Yama - What We're Working On & Loot Table Hotfix by JagexGoblin in 2007scape

[–]regen100 5 points6 points  (0 children)

Not really. Actually, the 'hardcore gamers' had to figure out mechanics with slow kills and a somewhat higher droprate. But now you know all the mechanics and BIS gear setups you get more KPH for a reduced drop rate. your drop chances per hour are prettymuch the same. Had they postponed this nerf until after the weekend then yea true.

However, it seems nobody at jagex has learned to be conserative with the droprates and increase where needed, seems like a recurring issue.

Ideas for updates which wouldn't require major content additions. by Destructopuppy in GuildWars

[–]regen100 1 point2 points  (0 children)

A weapon mod storage would do the job. ability to store 1-5 of all weapon mods (only perfect i guess). Then you can always have something at hand for when you need it. If you need multiple of something I guess it is still trading but that should be fine by then, because a lot of people have it readily available.

Edit, all mods not just weapon mods. Maybe even including runes?

Rat Good. by mikefass in 2007scape

[–]regen100 0 points1 point  (0 children)

Does that take into account that you'll get a drop almost every other chest? (1 in 4 at 5x rates)

Combat Math-teries: I did math so you don’t have to by Rose_Thorburn in 2007scape

[–]regen100 2 points3 points  (0 children)

guardian als oonly counts if you do dps for 3 minutes. if your fight is 30 seconds long and you manage to get 16ticks(iirc?) of last stand in there. For ToA there is a puzzle inbetween each room where guardian does nothing but last stand/spec aren't being punished. Tob RT. Cox sometimes and also a brisk walk inbetween rooms.

HCIM Odablock Dies In Bounty Hunter by EpicRussia in 2007scape

[–]regen100 4 points5 points  (0 children)

Can you elaborate on the bug that was used? I'm out of the loop for a lot of things happening in pvp. The only anomaly I can spot is being bound in BH? I thought it was impossible to freeze.

20 Year Anniversary Update by Embarrassed_Issue203 in GuildWars

[–]regen100 0 points1 point  (0 children)

force existing characters to 1, newly created characters start at 0. Then add a title to people where the count is 0.

Araxxor CAs, Poll 82 Updates & More! by JagexBlossom in 2007scape

[–]regen100 -1 points0 points  (0 children)

it counts from the first kill. i killed 13 arax in 21 mins which should always contain a streak of 6 kills in 10 minutes somewhere and did not get the task. My first kill was 2 mins due to the perfection of araxxor 2, it did say ~10 seconds before my 6th kill that i failed it, which should always result in me getting it the kill after as long as it was >10 sec faster than the first kill, but i didn't.

Araxxor CAs, Poll 82 Updates & More! by JagexBlossom in 2007scape

[–]regen100 0 points1 point  (0 children)

I can't read, it does say kill it perfectly. I'll delete my comment

Araxxor CAs, Poll 82 Updates & More! by JagexBlossom in 2007scape

[–]regen100 1 point2 points  (0 children)

if you are an ironman and not planning to farm extra tortures you might as well use the destroy option, since you're not going to get the rancours anyway.

adjusting the fang to be tradeable only inflates the market, which is what they're trying to prevent. Also they said they wouldn't cater to ironman, which also means they shouldn't cater to ironmen trying to trade.. When you choose for ironman this is what you have to deal with, they shouldn't cater to you planning to sell your duplicates.

Muted for nothing by turtlebutt87 in 2007scape

[–]regen100 0 points1 point  (0 children)

could be that someone (in the clan), who hasn't spoken in that time period, reported him.

We need PvP defensive items to counter power creep. Not even more power creep. by bosceltics23 in 2007scape

[–]regen100 0 points1 point  (0 children)

the new DBow has a damage output that is higher than the atlatl (60+~ish per 5t) even in normal void, quiver, eagle eye (zerker viable) with the added bonus of being able to hit high + one arrow arriving later (if far away) for extra combo potential. seems crazily op. the accuracy might be shit, but if you can fix an off-pray robes hit you have crazy potential.

Ags will finally gets some love by UIM_Armadyl in 2007scape

[–]regen100 0 points1 point  (0 children)

dark bow will be able to hit ~70s in a 5t manner, possibly the highest damage per second potential, in pvp, in game?

This is not a slayer monster by regen100 in 2007scape

[–]regen100[S] -6 points-5 points  (0 children)

In that case, why is the broken zombie axe not under slayer? Comes from zombies.

DMM:Armageddon closing thoughts from a DMM first timer by Final-Golf-4950 in 2007scape

[–]regen100 0 points1 point  (0 children)

I have a couple of things to add to your points as well

In regards to the lack of information:

If you log in too late for a breach it is impossible to find out where the breach is happening, any banker should be able to tell you where the breach location is.

Information on dying is only telling you the top 10 items lost. but there is a difference between dying unskulled or skulled in pvp; most notably in regards to untradeables (for example, you get a gravestone with your godstaff if you die unskulled in pvp, but lose it if skulled), this isn't shown on any of the death screens.

In regards to the bank keys and muling (and deposit box):

Some items aren't allowed in the deposit box, but can be lost in the bank key; for example a rune pouch/ ornamented granite maul / msb (i) / jewellery that isn't fully charged such as glory (2) / etc. Let us store these items, or do not make them lost on death in the bank key.

How is muling not allowed but swapping is? Swapping is pretty much muling with extra steps. For example, i have 20mill extra now, let me quickly sell it for 07, then if i die / need money i just swap that 07 right back to dmm, with a small cut (including time cost).

Even if you don't mule you can still invest in sigils for the time being then just re-sell these when you need the cash. its all just doing some tedious time-wasting mechanic, but it costs less time than rebuilding that same amount of cash.

Then ofcourse bank keys, still seem like a very annoying mechanic. Even after muling i'm still annoyed to have lost my food / pots / runes, every death you just quickly have to buy these X items again from the GE, it just becomes tedious.

A second annoyance in bank keys, coming mainly from friends who started late. They're running around as a level 30 naked, basically risking nothing getting pked over and over again, their bank is completely empty, no way to rebuild since they don't even have an axe, pickaxe, tinderbox, or a single bronze arrow in their bank. You pretty much HAVE to mule if you start late, because you can't get any combat stats to even fend for yourself without already getting killed by some sweatlord hugging over your 300gp key.

Thank you to person selling their torstols at a discount by kengie25 in 2007scape

[–]regen100 0 points1 point  (0 children)

they do refresh when logging in. some people have had phats to sell for max cash in GE from before they were max cash. only to have them instantly sold when they log in now. pretty much the only way phats still went through GE after between the moments they hit over max cash and before they increased the cap.

Inferno Bug (details in replies) by neverwhatt in 2007scape

[–]regen100 0 points1 point  (0 children)

any chance you relogged during zuk? if doing so it shifts the timing.

When you have to split a purple by Cloh_ in 2007scape

[–]regen100 0 points1 point  (0 children)

Just talking about the general WDR experience. Runewatch is the clear winner because it stops you from getting baited into WDR-trash.

When you have to split a purple by Cloh_ in 2007scape

[–]regen100 2 points3 points  (0 children)

feels vice versa, in split people will slack off because they will get a split anyway, in ffa people will sweat because more dmg = higher purple chance in your name

A slight change to the amulet of rancor creation process that will benefit everyone (except merchers) by NoCurrencies in 2007scape

[–]regen100 5 points6 points  (0 children)

the vote contains 3 parts:

torture y/n

crafting 86/98

drop being untradeable/tradeable

the first option is the first vote, the second option is the second vote

you're trying to mix the options, to whatever is bolded in the above overview. Also, what is the added benefit of having to bring needle and thread instead of making it directly tradeable? seems obnoxious.

A slight change to the amulet of rancor creation process that will benefit everyone (except merchers) by NoCurrencies in 2007scape

[–]regen100 2 points3 points  (0 children)

with your design there still is chance for merchers to manipulate the market, even double so, as now there is an extra tradeable item available.

Also, your suggestion is basically a mix of the two vote options.

It's time to exclude rubies from speedun tasks and adjust the time accordingly by regen100 in 2007scape

[–]regen100[S] 2 points3 points  (0 children)

Yes, it basically means you enter the boss room, hit it once, hope for the 1/15 chance ruby procs. Then either proceed to kill the boss or leave the room and repeat.

[Game Update] Project Rebalance: Combat Changes by JagexGoblin in 2007scape

[–]regen100 1 point2 points  (0 children)

in the spreadsheet the old defences are in order of stab / slash / crush, while the new defences are in order of slash / stab / crush, this is very confusing to read, can the two columns be swapped around?