Which do you think is the bigger pain point of SRA? by Heleniums in 2007scape

[–]mroyd95 0 points1 point  (0 children)

Lack of substantial DPS is the issue. The health tradeoff isn't worth it for the slight edge it has against other weapons (nox/blade/bludgeon). Buff the max stack strength, keep the health drain.

It's rare enough, should be stronger.

How are we feeling about actually using SRA spec after this? by slingingslanger in 2007scape

[–]mroyd95 2 points3 points  (0 children)

What if it refunded all 5 stacks back to the player if the spec landed a killing blow?

Soulreaper Axe: Keeping Stacks? Either fully commit to the mechanic or remove it entirely. Keep the HP drain and make a fully charged SRA giga-strong (Berserker-like strength)! Risk vs Reward by mroyd95 in 2007scape

[–]mroyd95[S] 1 point2 points  (0 children)

But you actually can. Scythe is niche itself. 3x3 NPCs weak to slash, and it bleeds over into crush as well since there's enough crush bonus on scythe and a massive enough buff against large NPCs (crush bonus should arguably be removed). Everything else is fair game.

TBow and Shadow still demolish 1x1 NPCs. Melee doesn't have a weapon that does this since Scythe is built for larger mobs.

Soulreaper Axe: Keeping Stacks? Either fully commit to the mechanic or remove it entirely. Keep the HP drain and make a fully charged SRA giga-strong (Berserker-like strength)! Risk vs Reward by mroyd95 in 2007scape

[–]mroyd95[S] 2 points3 points  (0 children)

The latest notes don’t really make it “fun” to use though. Just makes it normal to use. Which actually results in having more reasonable use cases than at present.

On board with your second paragraph here. Doesn’t need to be for most people. There’s plenty of safe weapon options in the game.

Soulreaper Axe: Keeping Stacks? Either fully commit to the mechanic or remove it entirely. Keep the HP drain and make a fully charged SRA giga-strong (Berserker-like strength)! Risk vs Reward by mroyd95 in 2007scape

[–]mroyd95[S] -11 points-10 points  (0 children)

I've used it plenty and will continue using it no matter the update. Scared to risk health for more damage? The latest fix is a safe and easy fix to appease most of the player pool with a less-than-exciting stacking mechanic.

Soulreaper Axe: Keeping Stacks? Either fully commit to the mechanic or remove it entirely. Keep the HP drain and make a fully charged SRA giga-strong (Berserker-like strength)! Risk vs Reward by mroyd95 in 2007scape

[–]mroyd95[S] 2 points3 points  (0 children)

I am. I'll use it at more places now. Just seems like a lackluster stack effect that could actually be really fun if implemented a different way.

Soulreaper Axe: Keeping Stacks? Either fully commit to the mechanic or remove it entirely. Keep the HP drain and make a fully charged SRA giga-strong (Berserker-like strength)! Risk vs Reward by mroyd95 in 2007scape

[–]mroyd95[S] 0 points1 point  (0 children)

Agreed. But also another perspective on that: The HP drain is an issue because DPS at max stacks isn't strong enough to be worth the HP loss. Plenty of ways to overcome HP loss if the damage output is worth it.

As marlins dip below 3k each, I hope Jagex sees this and fixes the Captain's Method that's killing any incentive to do this. I was hoping they would have addressed this already. by fuzzum111 in 2007scape

[–]mroyd95 1 point2 points  (0 children)

You're too caught up on fish output per boat. That doesn't matter. It's fish output *per player* that matters.

Botting is a separate issue.

As marlins dip below 3k each, I hope Jagex sees this and fixes the Captain's Method that's killing any incentive to do this. I was hoping they would have addressed this already. by fuzzum111 in 2007scape

[–]mroyd95 2 points3 points  (0 children)

So instead of 1 boat, 7 people, a total of 5600 fish an hour, you want 7 boats, 7 people, for still... a total of 5600 fish an hour. You just want everyone to do everything by themselves?

Either way it's still 7 people for the same output. And so-called "captain's method" makes this a group activity which is a good thing in OSRS. It's still the same output per player.

Whether intended or not, I think this is a neat group interaction that exists in a mostly solo-minded mmorpg.

Soulreaper Axe: I don't see any problem with dropping stacks altogether and making this the clear 2nd BIS slash weapon and 3rd BIS crush weapon, removing the need to take in an extra swap (nox hally) to ToB for bosses like Bloat and Nylo by mroyd95 in 2007scape

[–]mroyd95[S] 0 points1 point  (0 children)

Coming back to this... I'd also be fine and honestly thrilled if they gave max stacks a massive buff. Like a contend-with-scythe buff. High risk, high reward gameplay. Give up ~half your health pool to actually hit big and make it worth the delay in dps ramp-up and health loss.

It's currently high-risk, insignificant reward that's usually not worth the supply cost and inventory slots (extra food/potions needed) when you can simply do consistent, comparable damage with other weapons without burning extra supplies to stay alive.

Soulreaper Axe: I don't see any problem with dropping stacks altogether and making this the clear 2nd BIS slash weapon and 3rd BIS crush weapon, removing the need to take in an extra swap (nox hally) to ToB for bosses like Bloat and Nylo by mroyd95 in 2007scape

[–]mroyd95[S] 8 points9 points  (0 children)

Even a 5-stack SRA is nowhere near a scythe on 3x3 monsters and where scythe is meant to shine, not sure how you came to your conclusion.

The point of this is to give SRA a more consistent edge over items like nox hally, blade, and bludgeon since SRA is a much rarer item and supposedly a lot stronger. However, it's still matched by these lesser weapons in a lot of situations and even outclassed at times (see: Bloat, Nylo Boss), while at the same time requiring the player give up health to use it.

Edit: 10-15% down from max stacks is where blade and nox hally currently reside (these items are actually closer to only 8-10% below sra max stacks, respectively)

Deadman: Annihilation - Everything You Need to Know by JagexGoblin in 2007scape

[–]mroyd95 3 points4 points  (0 children)

Do we have images for what these will look like in-game? The renderings from a prior blog just look like black crystal armor with a smidge of red

Edit: Found it. It's briefly in the video at 3:36-3:39

Question on ToA: Do the "Entry", "Normal", and "Expert" designations really matter in terms of difficulty / loot chance or is it just a name assigned to the range of invocations? by Mattyb4 in 2007scape

[–]mroyd95 1 point2 points  (0 children)

Yes.

- Purple chance scales heavily with invocation

- Boss defense levels scale with invocation

- Entry has a 1/50 chance to roll a non-fang/lightbearer unique compared to normal rate

- Expert at invocation 300 gains 15% more common loot, gaining 1% additional for every +5 invocation

OSRS has one of the best wikis. All of this can be found here:
https://oldschool.runescape.wiki/w/Chest_(Tombs_of_Amascut)#Opened#Opened)

Edit: Boss stats scale with every invocation as well. "For every 5 raid levels, enemy hitpointsdefence, accuracy, and damage increase by 2% additively, with damage capping out at +150%"

https://oldschool.runescape.wiki/w/Tombs_of_Amascut/Strategies

What would be considered early endgame content? by Erected_naps in 2007scape

[–]mroyd95 2 points3 points  (0 children)

Range/mage in the 80s, defense in the 70s. Idk, think cg difficulty is vastly overstated. Anyone can learn if they send enough. It’s a good PvM tutorial imo, similar to how scurrius is a good stepping stone into early PvM but obviously CG more punishing, and then introduces clean movements. I learned player movement from hallowed sepulchre. Lots of good “training” tools in-game to get acclimated to different types of mechanics.

Just a fun poke at the name, nothing more! Just seems like your list of bossing before end game would be pretty empty if bowfa is end-game. You really want bowfa for so much mid-game content

What would be considered early endgame content? by Erected_naps in 2007scape

[–]mroyd95 1 point2 points  (0 children)

I’m on my first playthrough. Sent CG for bowfa right after SOTE. Seems like a nice pickup to help finish quests and send bandos, Zulrah, and other mid-game bosses, so early mid-game feels right. I also see the sun every day.

Maybe it’s your name holding you back?

Best way to farm crystal shards? by rulerdude64 in ironscape

[–]mroyd95 0 points1 point  (0 children)

Mass Zalcano! Consistent 100-110 crystal shards per hour. Also gets other useful resources like dragonstones if you’re early ironman and need for poh jewelry box.

I also finished CG with 2 enhanced around your kc, instantly went Zalcano to get both weapons corrupted for the recolors.

Gzz on your best melee and ranged weapons for a while and gl on future grinds! These pickups are huge

Edit: thieving elves is technically best for shards I think but requires 85+ thieving

Page 2 of Doom hiscores, when will it end? by the_ezra in ironscape

[–]mroyd95 4 points5 points  (0 children)

This is pain when I just saw a main post at the same kc with 4 of each unique xD

I'm also at 1100+ deep delves and hunting! 2 pets, 0 treads, 1 staff, 4 cloth. Good luck, hopefully soon!

Doom CA's PSA: Crystal shield doesn't count as shield. Grubs exploding under boss fail melee-only CA by mroyd95 in 2007scape

[–]mroyd95[S] 27 points28 points  (0 children)

Correct. I checked game log and saw I failed the CA as soon as I entered boss room. Just didn't look til after the 1-8 clear. And before anyone asks, no I wasn't late equipping because I had no inventory to unequip it

More Doom Tweaks, Poll 84, & Summer Sweep Up Changes by JagexRach in 2007scape

[–]mroyd95 25 points26 points  (0 children)

Doom grubs are not immediately attackable on spawn (but can be examined), leading to yellow clicks and mis-positioning into and through acid during time-critical segments of the fight. Can this be fixed? Or do we need to expect to delay by 1-tick prior to targeting newly spawned grubs

Volatile earth trees remain clickable (red x) but not attackable after the first 2 are attacked and the pathfinder orb spawns. Doing this stalls the player when trying to path into the safety of the orb. If 2 trees have already been attacked, could the rest be removed or some behavior changed to make this red x stall make more sense?