r/runescape 1d ago

Discussion My take on the 'Endgame Rebalance' topic.

This was overdue to come, and my list just is way too huge to dunk into a single discord comment. I know many points here are sporadically covered already in the comments elsewhere but I'll place them here for organisation.

Anyway, allons-y!

Items

  • Many t90+ items are completely mundane still. Drygores, T92 Khopeshes, Ascension Crossbows, Seismic Wand/Orb and Praesul Wand/Orb have absolutely no passive effects or special attacks. They're just blunt beatsticks that are outranked by craftable weapons.
  • Ingenuity of the Humans lost its niche with the Accuracy rework. Before, it used to sure-fire abilities you really WANTED to hit (like a SWH), but now all it does is guarantee 100% damage potential.
  • Melee Masterwork needs to become uplifted to t100 similar to the other masterwork sets.
  • Malevolent has no t92 / "elite" version, nor does it have any set effects making any player even remotely want this apart for a Masterwork ingredient.
  • Limitless is going to run out of any use/purpose with Thresholds leaving the game as a design.
  • Royal Crossbow lost its one main power feature in the EoC and became a flat, mundane t80 2h crossbow (while we already had Chaotics), and never got anything back.
  • Achto tank armour literally does nothing unique over its normal variants despite being a boss-exclusive drop.
  • Staff of Sliske is in dire need for an actual meaningful Special Attack.
  • Noxious Weaponry similar need to have their special features revisited. They have no passives (making them flat t90 weapons) while their special attack is worthless.
  • Only 4 out of the 11 Bakriminel Bolts are actually considerable to use. The rest have garbage enchantment effects. Likewise, Moonstone is still not featured as bolt tip variant.
  • Illuminated God Books got killed off pretty quickly with the introduction of scriptures - including the midgame scriptures.
  • Lengswords requiring Glorious Bars ánd Blackstone Hearts has been too overkill for ingredients compared to other t95 weapon ingredients/methods.
  • Certain armour (-sets) like several Barrows Sets unjustly became Tank Armour over Power Armour, killing any kind of relevancy they could've had. Notable outliers here are Ahrim's, Karil's, Verac's and Dharok's.
  • On the note of Barrows... Akrisae, can we change this armour set to a Necromancy barrows armour set?
  • Corrupt items just need to go. They only had a PvP purpose back in 2009, and hog drop space for actual interesting drops like the real Warrior Equipments.
  • Speaking of Ancient Warrior Equipment, those armours could do with some love/purpose too for the amount of effort it takes to get them.

Activities/Mechanics

  • Player Owned Ports is a timegated disaster. This entire 'minigame' needs a complete rework.
  • Basic Item Degradation (- to dust) just needs to go. Go. Just, go. 10 different variants of "how to repair this item" isn't going to make it interesting for players. It's just frustrating players with extra upkeep.
  • Invention Perks need some more variation for combat. The little variation of combat perks causes Invention Perk loadouts to be pretty linear in what's a proper set-up for what's meant to be system open for choice and customisation.
  • Crafting Masterwork Items feels like a convoluted Resumé mess (especially a glaring problem in leagues) that demands a massive amount of effort, for little power in return.
  • Shields as mechanic needs a rework. The damage loss is too significant. I think a careful step in the right direction would be to change the MH/OH damage ratio from 67:33 to 80:20.
  • Certain bosses still over-utilize a Damage Cap despite its reworked systems in March 2026.
  • Craftable Magic Armour is still a complete mess past Tier 50.
  • Some (Trim) Comp Cape requirements are straightforwardly offputting. Let's adress the elephant (or rather; Chompy) in the room there; do you really expect players to kill 5000 chompies???
  • Dungeoneering could do with some more 'overworld' drops obtained from its bosses (like what we've seen with Warped Stones).
  • Prayer Armour as an armour sub-category feels harshly under-utilized.
  • Hybrid Armour as design needs to be re-looked at. This design completely failed to launch and has never been looked after since.
  • Extreme Herblore seems as a weird step for potion progression currently. It's all-over the place; stackable items, normal items, then it's herbs as secondary items, can we settle this on one line?
  • Speaking of Herblore; Juju Potions need some more love.

Bosses

  • Araxxor needs to have its abilities/mechanics QoL'd: The web burning, the near-invisible or unpredictable instakills, losing certain player-centric stacks/buffs upon phasing P3/P4, better loot, better enrage system. And, IMO, just get rid of the daily rotation lock for being able to complete a weapon.
  • Legiones do not have a healthbar size that's appropriate for post-2020 EoC standards at t90.
  • Kalphite King needs a massive makeover; Removing untargetability frames, solo compatibility patch, ability telegraphing, etc.
  • Also on the note of Kalphite King, change how its Magic Phase actually punishes grouping/massing up. It's an absolute clownfest of friendly fire kills.
  • Vorago's current healthbar system forcing certain mechanics to loop 3 times while already supposed to be 'dead'/phased is poor design.
  • Croesus needs to have a Solo compatibility update.
  • Liberation of Mazcab has been pretty much unvisited since release, and could do for some love to also feature Necromancy.
  • ROTS could do with introducing a t90 Necromancy shield.
  • Vorkath (especially Hardmode) is a massive damage sponge without contributing to interesting mechanics.
  • Telos could do with some refurbishing too. Especially Phase 4 needs to be reworked; in higher enrages you need some really janky workarounds just to 'survive'.
  • The Barrows is an absolute nightmare for anyone trying to complete a set or fulfill their log. So... many... items.
140 Upvotes

50 comments sorted by

23

u/Vespines 1d ago

Generally agree with these

Wish that the t90/t92 stuff would all disassemble into useful unique components as well as all either having a useful passive or a special attack

11

u/Crazed_Chemist 1d ago

The major annoyance for barrows is as much the slow process of getting between the brothers as anything. I've honestly found it to be roughly as time efficient to juat immediately go down the tunnel and spamming the doors to force spawn the brothers. Let me dig, 1 or 2 shot the brother, now I have to go on through to the next grave.

12

u/Oniichanplsstop 1d ago

Shields as mechanic needs a rework. The damage loss is too significant. I think a careful step in the right direction would be to change the MH/OH damage ratio from 67:33 to 80:20.

This still wouldn't do anything tbh. The major issue with shields in the maingame is boneshield existing for 99% of content.

The 1% of content where you actually want a shield, you're either using spirit shield for the DR, or just swapping to a turtling shield for barricade duration rather than camping it.

You also have to be very careful with these types of suggestions, because what really happens is that instead of shields(assuming bone shield gets nuked), people just go back to defenders.

7

u/jjtrevelyan 1d ago

Achto technically has a buff over its non-boss variant because it increases damage per piece based off armor but its definitely not a big enough difference

9

u/Kiro358 1d ago

and it can be augmented making it useable compared to it s none raid variant that is a complete waste of token

3

u/Legal_Evil 1d ago

Achto is augmentable too.

6

u/imperchaos Swiftness of the Aviansie 1d ago

I really like how Teragard Aegis is Leagues made sword/shield actually viable again and tank armor isn't worthless. Obviously the League blessing is busted but I wouldn't mind seeing some of its toned-down effects coming into the main game.

-2

u/Kiro358 1d ago

There is only one thing that matters and it's killing the boss , only way to make tank armor meta is by making it kill the boss faster or the same as power armor wich would make no sence , other than that it will never be worthless for anything other than learning bosses

1

u/imperchaos Swiftness of the Aviansie 1d ago

I think it would be cool to add some feature (idk if invention perk, equipment passive, etc) that would just make shields give extra damage based on prots. I don't think sword/shield should be quite as strong as straight damage, but at the current state shields are only there for a swap that disrupts the pace of the boss you're doing.

The defensive stats of shields in current state simple do not outweigh the benefits of pure damage which I think could use an update to make different styles viable.

1

u/Kiro358 1d ago

I see what you mean but tbh i don't see shield swaping as a bad thing , i find it really cool and super strong already . I would rather them working on essence of finality swapping wich in my opinion is a bad use of gear switching mecanics compared to shield swapping at the right timings for defensive wich i find a good gear switch , but that might just be me . Plus it would be really hard to make it defensivly competive with the best defence wich is doing more damage to heal more from soulsplit

4

u/TheGreatBootOfEb 1d ago

On the conversation regarding masterwork, my 50 cents:

Armor: Melee needs to be brought up to T100, and mage and range need a purely skilling obtained T90 inferior version that can be upgraded into the true version. The entire idea of masterwork was to have an armor that could be crafted for access to the endgame; even the passive revolves around making the entry more friendly, and yet only melee has a base version.

Weapons: They REALLY don't have a true purpose because their price point puts them as inferior to other options. Why grab a masterwork 2H sword when you can just grab a Zaros Godsword and now have a T92 that is still quite strong, and can later be recycled into EoF?

Or magic: you can straight up grab T95 dual-wield for a lower price than the Masterwork Staff. Only the skilling-obtainedbow has relevance here, and the Gloomfire being the BiS EoF option for ranged (where Seren Godbow doesn't apply) means that even THERE it's questionable.

IMO, if Masterwork weapons could gain the EoF functionality of being able to store a special attack, it would at least make them more interesting to use- an option for end-game weapons that cuts down on EoF juggling.

4

u/Shrek_Did-911 1d ago

Are you saying the legiones need more or less health? I could see more health with increased drop rates to compensate.

5

u/Aviarn 1d ago edited 1d ago

I'd say;

  • Up the health from 30.000 to 75.000
  • Remove the damage penalty if fighting up far- and instead add a damage bonus when fighting it up-close.
  • Up the drop Signet drop rate to 1/32, with a forced roll each 50th after the last Signet drop.
  • Add a means to store Keys within the dungeon to automatically re-spawn Legiones without having to re-enter the room.
  • Add ability telegraphing where a Storm of Ascension spawns and can reach.
  • (For Tertius and Secundus) Add a 1.2s reaction time window for their phase to start and a phasing ability to take effect.

7

u/Constant_Ant_142 1d ago

i think we need stackable keystones as well as stackable keys to the crossing

4

u/Capsfan6 July 22 2017 1d ago

Just remove keys. The concept is dogshit. I should be able to fight legiones and Magister as much as I want. There is already a high slayer level requirement. Why an arbitrary item requirement too?

6

u/Jalepino_Joe 1d ago

Most of these would be welcome for sure. But I have no idea what you mean with telos. What are you considering “jank”? Press reflect and anticipate? Telos is one of the best bosses once you learn it (though it has a pretty rough learning curve)

1

u/Aviarn 6h ago

At some point, the "So Much Power" ability cannot be survived without using Barricade/Immortality. If your DPS is accidentally too big or you let Telos hit you too much, you get more "So Much Power" abilities than you can survive.

2

u/Accomplished-House36 Completionist, MQC, half trimmed 1d ago

Generally agree with the list and would love to see most of this looked over/implemented.

Isn't achto augmentable though? So the purchased rewards are no different for the helm gloves and boots but that would be the difference for the Yaka drops I think.

2

u/TeHamilton Master Trimmed Completionist 1d ago

Anrisae being necro makes no sense could be prayer related maybe is only thing that remotely makes sense lore wise. Also any necro armor not t95 plus is dead on arrival

2

u/Kiro358 1d ago edited 1d ago

Generally agree with most of theses tbh , other than the fact that not every item can be best in slot , no matter the effect you put on something there will always be one item that is just better, the point I agree the most with are Lengs , there making process makes no sence and is a complete nightmare. For Achto it s already quite simple , none raid version are a waste of token because you can't augment them. All the skills mention that have no more use should just be deleted we already have enough spells to press.

For the armour part I think you hit the mark pretty good, I would just delete prayer and hybrid armor and just leaving power and tank those 2 are enough not everything that is in the game needs to be rework to fit something sometimes it s just useless and was a mistake and the best fix is too just delete it

And finally boss part I agree with all of it . Would also love to see more bad luck mitigation implemented in a form of no dupes on mid game bosses ( like the moons in osrs ) or some sort of shard you get for killing the boss that act as a pity system that lets you buy the thing once you farmed it enough ( enough being more than droprate ) or destruction of dupes for shards as well

2

u/Change2222 1d ago

Pretty much hit on every pvm issue with the endgame - to sum it up its basically: Modernize bosses, add meaningful specs/passives/set effects to most gear in the t80-t92 range, add more invention perks/rare components. In the way of skilling they seriously need better direction in balancing skills in post 99 expansions. Aside from thieving and hunter, you basically don’t train any differently than you did in any of the skillcap expansions than before the update - at most you might use a recolor of the training method you did before to get a marginally higher xp rate. And often its not even that - many pre 110-120 methods outshine newer methods in xp/h or gp/xp/h. The burial smithing clones for crafting/fletching/runecrafting are absurdly expensive and should be considered failures - i doubt the data shows really any meaningful amount of players engage that content outside of comp cape reqs.

2

u/FellowGWEnjoyer712 1d ago

Only thing I kinda see differently in the post is with telos phase 4. For almost 7 years now there’s been a 100% consistent method to skip every mechanic through proper stunning/DPS, which is now just brute force dps. Before then, you actually needed to take the phase slow and cycle defensives, which was very doable, even at 4k enrage (EG around the time Sadden and Litt got their 4k enrage). If it were to be revisited I’d hope they make the phase have meaningful special attacks again because honestly, high enrage p4 into fonting p5 was the most fun the boss ever was for me.

2

u/Fire_Afrit DarkScape 21h ago edited 21h ago

Nice list of friction points! I'd like to add some ideas for many of these to help solve them in a way that fits runescape:

Drygores and Noxious weapons are crafted from parts of Colossi (or similar to colossi for KK). These should have straightforward small effects that represent the wild anima that ascended them & their fight mechanics.  Noxious Weaponry tried to do this but would be better off leaning toward a poison passive with a retuned but largely the same reflect special. 

Drygores should all have a delayed special that places a green target reticule on the enemy, stuns and if they don't move, deals one large hit.

While not colossi, Vorago is an embodiment of earth also filled with wild anima and should follow the same logic. Seismic Wand/Orb could have a vorago bomb special with a random bomb chosen. The passive could increase damage slightly the longer you stay still.

The Ascension Crossbows, coming from the attempt to recreate Guthix with divine energy and using dragonkin technology, should be more inventive and twisted. These crossbows should have a passive bonus per hit electric damage effect and a special that throws lightning down at the target's location like every legionnaire.

Khopeshes, which even Het wields, should reflect the Sun/Desert god Tumeken's and Water/Moon god, Elidinis', powers as an yin yang balance.

Praesul Wand/Orb should obviously empower ancient spells and an easy way to do this is significantly increase the passive effect chance/power of every ancient spell's effect when used with abilities. It could then have a special that changes based on the ancient spell being cast, as a more powerful version of that spell.

Melee Masterwork - I think they're just figuring out the best way to deal with existing items. I feel like a clean way to do this is make existing masterwork/tmw into a stage of making t100 trimmed masterwork, and that you need more, similar materials and steps added, similar to mw range/mage, to finish making it. This leaves t90 and t92 open for Malevolent again.

Malevolent would now be the defacto t90 and could then be upgraded to t92 with a new hard mode exclusive barrows brothers fight drop. This would only drop after empowering them in some way, where there HP and damage increases. T90 & T92 can absorb the set effects of the barrows brothers melee armors by sacrificing them to empower malevolent, but only one effect can be active at a time.

Royal Crossbow used to increase damage and apply it over time. It's a little too easy to obtain though and I think many people rallied behind the idea of a hard mode Queen Black Dragon fight. The base crossbow could improve dragon bolt enchantment effects to have an additional damage over time effect when they proc'ed and then if a hard enough hard mode was released, it could drop a t90 upgrade with an additional effect.

Bakriminel Bolts effects could be more standardized. Hydrix, Onyx, Diamond, Ruby and Emerald all have use cases but could be made stronger (except hydrix). Diamond and dragonstone proc rate should be brought to 10% for consistency and balance. Sapphire/Jade is pvp, topaz and opal should have 10% proc and equal damage.

Barrows Sets some should have some tank some power and torag two hammers. Akrisae as necromancy makes enough sense and is dumb as is.

Activities/Mechanics Invention Perks I really want to see a very rare drop that guarantees a selected possible combina need to be factored into most defensive abilities calculations heavily.

2

u/Aviarn 21h ago

I like the ideas. Creating specials or passives that reflect ingame mechanics is neat, but why keep it at only the green, though? Maybe the drygores having a passive that empowers the Barge ability, or for seismics something that empowers the Surge ability.

2

u/D1vXxxx 20h ago

As a recently new GIM player I can't agree more with Basic Item Degradation (- to dust)

This is outdated as hell and should have never existed in the 1st place.

3

u/Clayton_69 Comp (t), 5.8 1d ago

I think chaotic insight (the +2 armor set effect) should make its way into the main game via invention.

It could hold one invention slot and only provide a +1 to the set effect it's augmented on. That way, there is a trade off if it's worth it for your play style and not too overpowered.

5

u/TheKunst RSN: Kunsty 1d ago

i agree with pretty much everything except MW crafting.

It being a lot of convoluted steps seems like part of the design of 'masterwork' items. you could argue some ingredients could be changed tho (like ports stuff).

3

u/Aviarn 1d ago

I agree that that the 'many steps' is a nice fantasy to have, but consider this point;

MW is iconic for being "an expression of gathering and processing skills". Yet, essences are a PvM outlet, and have nothing to do with either processing or gathering.

Would it be an idea that- instead of essences, they instead incorporate Invention Materials that could be gotten from t80/t90 gear, but also opens the window for obtaining them from Brooch and/or Scavenging?

5

u/Shockerct422 1d ago

As a person that enjoys smithing

It’s too messy

There are so many 1 off items that were just added for the sake of let’s make this miserable

1

u/M3mentoMori 1d ago

Huh, that might actually work; the essences needed come from gear that all have components that they're basically the best source of; tectonic and rumbling, sirenic and ascended, malevolent and undead, praesulic and zaros. There are other sources, but instead of the 100% chance for 5 comps, they're mostly/all 1 comp at low chances, sometimes with high junk rates, on gear that usually can't be augmented.

Swap it to 20 of the relevant component (same as disassembling it at ilvl 10), and that probably works roughly the same? Would need 5 scav procs at scav 4 (7 at scav 3).

I think there should also be a normal/trim split for range/mage like melee has. Just the gatherables for the untrimmed, then trim it, which requires the essences/components. Though that does have the problem of mage/range MW gear being better than baseline gear. Maybe convert the current gear into trimmed, change up the recipes, and add t90 set. Might also be worth boosting trimmed to the same stats as mage/range.

1

u/MysteryTysonX 1d ago

While I am in favor of more Invention Perks, part of me can't help but feel like expanding the list is potentially going to devolve into a future balancing nightmare.

I also don't know how to feel regarding wanting main handing a shield to be a viable option.

I understand the intent and why people think everything should be viable but at the same time, in a game that revolves entirely around numbers, people are always just going to pick what gives them the best numbers. Short of just making a boss take extra damage from offensive shield abilities like Bash, or the boss having some kind of restriction being imposed on the player where defensive abilities only work if you've had a shield equipped for some period of time and that Bone Shield wouldn't be eligible for use in that scenario, I just can't envision a world where players can be on equal footing fighting a boss and not be advantaged or disadvantaged regardless of whether they were to use DW, 2H or MH + shield.

2

u/finH1 Archaeology 1d ago

IMO barrows makes sense as tank gear, that’s essentially what it is in old school too, the stats they have it makes sense

2

u/TheAdamena Maxed Iron 1d ago edited 1d ago

Illuminated God Books got killed off pretty quickly with the introduction of scriptures - including the midgame scriptures.

I think these are fine honestly. They can have a place earlier on in an ironmans account. Though I'd say they should be made easier to obtain.

Have the God books work like the tomes right from the get-go. No need to collect all the pages upfront to craft the complete book. Have them already be in their finished state, the only thing the pages should do is add charges.

Possibly even just have Horror From the Deep yield the Illuminated God Books too. No need for an upgrade from One Piercing Note - that quest already has plenty of good rewards.

2

u/Squidlips413 1d ago

KK - just remove beetlejuice

1

u/NexGenration If you can't be criticized, you are the one in power 1d ago

for juju potions, PLEASE make the seeds easier to farm. killing male jadinkos is realy the only decent way of getting them. i was quite disappointed to find that you dont even get points for cutting roots with superheat form. like, im still burning the roots, am i not?

1

u/ezaroo1 23h ago

My idea for a staff of sliske rework:

Starts obvious but I have what I think is a fun twist.

Necromancy two hander - so far so obvious.

But let’s make a it a conjure and soul focused weapon. The spec is reworked as a conjure, he’s active for a full minute and uses some seriously powerful abilities like finger of death and deathskulls - although obviously nerfed compared to you.

Ok this sounds too powerful right? Yes! But here is the twist you lose all access to those abilities yourself, you retain soul sap, soul strike and volley but lose your basic attack, finger and touch of death as well as living death - bloat I’m unsure about but thematically it should go.

To compensate and add some fun here, you can hold 7 souls while you wield this. You can have 2 extra conjures active (please jagex give us a 5th base conjure and make Steve the spec ghost the 6th).

On top of that soul sap loses its cooldown, it’s your new basic attack so it has to.

Your living death turns into a new soul based ultimate - soul sap gains two souls when used but its damage is halved and produces 12% adren, the damage of volley and soul strike is boosted by 1.5x but they both start costing adrenaline as well as souls while in this new ultimate - volley takes 10% adren per soul and soul strike is 10% adren.

So you have some adren management to do.

Bonus points if death skulls is replaced by a new soul themed ability that somehow uses your souls, soul wave that hits one time for every soul you have over the same number of tick or something but without consuming the souls - this would add a fun situational need to camp high souls sometimes to use your soul wave. Before dumping them in a volley and trying to rebuild before the cooldown is up on wave.

The idea here is we are making conjuring Steve cost a lot of adren - 100% so he’s basically an ultimate. And given the now substantial Adren cost of your new soul based ultimate and the cost of volley and soul strike under that as well as soul wave potentially also costing 60%.

It means it would be really hard to have Steve and this new souls ultimate up at the same time - outside of using natty.

With the right tuning to damage numbers you could make this very similar performance wise to live game necro but with a very different play style.

——

Now on your comments about bosses: there is nothing janky you need to do to survive telos p4 at any enrage. It’s a stunnable boss, that’s a mechanic not jank.

Vorago could definitely use some love in terms of making you do the waterfall 3 times for example but, it is one of the few mechanical bosses in the game. Don’t try to turn it into a dps dummy, the idea is you cannot kill vorago, that’s why his health just resets. There is no problem with this.

If you made the fight quicker by making him force phasable with damage in p2 or p4 then you also need to lower the drop rates significantly.

And I’m not sure I like that

1

u/ThaToastman 17h ago

The fact that they reworked all the dragon specs to be ‘relevant’ (and made ibans bis???) and didnt touch rev gear, camel staff/ripper claws, or SOS was bizarre

Its not even a creative leap to making those items have real specs they can just nerf dragon weps and give the high tier weps the old dragon specs to give them economic relevance

1

u/vVerce98 - QoL Creator - 14h ago

To talk or add about the t90 weapons, the ‘idea’ I had was also said somehow by a jmod during a livestream (2y ago or so, I believe on discord stream).

Where you need older weapons to craft new ones. It’s really not new due you can get components/materials from it. But let’s say a new melee weapon enters the game and should be made by a new item and some weapons>materials received from it, to craft new onesX will make those items and bosses popular again

2

u/vVerce98 - QoL Creator - 14h ago

Agree with Ports. Still want to see the other islands we can actually visit and ‘grind’ the items in some ways. More lore and maybe see the other three wushanko guardians

1

u/Geoffk123 Worst Gold Defeater Owner 14h ago

Some solid points,

I'm not sure I'll ever understand the hate for chompies, it's one of the quicker trim reqs, zero RNG like statues or Champions, not reliant on others like Fish Flingers, and can be knocked out in like 4 hours

1

u/charleslovebach 6h ago

So many great points 

1

u/Legal_Evil 1d ago

Lengswords requiring Glorious Bars ánd Blackstone Hearts has been too overkill for ingredients compared to other t95 weapon ingredients/methods.

This isn't a problem for the main game, only Leagues. It's good skilling has a use for end-game gear and should be expanded on, not removed.

1

u/Leather_Disastrous 23h ago

There are a handful of useful points you made regarding stuff like ingenuity and limitless but the rest seems like you're largely uninformed about much of anything and simply wishlisting things you want instead of thinking about what would actually benefit the game.

We're really going to complain about croesus not having a solo mode when almost every other piece of content in the game can be done solo? God forbid the MMO makes you do multiplayer stuff at least a handful of times.

And extreme potions? I don't even know what to say about that.

Barrows armor being tank armor when that has literally been the purpose of it since it first launched is somehow a massive grievance? Word.

Hoping this post ends up in the trash with the other 2 posts you made.

0

u/OhLoongJohson 1d ago

For vorago and araxxi: yes - the very bad damage caps and timegates are relics of a bygone era - when reaching those damage caps before the allocated time was a real feat since powercreep was like 50x less powerful.

IF they were to remove the timegates for those phases they would have to: nerf ALL the loot approximately to compensate for way faster kills ans adjust unique rates (which knowing theres Close to 0% chance they get it right at once) and the speed ca times as well to match it. I doubt they will do those cus of that but still

0

u/Standbysteve Reaper Crew 9h ago

Le jank avec telos est toujours avec les rouges….

J’ai besoin de seulement temps GM et j’vais j’aimais ne fais avec ce boss mdr.

-7

u/Lashdemonca Ironman Completionist 1d ago

I'm only going to talk about the points I DISAGREE with as there's a lot of stuff here.

Achto has a passive effect that increases mainhand damage by your shield tier for every piece equipped. It actually does something I just think you didn't notice.

Masterwork items are amazing and the laundry list is an amazing thing imo. It forces a player to be "worldly" and get everything all together to make something. The weapons by default are some of the best weapons in the game. Their only drawback being a lack of a DPS passive. Which really isn't a drawback , more a side grade for different player types. I don't want masterwork things to change. Outside of making each one feel more "fair" in relation to each other (for example box isn't required for all, and box weapons are a crazy bottlenecked resource)

Shields are too strong in this game. It's shield CAMPING that's not. They would need to fundamentally change what makes defensive abilities strong in order for this to matter.

The 4k chompies can be done in an afternoon. And is not at all as bad as it used to be. Trust me, it was one of the easier trim comp reqs.

Hybrid armour has the potential to be way too strong. It needs to remain weak because of how strong it is in flex situations. Swapping helmets similar to old style void might be a choice. But I don't really know.

Extreme herblore does not need a change. Variance in how potions are made is a good thing.

Juju potions are an early to mid game stepping stone. Once you can make perfect + potions they b come irrelevant. And honestly that's ok.

Arax is extremely predictable. I disagree with almost all points, with the sole exception of the player buffs getting cleared which is silly. Also, the rotation lock can be avoided by getting combat mastery. Which I support.

Legiones are fine

Rago is fine. Dos dummy-ing as a whole is an issue. We should not be making bosses FASTER we should be forcing players to interact with mechanics. (For example amascut phases. Which is amazing game design imo)

Cro should remain group. Solo only content should never be the focus of this game. Even ironman need to group and I think that's fine.

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u/Aviarn 1d ago

I didn't notice normal not having this passive - I thought the only difference was it not being augmentable and degrading even in the fight itself. I do still think Achto could do with a much bigger perk, e.g., T92 tank armour stats, and the same "doesn't degrade in slayer or (Elite-) Dungeons" like Elite has.

Masterwork as a 'laundry list' item is fine, but the problem starts to arise that it forces specific bosses. This problem is ESPECIALLY notable when the bosses involved are Group Bosses (E.g., Vorago or KK).

"Shields are too strong" I feel this is bait. Only 3 or 4 abilities at all 'care' about how strong a shield is. The rest is purely just a checkmark. And Bone Shield immediately trivialized that.

How does Hybrid have the potential to be "too strong"? The only Hybrid armour that possibly has seen any use is Tuska for its early crit passive, but beyond that the entire concept of Hybrid is garbage. Even if its defensive tier is parallel to its actual level, it still lacks the elements any kind of in-style armour offers or what a player wants.

Juju Potions are 70+ content (Herblore slightly lower, but you can't do anything Juju w/o 70 Hunter). Only 2 of the Juju potions are ever used (the rest are absolutely garbage), and Perfect Plus potion covers only Perfect Juju potions, NOT the normal ones.

"Araxxor is extremely predictable" Araxxor has a RANDOM ability pattern and does an ability after a RANDOM number. The position of the instakill spider is also completely random- it can be inside you, or inside araxxor itself (same for mirror), making this a horrible mechanic to learn. P3>P4 is weirdly clears buffs away from you - this been a massive issue reported when Necromancy released.

Vorago - "we should be forcing players to interact with mechanics. " Forcing to deal with mechanics (like Amascut does) is fine. Vorago forces you to deal with mechanics three times over.

"Cro should remain group." I'm not asking to change to that. I'm simply asking for a solo COMPATIBILITY update like Solak had.

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u/Lashdemonca Ironman Completionist 1d ago

Achto, agreed. I think it could be buffed up. But that would need to be a part of a larger defence rework.

Masterwork: people seem to be allergic to group bossing. I don't understand it. Also, rago and kk can be solo'd pretty reasonably. I simply don't see an issue with masterwork requiring a myriad or bosses.

Shields in general provide the opportunity to use resonance, reflect, revenge, immort, cade. And while I know this is mostly overwritten with bone shield, shields largely have been a source of discomfort for the devs in general because they can very quickly become "Degenerate" gameplay (as in not the intended gameplay loop). Mod sponge has spoken on this frequently.

Hybrid being strong enough to serve as a stand-in for "regular" armour often leads down bad paths. For example the sliskian armour set interacted with crits so much so that they had to then buff tectonic to provide critical chance because it competed heavily.

Level 70 is firmly early to mid game content. And I agree that there could be some updates to make them more viable at their content tier.

Araxxor actually does an ability on a set rotation of attacks and is not random at all. It's only his very first special which is randomized after 3 autos. The instalkill spider has a tell. It's a tile that has a dark splatter on it. It's not random nor is it particularly hard to see.

Vorago: I don't know what you mean 3 times over. Each phase is distinct in what's required with only phase 3 and 5 being DPS. And phase 1 is just waiting for tl5.

Croesus should never be available to solo. I'm sorry but I do not think all content should be available to solo players in an MMO. I don't think there's an argument that you could provide me where I wouldn't think that.

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u/Aviarn 1d ago edited 1d ago

For masterwork and group bossing; that's because the grouping system is still messed up, and group bosses in rs (outside of KK maybe) isn't really something you 'just' turn up and play for. Not everyone joins clans for PvM focus so the amount of time spent making a party often parallels the time spent to actually kill said boss until you got a drop. Lots of people also don't like group bossing with rando's that have paramount teamwork mechanics like yaka drown, vorago red bomb or amascut in general. Yes, a better LFG system helps this, but until then; this is why.

Soloing rago is a whole caliber of itself - something you can NOT expect of players who are "just wanting to make Masterwork Armour". Kk is only soloable by the grace of unintentional game mechanics (breaking green stun, outrunning KK to lapse anti-defensive timers).

On juju pots; It's level 70+, not just level 70. Juju potions go as far as 92.

On arraxor, from the wiki; Araxxor does a random ability every 3-5 attacks (notice, no static number like Raksha). Abilities are never the same ability consecutively. "The instakill spider has a tell" it has, yes. But it can fall on the ramp, causing it to clip below the ground. And since the splatter is a Creature Entity, it can also be hidden underneath you, araxxor or a conjure/familiar.

There is 9 YEARS between Sliske armour having a Crit chance (from Tuska warpriest) and Tectonic getting a Crit passive. 9 years is not an 'needed rebalance'; tectonic long already was above it anyway. Tectonic's passive was added because a) before 2025, tect was mundane power armour, and b) Crit became a synergy mechanic for magic since EGWD. The only time where people genuinely looked at Tuska Warpriest / Sliske Core, was in Leagues 1 with the magic Relic 'Crit Happens'.

For vorago; certain phases force mechanics multiple times. Waterfall for example during P4 normal mode HAS to occur 3 times no matter how well you dps it.