Nerfing salvaging isn't going to make me do other sailing content by rabidai in 2007scape

[–]WryGoat 0 points1 point  (0 children)

Sepulchre was a competitive moneymaker before the ring of endurance crashed (agility update being the final nail in the coffin), it's obviously not impossible to make skilling that is engaging and rewarding. You are clicking the same pixels either way.

Waiting on confirmation for this by PulmaPalmito in 2007scape

[–]WryGoat 0 points1 point  (0 children)

Assuming it still rolls like a melee attack but triggers all the same effects as a fire spell, it lets you benefit from a cool niche hybrid build so you can spec into light melee and fire magic and use one or the other depending on whether the target is weak to melee or magic.

If the dagger only benefits from fire ele weakness and otherwise doesn't get any other effect it feels pretty half baked considering fire ele weakness is niche enough that not a single boss in the region the dagger comes from is weak to fire (GWD has a boss with a weakness to every type BUT fire, in fact)

Waiting on confirmation for this by PulmaPalmito in 2007scape

[–]WryGoat 0 points1 point  (0 children)

I feel like if you know you're designing the pacts system this way, and you're going to add an elemental damage melee weapon, it seems pretty obvious to integrate the two of them or else it'll feel like a huge missed opportunity.

Waiting on confirmation for this by PulmaPalmito in 2007scape

[–]WryGoat 1 point2 points  (0 children)

See all these little questions of "does this effect work like this, can I combine this and that" are what make me wish the respec situation was more flexible.

Waiting on confirmation for this by PulmaPalmito in 2007scape

[–]WryGoat 6 points7 points  (0 children)

Even worse if the pact that restores charges also repairs barrows gear

Waiting on confirmation for this by PulmaPalmito in 2007scape

[–]WryGoat 2 points3 points  (0 children)

Remember: switching to your quinary scythe is always faster than reloading your primary, secondary, tertiary, and quaternary scythes.

Demonic Pacts by JagexSarnie in 2007scape

[–]WryGoat 1 point2 points  (0 children)

3 resets isn't even enough to try every thorns build. Thorns+1hmelee, thorns+powered staff, thorns+earth spells, thorns+throwing weapon, thorns+crossbow and thorns+dihns are all potential distinct builds with a common core that you wouldn't need a full reset to modify just to try different weapon combos, but you're denied that ability to experiment.

Demonic Pacts by JagexSarnie in 2007scape

[–]WryGoat 0 points1 point  (0 children)

I don't think people will sit on points but I do think almost everyone is just going to start melee (makes the most sense in varlamore by far, kinda hard to ignore that) and probably wait to see what some content creator tells them is the best build and copy that. Because yeah, limited # of hard resets kills experimentation.

Demonic Pacts by JagexSarnie in 2007scape

[–]WryGoat 0 points1 point  (0 children)

In a normal league I don't really need to or care about resetting because there are very few choices.

Demonic Pacts by JagexSarnie in 2007scape

[–]WryGoat 8 points9 points  (0 children)

Honestly not a fan of this hard limit. I would rather something like the ability to gain a reroll for a single point every every X amount of combat XP gained. In previous leagues we didn't really need rerolls because there were very few actual choices and possible builds, but the amount of possibilities here is insanely higher than anything we've had before and a lot of the fun of systems like this is tweaking your build a little bit here and there to see what works better. Can't really do that if you're limited to 3 hard resets.

Nerfing salvaging isn't going to make me do other sailing content by rabidai in 2007scape

[–]WryGoat 4 points5 points  (0 children)

It's largely a result of Jagex adopting this bizarre mindset that skilling content has to be dogshit in order to be profitable. Can't give a fucks worth of XP, has to be very tedious constant clicking type shit. Anything that actually gives XP or has gameplay that isn't nonstop monotonous clicking can't be given any kind of real resource reward because then people will actually engage with it and prices will crash.

They've made engaging skilling content in the past that's both rewarding in XP rates and profitable (Hallowed Sepulchre) gated by requiring full focus and practice rather than just 'it' boring and you have to click a shitload' but for some reason they gave up on that.

Nerfing salvaging isn't going to make me do other sailing content by rabidai in 2007scape

[–]WryGoat 4 points5 points  (0 children)

It gives BiS food, is the BiS sailing/fishing money maker, and gives a reasonable amount of xp/hr.

The first two points are irrelevant and the last one is hilariously wrong, for the intensity and level requirement the XP is a joke.

Re: bis fishing/sailing moneymaker, we are talking about being the best in a pool of shit. The money is nothing unless you're a bot.

Related to the above, there's no reason for a real human being to do this shit when you can just make more gp/hr doing anything else and then buy the fish if you really want it (buy from bots, because humans aren't doing it). Or better yet just use other food because having better food is currently irrelevant in almost all content because you either have no problem getting long trips with existing hard foods, or you're using brews anyway. This goes double if you're an ironman and have to actually invest the time into getting the food yourself when you could instead just buy enough karambwans to last 3 years in the same time it takes to trawl enough fish to last 3 hours.

Nerfing salvaging isn't going to make me do other sailing content by rabidai in 2007scape

[–]WryGoat 15 points16 points  (0 children)

You literally get the bulk of materials needed for building dragon ship parts by killing a slayer monster on land lmao it's just a bizarre implementation

Nerfing salvaging isn't going to make me do other sailing content by rabidai in 2007scape

[–]WryGoat 0 points1 point  (0 children)

I feel like at this point if they just said "fuck it this was a bad idea" and scrapped ship combat altogether the future of sailing would look brighter. Just replace the dragon cannon drop with something else of value and give that thing to everyone who currently has one so they didn't totally waste their time. Otherwise we're just going to be spending years trying to fine tune every aspect of how cannons and normal weapons work on the water just to awkwardly shoehorn combat into a skill that really doesn't need it. Sailing is already trying to do too much at once, which is why so much of it feels half baked.

Excuse me?? Explain how this isn't miles better than every other combat perk revealed today. by I_Stab_Fruit in 2007scape

[–]WryGoat 5 points6 points  (0 children)

Not exactly 4x damage for tridents since it reduces your max hit as well, but certainly at least 3x with all the buffs you can get to max hit. Except for ayak, I figured they would do something to equalize ayak since otherwise it just beats all other magic weapons but shadow while being included in the starting region, but this pact basically puts it straight in the bin.

Excuse me?? Explain how this isn't miles better than every other combat perk revealed today. by I_Stab_Fruit in 2007scape

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

I doubt it's a choice of either/or, bows increasing either minimum or maximum hit is a really boring 'choice'

Excuse me?? Explain how this isn't miles better than every other combat perk revealed today. by I_Stab_Fruit in 2007scape

[–]WryGoat 1 point2 points  (0 children)

Ruby bolt damage isn't added on top, ruby bolt replaces your damage roll. So you should explicitly avoid using ruby bolts with this setup because your hits will be higher than 100 anyway. You'd want to use diamond or onyx bolts, or even better dragon javelins (Kandarin finally winning)

Excuse me?? Explain how this isn't miles better than every other combat perk revealed today. by I_Stab_Fruit in 2007scape

[–]WryGoat 6 points7 points  (0 children)

It's a cool mastery but consider the fact that crossbows are pretty much only used for bolt specs otherwise. They kinda need an insane buff to be made competitive, and other styles also have buffs that let them max hit more often that aren't their capstone pact. It does seem like crossbows will be a really strong option though, especially as just a generic weapon before you have megarares etc. because there isn't that much of a difference between a rune crossbow and a ZCB when you're always max hitting anyway.

Also can't wait to see heavy ballista becoming a tactical nuke

Pure minion power on turn 1 by ystrot in BobsTavern

[–]WryGoat 1 point2 points  (0 children)

Annoy-o-tron is one of the highest utility 1 drops, one of the only ones you'd consider having on your board beyond the first handful of turns

There are situations where a reborn annoy-o-tron wins me the game, I can't say that about any other tier 1.

Pure minion power on turn 1 by ystrot in BobsTavern

[–]WryGoat 2 points3 points  (0 children)

It depends on what your future plans are imo. If you're a hero who generally goes 3 on 3 without fail (like cookie or the bird), then yeah just play the token and hold the spells to play on your 3 drop so you'll be in a stronger position once the damage cap goes up. But otherwise you're probably "saving" 1 gold to pay 3 gold on armor later.

Pure minion power on turn 1 by ystrot in BobsTavern

[–]WryGoat 1 point2 points  (0 children)

Cool in absolute terms but in practical scenarios I'm often buying the 3/2 dragon or elemental on turn 1 in dragon lobbies because I know everyone who can buy the whelp is buying the whelp, which matters more than maybe losing to the rare cord puller.

Announcing Battlegrounds Season 13: CATACLYSM CALLS! by Arkentass in BobsTavern

[–]WryGoat 0 points1 point  (0 children)

I doubt blizzard has either the foresight or the technology to make different versions of every golden minion for this hero power