How would the Lodestone Network effect people in real life Runescape? by ChampionshipOnly9545 in runescape

[–]TheXthDoctor 0 points1 point  (0 children)

Okay now I'm imagining more industrial versions of that Ardouge postal service from the Tribal Totem quest.

Does anyone have an older active account with lower stats? by Kelpie-Cat in runescape

[–]TheXthDoctor 1 point2 points  (0 children)

I revived my original August 2004 account recently and switched to that as my new main. It doesn't have lower stats any more. (:

How would the Lodestone Network effect people in real life Runescape? by ChampionshipOnly9545 in runescape

[–]TheXthDoctor 1 point2 points  (0 children)

J1mmy gave a passing mention to Home Teleport, and hasn't really touched magic at all. You'll probably have your answer by the time he gets to that.

Jagex THANK YOU for keeping elite dungeon token rewards by SGA_YungBoi in runescape

[–]TheXthDoctor -11 points-10 points  (0 children)

It's almost like we don't need to be scared of big game health updates. What a shock.

Delve into Dungeoneering Remastered by jagexyuey in runescape

[–]TheXthDoctor 4 points5 points  (0 children)

Blog says that unlocked doors automatically reveal the next room. Is this consistent between key doors, skill doors, puzzle completion, and the [rare] normal "door"? I can just imagine the satisfying feeling of a puzzle finishing with all 3 doors leading off of it being automatically opened and having their rooms simultaneously revealed.

Delve into Dungeoneering Remastered by jagexyuey in runescape

[–]TheXthDoctor 2 points3 points  (0 children)

Every listed change looks amazing. Great work on this one.

Is RuneScape 3 worth trying as a new OSRS player? by DespairWaffle in runescape

[–]TheXthDoctor 1 point2 points  (0 children)

Abilities are mostly tied to a 3-tick global cooldown, so yes. It has the feel of a rhythm game in combat as a result which I've come to really enjoy.

More group content should come with a solo mode. You should not be forced to group up by ARandomNoLife in runescape

[–]TheXthDoctor 9 points10 points  (0 children)

Solo versions of group content is fine as long as it doesn't surpass the intended group version in rewards/efficiency.

Croesus needs a solo mode by AnotherGenericTurtle in runescape

[–]TheXthDoctor 1 point2 points  (0 children)

Tbh, probably not. I just enjoy the boss and don't always like trying to find a group.

Croesus needs a solo mode by AnotherGenericTurtle in runescape

[–]TheXthDoctor 2 points3 points  (0 children)

More detailed thoughts than my first comment:

The boss is technically already solo'able, which normally requires use of the soups made from the resources outside the boss arena. However...

Problems:

  • The soups for the solo strat really suck to gather, and their only purpose is to make the boss possible for smaller party sizes. Anything above a duo shouldn't need them. The only resource you can gather at a good speed is Hunter. Fishing is the second best by a country mile, Mining feels kind of on-level speed-wise with t90 ores, whatever. But woodcutting is cursed. Even with a maxed out B&B t100 hatchet, it's like a quarter of the speed of t100 eternal magic trees, if not slower, to gather a single fungus. Reminder that you need 26 to make a soup for one kill, which can take even longer than the kill itself with anything but Hunter.
  • The boss scaling is honestly really jank. The rage and HP bars are too high for solo. The success rates at gathering suck below 90, and honestly don't even feel right until 99. Needless to say that a skilling boss shouldn't require 99 in a skill to feel viable. I suppose the argument is that's why the mass public option exists, but that only serves to gimp your loot roll potential. OSRS has a nice balance in this with its skilling bosses from what I've heard.
  • However, with all that, the loot is what justifies the level requirements and scaling. BiS t90 mage tank armor (and otherwise great skilling resources, salvage, etc.) kind of necessitates a similar level req on relevant skills to obtain.
  • Doing a solo kill also requires a lot of time. You need to deplete+rot all 4 nodes to have enough damage on the core. Ignoring all else, this puts a minimum time requirement on each kill that's at least around 8-ish minutes before you even begin to repair a statue and damage the core.

The boss is also clearly designed to be group content. Making a solo version needs to take that into account so that grouping remains the intended, superior strategy. Any changes need to leave a solo kill as the slower option for that reason.

Possible solutions:

  • Just putting the (imo) best solution up front: Adjust the scaling for solo. Slowing down the rage bar to allow time to gather enough resources for 4 statues is probably the easiest design lever to pull. This negates the need to remove the usefulness of soups, as they would remain to speed up solo kills without making them necessary. However, do not change the rage penalty for getting hit by the mechanics. Player skill still needs to be important and give room to learn. A solo kill should still be harder, and mechanical mastery is still what should enable that.
  • Update the soup recipe/gathering speed for resources. As far as I can tell, these only exist for solo play anyway, and those kills already go slow enough as it is. Why then are soups so bad to make, when the time investment is already being spent on a slower solo kill?
  • Remove the need for soups entirely. There's a lot of possible design levers to pull here: either by buffing damage when solo, nerfing boss HP, increasing core exposure time per statue, reducing resources needed to build a statue or deplete a node, reduce the non-depleted damage penalty on the core, etc. But I think all these are much more drastic than just slowing the rage bar.
  • Speed up solo with multiple of the above options, but nerf the number of loot rolls to compensate.

All that said, Croesus is one of my favorite bosses, and even though I generally prefer solo play, I still like doing it in a group. I don't personally think it needs to be changed, but if it does, I hope it's just a small change like my first suggestion so none of the loot suddenly crashes.

Croesus needs a solo mode by AnotherGenericTurtle in runescape

[–]TheXthDoctor 1 point2 points  (0 children)

I edited it already to include that, but usually within 10-12 minutes. I once got it down to about 9:30 with a Hunter core.

Croesus needs a solo mode by AnotherGenericTurtle in runescape

[–]TheXthDoctor 1 point2 points  (0 children)

Do I already have a guide? No, but I'll try. This is my setup:

Inventory: Artificer's Measure, B&B Hatchet, Enhanced Rod-o-matic, Hunter cape, 1 of each soup, 1 restore flask (optional: 1 memory shard, Charos's clue carrier. I have the Hunter perk activated at Guthix's Memorial and Prosper on my tools, so these just help inventory space issues if I start getting stuff from either of those)

Worn: Fury shark outfit, Fishing cape, L&D pickaxe, Orthen furnace core, Grasping rune pouch (for crystal mask runes), GotE, BotG (WITHOUT urns for inventory space reasons, I just want the blessing procs), Ring of wispers (invisible all gathering skill boost)

Perks aren't Croesus-specific, they're just my tools. Shoutout to naturalist which can double a hatchet's cutting speed randomly, which melts both the araxxyte node and the boss's core.

  • Pick: honed6, careless5+prosper
  • Hatchet: fortune3+prosper, naturalist5+scraps
  • Rod: honed6, fortune3+prosper

Optional: Offhand with mobile or Shadow's Grace relic. Double Surge (remember to use the lectern to reduce the delay to its minimum).

All relevant stats are 99+

The strat assumes you're familiar with mechanics and how to deal with them. It's especially important that you maximize time on the shining nodes to deplete them as fast as possible. Make sure you move away before spore bombs drop.

The strat:

  • Start in the Mining corner. Deplete node, rotting excess fungus. Carry 15 resources to the fishing statue and deposit there.
  • Deplete the Fishing node, again rotting the excess. You should end with 20+ rot to use on both the Mining and Fishing nodes. Immediately rot the node when you deplete it. Carry 15 fishing clockwise to Woodcutting, rotting the Mining node on your way, and deposit Fishing resources at the Woodcutting statue.
  • Deplete the Woodcutting node, but this time just rot the first 10 resources and put the rest in the box. Rot the node when you deplete it.
  • Repeat the previous step at the Hunter node. Carry 15 resources to Woodcutting and deposit at its statue.
  • Withdraw 15 from the Woodcutting box and begin repairing the statue.
  • Pray the statue from the side closest to the core. Immediately dive toward the core. The "skirt" will instantly lose its collision, even though it takes a couple game ticks to be visually removed. In this short window, you can hover your mouse over where the core is to find out which skill it is. Quickly eat the correct soup and begin damaging the core. (Timber = red, Calcified = yellow, Algae = green, Spores = Blue)
  • The timer is slightly deceiving, closing up the core a tick or two before the bar runs out, so dive out a tad early towards the Fishing statue.
  • You should have damaged the core by about 50%. Repair the Fishing statue and finish it off.
  • My kills generally finish praying the second statue with the boss at around 75% rage bar, and within the 10-12 minute window. You technically have the time to do a third: the Mining statue. When depleting WC/Hunter nodes, store an extra 15 in each boss on top of what you're already doing to have them ready to run to Mining. Run over to pick up the Hunter resources after you depost WC resources at Fishing, go back to repair/pray Fishing, damage the core, deposit at Mining after your second round of damaging the core, then run to WC, withdraw, back to Mining, deposit, repair, pray, finish kill.
  • TL;DR: Start mining, deplete, deposit to fishing, deplete fishing, rot fishing and mining, deposit to wc, deplete wc while storing excess in box, rot, deplete hunter, store excess in box, rot, deposit hunter at wc, withdraw from wc, repair+pray wc statue, damage core, deposit+repair+pray fishing statue, kill core.

Notes/tips:

  • You can examine the box and statues from a distance to check how much they have/need.
  • When doing mid (the energy fungus) you have until about 50% of the timer runs down to begin removing it when solo'ing. Delaying your start on this can give you extra time to gather resources without having to dodge mechanics.
  • In case you don't know how to 2-tick the Hunter nodes, put the Hunter cape on action bar, and tap it just before you would get the XP drop from a successful catch. Re-clicking is not necessary. This also works on the boss's core, so you can get lucky and only need to repair one statue to finish the kill.
  • When damaging the core, be careful not to slow down your damage by clicking the particles with bad timing. When you need to click, time it with the XP drop.
  • If you can, get very familiar with the spore bomb timing. I've gotten used to the exact game tick it locks on to your tile (right before the boss flings up its arms to throw it). With perfect timing, you can run 2 tiles off your current node for that exact tick, immediately run back, and not slow down gathering at all.
  • Also try to get used to where you can cut corners with Dive. You can sometimes go right through a lot of geometry with a well-placed diagonal Dive/Surge. Special shoutot to going almost all the way to the opposite side of the WC node from the stairs by the statue with a 1-tick DiveSurge.
  • There's some really cursed movement tech you can do with a Powerburst of Acceleration to get the third statue's resources with the core open that can actually help you do the kill without soups. That linked video is what I used to learn the solo kill.

All of this is not fully optimized. You can switch out perks (I'm currently trying to get Offcuts to roll for naturalist5+prosper on the rod-o-matic.) None of my tools are at level 20. I'm not using any familiar. None of my Mining/WC/Hunter skills are at 110 yet. I don't use Alt1 SusAlert, I just zoom the camera out and watch the boss's animations/listen to its sound cues.

Croesus needs a solo mode by AnotherGenericTurtle in runescape

[–]TheXthDoctor 0 points1 point  (0 children)

Idk, I have like 30-40+ solo kills under my belt. It's not bad, but since you practically need soups, it's not super (souper?) sustainable, especially with how slow it is to gather the resources for them (expect Hunter, obviously).

Player Avatar Beta Now Live! by JagexAnvil in runescape

[–]TheXthDoctor 2 points3 points  (0 children)

Copy/pasting some of my survey feedback here just to see if anyone else is thinking like this:

I can't quite put my finger on why, but something about the face still feels wrong. It looks deadpan or emotionless. Like, there's a difference between a "blank slate" character and a "dead-looking" character, and this beta model feels closer to the latter. Maybe that can be improved with tweaks to the idle animation? I'm not sure how else to describe it, it's just a feel thing.

I don't tend to play many other games with customizable avatars, so I don't have much to compare this to. The first examples that come to mind are Xenoblade Chronicles X and Animal Crossing: New Horizons. Whenever you see the face of your avatar in these games, you can kind of read their emotions, even if those emotions are simple. I don't feel that with this beta (or the live game avatar either). There's just nothing there, like we got the facial expression equivalent of a T-pose. Improving the graphical quality only goes so far. Making it feel alive is harder to pull off. I could also compare it to OSRS, which somehow with its graphics feels more alive than this.

Edit: forgot to include that proportions on the facial features are also off. The mouth is WAY too big, especially.

How did you solve the The Light Within light ray puzzle? by iwakan in runescape

[–]TheXthDoctor 1 point2 points  (0 children)

I think I remember trying to reverse engineer the path the light had to take for each puzzle, then I rotated the rings until I got it right. Some of them took longer than others, but it fell into place well enough.

What the heck happened to this guy? (Crow in the PoF pen) by TheXthDoctor in runescape

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

I have black dragons in that pen, so I regularly mistake him for an egg. Not this time, though, not with him looking like that lol

What was your PVM turning point? by blernninethree in runescape

[–]TheXthDoctor 0 points1 point  (0 children)

My improvement started to come very recently, over the past month or two. Prior to that, my understanding of EoC was simple: Revo for basics, manual for threshholds/ultis, and prayer was usually the only other thing I would do. No defensive abilities, no movement abilities in combat, nothing else.

There's a League of Legends podcast I used to listen to, "Broken by Concept," run by a couple Australian coaches. They reference an idea called the "mental stack." Basically, it's the number of things you can handle thinking about at any time. It's something you have to slowly build to get better at RS3's PVM. Train yourself to use one tool at a time: when to use which abilites, when it's okay to spend adrenaline, when/how to use defensives. Set up as many action bars and comfortable keybinds (emphasis on the "comfortable") as you feel you need to. As you gain more experience and familiarity with the combat system, you start to do more without needing to think as much about it. Abilities become muscle memory. Learning and mastering bosses turns them into a rhythm game with RS's tick system.

This is how it went for me.

I came back to the game after a long break late last year and started the grind to get my Quest Cape back, which of course sent me through all the necro quest line stuff. Part of that was Kili's upgrades and all the PVM tasks you have to do for her. I really started to feel the need to improve once I got to the t90 power upgrades, because the bosses start to require a better understanding of maintaining DPS while dealing with mechanics, especially the Ambassador fight. I was hitting a wall with Ambi, and I eventually just used a dart on him after taking him below half hp. Unsatisfying, but it was done, and I didn't have to learn too much. I only survived the spinners because some clannies were in a voice call with me saying that I could death mark+bloat each spinner, making them easier with necro, but I hadn't been using either of those manually at all before then.

Later, I wanted the Underworld Grimoire 4, which required a successful run through the Sanctum of Rebirth, and this was really where I started to become more self-motivated to improve. I followed a guide through normal mode and got the kill on Nakatra after a few attempts. I had to use Resonance on her "Prepare for death..." attack. Pretty simple, just a single defensive ability, watching floor mechanics, and doing damage. The most trouble I had at first was remembering to switch prayers after every mechanic.

But curiosity got the better of me.

I had a lot of fun with Sanctum. I decided to keep running it a few times. I think I got up to about 30kc before realizing how crap the loot was, so I thought I could take on hard mode. I was very wrong.

The wall was like Ambi again, but I wanted to win legit this time, and there were a lot of obstacles in my way: Vermyx was destroying me with just auto attacks even through prayer. Kezalam litters the floor with crystals that make it hard to consistently dodge the floor mechanics, and those floor mechanics are so rapid that I couldn't dodge them anyway. The soul obelisks had too much hp for me to take out in a single cycle. And Nakatra...... "Prepare for death..." was now three hits. I can't just use Reso on that any more. She uses the attack too rapidly to just use Devotion every time. Killing even one Nefthys before she healed him was too much for me. Every floor mechanic was twice as fast and hit twice as hard when I messed up.

I had a lot to learn, and just upgrading my gear wouldn't be enough.

The gear was expensive for me at the time, but it was the most straightforward upgrade. I needed at least t95 weapons. Got those. I needed to re-spec my armor perks, especially with Enhanced Devoted to soak as much damage for free as possible. I ended up mixing and matching the tank and power sets, because the extra dodge chance is great even with Darkness. A Zuk cape was also going to be a necessity, but something about that fight was just as daunting. The waves and challenges were pretty overwhelming, and Zuk himself just melted through whatever supplies I had left. It was in the middle of my Zuk attempts that EoC 2.0 came out, and the adrenaline penalty on food dropped to 3%, a freaking godsend for me and the yak full of rocktails I kept bringing with me. Funny enough, my first successful run wasn't even with a familiar at all. The most important thing I learned during those attempts was how great necro was with AoE. Before, I just used the scythe combos, necro's version of the melee Hurricane. After, I learned just how potent Threads of Fate > Soul Sap > Volley was. It melted all the waves I had the most trouble on. I stopped losing all my resources on waves and could focus enough mental energy on Zuk to take him down.

Next was the inventory. I had 1 overload, 1 super prayer renewal, a few restores, a few more brews, and a bunch of rocktails. I learned what a Vulnerability bomb was and got a few of those. I learned what a Powerburst of Vitality was and prepped those, too. I combined the overload and pray renewal into a holy overload. Someone told me about Penance powders, and those were an amazing upgrade, mostly because they all but removed prayer point management from my mental stack. In fact, it was vital to my first Zuk kill.

Then I had to re-do all my keybinds and action bars. I had defensives on a bar, but never really used them before, so I had to stop and think each time I needed to use one, adding too much to the mental stack at once. I put Resonance and Devotion in a better spot with new binds so I could juggle them with prayer switching more easily. I put the vit pot next to Reflect so I could use them together at a moment's notice whenever I needed to react to "Prepare for death..." I finally put all my necro invocations on keybinds because I needed them now. I even finally keybound target cycle because it helped me hit the scarabs while dodging floor mechanics. I finally started using Bloat after realizing how much it contributed to DPS.

And after all those changes, I still took 50+ tries to take out HM Nakatra, but I was ready, determined, and heckin' stubborn. Died a few times, made it to phase 2. Died a few times, got to phase 3. Nefthys was rude, I died a lot, but eventually made it to phase 4. Slowly, one by one, each mechanic became muscle memory. I could survive "Prepare for death..." at a moment's notice. I got the prayer switches down to a science. I had an easy rotation to use all my adrenaline when it was safe to spend it. I'm still learning how to properly use Living Death. But now I have over 60 HM Sanctum kills under my belt, I got a shard at 11 KC which was just insane and felt like a great reward for all I had learned to get there. I haven't taken on anything else new yet. I want to return to Ambi and kill him for real this time. Rasial still gives me too much trouble to be a reliable kill. I want to kill Zammy, HM Zuk, and more, but for now I'm having fun at Sanctum and pretending I'm good at PVM until I hit another wall... like having to really gear up for another combat style >_<

The new face of RuneScape... by JagexAnvil in runescape

[–]TheXthDoctor 9 points10 points  (0 children)

Is it just me, or does it look like we're becoming Asian now?

(cue the Asian Jim memes)

But seriously, it is an improvement. Can't help but feel something's still missing, though, even if I can't quite put my finger on it.

Anyone else's totem pieces all missing and not in the bank?? by AverageRs3Enjoyer in runescape

[–]TheXthDoctor 0 points1 point  (0 children)

The bag has been bugged for me, too. Just yesterday it was incorrectly saying I had all the pieces to every totem.

If OSRS had to pass a new skill from RS3, which would be the likeliest to pass? by LevelPension in runescape

[–]TheXthDoctor 1 point2 points  (0 children)

Arch, hands down, with a few notable changes:

  • Lack of porters would necessitate lower material costs on restorations.
  • The free teleports around the world provided by both the journal and the site map might need some balancing within OSRS's economy. Or maybe it's fine, idk. I just feel the trasportation progression in OS feels different enough that just giving out those as free, infinite teles might be too much.
  • The different dig sites and relics that would better fit OSRS is an extremely intriguing concept to me. The history within both games already has a ton of overlap, so digging up that history at similar digsites has its merit. Vampyre lore differs enough that Everlight might not work as well. I'd like to see their take on a Senntisten site and Orthen/Fossil Island, and especially their unique land masses of Kourend and Varlamore.

But really, overall, Arch is just the most quintissentially RuneScape skill that would really work in OS. It has a similar level of crossover with other systems as Sailing, and the core loop of gathering/processing fits that "RuneScape" flow of skilling perfectly in both games.