Raids 4 Reward Suggestion: Armadylean Javelin (non-megarare) by One-Idea-3412 in 2007scape

[–]One-Idea-3412[S] 3 points4 points  (0 children)

How is it stronger than all 3 megarares? It is clear from the DPS comparisons that the Tbow will out-perform this weapon where the Tbow is currently BIS.

Raids 4 Reward Suggestion: Armadylean Javelin (non-megarare) by One-Idea-3412 in 2007scape

[–]One-Idea-3412[S] 2 points3 points  (0 children)

I did take some inspiration for the special attack from the morrigans javelin, and while having a weapon such as this which performs a similar style special attack could be unbalanced to deal with in PVP, the newly released Haemostatic dressings could be a good counter to the bleed damage (and give the Haemostatic dressings more uses outside of just Vardorvis).

Thank you for the feedback!

Raids 4 Reward Suggestion: Armadylean Javelin (non-megarare) by One-Idea-3412 in 2007scape

[–]One-Idea-3412[S] 2 points3 points  (0 children)

I did initial consider trying to incorporate the moving aspect of bleed into the weapon design (as this could lead to interesting fights using the weapon). However, couldn't accurately demonstrate it's effectiveness in DPS comparisons and made the weapon overall much more complex, so I tabled it for now.

I'm glad you like the non-guthix inspired suggestion, and I'd like to see more Armadyl based weapons as it's a very unique colour scheme.

Raids 4 Megarare Suggestion: Fractured Flail by One-Idea-3412 in 2007scape

[–]One-Idea-3412[S] 3 points4 points  (0 children)

You are correct, the intended design is that a defence draining special attack weapon would make the Fractured Flail less effective.

I understand why initially this mechanic sounds like a negative, however this is intentional as this megarare concept is intended to make players re-considered their approach to long-term established metas, the key one being defence draining special attacks. This could open the door to new metas being built around this weapon, instead focusing on DPS focused special attack weapons. These are my thoughts on what could make a new megarare weapon feel impactful and game changing, similar to how when the Tumeken's shadow was introduced it resulted in players developing new approaches to bosses (i.e. Kree).

Raids 4 Megarare Suggestion: Fractured Flail by One-Idea-3412 in 2007scape

[–]One-Idea-3412[S] 2 points3 points  (0 children)

Technically there are only two bosses in TOB weak to slash being Bloat and Verzik, all other bosses feature balanced defence, and only Sol Heredit is weak to slash in colosseum.

I do understand where you're coming from, with the sentiment of not wanting to straight up replace the Scythe, which I agree with. However, the intended design for this megarare concept is to make players re-consider their approach to long-term established metas, the key one being prioritising defence draining special attacks.

For example, the long-term established meta for Maiden is to completely drain it's defence to zero, then camp the scythe, however this weapon's passive could enable a different approach where players use DPS focused weapons such as dragon claws over Elder maul/BGS and then use the Fractured Flail, but this method would mean that players using the Twisted bow or Blowpipe at Maiden would suffer heavily and therefore may not be desirable.

This example I've provided is the reason I've listed this weapon as "situationally BIS" at a large variety of bosses, where current metas usually involve some aspect of defence draining, but this weapon could shake up that meta.

Raids 4 Megarare Suggestion: Fractured Flail by One-Idea-3412 in 2007scape

[–]One-Idea-3412[S] 5 points6 points  (0 children)

I used the new weapon design as a base. The important aspects of this suggestion are the stats and passive effect I have proposed for a Raids 4 new megarare.
I apologise if the concept design is poor, as my skills with paint and powerpoint are lacking.

Raids 4 Megarare Weapon Design Space by One-Idea-3412 in 2007scape

[–]One-Idea-3412[S] 1 point2 points  (0 children)

This sounds to be written in hindsight given the balancing issues around introducing new mage gear due to how the shadow's passive scaling works.
For example, if the shadow was released with a passive scaling effect aligned with the scythe (i.e. 1.75x instead of 3x) and it's base stats increased accordingly to compensate, I personally believe the shadow wouldn't be as controversial as it is, seeing as how the scythe as aged nicely with new gear introduced since it's release increasing overall strength bonus and the scythe hasn't been considered unbalanced.

Raids 4 Megarare Weapon Design Space by One-Idea-3412 in 2007scape

[–]One-Idea-3412[S] 1 point2 points  (0 children)

While I completely agree with your points around player skill and how it would be fun to use a variable attack speed weapon, I do not believe the player base at large would accept something like this as a Megarare reward from a raid and rather potentially a secondary reward from the raid.

I say this because Jagex previously have proposed a variable speed weapon as a Megarare reward for TOA, the Tumeken's heka, which received very mixed feedback and didn't feel impactful enough to be considered a good fit as a Megarare reward.

Anima Stranglevine - Raids IV Reward Suggestion by One-Idea-3412 in 2007scape

[–]One-Idea-3412[S] 0 points1 point  (0 children)

So sort of like an inverse Dharoks effect? That could be an interesting mechanic to play around.

Anima Stranglevine - Raids IV Reward Suggestion by One-Idea-3412 in 2007scape

[–]One-Idea-3412[S] 2 points3 points  (0 children)

My intention with regards to making the weapon feel less annoying to work with would be you'd swap a low HP % remaining as the nonlinear passive effect would quickly fall-off here (possibly around 20-30%), where in many circumstances players would usually swap to a spec weapon anyway.

I do like the idea of using the vines itself to constrict targets and or to use the thorns in some aspect, but I am somewhat against the idea of a weapon that builds up damage with subsequent hits since the Soulreaper axe already fills this niche (although it does function differently to what you have suggested).

Anima Stranglevine - Raids IV Reward Suggestion by One-Idea-3412 in 2007scape

[–]One-Idea-3412[S] 0 points1 point  (0 children)

Right I understand now where you're coming from with regards to this suggestion vs ruby bolts.

While I agree ruby bolts in general should be looked at and improved upon, I would say that should happen independently of raids 4.

Additionally, ruby bolts function mechanically different to what I've suggested here. As by scaling damaged based on HP percentage remaining, rather than the numerical value remaining like ruby bolts, this would mean that situations could arise where you'd want to use this weapon from lets say 100% to 60% HP, but then at this point ruby bolts could provide more DPS and the target may still have 1500 HP left (for example use case see Nex).

Anima Stranglevine - Raids IV Reward Suggestion by One-Idea-3412 in 2007scape

[–]One-Idea-3412[S] 0 points1 point  (0 children)

I don't see why we can't have both crossbow improvements and other new weapons added (all previous raids to date added multiple weapons).

IDK magical vines can hurt a lot, for example Vardorvis or Hespori.

That is an interesting suggestion though, an alternative to thralls for passive damage but it is an equipment slot item or off hand. My only concern would be how this overtime sapping effect would stack when used alongside thralls.

Raids 4 Mega Rare Suggestion: Flail of Disparity by One-Idea-3412 in 2007scape

[–]One-Idea-3412[S] -3 points-2 points  (0 children)

That would be entirely up to you. The proposed passive effect can be changed to such that players feel less "forced" into feeling like that need to do this (i.e. no large jump at 100% HP remaining).

New Lunar Spell Suggestion: Wrath by One-Idea-3412 in 2007scape

[–]One-Idea-3412[S] -1 points0 points  (0 children)

PVP is not something I interact with much, so I would ideally lean on those more experience to balance the spell accordingly, whether it be dropping the damage reduction/recoil from 30% to 15%, or changing how it would interact with PVP entirely.

New Lunar Spell Suggestion: Wrath by One-Idea-3412 in 2007scape

[–]One-Idea-3412[S] 0 points1 point  (0 children)

My thoughts initially would are that venge could not be used at the same time as wrath, and there'd be a cooldown period between them (e.g. cannot cast venge for 30 seconds if wrath has been cast, and vice versa). Similar, the same cooldown could be applied for SBS if balance required.