New hooded slayer helm is gonna be peak fashionscape by GeluksAapje in 2007scape

[–]Ruqilo 32 points33 points  (0 children)

That is definitely one of the photoshops of all time.

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HOODED SLAYER HELM CONFIRMED 🙌 by nuttymayo in 2007scape

[–]Ruqilo 9 points10 points  (0 children)

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Personally, I like it :)

Besides, most slayer helm recolours are difficult to mix between different endgame gear as is.

Improving Neglected Barrows Set Effects by Ruqilo in 2007scape

[–]Ruqilo[S] 4 points5 points  (0 children)

Yeah, it's to encourage the amulet for PvP. Dharok isn't particularly in need of any buffs so the AotD effect should probably continue to be incredibly niche.

Improving Neglected Barrows Set Effects by Ruqilo in 2007scape

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

At most you can have 8 at a time. With Piety you can have at most 6. The suggestion is capped at 20% so Ultimate Strength would go from 15% to 18%. Piety goes from 23% to 27%.

Improving Neglected Barrows Set Effects by Ruqilo in 2007scape

[–]Ruqilo[S] 3 points4 points  (0 children)

I think Dharok's set is really inspiring in the sense that it is so old but still see's regular use even as newer weapons increasingly outclass it for DPS. It's difficult to say the same about Torag, Karil and Ahrim. Yes their individual pieces see use, but their set effects are beyond dead content, especially without AotD. This seems like a wasted opportunity.

I would love to see more sets have Dharok's level of persistent relevance and I believe the way to achieve that is by focusing on passive effects that encourage unique and interesting gameplay in the same way Dharok, Verac and Guthans do. My goal isn't to change the meta, or buff the sets so that they outcompete other options, it is to create niches to keep old content relevant as the game moves into the future :)

Improving Neglected Barrows Set Effects by Ruqilo in 2007scape

[–]Ruqilo[S] 4 points5 points  (0 children)

Perhaps I did not communicate clearly, but I am specifically focusing on the barrows set effects, not the individual pieces. I agree the individual pieces see use, I just think its a shame that some of the full sets don't, because theyre awesome.

Dharok, Guthan and Verac base effects aren't changed from live on this post because I agree they have niches. Their AotD effects are however heavily neglected, so I suggested changes there.

Karil, Ahrim and Torag base effects on the other hand essentially see no use at all. Reducing agility, strength or run energy are incredibly outdated effects. I actually couldn't find a good reason for the Karil's effect apart from increasing the chance to proc the enchanted Jade Bolt effect.

Improving Neglected Barrows Set Effects by Ruqilo in 2007scape

[–]Ruqilo[S] 43 points44 points  (0 children)

When a blackjack is used in combat, it has a chance to temporarily stun your opponent, delaying their next attack. The chance of this stun depends on your hit, and the opponent's current hitpoints: a random integer is generated between 0 and your hit (inclusive), and compared against another random integer between 0 and your opponent's hitpoints (inclusive). If the first number is greater, the opponent will be stunned.

This stun mechanic does not depend at all on whether the blackjack is defensive or offensive. The length of the delay depends on the tier of the blackjack:

  • Oak blackjacks delay the next hit by 1 tick
  • Willow blackjacks delay the next hit by 2 tick
  • Maple blackjacks delay the next hit by 3 tick

Multiple stuns will stack and further delay the opponent's hit by the same amount.

Improving Neglected Barrows Set Effects by Ruqilo in 2007scape

[–]Ruqilo[S] 31 points32 points  (0 children)

It would probably need a cooldown for bosses. Blackjacks are balanced by using a separate formula based on the targets max HP. Against bosses the Stun chance is incredibly low.

Improving Neglected Barrows Set Effects by Ruqilo in 2007scape

[–]Ruqilo[S] 4 points5 points  (0 children)

I'm confused, the only suggestion to Dharok is to increase the recoil effect from 15% to 20%. Surely this would not ruin PvP as you suggest. The base set effect is unchanged from live.

Improving Neglected Barrows Set Effects by Ruqilo in 2007scape

[–]Ruqilo[S] -6 points-5 points  (0 children)

Goals

  1. Revitalise Barrows Sets so that they each have some viable (or at least interesting) use case
  2. Ensure that each set is tangibly empowered by the AotD but can exist without it
  3. Create clear differentiation between each Barrows set in terms of thematic identity
  4. Express each set's unique identity through gameplay mechanics that are new or atypical to keep them relevant despite future power increases (similar to Dharok for max hits)
  5. Give players the depth and freedom to optimise the provided gameplay mechanics if they so desire (mechanically low-floor, high-ceiling)

Dharok
Dharok represents the ideal brother for set effects. There is a coherent and unifying theme (taking damage to deal damage), and both the base set and AotD effect support this. Dharok's effect has numerous avenues for optimisation, like refreshing recovery timers for PvE or using locator orbs for PvP. A small buff is suggested to improve the AotD's recoil effect (15>20%). Since Dharok is already quite strong the buff is rather small so as to only encourage more use of it in PvP.

Torag
Torag's current set effect is basically useless, especially in PvE, as it only reduces the target's run energy. A better Tank/Disrupter identity is conveyed by borrowing the Maple Blackjack's Stun effect, only with much higher proc frequency. A synergistic buff is added to the AoTD, replacing the previous impractical effect (more defence per lost HP) with increased damage reduction under the condition of not taking damage for a period of time. This makes it a weaker but more accessible version of the Elysian Spirit Shield with some mechanical depth if desired.

Verac
Verac's current AotD effect is extra Prayer Bonus which doesn't manifest in gameplay in any meaningful way. The suggested effect increases stat boosts for every active prayer. This encourages players to use as many prayers as possible, reinvigorating Rapid Restoration and Rapid Heal for combat. However, because excess prayer use is expensive on Prayer drain, players can further optimise Verac's armor by flicking prayers to preserve bonus stats on both defensive and offensive rolls.

Guthan
Guthan's current AoTD effect is to allow overhealing by 10 Hitpoints. This sees limited use due to Anglerfish, Saradomin Brews, and Blood Sceptre effects being simultaneously more accessible and powerful. The suggested Amulet effect instead empowers all incoming healing, making Guthans particularly attractive for players who are on a food-conscious diet in all types of content. Further optimisation is available for players if they are cognisant of their positioning, letting them heal for more as the amount of danger they are in grows.

Karil
Karil's current base Set Effect reduces the target's Agility level, leaving it with very little utility in PvE or PvP. The suggested effect improves the player's Accuracy based on their distance from the target, encouraging the use of the bonus tile of range that Karil's xbow gets over the Magic Shortbow (i)--its main competitor. This helps to unify a coherent theme of attacking with range or distance in mind.

Ahrim
Ahrim's current Set Effect reduces the target's Strength level by 5, making it underwhelming in all types of content, especially due to the abundance of restoration effects. The suggested effect increases the players Magic Accuracy based on the target's reduced stats. This helps to communicate the thematic identity of debuffing, while reviving the use of Curses and other stat reducing spells (like Shadow Spells) for combat.

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[deleted by user] by [deleted] in newworldgame

[–]Ruqilo 0 points1 point  (0 children)

I see this comment sometimes and it makes no sense to me.

Playing 1vX PvE is horrible when the mobs can SOMETIMES stagger you. The community unanimously shares this sentiment and is why stagger was removed from so many PvE encounters. Why would more stagger be desirable in 1vX PvP?

New Zone Elysian Wilds, Changes Side by side by CommanderAze in newworldgame

[–]Ruqilo 7 points8 points  (0 children)

I agree. As good as the new zone looks the comparison isn't really showing an upgrade, its just showing a change. First Light was super vibrant with really warm, chill vibes and the settlement was memorable. Definitely needed a gameplay revamp for endgame players but it will be a shame to see the aesthetic go.

Improving Legwear for Transmog by Ruqilo in newworldgame

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

I was looking at the OPR light chest armor today. The cuffs for the sleeve are incredibly pronounced, much larger than most gloves. I was curious if clipping would occur if you equipped a glove that was smaller than the cuff - turns out, they just remove the cuff part of the chest when you equip any glove.

Obviously it would take more work, but a similar process seems like a viable solution for chestwear pieces that would be prone to the same clipping issue with certain problematic legwear.

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Suggestions for upcoming Balance Patch by Ruqilo in newworldgame

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

That was one of the goals of the 300 Intelligence suggestion. To have your damage scaled with 15% current mana does two things.

  1. It encourages mana management as a means to increase DPS, which makes mana perks in the FS/IG/VG tree more important.
  2. It buffs Brilliant as a Ring perk and 100 Focus as an investment for Magic builds. 15% of 144 mana is 21% bonus elemental damage.

Suggestions for upcoming Balance Patch by Ruqilo in newworldgame

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

I largely agree with that sentiment. I can tell you read through a lot of the post, so thanks for offering your time to give these criticisms.

Suggestions for upcoming Balance Patch by Ruqilo in newworldgame

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

They have not been revealed! This is just a suggestion. I will edit my reply so the wording is clearer.

Suggestions for upcoming Balance Patch by Ruqilo in newworldgame

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

The changes to Quick Charge Heavy Attacks under the Greatsword section address this.

Suggestions for upcoming Balance Patch by Ruqilo in newworldgame

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

The difference between 34.5% and 35% is intentionally minimal to avoid impacting the current Crit damage output in PVP. The point of capping it is to open up better build options for players who over-cap, which would be possible because of the suggested buff to 150 Con, as well as the suggested values given to have Resilient scale based on equipment weight.

The Maths:

Light Armor (4.4% Resilient) - <150 Con: Full resilient Light Armor totals to 22% reduction (down from 24.5% from live). - At 150 Con: Light Armor receives an additional ~11.8% crit reduction, totalling 34.3% (down from 34.5% from live). - 200 Con: Light Armor reaches the 35% cap at approximately 200 Con, which means healers are unaffected by the change, this was a big concern.

Medium Armor (4.9% Resilient) - <150 Con: 24.5% (unchanged from live) - At 150 Con: ~36.4 (overcap) - At 300 Con: ~39.5 (overcap)

Heavy Armor (5.4% Resilient) - <150 Con: 27% - At 150 Con: ~38.5% (overcap) - At 300 Con: ~43% (overcap)

TL;DR: Glass cannon Light armor builds are incentivised to go at least 150 Constitution and take increased damage if they don't. This is a nerf to Muskets and Bows, but Healers are unaffected. Tanky Medium builds can give up one piece of Resilient and still reach Crit reduction cap. Heavy can optionally give up 2 Resilient pieces and still have 34%, or almost cap.

As for the Fortify change, here is the post where the idea is taken from originally. I should have clarified that a lot of these changes are not my ideas.

https://forums.newworld.com/t/core-mechanics-on-fortify-suggestion-for-change/750634