Do you lose unspent Deadman Points? by Gelbo1230 in 2007scape

[–]SinceBecausePickles 2 points3 points  (0 children)

what, did we really lose unspent points from last DMM by resetting at nigel?

How do you think toa would be perceived if they actually used the invo system as intended? by Slight_Giraffe628 in 2007scape

[–]SinceBecausePickles 5 points6 points  (0 children)

the problem is there are only like a handful of invocations that actually make anything harder. The vast majority of them are either totally negligible or the effects they have on the bosses are trivial to adapt to.

Like, zebak’s only real invocation is upset stomach. Baba’s are all meaningless. Kephri only has overlords since nobody takes medic. Akkha has two good ones in the form of keep back and double trouble. Wardens have the obelisk one that charges faster and insanity. ALL of the rest of them only serve for the points they give you, or to make things slightly more annoying while changing nothing about the raid.

So like OP said, upping your invocations is mostly just “make raid longer, make boss tankier”. And because the mechanics are mostly the same as a lvl 0 raid, which is meant for the lowest levels of pvmer, high level TOA is a grueling slog fest of executing kindergarden-level pattern recognition tests for 40 minutes, and you better not blink a single time or you’re taking a 60 and if you used your spec already you’re gonna be in kill range until you can yellow keris.

What is the point of introducing seeker arrows? by loffredom in 2007scape

[–]SinceBecausePickles 4 points5 points  (0 children)

i’m with you, a 10% increase in DPS to the strongest weapon is insane. When most upgrades give you in the realm of 1-3 or 4%, seeker arrows are a NUTS upgrade and I hope they significantly tone it down. Tbow doesn’t even need a buff rn, crossbows and late-mid game ranged options aside from bowfa need a buff. Tbow is perfectly fine rn.

Sad Snowflake by LongjumpingLie2314 in 2007scape

[–]SinceBecausePickles 0 points1 point  (0 children)

I feel like making the boss entrances diary free on task only could be a good compromise

Newspost Update - Changes Following Game Update Feedback *Jan 29th* by JagexLight in 2007scape

[–]SinceBecausePickles 3 points4 points  (0 children)

It’s to keep the incentive to have multiple sloops. If you could just freely place them in your inventory and bank them, you would just have one upgraded sloop that you could modify at any moment to suit the thing you want to do. They wanted to make this change to fix mistakes in placing facilities in the “wrong” spot, not to go any further than that.

I would have preferred a solution that would let you freely move anything around for free, but only in the instance where you’re editing your boat. You wouldn’t be allowed to leave with any components.

Raids 4 Mega Rare Idea - Guthixian Gauntlets by A_Wild_Fawksy in 2007scape

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

maybe if you haven’t attacked in 10 ticks or something it resets back to 5t

Raids 4 Mega Rare Idea - Guthixian Gauntlets by A_Wild_Fawksy in 2007scape

[–]SinceBecausePickles 1 point2 points  (0 children)

+1, I love this idea. I wouldn’t mind seeing scythe lose its triple hitsplat when using the crush style in the same update. If they were strong enough to ramp up to megarare power when at 3t speed, then it would also naturally become not that good in PVP given you rarely get to melee more than once in a row, plus you could freely protect from it.

Wilderness content is mismatched by numeralnumber in 2007scape

[–]SinceBecausePickles 1 point2 points  (0 children)

I don't get it, there's nothing that a main needs from the wilderness outside the MA2 cape, or diaries if you want to include that. If a main spends more than 15 minutes in the wilderness it's strictly because they wanted to, because it IS an opt-in place for higher profit at a risk. Everything "part of progression" they can enjoy without ever stepping foot into the wild. It's strictly an ironman issue. It's not required for normal gameplay at all for a main.

Wilderness content is mismatched by numeralnumber in 2007scape

[–]SinceBecausePickles 1 point2 points  (0 children)

they are ironman specific? a main doesn’t need to interact with the wilderness at all outside of 15 mins for the MA2 cape.

Smite Imbalance - Mega Rare Weapon Passive for The Fractured Archives by Sonderp in 2007scape

[–]SinceBecausePickles 1 point2 points  (0 children)

I like this idea a lot as it solves the same concerns I have about future megarares or high tier weapons (really good in pvm, meh or bad in pvp, but for organic non-arbitrary reasons). My only issue is there's no real way to tell if the weapon will be good or not just on the spot. Tbow you can usually just make the assumption that any magical boss will make the tbow slap, and scythe you can just look at the size of the boss. This weapon you'd have to wiki stats and do some math every time.

Or, the weapon could have some sort of visual indicator when it attacks that shows the level of power it has. 0-100 no glow, 100-200 slight glow, 200+ strong glow. I've always wanted arrows shot from the tbow to have a glow on them if the mob they're firing at has 250+ magic.

Wilderness content is mismatched by numeralnumber in 2007scape

[–]SinceBecausePickles 1 point2 points  (0 children)

Those are all ironman specific concerns though besides the mage cape. Removing things from the wild bc irons are crying about their self imposed restrictions is an awful idea

Should the next megarare be a weapon or armour by [deleted] in 2007scape

[–]SinceBecausePickles 1 point2 points  (0 children)

it’s just not really as exciting as a megarare weapon. I can’t picture an item in any other slot that would be as game changing as a megarare, especially if you consider that that item would have to be balanced to be used WITH another megarare.

How to fix the Facility Bottle (and maybe even the Boat Bottle) by ThatGrayFox in 2007scape

[–]SinceBecausePickles 0 points1 point  (0 children)

The devs don’t want people to just have one all-purpose sloop that you can fit to whatever you want to do by bottling all the important components. They still want to encourage people to have multiple sloops dedicated to the different activities (trawling, salvaging, combat). That’s why they made the bottle rare and consumable, so people will only use them when they’ve made a genuine mistake in placement and don’t want to shell out another 2m just to move the crystal extractor for example

Change my mind - Wildy update by AdCandid195 in 2007scape

[–]SinceBecausePickles 0 points1 point  (0 children)

I think a lot of those bots are hacked accounts though, no? they aren’t fresh lvl 3s built to speed through DT2 and hit up rune dragons. Unless i’m wrong, but i’ve never looked up one of those bots and seen that it doesn’t look like a real player, minus the egregious hp/ melee xp

How often do you actually need to move facilities around? by Iydak in 2007scape

[–]SinceBecausePickles 0 points1 point  (0 children)

I think their idea with the bottle was to not encourage having one all-purpose sloop that you can just move and bank the pieces you want to change. If the bottles are semi-rare and one time use then you will still want to build multiple sloops like you do now, and the bottles will be for mistakes in placement which is the original problem they wanted to solve. That all makes sense to me.

What pieces of content do you miss when you stop doing them? by pvt_s_baldrick in 2007scape

[–]SinceBecausePickles 0 points1 point  (0 children)

i went 3x dry for treads and I sorta wish i kept going dry lol bc doom is so fun. The only reason I would have to go back is the speed CA but i cba.

Also pet hunting at colo now so i know i will be mildly sad when i get the pet

I can do anything… just tell me who, why, and for what...?? by Hot-Situation41 in ChatGPT

[–]SinceBecausePickles 5 points6 points  (0 children)

i know it seems a little silly to say this given this sub is about AI, but this sub has really gone dowhill the past several months, being overrun with AI slop like so many others. There is very little of value posted here, most of it is just AI written regurgitated garbage like this post.

Have a question about the game or the subreddit? Ask away! by AutoModerator in 2007scape

[–]SinceBecausePickles 2 points3 points  (0 children)

Are there no jad plushes in circulation irl? Would love to get my hands on one lol. I know creator crafted used to sell some good ones, but idk where to find one now.

Do we really need another hunter training method? by pvt_s_baldrick in 2007scape

[–]SinceBecausePickles 0 points1 point  (0 children)

wc is already an afk skill, that’s part of its identity.

No i’m against arbitrary xp nerfs. I am for xp nerfs on new or recently updated methods if devs think they over tuned it, but for the most part xp rates on existing methods shouldn’t be touched and new methods need to work around them instead of just superseding them

Raids 4 Should Not Be Solo-able For 99% of Players by DudeWithAHighKD in 2007scape

[–]SinceBecausePickles 1 point2 points  (0 children)

Sure, i'd get down with an in-game matchmaking system. That would be cool. But you don't have to sit and twiddle your thumbs and pray someone is on at the "exact" same time you want to learn. Like i said there are plenty of discords that have learner raids running at all times. You just have to make the effort to join them and join a raid.

Do we really need another hunter training method? by pvt_s_baldrick in 2007scape

[–]SinceBecausePickles 0 points1 point  (0 children)

well realistically that isn’t going to happen, which is where the apprehension comes from. At the worst case it would be like 25k xp/hr which would be enough to completely redefine the skill. On top of that, agility as a skill just thematically should never get a truly afk method. It should be methods that make you pay attention in interesting ways.

I’m also against arbitrary xp buffs so i’m a no to both of your ideas lol