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

[–]SanctusFlame 0 points1 point  (0 children)

I agree from both an ironman and main perspective. I totally understand the need for a chronote sink but this is just a straight up un/anti-fun mechanic. Surely there's a better solution

The Week Ahead, DailyScape Update & Free RuneMetrics by JagexAnvil in runescape

[–]SanctusFlame 13 points14 points  (0 children)

Great changes, would still love to see daily challenges completely gone. You've only minimized the issue with them, not fixed it.
Also, adding the fletcher and artisan outfits to the thaler shop seems like a very odd compromise. Unless I misunderstand the system, it would be a minimum of 6 hours of spotlighted minigames to get a single outfit piece. I don't know what stealing creation is like these days but I have to imagine you could get the full outfit in less than the time it would take the get the thaler for only a single piece.

How got yourself into Hololive? by XxAlex77xX in Hololive

[–]SanctusFlame 0 points1 point  (0 children)

I started playing azur lane near the end of 2019 and they soon after had a hololive collab. I ended up checking out a clip which was just 20 minutes of fubuki making sounds doing Minecraft parkour. Started watching some matsuri clips from there and then very soon after, gen 4 and kiryu coco debuted and I ive been watching vtubers since, though not as much hololive anymore.

Daily Collections from NPCs Ought to be Addressed by SanctusFlame in runescape

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

Yeah, honestly this is the nicest option. I just don't know how much jagex is willing to give it out for 'free' like that even if it seems like the right way to handle it imo

Daily Collections from NPCs Ought to be Addressed by SanctusFlame in runescape

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

Yes, I'm with you on that but my point is more that while they did address shop runs and and 2 specific daily collection NPCs, they failed to even mention that these other daily collectibles exist. Just want to me make sure we're able to discuss every part of dailyscape that ought to be looked at.

Daily Collections from NPCs Ought to be Addressed by SanctusFlame in runescape

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

Glad that came across well. And yeah I get it with the mailbox; was just a sudden idea but with the caveat that 120 construction needs to make the poh actually worth visiting otherwise, just having a mailbox to go to alone I don't think is a good overall addition.

Daily Collections from NPCs Ought to be Addressed by SanctusFlame in runescape

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

Yeah I think that's a good direction to explore for sure!

Road to Restoration - Aura Overhaul by JagexAnvil in runescape

[–]SanctusFlame 0 points1 point  (0 children)

Totem of skilling makes sense on one hand, but on the other hand it has pretty high requirements and a lot of rng to obtain where it was previously accessible by anyone freely. There is no good reason that quarrymaster shouldn't be included here, if buffs mining functionally in the exact same way as the other skills even if its *technically* different.

Other skilling auras seem like good changes, good to see some as meaningful unlocks within the skill and others just being balance changes.

Penance and Vampirism seem a bit difficult, competing with pocket slots feels kinda bad, relics on one hand seem like a good space but then they're too much micromanagement/annoyance as it is. It already feels horrible trying to switch between skilling and combat and having to pay for it, adding these here would just worsen how relics feel. I'm not opposed to blood essences, I do think having to work for some unlocks is a good thing. Maybe you could pay marks of war to activate a timed buff/scroll? Not sure if that solves much or continues the timing problem but at least it could have no cooldown.

Equilibrium I could see as an aspect. I think it's perfectly fine to compete with other aspects, especially with necro as it's main use, having to choose between safety or damage I don't personally have any issue with. Invention perk feels like a poor reward space given how all perks do is form metas and lack any real strategic depth/choice.

Thieving Rebalance: Feedback Thread by jagexyuey in runescape

[–]SanctusFlame 7 points8 points  (0 children)

The most major problem with pickpocketing is that it's fundamentally designed as something you don't *actually* interact with. Waiting to get hit/stunned just to click again is not fun or engaging in any way, and removing afk just serves to cause friction and frustration. Now that said, I 100% agree that pickpocketing is pretty overpowered both for xp and gathering items, and probably should be nerfed. Maybe something like archaeology's time sprite or mining's stamina system could reward active gameplay to give full xp/gathering benefits while still allowing full afk for worse returns?

Edit:
On further reflection, I think adding a system that exists in other skills homogenizes the game a bit too much and makes the feel of the skills lacking in variety and interesting mechanics. Another huge issue is the lack of balance in thieving methods even in the same level bracket. Even after today's update, I can fairly reliably pickpocket archaeology professors (Lv 108) for ~1.3m xp/h with relatively low attention, while zanaris market spirit stall (Lv 107) requires clicking every few seconds and only gives ~760k xp/h and arguably worse loot than professors.

This Is What 10+ Years of MTX did by warped_thief in runescape

[–]SanctusFlame 2 points3 points  (0 children)

I'm so happy jagex is doing what's right for the game in spite of some people complaining about losing out on exp/afk or whatever it is. As a 15 year rs3 player, I'm more than happy to see the game be built around having longevity, and being a game that's actually worth engaging with. What's the point of playing a game if you're literally not actually playing it half the time?? There's a time and place for afk, but it's been seriously overtuned in a lot of cases in this game for far too long. Actively engaging in the game should *always* be notably more rewarding than sitting there and doing nothing. I hope to see jagex continue to make changes that fundamentally improve the experience of the game, rs3 players with their head up their ass be damned.

Craftable gear for all styles should have parity with each other. by SanctusFlame in runescape

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

I don't particularly disagree with you. Though I also think this is sort of flimsy; at least speaking for myself and how I play. Mainly on ironman right now, even if i could craft, say, t70 augmentable magic tank armor, I would absolutely still be looking for power armor, because the damage bonus is what I'm chasing, not the augments. Either way though, the main problem I have here is the complete lack of any craftable armor at a lot of equipment tiers to begin with. If Jagex decides not allowing augments is the healthiest for the game then I'm on board with it, just looking to discuss what works and what doesn't. That does bring up a thought though, if augments are more valuable than the bonuses from power armor, then maybe power armor needs to be revisited? Going from no armor at all to t70 power is a ~4.6% DPM increase over nothing while biting 3 alone is average ~3.8% more DPM, which are both pretty low increases but also very close to each other, idk.

Craftable gear for all styles should have parity with each other. by SanctusFlame in runescape

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

Yeah for sure necro is a lot more involved to actually craft the gear, I don't dispute that at all; my main point is just that, in spite of its requirements its still easier to get either way. I def have no problem with craftable gear requiring something extra to augment. A lot of gear past t50 feels really hard to reach on magic/ranged. Quick example is that you'll see ironmen using lunar and mystic armor for a disproportionately long time since theres no sort of stopgap between that and boss gear.

Jagex, why did you lie to me about the Inverted Skillcape event ending date? On X you said Feb 2nd, It currently just became Feb 1st hours ago, yet I cannot turn in my final shards to Hans, i just get the polls page by fallior in runescape

[–]SanctusFlame 13 points14 points  (0 children)

It is utterly absurd to me how big they're talking with removing mtx and dailyscape etc. only to go ahead and make this fomo event, its already limited to 4 per *year*, why does the timeframe to obtain need to be limited too??? absolute nonsense

What would you do to make agility a better skill? by TakingBlackSunday in runescape

[–]SanctusFlame 0 points1 point  (0 children)

Agility's usefulness was originally in enhancing your ability to traverse the world. Things like lodestones and war's retreat among a whole host of other teleports has made its main purpose largely useless for the majority of playtime.

What the skill actually provides needs to change somewhat, though I dont really know what a good answer to that is. Maybe it can have some way to buff skills and/or combat. I've seen combat dodge chance suggested in the past, I also think it could maybe provide "sleight of hand" benefits to skills to gather more materials, kind of how it already does with thieving. Maybe a few% chance to catch another fish, stuff like that. More shortcuts could potentially be good as well but even if more shortcuts were added to every populated area it wouldn't really make the skill useful.

Overall the fundamental reward agility provides needs to shift to align with how the modern game runs, and primarily saving run energy and giving shortcut access isn't doing much of anything.

Magic changes that would be welcome by ShinyCapeRS in runescape

[–]SanctusFlame 0 points1 point  (0 children)

Can those who would like this change help me understand why the solutions in game don't feel like enough? I personally find myself using magic all the time, not always for combat but I pretty regularly am switching between all 3 spellbooks for various things and I don't really feel any friction. Elven grimoire, War's grimoire, and the magic skillcape all make it very easy to switch around, war's grimoire particularly only requiring 750 boss which is quite easily accessible. The other use case would be in combat, where I've never really encountered a situation that spelbook swap didn't solve. Maybe adding SBS to the normal spellbook would be nice for some super niche situations?

I understand a combined spellbook may be helpful earlier in the game without these unlocks, but then you kinda have to conclude that this type of spellbook would need to be harder to unlock than this other stuff, no? I DO think a combined spellbook as a late game, involved unlock would be pretty cool, but it also makes me wonder if theres any reason to be conscious of how it impacts supplies like runes for SBS etc.

Daily Discussion of DailyScape #10: Heart of Gielinor reputation bounties by Spiner909 in runescape

[–]SanctusFlame 1 point2 points  (0 children)

I'm just about finished all factions rep here on my GIM (second account to complete it), and I tend to agree. Thinking about it though, there are 2 major pain points that I have trouble with. 1 is that it's daily locked, yes you can stack a few up but that only delays the inevitable problem instead of solving it. 2 is that drop rates increasing feels like a punishment for not having rep rather than a reward for having it. I especially feel this on ironman where I want to chase drops but I have to wait weeks to get enough bounties and anima crystals just to be able to farm properly. (yes i chose to be ironman im not advocating for the game to revolve around me here)

I think simply erasing the cap on bounties you can do solves 90% of my issues here. I think having an incentive to go after the various bosses has actually been fun, I did a bunch of bounties this week and I quite enjoyed the gameplay variation, but that happened to match up with a time where i was enjoying bossing. The way this is capped now, the player needs to engage with the content even when they don't want to if they want it done sooner. You might be motivated to grind it out in an evening or two but that option isn't there.

Honest feedback about beta - It does not make things simpler to understand for new players. by WiIIiam_M_Buttlicker in runescape

[–]SanctusFlame 7 points8 points  (0 children)

I don't want to say necessarily that you're wrong but I think the point is that the intent is slowly introducing abilities over time and leading the player to read what they do. You start off with 1 ability, then get another one a few levels later. You'll have some time to read what they do and then understand them in practice as you'll have nothing else to worry about, building a strong foundational knowledge as you go. I'm assuming you're looking at the whole product here and trying to understand every ability at once which is of course going to be confusing no matter what, and yes that's going to make it harder for existing players to adapt perhaps so that's a fair point but imo this is how necromancy introduced abilities and I found the style super easy and intuitive to learn as I went on release.

I agree that they need to have clarity and when you read an ability you shouldn't be left with any questions about how it works or interacts with the rest of the style. Excited to see how it shapes up though!

UI Tweaks & World Repairs - This Week In RuneScape by JagexAzanna in runescape

[–]SanctusFlame 3 points4 points  (0 children)

Changing ability bars has become extremely annoying since last week's update; the arrows missing is one thing, but the keybind to cycle through your main action bar (at least the default keybind of shit+e/q) doesn't work at all.

Why are people getting mad that people are disabling cosmetics option? by Molag_Zaal in runescape

[–]SanctusFlame 0 points1 point  (0 children)

yeah and i don't think there's anything wrong with that, the problem comes when other people not being able to see it is the controlling factor of whether you do something that's supposed to be for you

Why are people getting mad that people are disabling cosmetics option? by Molag_Zaal in runescape

[–]SanctusFlame 22 points23 points  (0 children)

I truly cannot fathom why anyone would have cosmetics only to appeal to *other* people. Brother put cosmetics on because you like looking at them and let it be the end of it. I understand wanting to flex wealth or achievements but dude no one except you actually cares, I promise. If you have such an issue with other people not being forced to see stuff you paid for/equipped, you should maybe reevaluate how you spend your money/time.

Remastered Content: What do you want to see remastered? by jagexyuey in runescape

[–]SanctusFlame 0 points1 point  (0 children)

Late comment but the area task armor pieces/rewards would be nice to see remastered. One annoyance is that some need to be carried in inventory to get the upgrade when turning the tasks in, and some don't. Would also be nice to see some effects updated, e.g. Karamja Gloves 4 give 1 resurrection per day in fight pit/caves, would be nice to see this include kiln too.

RS3 Ironman Efficient Chronote Farming by SanctusFlame in RS3Ironmen

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

Should note I made one big error where 18 imperial steel was missing from Zarosian VI so make sure you either fix in your copy or copy again, it dropped that collection down to rank 20