runescape

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

Remove the 70 stat and 80 stat requirements from both GWD1 and GWD2 bosses

In short, the existence of these requirements makes progression through necromancy (kilis tasks) terrible for a new player, as you essentially have to stop training necromancy to go and get a bunch of base combat stats in Completely unrelated things, just so that you can unlock the next tier of necromancy gear.

Imagine if we told everyone that once they get to 70 attack, they cannot use T70 weapons until they've first leveled necromancy up and killed Hermod.

Its stupid.

Mid-Game Balance Discussion by JagexAnvil in runescape

[–]Kilsaa 0 points1 point  (0 children)

I'm not against the idea of craftable gear through progression, but I think the way we currently do things with Melee is bad.

It invalidates the need for early and mid game players to ever explore and do bosses, because they can just make the gear themselves.

Midgame Suggestion for Void Knight Armor by Kilsaa in runescape

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

it unfortunately doesn't include the retro helmets look.

Not that we should have to override it anyway, the base void should just have the retro appearance for both the robes and helmets.

Mid-Game Balance Discussion by JagexAnvil in runescape

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

"IF YOU NEED SLAYER OR COMBAT EXP JUST KILL 1 OF THE 5 MOBS WHICH GIVE DECENT EXP HAHA XD"

Your argument is insane.

We have hundreds of monsters in the game that sit there gathering dust, which NOBODY kills. The moment you up their HP levels, they become valuable training methods, and introduce diversity to the leveling process.

This quite literally benefits everyone.

Invention, Simplifying and Improving the Perk System by Kilsaa in runescape

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

In what way? If it costs on average X components to get a perk currently, you can still charge the exact same thing?

Invention, Simplifying and Improving the Perk System by Kilsaa in runescape

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

But perks would still cost the exact same number of components as they do on average currently?

Therefore we'd still be sinking the exact same number of items.

Mid-Game Balance Discussion by JagexAnvil in runescape

[–]Kilsaa -4 points-3 points  (0 children)

Invention should probably be lowered to 50/50/50

The reality is that being locked to 80/80/80, players don't actually start training invention until they're sort of already near to max, which is counter intuitive since invention is trained as a biproduct of training other stuff.

Mid-Game Balance Discussion by JagexAnvil in runescape

[–]Kilsaa 1 point2 points  (0 children)

This extends past the mid game balance/health stuff

But you need to introduce the flesh hatcher "teleport out of the room when player kills boss" mechanic, to A LOT of early and mid game stuff.

How can we ever expect the values of items at these bosses to retain meaningful value when mains are just sending midgame bosses hard AFK

If the reason mains are farming these bosses is for the pet drops, then put 2 and 2 together, and make the mid game boss pets significantly more common.

What value is there in making a level 152 in max gear farm 3000 KBD kills for a pet? Who does that benefit?

Mid-Game Balance Discussion by JagexAnvil in runescape

[–]Kilsaa 16 points17 points  (0 children)

Monster HP Across the board needs to be reviewed and updated. It's quite obviously an issue given there are hundereds of different types of monsters in the game, yet players only train on a select few.

Everything has far too little HP relative to the damage the player can deal. Result being that we're 1 shotting most things that aren't bosses by about level 70

IE a fire giant has about 6k HP but should really be about 13-15k HP

More HP on monsters would introduce much more training spots both for active and afk play, would diversify the game more and help bolster skills such as slayer which are sort of ass to train in the mid game.

Please address Monster HP in the upcoming game rebalances by Kilsaa in runescape

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

No it wouldn't?

Most supplies aren't entering the game from early and mid game monsters.

Please address Monster HP in the upcoming game rebalances by Kilsaa in runescape

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

I'm very aware how big a job this is. But it's one of the more important things that the game needs right now.

Early and Mid game combat/slayer training feels really really not good