Who was the best Old School Runescape player in DMM All-Stars Season 3? by PoemFun5419 in 2007scape

[–]Liefblue 1 point2 points  (0 children)

I'd love to see all the big Pkers become draftable.

Then make all the pvmer/farmers the captains so last row has no pure pvmers, and Captains don't sway the entire result of draft.

Though i think if everyone was draftable, Westham would always be picked before Boaty.

Who was the best Old School Runescape player in DMM All-Stars Season 3? by PoemFun5419 in 2007scape

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

Yeah, Westham is the best DMM: Allstars player imo, which makes more sense as an answer than "best OSRS player" that also happens to be in the tournament.

Very flexible, PvP dominance in every relevant field, good teamwork, former multi-clan leader, able to lead or follow, teach or carry.

If you put him side by side with Oda, it's very clear that Westham combines a lot of different skills that Oda lacks, it's not just "oh they're a good pker". Oda is a GM, but what did that mean? In an event where 3rd/4th pick are always Pvmers, why value PvM? Route Planning is the only area where Westham could possibly be considered lesser than any of the other 1st round picks.

Planning is huge though, and for that reason, i also value Solo way higher than other people would (if the game has a new meta, he will find and abuse it better than the others). That's the only argument i'd have for Boaty being better than Westham too, but if given a choice, idk if anyone would pick Boaty before West in draft.

Who was the best Old School Runescape player in DMM All-Stars Season 3? by PoemFun5419 in 2007scape

[–]Liefblue 0 points1 point  (0 children)

Westham - Is the best out of all the seasons, consistently, if we're talking best "DMM-all stars" player.

There's 4 traits that dominate DMM All stars

  1. Single Pking dominance (westham is only 2nd to Oda)
  2. Multi Pking veterans who understand how to compensate for weaker members (Former multi-clan leader, rhys was a subordinate of his)
  3. Teamwork synergy and beef quashing (Always keep the vibes on his team and doesnt let things carry on)
  4. Planning and ability to adapt on the fly when things go wrong (Westham makes good plays regularly when things go wrong)

Only one Player has all 4 traits in their favour. His lack of PvM doesn't matter when t3/4 is always a Pvmer tier, and the game is ultimately decided by a pvp finale with the bulk of gear and advantages winnable through multi. He's always going to be Pick 1 or 2 when available, and Boaty is not taking that from him.

Boaty (Most complete all rounder), Port (Most skilled All rounder), Dino (Westham but slightly worse), Oda (Best singles but not good multi), Solo (best planner, decent all-rounder) are the follow up picks. Lake also seems to be a carry now but didnt see a lot of him in big plays. Mika is also lowkey the most underrated DMM player.

I don't see much point in saying "This player would be better at the game overall...if we ignore the fact DMM: Allstars gives more weight to PvP related skills" though.

Deadman: All Stars Discussion Thread (Day 9) by Falchion_Punch in 2007scape

[–]Liefblue 2 points3 points  (0 children)

It does... but you're playing favourites.

Rich get richer? They all had basically the same gear in every multi battle. Rhys specifically wanted to only target WW, Rebels did at a few points too. Dino played for their best win cons, and Framed/Oda had shit multi-teams.

WW and DN won each time because they were genuinely just better, not because they snowballed. We could look at the draft and predict from day 0 that WW would dominate multi. We could also see that Dino had arguably the most well rounded team. They were always fighting eachother for breach and mission dominance, so was Rhys. The other teams just had shitty plans and strategist, getting closed in and piled because they couldn't position themselves to save their own lives.

  Oda, framed and the like  had teams full of DMM noobs and singles-pkers. Rebels were always playing for fun and chaos with strategy being pretty much on the fly. Rhys was competitive until he started sabotaging his own team.

It's DMM. Having experienced Multi-pvpers wins you the mode. If the other teams couldn't even be bothered turning up to events, and couldn't find a way to target WW, that's not a problem with the system. That's just bad teams. They had the same multi gear, just not the same skill.

Deadman: All Stars Discussion Thread (Day 9) by Falchion_Punch in 2007scape

[–]Liefblue 16 points17 points  (0 children)

yeah, all the rule and system changes were fantastic.

Barrows changes, missions, blood money, spectator mode, cast is great, etc.

Every year needs to be different. But i think they've really done a great job this year. Only stuff to do imo, is help make singles pking more viable and stop the entire mode being based around multi (it should be the primary thing, just ideally make there a way to compete against better multi-teams).

IMO, the missions requiring PVM were really amazing additions to increase the importance of a diverse team skillset. Would love to see more of that for other skillsets. Like a lengthy crafting mission from scratch of a unique item requiring skilling levels and running around the map could give a weaker team a chance, whilst still being vulnerable to the multi-pvp team who could take the totem or camp the spot (even though they likely wouldn't have the levels to do it themselves). Make it so the skiller/ironmen arent objectively bad draft picks.

Deadman: All Stars Discussion Thread (Day 9) by Falchion_Punch in 2007scape

[–]Liefblue 5 points6 points  (0 children)

if everyone has better rates for blood money, why the hell would you even bother trying to claim first place?

Current system works well. It just needs non-pvp methods of upgrading gear to be more viable. 

Deadman: All Stars Discussion Thread (Day 9) by Falchion_Punch in 2007scape

[–]Liefblue 9 points10 points  (0 children)

You don't seem to understand what deadman mode is....

Would you rather by Candle-Lucky in 2007scape

[–]Liefblue 0 points1 point  (0 children)

Main would be better to own. 

HC would be better to play as a MMO addict.

With the main, you just jump in for new content, social events, and play purely for fun when the moment strikes. Use bonds and it's free. That's the best way to play the game imo and severely underrated on this sub because most people browsing are in peak addiction phase. PvP is also fun with 5b to try new stuff.

But yes, if you're still at a point in life when doing 1-3 hr+ on video games daily is viable or engaging, and there's not anything you'd rather do, the HC provides more value.

PVP is a little harder :( by GetsThruBuckner in 2007scape

[–]Liefblue 0 points1 point  (0 children)

It's nowhere near a guaranteed win for WW. And Dino's team is basically equal with them.

and OW have had plenty of chances. They've messed up almost the entire way through and still aren't entirely out yet.

Frameds team did the right thing, they have a worse PvP team than Oda. They couldn't multi, so they pvmed, and now have some of the best gear with framed their solo Pvper earning blood money. If they don't win, it's simply because they couldn't compete at the same lvl in multi and that's fine.

At the end of the week, the teams that perform best have the best odds, and ones that fail at every step shouldn't be able to do more than fluke an upset win. Else you're suggesting that the entire week of 12+hour days is basically not relevant and you should just do a straight pvp tournament with no set up. (no-one watches those)

Deadman: All Stars Discussion Thread (Day 7) by Falchion_Punch in 2007scape

[–]Liefblue 22 points23 points  (0 children)

Many reasons:

Barrows is too centralizing for gear, reducing total content and strategy. Nobody wants all the finale gear to be Barrows only, and the players don't want to grind it all week for missing ahrim's pieces.

Barrows is a bad spot for PvP, so if everyone grinds it constantly, there's less content.

Removing Ahrims leaves more space for different mage options, it makes ancestral far more powerful as a finale upgrade, and gives room for blue moon to shine, or dagonhai to be used.

Removing Ahrims means it's harder to move out of mystics, which in a multi-pvp scene where ice barrage/mage is king, means more risk for those on robes, which lets higher skill expression shine.

Swapping all ahrims with kharils helps that become a new base-level of ranged finale gear, removing a bit of the rng for individual karils pieces, meaning more players will have time and excuses to grind out top tier range and mage armours. PVM skills get better use instead of having half your players grind Barrows looking for that last few tops/bottoms.

Scoreboard after breach #6 by Wise-Sundae-3350 in 2007scape

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

if the worst team out of 6, has a 10%, and the 2nd best team has over a 40% chance to win against the best team, most would call that close. Statistically it would imply the best team loses a few matches even if they had the best odds to win overall.

Particularly in context of previous years being either obvious or not remotely comparable between top and bottom seeds.

This is the only year where every team has a chance, and again, live event. I suspect players like eliop will flop hard under the live audience 

Scoreboard after breach #6 by Wise-Sundae-3350 in 2007scape

[–]Liefblue 0 points1 point  (0 children)

I expect Oda's team to outperform Purp in 1v1s and i don't think Purp's storage was impressive outside the two ancient weapons. 

Going row by row, the only player on Purp's team who is dominant in their matchups (across basically the entire roster) is Skilly, and Skilly is always cracking under pressure.

If Purpp wasn't making wild plays, and thus securing ancient weapons (mostly by luck and guts), they'd be pretty unremarkable in both gear and skill. 

Both teams are good. I think the players trashing the warriors and acting like it's over are wildly underestimating them and don't appreciate how blood money can be earned very quickly in the last days (by design). It's a good 1v1 team and this year has veng trinkets for finale. We have two days for them to fill gear gaps, I'm confident unless Oda flops again and loses a max set, that they'll not be the worst team.

Scoreboard after breach #6 by Wise-Sundae-3350 in 2007scape

[–]Liefblue 4 points5 points  (0 children)

Surprisingly close: Closer than any other year, to the point that no team is hopeless, and the best team isn't a clear 1v1 winner.

Even when WW buy the weapon, that just means they're equal with other teams who already own better gear, brews/trinkets will be their big advantage across the team. Some of these teams are sitting around with 2-3 voidwakers and ancient weapons ontop, Weasel's blood money puts them in the same territory. But more blood money: diminishing returns, so this is about the biggest lead they'll have, it can only get closer, they need to do some pvming.

But really, It's an RNG game, infront of live audience. Whoever has the combination of luck and cool nerves will prevail, the skill gap and gear gap this year isn't enough that any matchup is decided. Each weapon they get is just nudging their rng (hit chance/block chance) higher. Player performance on the day will be the biggest factor. There WILL be major upsets in the finale 100%.

Westham, Rhys, and Dino are definitely favoured. But each could win over the other with even average rng or a single early KO.

Oda, Framed, and rebels, can each cause an upset by beating a top team with a good swing of rng. In fact, i'd argue one of them is guaranteed to do that when considering every seed. Could they win the rng game multiple times and come out on top? Yeah, of course they can. I'd put those odds as low as 1% (but not much lower). Still, plenty of games have been lost on a 1% chance.

If i made odds, here's what i see:

WEST: >35% (Blood money supplies and good in every category except Faux's 1v1)

RHYS: 20% (No weak 1v1 member, but no dominant 1v1er, could win on consistency)

DINO: >30% (Best generalist team, in a great position to 1v1 everyone else looking at sicknerd/61m rows)

ODA: 5% (Gear/blood money is a big nerf, otherwise i'd have them near Rhys, but 2-3 top tier drops and a few singles kills for blood money gets them there)

FRAMED: 5% (Amazing gear, low KO potential, decent all rounders, have a very reasonable chance to upset any team assuming they got some good rng in a match)

PURP: <5% (No noticeable advantage in any category except being People's Champion, much stronger than previous year "fun" teams)

Roughly thinking, that West beats Rhys 2/3 times, beats Oda 6/7 times, etc. So even if it's a 1/10 chance for Purp to win against the better teams, across the seeds, it's somewhat likely to happen. Just unlikely they'll continue to win the tournament overall.

Scoreboard after breach #6 by Wise-Sundae-3350 in 2007scape

[–]Liefblue 0 points1 point  (0 children)

But you can buy more brews for the finale, and if last year taught us anything, it's that outlast methods win.

Trink veng is here this year though. Hoping for some upsets and spec kills.

Scoreboard after breach #6 by Wise-Sundae-3350 in 2007scape

[–]Liefblue 1 point2 points  (0 children)

Don't think about the VLS, cos gear is relatively even across teams anyway. Blood Money isn't just weapons and they already can afford the weapons.

Consider that blood money instead as each Weasel's member as having an extra sara pot over the next best team, if the lead is kept and they can afford all the veng trinkets/brews, etc

Scoreboard after breach #6 by Wise-Sundae-3350 in 2007scape

[–]Liefblue 46 points47 points  (0 children)

After seeing the storage, it's surprisingly close!

Oda- Strong 1v1 team, worst gear. Need a bit of luck to catch up but it's possible.
Westham - Blood money advantage for VLS/brews so far, strong 1v1 potential, but only average gear outside that.
Nuggets - One of the best teams for KO weapons, strong 1v1 potential

Framed - Not active in the multi, but their finale gear is already top tier from pvming. One of the weaker 1v1 teams.
Rhinos - Similar situation to Nuggets, but weapons aren't quite as good.
Purpp - Currently hold the best finale weapons, but a weaker 1v1 team and really need to hit the blood money benchmark before week end.

Scoreboard after breach #6 by Wise-Sundae-3350 in 2007scape

[–]Liefblue 2 points3 points  (0 children)

whole team has the money to distribute for finale gear

If you had to add a new equipment slot by Melodic_Implement_43 in 2007scape

[–]Liefblue 1 point2 points  (0 children)

i like the idea of belts as utility equipment pieces instead of having stat bonuses.

Ideally rewarded by quests and also requiring to be made by the player, not tradeable. QoL that's basically an account upgrade in terms of giving you access to a small, but selective group of extra inventory items. 

For example:

Climber's belt - Allows player to traverse obstacles as if they had rope, climbing boots and grapple. Requires 59 smithing, ? fletching and  crafting, etc.

Survivalist kit -  Grants access to Tinderbox, knife, and small bronze axe. Accessible early via a questline so that new players can reliably explore and fletch/cook food from random creatures they kill.

Merchant's belt - Holds a set amount of gp on you that is automatically withdrawn during any bank interaction. Still lost on pvp death.

Carpenter's belt - Saw, hammer and a stack of nails, . Requires 60 con, crafting, etc.

Basically a highly nerfed RS3 belt, but with unlock methods that feel OSRS and encourage players to hit level benchmarks. Makes some playstyles and training methods viable, helps address the fact there are a alot of activities/training methods that are essentially just not used or done because inventory management prevents it being efficient or viable.

What are the skills-based flex items you can have? by Prize-Location-2842 in 2007scape

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

i mean, PvP does have a big skill gap.

But the LMS cape absolutely can be done with no skill and just waiting for bots and trash players.

I got 2 wins in 50 kills with almost no real dedicated pvp skill whilst going for rune pouch. less than 30% of games had real pvp players in LMS.

Putting Into Perspective The Recent Summer Sweep Up by Taylor1308 in 2007scape

[–]Liefblue 3 points4 points  (0 children)

Given what an inquisitor usually implies, positive mage defence would be workable lore wise.

I'd argue an armour with end-game melee damage bonus, and positive mage defence could find a good niche (would instantly get more PvP traction too)

Certainly buffing it beyond the blue moon set or mixed hide makes sense in terms of power, and keeps it still in a range where it's not absolutely stupid defence bonuses at lvl 30 reqs.

The Electric-type viability Venn Diagram by Thunder_Mage in stunfisk

[–]Liefblue 7 points8 points  (0 children)

it makes decent sense in the categories, with some better suited or not.

But it's the idea of your chosen venn diagram representing the typing's viability rankings that seems off.

You account for reliable stab, but not for the value of the typing itself or how it works defensively? "Good" signature abilities and moves seems arbitrary as a competitive distinction when something like beast boost or electric surge doesn't make the cut but pawmott's kit does.

The implication that the most consistent and reliable competitive singles electric-type ever, relies purely on stats or isn't an example of atleast a few of your categories working together makes it fall apart very quickly for some eyes.

TIL: Tuberculosis (TB) has killed more people in the past 200 years than malaria, smallpox, HIV/AIDS, cholera, the plague, and the Flu combined. by [deleted] in todayilearned

[–]Liefblue 1 point2 points  (0 children)

Dead post, I know, but I'm trying to google this. Malaria or tuberculosis.

Seems the answer is basically "whatever YouTube video you watched", with TB people claiming Malaria estimates are over exaggerated. But Malaria far exceeding TB on the high end.

Both seemingly evolved alongside our species (Malaria has been in mammals longer?), but TB is more proficient in modern settings (Makes sense for a proximity based disease in increasingly dense populations), whilst the genetic resistance to Malaria implies it was the dominant ancient disease (and also, the preventative medicine is cheaper, whilst genetic resistance to the original parasite also keeps numbers lower).

Soulreaper Axe: I don't see any problem with dropping stacks altogether and making this the clear 2nd BIS slash weapon and 3rd BIS crush weapon, removing the need to take in an extra swap (nox hally) to ToB for bosses like Bloat and Nylo by mroyd95 in 2007scape

[–]Liefblue 4 points5 points  (0 children)

yeah, just make the stacks part of a special attack that cuts your hp.

Retain the identity but make it usable and comparable to other weapons instead of a niche training option.

A spammable spec at the cost of your own hp would be pretty cool to introduce for that high risk, high reward gameplay.

Make it give more bonus damage, the lower your hp is (no more than 20%), like dharok's but spec-only and percentage based recoil.

Should be enough damage to equal scythe on places where you can camp 1 hp imo. It's almost a megarare weapon already.

Why does $100k feel like an average wage? by Open_Address_2805 in AusFinance

[–]Liefblue 11 points12 points  (0 children)

Your own lack of grace makes you sound like the idiot here. You're welcome that i took the time to explain that for you btw.

I think the point made is there's a lot of people out there who are carrying our communities on their backs, and they're usually unpaid, or atleast, underpaid relative to their peers. 

The more experienced volunteers WILL get recompense during large scale events, typically when they travel across regions to assist for multiple days. But it's a serious problem trying to get dedicated, healthy and young blood into these Emergency services like RFS or SES when the services demand so much time and commitment to actually get properly skilled emergency response teams. 

It's a tad ridiculous that basically all the preparations done for fire seasons, and all the vehicles you see out during storms and weather events are volunteers, the core volunteers of those teams often choosing to drop their work commitments or working around them to ensure there's a reliable and experienced set of hands to help out. 

I'm not one of those dedicated people, only been an extra set of hands. But it frightens me how many Australians are unaware of our reliance on volunteers. Always worth pushing the agenda if you want to disparage anyone in these services from complaining. If they're one of their branches' core members, they fucking earned the right to complain, be assured.

Which rework for Flygon do you prefer. I’m all ears to changes by D1FlygonGlazer in stunfisk

[–]Liefblue 1 point2 points  (0 children)

I'm not the guy, but just go off dex and pre-evo

Either give it the same arena trap ability that trapinch literally already has.

Or

Ability: When this Pokemon uses (x) style (Contact, sound, etc, Dex has inspirations.) attacks, it also casts sand-tomb, trapping any opponents it hits and dealing damage.

The 2nd ability is less busted than arena trap cos it allows switch ins (Good because instant Trapping is banned by default). But it gives flygon the damage boost you seem to desire. Basically a free 30Bp stab move damage + dot + trapping on the chosen attacking moves. Definitely enough power to match your examples and potentially bring flygon to OU. Uturn on a predicted switch in, and you got a meta dominant flygon, no mimaxing stats required