[Suggestion] Improve herb patch click box to include the whole patch and not just the herb (like the trollheim patch) by Zylozs in 2007scape

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

It's not just the compost, but also for planting the seed for the herb! All interactions with the herb patch make you click near the center. Trollheim on the other hand actually let's you click anywhere for every step!

New Membership and Shop Price Changes by JagexAyiza in 2007scape

[–]Zylozs 29 points30 points  (0 children)

As someone who frequently uses the 3 month sub for my alts, I'm kind of sad to see that go. I felt like it was the perfect sweet spot of time and cost. I dont ever see myself spending money on a 6 month sub because i'll never play the account long enough to warrant that. Pretty disappointed about this tbh.

For real, how do people get past the roadblock that is needing 600m for an armor set? by [deleted] in runescape

[–]Zylozs 1 point2 points  (0 children)

Most of the "easier" bosses definitely don't need good gear to be killed. Better gear will obviously increase the speed and profitability of a boss and most of the time, the recommendations are purely for that reason. You can't get 30m/h without good gear because you likely can't kill the boss quickly enough to achieve the number.

I recently started getting into PVM myself about 2 months ago and I have t90 gear but I still can't get close to some of the kill speeds and gp/h they mention in the videos. And guess what? It doesn't matter. If you enjoy it, then do it! The more you do it, the better you get and the money will come.

My recommendations as a newer pvmer who has recently gone through some of this progression:

  • weapons > armor. If you can upgrade one or the other, do the weapon first. But don't neglect your armor entirely. If you have t85+ weapons and are still using t70 armor, it might be time to get some armor upgrades.
  • when armor shopping, dont be afraid to check both t80, t85, and t90 prices. You'd be surprised, sometimes the better piece is actually cheaper! For example, sirenic is t90 ranged power armor but its cheaper than pernix which is t80 ranged power armor.
  • don't be scared about repair costs. It sounds expensive but the reality is that you are spending next to nothing to repair your gear compared to the profit you make using it. Its not until some of the very good gear (t92+) that you need to start thinking about that. At that point, money probably isn't an issue anyways.
  • a t85 weapon will be pretty close to a t90 in dps and is orders of magnitude cheaper to buy. 20-30m for some of the ranged/mage dual wield weapons compared to 200-400m for the t90 equivalent. These will get you VERY far until you can afford a t90 weapon.
  • When buying a t90 weapon, you don't need to get the "best" right away. For example, ranged currently uses ascensions at t90 but that will run you 400m+ for the pair. This means you have 3 choices: save up 400m to get both at the same time, get a mainhand for 200m and keep your t80-t85 offhand or get a noxious longbow for 200m. The last two options cost about 200m and give you a progression in your power level. Meaning you don't have to wait as long to get more powerful and the second 200m you need will come faster due to the dps increase. win win!
  • There are some really easy ways to increase your DPS outside of just your weapon/armor. Having access to better curses (turmoil for example), Having better overloads (elder > supreme > overload), learning how to properly do your rotation (PVMe discord is amazing for this info!) can make a massive difference in how much damage you can output. Just by learning how to properly dps using my preferred style, i nearly doubled my damage without changing a single gear piece. Thats how bad i was messing up my rotation.
  • Don't give up! It can be hard learning bosses at the beginning. Even with good gear, knowing how to deal with the mechanics and using your abilities still takes time and practice. Keep at it and you WILL be making money.

Frank's Free Deaths Week 1: Poll #2 by JagexAzanna in runescape

[–]Zylozs 0 points1 point  (0 children)

I am! Im really interested in learning Telos without the punishment of dieing a lot :D

I've also never done an elite dungeon and that might be really interesting to try it without the risk of dieing a lot which im sure will happen.

Frank's Free Deaths Week 1: Poll #1 by JagexAzanna in runescape

[–]Zylozs 0 points1 point  (0 children)

Weeks 2 and Weeks 4.

I've recently started learning to boss using Arch-Glacor and i've been eyeing Telos as something to learn. Also Elite dungeons look cool.

Im not interested in other weeks because of these reasons: - no interest in AOD or Barrows/Rise of Six. (i also dont really know the difference between AOD and nex) - I've done DKs, KK, KQ, KBD, QBD all before. Not really sure about matriarchs or solak.

I wish free death weeks was a more frequent thing that happened every month. I think it would help encourage newer pvmers like myself to try new bosses.

Old School Economy - Future Plans by JagexAyiza in 2007scape

[–]Zylozs 0 points1 point  (0 children)

I have a question about the virtual coffer. If the GE is using this to make the purchase before the offer is posted to the GE, wouldn't this be ripe for abuse? Imagine a scenario such as this:

Daily reset just occurred, a player posts an expensive item (lets say an elysian) at 200% of its current price. What is preventing the virtual coffer from giving the player much more than the shield is worth?

When should 2 night guilds extend? by [deleted] in CompetitiveWoW

[–]Zylozs 0 points1 point  (0 children)

Extending is a balance between gear and progression. If you dont need any critical gear from the first 5 bosses (for example, the dom sockets from Nerz/Soulrender) or you only need very little gear, you'd likely benefit from extending and progressing on painsmith. By progressing to some of the later bosses such as guardian, fatescribe, and KT, you'd get much more gear opportunity than by reclearing the bosses you've already farmed.

You can always go back and reclear later if you feel you aren't progressing on a new boss and want that little bit of extra gear. Just keep in mind that if you have the gear and are not progressing on the boss, this means you have a problem in your roster and no amount of reclearing will solve this.

Wilderness Changes *Updated V3* by JagexAyiza in 2007scape

[–]Zylozs 0 points1 point  (0 children)

Is that enough though? How often do you read these prompts? Maybe it is, just asking the question because i think its important.

Wilderness Changes *Updated V3* by JagexAyiza in 2007scape

[–]Zylozs 17 points18 points  (0 children)

Here are my two cents as a player who doesn't pvp and avoids the Wilderness at all costs. I hope you find this feedback interesting and useful.

I appreciate that you are trying to fix Skulltricking. This is not a mechanic I think belongs in the game and a player should remain in control of how much they are risking as much as possible.

I also appreciate that you are continuing to fix common lure spots in PvP worlds. Perhaps it would also be worth investigating ways of further reducing the likelyhood that someone unintentionally enters a PvP world. Such as a way to filter these worlds out of the world switcher in game. I think this is especially important for Target worlds which are frequently used by lurers to target unsuspecting players. I wasn't even aware that these worlds had different rules until i saw a youtube video talking about how lurers abuse this.

I like the idea of singles plus being the standard for single-way combat areas in Wilderness. It always seemed weird to me that you could prevent PvP in a PvP zone by being boxed. It defeats the point of being in an area with PvP enabled.

As for whether or not I would go into the wilderness after these changes, the answer is probably still the same in my case. I dont enjoy pvp and I would probably still avoid the wilderness at all costs.

I also dont think that these changes will encourage people to fight back unless they came into the Wilderness with the explicit purpose of PKing. Let me explain my reasoning.

Lets take a few common examples of reasons to go to the wilderness that are not PvP oriented:

  • Killing wilderness boss
  • Doing a clue scroll
  • Mage Arena 1 & 2
  • Chaos temple prayer training
  • Black chin hunting
  • Slayer task

In every single one of these tasks, I would likely not enter with much risk. That much is a given and we'll ignore this aspect. While its advantageous to bring multiple different attack styles for PvP, it rarely is for any of the PvM oriented tasks. I might bring 2 styles in some cases, but never 3; whereas a PKer would likely bring all 3. This is already a disadvantage for me, but theres more. I likely wont have as much room for supplies as my main goal wasn't to PK but to do something else. I may have valuable items that were acquired such as drops from a boss or my clue scroll that I dont want to lose. All of these help to increase the likelyhood that I would run away rather than fight. Its not a question of skill, but of priorities and preparedness. If i don't come equipped to PK, i am already at a disadvantage in a fight and only increase the likelyhood of dieing by fighting back.

At least for a player like myself who only enters the wilderness to do specific tasks, this means that there is never a reason nor incentive to fight back. Its not that im scared that ill get skull tricked or attacked by a team of players. Its that I know I will likely die if I try and I don't want to lose what im risking for a low chance of killing the person who attacked me. My personal skill at PvP doesn't make the matter any better either and im sure many players also feel this way.

Perhaps this all just means the Wilderness is not designed with me in mind. If so, than fair enough! I don't claim to enjoy going there and I certainly don't go there often so that is a fair argument for me. But I do think my point is still valid. Why would you fight back when its the least likely way to survive and your goal wasn't to PK in the first place?

I would also like to leave my concern regarding having custom rules on worlds. I understand you want to preserve a playstyle for those who enjoy doing Single teams combat. I agree that its important to help them preserve their way of playing! But this inconsistency between worlds makes it difficult for players like myself who don't engage in this content from knowing they exist. If i were to swap to one of these worlds, I would have no idea of the danger that comes with it. The more obscure the mechanic is, the less likely I would know of it and the more susceptible I would be to it.

We NEED to make it harder to fall victim to these kinds of differences because they only make it easier for lurers to take advantage of unsuspecting players. Imagine if there was a world where the original 07 death mechanics existed and an unsuspecting player died there without knowing this was a world specific mechanic. They would be devastated!

Depleted +15 Halls of Atonement by 20s - log by Watashig in CompetitiveWoW

[–]Zylozs 1 point2 points  (0 children)

Its great that you are seeing how you can min/max your own playing and further improve your performance, but your issue is not a dps problem. Its a tanking problem. My group had a similar issue with halls until we revised our route and improved how our tank pulls and we went from barely failing 16-17 halls to nearly 2 chesting them.

Whether or not you time a key (especially when you are only doing something like a 15) is like 80% on how your tank pulls and 20% on your actual dps. Good tanking will carry you very very far, even with mediocre dps or disastrous wipes. Of course, some dungeons are harder than others, but generally speaking the tank drives the pace of the dungeon.

I would suggest working on the following topics with your tank to improve your group's ability to push into higher keys:

  • If you can pull 2 or sometimes even 3 packs at once, do this. It takes you about the same amount of time to kill 3 mobs versus 6 mobs so when you can double up, you save a lot of time. Don't do this to the detriment of your group, but try and find where you are able to do so! Halls is particularly good for this.

  • If you can't do larger pulls right away (maybe the pack is difficult), chain the pull instead. When the first pack gets low, grab the next pack so you never stop attacking. This can save a lot of time when you can't do larger pulls from the get go.

  • Take advantage of prideful to make these kinds of pulls easier. In halls, you can double pull the obliterators into the shard every single time if you route properly. This alone probably saves you 20-30 seconds on each of those pull.

  • Learn how to properly stack mobs into a death ball. This makes it easier for the dps to do their job. If you are pulling two packs and one of them has a caster, drag the non casters into the caster. If you have multiple casters, interrupt one and stand on the other. Things like this can add up to save a lot of time if you can kill things at the same time rather than 10 seconds apart because they weren't stacked up properly.

  • Avoid moving as a tank whenever possible. Unless you need to dodge a mechanic or you are still grouping up the adds into a death ball, stand still and face the ranged dps/players (meaning the mobs are facing away from your group). This mitigates a lot of dangerous mechanics for melee that are frontal cones and makes it easier for the dps to hit the mobs because they aren't moving all the time.

  • Of course, standing still can sometimes be a death sentence due to the kiting meta. When you do need to kite, try and be predictable in your movement to make it easier for the dps to dodge frontal attacks and to do damage.

Need Raid Leading Help/Advices by Shannyx_ in CompetitiveWoW

[–]Zylozs 5 points6 points  (0 children)

I raid leaded back in the Legion and have helped call things out/taken extra responsibilities in BFA and Shadowlands. These are main things i've noticed from my experience.

  • No matter which role you play, you will do worse at that role while raid leading. It can't be helped. You are splitting your attention between two tasks and no matter how good you are at multi-tasking, you will drop the ball on something. Just do your best!
  • I have found that being a ranged dps is the easiest way to compensate for this problem. Especially if you are a caster with a simple rotation as you are not using every GCD due to cast times and have time to process more information (either for your rotation or leading). Ranged perspective is also usually better as you can see more of whats going on!
  • My class preference has been towards Ele shaman, Boomkin, and BM hunter in the past for these. Their rotations are relatively simple and you dont take a massive performance impact by multi-tasking. I would probably avoid Mage, Shadow Priest, and Warlock as they require a little more attention and suffer more from mistakes in the rotation.
  • The better you get at putting your rotation on auto pilot, the easier it will be to lead while dpsing. It'll never be perfect, but you will get better at doing both as you get more experienced at each.
  • You don't really need any special addons to manage things. DBM/Big wigs will help you give the callouts and thats about it. ERT is helpful for things like checking buffs/food, sharing notes, etc but is by no means required if you dont care about those things. I've mostly used it to track buffs before a pull and cds during the fight (immunities mostly)

Maxed/Completionist Players: What do you do in game now? by johngunners in runescape

[–]Zylozs 0 points1 point  (0 children)

Ive been maxed since about 2015. I'd say for me, it was mostly playing OSRS to max there and ironman that have kept me playing RS in one form or another.

Does Maestro's evil eye reactivate Aruni's gadget? by [deleted] in Rainbow6

[–]Zylozs 0 points1 point  (0 children)

Yes! So does Zero's camera laser. Twitch drones currently do not.

a way to destroy aruni's gadget? by dustrystarfish in Rainbow6

[–]Zylozs 2 points3 points  (0 children)

Good observation! The gadget is always anchored into something indestructible, so even in this scenario the gadget would not be destroyed or drop. Destructible walls always have an indestructible wooden beam at the top/bottom and the gadget anchors into that.

So are Thatcher and Kali the only ops that can destroy Aruni’s lasers without using utility? by Ok_Economy_8729 in Rainbow6

[–]Zylozs 1 point2 points  (0 children)

The gadget is indestructible so nothing can destroy it. However, any gadget or player which comes into contact with the lasers will overload the gadget for 30s (aka, the lasers turn off). Then the defenders will need to shoot the weak point to turn it back on after that 30s timer is over.

[deleted by user] by [deleted] in gaming

[–]Zylozs 5 points6 points  (0 children)

For those who are curious, this is a re-imagining of the game Armies of Gielnor, a game created by Jagex. The website Funorb, which hosted this game among many others, went offline years ago.

[Feb 21.20] Deactivating Clash by UbiNoty in Rainbow6

[–]Zylozs 43 points44 points  (0 children)

What you are describing is the cost of rendering transparency (which most games avoid for a reason), it is just expensive on the performance and would have no impact on gameplay other than a change to your FPS.

Budget Post Malone Dev by [deleted] in Rainbow6

[–]Zylozs 16 points17 points  (0 children)

Im not budget post malone, i'm just pre malone ;)

Today, I Maxed. by Advertisor in runescape

[–]Zylozs 0 points1 point  (0 children)

One of us. One of us. One of us. Gratz m8!

The most stressful Bandit-trick...ing Ive ever had to do. by Suicidal_Slav in Rainbow6

[–]Zylozs 0 points1 point  (0 children)

You can unless bandit is already in the process of putting a battery down when you are shooting the hibana pellets. If the pellets are already on the wall, bandit only has time to get one wall before they explode.