RuneScape

RuneScape

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Darkcymru Apr 16, 2022 @ 12:36pm
If you not good at pvm..
this game is not for you, I had enough trouble handling pvm and bossing. I couldn't do it so
this is not the game for me anymore. hardly skilling is engaging and minigames are dead. best to be removed from the game. I use to enjoy minigames but no one plays it so I shouldn't be playing this game anymore. maxed player here.

no social interaction in rs3 anymore. login into rs3 makes me wanna log off straight away, when jagex mostly put updates into mxt. why are we still playing rs3, why do i even log into rs3 when i couldn't play revo/eoc very well?
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Showing 1-10 of 10 comments
well the only community your going to get is from clans sadly lokal chat is dead and minigames just have no reason to be played or you just need to go there once to get some reward they locked behind it (feature bloat at it`s final form)
Last edited by Das Trojanische Pferd; Apr 16, 2022 @ 1:31pm
Darkcymru Apr 16, 2022 @ 1:36pm 
this shows jagex is out of touch with normal runescape community but i cannot make a assumption on connection with jagex and osrs players because i dont play the ratio enough compared to rs3
even in OSRS chat is mostly dead (added like 5 people over 300 hours on my account) compared to the almost full list i had on my first charakter. to be fair that account got startet at around 2004-2005 there it was pretty full most of the time XD
Last edited by Das Trojanische Pferd; Apr 16, 2022 @ 1:40pm
Darkcymru Apr 17, 2022 @ 2:30am 
Originally posted by Troja:
even in OSRS chat is mostly dead (added like 5 people over 300 hours on my account) compared to the almost full list i had on my first charakter. to be fair that account got startet at around 2004-2005 there it was pretty full most of the time XD

lucky for osrs it is never dead in terms of activity. but gameplay not just combat is a lot better then rs3. just a lot of things in osrs are far more engaging then rs3.
Last edited by Darkcymru; Apr 17, 2022 @ 2:30am
zeus Apr 19, 2022 @ 6:24am 
RS3 combat is too expensive, confusing, sweaty and punishing. And when they make new bosses more accessible, they nerf the rewards by removing unique drops from them in normal mode... They really need to rethink their strategies, making the game harder is good for the people dedicated to pvm 24/7, but newcomers will struggle to adapt to that unless they have a similar dedication to it. There has to be a middle ground that allows less skilled players to earn uniques, but with worst drop rates compared to hardmode. This also helps fight against price manipulation on PVM items, paying 5B+ for a staff just because it is best in slot? Not counting with everything else... I mean seriously. Game is already in a crappy position due to price manipulation on other things like discontinued rares, now we get the same treatment on PVM items that are must have.

I've suggested changes for death costs and pvm in general on reddit, i get downvoted by a lot of people and almost no comments, it almost feels like there is a bot parade on reddit manipulating what goes up and what goes down. Anyone that watches videos on runescape 3 guides, can see comments indicating how much of a stress the game is for some people.

The PVM changes they did in gwd3 are good, but they messed up the rewards system. All drops should be present in both difficulty settings, adjusted drop rates on both sides. Making hard mode completions better value per hour significantly from general drops and having more chances of getting uniques vs normal mode. The only unique drops hard mode should ever get are cosmetic ones, to showcase you have done something hard to earn that cosmetic.

They really need to remove the death cost system as it is, and rework it. Death system should be an optional thing for the player. Risk no value, no increased loot drops from fights. Risk some value (current system) and get fair drop rates, risk full value for a good boost to drop rates, risk your inventory for an insane boost to drop rates. Coupled with this, they could add challenges to make fights harder and boost drop rates an extra amount, like doing boss with no food, or do boss with a specific combat style, or using normal prayers, etc, etc. They could make this on a rotation per week, making drop rates slightly better in all death systems. Deaths in the wilderness should work differently, i think there has to be 3 options for wilderness. Passive mode, you get normal xp and normal drop rates, no PVP involved. Then normal mode, you risk some by not being skulled and increase drop rates and xp rates based on risked value (more or less how it works now for non PVPers doing stuff in the wildy). Then skulled mode, you will always loose everything and are open to multi combat anywhere, no teleportation allowed. Skulled mode should offer 2x the amount of passive mode, so double drops on anything and double drop rate on uniques, with double xp values. This is because you are risking it all and are limited to running back to safety or killing whoever is targetting you.

They want to keep new players around, and old ones that gave up on this game, without going in depth with this game and its core issues. I don't seem myself ever reaching a PVM status good enough to solo zuk HM, kerapac HM or anything like this in terms of difficulty. Getting 5min kills on kerapac normal mode with pernix and asc, when the sweats are doing like 2 minute kills with t90/92 armour and t90/92/95 weapons, that's like 2.5x my efficiency, the only DPS boost i am lacking is summon, as i prefer using BoB for extra food. I might do better using mage since it offers extra tankiness, but i feel like my best DPS comes from melee but it involves alot more risking.
Darkcymru Apr 19, 2022 @ 6:50am 
Originally posted by zeus:
RS3 combat is too expensive, confusing, sweaty and punishing. And when they make new bosses more accessible, they nerf the rewards by removing unique drops from them in normal mode... They really need to rethink their strategies, making the game harder is good for the people dedicated to pvm 24/7, but newcomers will struggle to adapt to that unless they have a similar dedication to it. There has to be a middle ground that allows less skilled players to earn uniques, but with worst drop rates compared to hardmode. This also helps fight against price manipulation on PVM items, paying 5B+ for a staff just because it is best in slot? Not counting with everything else... I mean seriously. Game is already in a crappy position due to price manipulation on other things like discontinued rares, now we get the same treatment on PVM items that are must have.

I've suggested changes for death costs and pvm in general on reddit, i get downvoted by a lot of people and almost no comments, it almost feels like there is a bot parade on reddit manipulating what goes up and what goes down. Anyone that watches videos on runescape 3 guides, can see comments indicating how much of a stress the game is for some people.

The PVM changes they did in gwd3 are good, but they messed up the rewards system. All drops should be present in both difficulty settings, adjusted drop rates on both sides. Making hard mode completions better value per hour significantly from general drops and having more chances of getting uniques vs normal mode. The only unique drops hard mode should ever get are cosmetic ones, to showcase you have done something hard to earn that cosmetic.

They really need to remove the death cost system as it is, and rework it. Death system should be an optional thing for the player. Risk no value, no increased loot drops from fights. Risk some value (current system) and get fair drop rates, risk full value for a good boost to drop rates, risk your inventory for an insane boost to drop rates. Coupled with this, they could add challenges to make fights harder and boost drop rates an extra amount, like doing boss with no food, or do boss with a specific combat style, or using normal prayers, etc, etc. They could make this on a rotation per week, making drop rates slightly better in all death systems. Deaths in the wilderness should work differently, i think there has to be 3 options for wilderness. Passive mode, you get normal xp and normal drop rates, no PVP involved. Then normal mode, you risk some by not being skulled and increase drop rates and xp rates based on risked value (more or less how it works now for non PVPers doing stuff in the wildy). Then skulled mode, you will always loose everything and are open to multi combat anywhere, no teleportation allowed. Skulled mode should offer 2x the amount of passive mode, so double drops on anything and double drop rate on uniques, with double xp values. This is because you are risking it all and are limited to running back to safety or killing whoever is targetting you.

They want to keep new players around, and old ones that gave up on this game, without going in depth with this game and its core issues. I don't seem myself ever reaching a PVM status good enough to solo zuk HM, kerapac HM or anything like this in terms of difficulty. Getting 5min kills on kerapac normal mode with pernix and asc, when the sweats are doing like 2 minute kills with t90/92 armour and t90/92/95 weapons, that's like 2.5x my efficiency, the only DPS boost i am lacking is summon, as i prefer using BoB for extra food. I might do better using mage since it offers extra tankiness, but i feel like my best DPS comes from melee but it involves alot more risking.

I agree everything you said. below what you suggested, jagex won't do that. but at this stage I am hoping players accept rs3 is dead.
Xaphnir Apr 19, 2022 @ 7:10am 
Originally posted by zeus:
RS3 combat is too expensive, confusing, sweaty and punishing. And when they make new bosses more accessible, they nerf the rewards by removing unique drops from them in normal mode... They really need to rethink their strategies, making the game harder is good for the people dedicated to pvm 24/7, but newcomers will struggle to adapt to that unless they have a similar dedication to it. There has to be a middle ground that allows less skilled players to earn uniques, but with worst drop rates compared to hardmode. This also helps fight against price manipulation on PVM items, paying 5B+ for a staff just because it is best in slot? Not counting with everything else... I mean seriously. Game is already in a crappy position due to price manipulation on other things like discontinued rares, now we get the same treatment on PVM items that are must have.

Normal mode bosses still have good unique drops. Gconc and scriptures of Ful and Wen are amazing. Croesus doesn't even have a hard mode, so you'll always have a chance at Cryptbloom. I think the way they did drops in EGW was exactly the right way. You can still get decent money from normal mode bosses, while there's plenty of incentive for the greatly increased effort killing hard mode bosses takes. It fixed a mistake they made with GW2, where there's virtually no reason to kill to hard mode bosses except for the challenge.

Originally posted by zeus:
They want to keep new players around, and old ones that gave up on this game, without going in depth with this game and its core issues. I don't seem myself ever reaching a PVM status good enough to solo zuk HM, kerapac HM or anything like this in terms of difficulty. Getting 5min kills on kerapac normal mode with pernix and asc, when the sweats are doing like 2 minute kills with t90/92 armour and t90/92/95 weapons, that's like 2.5x my efficiency, the only DPS boost i am lacking is summon, as i prefer using BoB for extra food. I might do better using mage since it offers extra tankiness, but i feel like my best DPS comes from melee but it involves alot more risking.

Try using Soul Split when he's doing the slams. Shouldn't have to eat much, if at all, if you use that there and can avoid them, which should open up the ability for you to use a ripper demon.

As for damage, what do you have beyond Pernix and Ascensions? Do you have something for your pocket slot (scrimshaw/scripture)? Are you using at least T90 ammo? Do you have 95+ prayer for Anguish? Overloads? Weapon poison? Ring of Vigour switch? Invention perks? Aura? If you have Igneous Kal-Xil, are you using Deadshot?
zeus Apr 19, 2022 @ 8:42am 
Originally posted by Xaphnir:

Normal mode bosses still have good unique drops. Gconc and scriptures of Ful and Wen are amazing. Croesus doesn't even have a hard mode, so you'll always have a chance at Cryptbloom. I think the way they did drops in EGW was exactly the right way. You can still get decent money from normal mode bosses, while there's plenty of incentive for the greatly increased effort killing hard mode bosses takes. It fixed a mistake they made with GW2, where there's virtually no reason to kill to hard mode bosses except for the challenge.

I'm not saying they did wrong with the GWD3 changes, it was a step in the right direction but they messed up the rewards pool. So it feels like they went 1 step forward into 2 steps back. There is no reason for them to lock specific rewards in hardmode now, considering that normal mode bosses are harder than the previous GWD bosses, except for Telos. Croesus is fine as it is, but it is a group boss, and getting groups outside of a clan can be a serious problem in this game considering there is a lot of elitism as a factor when creating groups of PVM. Besides it's not a PVM boss, Croesus shouldn't really be mentioned here, if anything, they should make more bosses like this based on skilling.

Hard mode can still be benefitial if they simply upped general drops by 2x the normal amount, and increasing drop rates by 2x the amount. Assuming hard mode would be 2x the time spent from normal mode, with the extra challenge on top. If they wanted to be even more generous, they could go for 2.5x instead of 2x for the extra difficulty factor.

Non sweat PVMers have to rely on buying bonds or grind the same bosses for thousands of kills to get enough money to buy one endgame tier upgrade for a specific class. Highest tier prayers are behind one of the hardest encounters in the game, some of the best abilities for ranged and magic are also behind hard encounters with the exception of gconc.

The fact that you expect people to become sweat tier to earn rewards simply shows how bad this game really is long term. You can't expect people to dedicate their life/free time to learn the hardest challenge the game has to offer. This concept exists in every game that does this to their community, and to make things better, changes have to be done, so the majority of people can move forward and attempt at getting something that was previously impossible to get unless you pay up with real money or do the same mindless grind for hours on end to buy 1 upgrade at a time. If this stuff continues to go on, game will be dead, i've been considering starting OSRS, always avoided OSRS because i didn't want another time sink, but at this rate, OSRS seems like the game to focus on for PVM. PVM there is much slower, which makes switches more logical and less of a stress to do.

Skilling in runescape 3 is dead, long gone are the days you had to put effort into leveling, nowadays you can just afk about every skill, one way or another. Not that afk skilling is bad, but this game became what i would consider, a mobile game on pc. On top of that, PVM offers enough supplies to bypass most skilling needs, which in the end, ruins skilling in terms of profits as their value plummets into oblivion.


Originally posted by Xaphnir:
Try using Soul Split when he's doing the slams. Shouldn't have to eat much, if at all, if you use that there and can avoid them, which should open up the ability for you to use a ripper demon.

As for damage, what do you have beyond Pernix and Ascensions? Do you have something for your pocket slot (scrimshaw/scripture)? Are you using at least T90 ammo? Do you have 95+ prayer for Anguish? Overloads? Weapon poison? Ring of Vigour switch? Invention perks? Aura? If you have Igneous Kal-Xil, are you using Deadshot?

I do use SS whenever possible, but if i end up panicking during a fight, i ignore SS and go for deflects to minimize damage taken. It all depends on the boss honestly, i learnt teraket this week just to dart ambi and teraket feels like an easy boss to prayer switch. Took me 3 attempts or 4 to kill him once, and the only reason i am able to kill this boss was due to animate dead. I still lack DPS to fully mow down the boss and the giant spawns asap, i usually prioritise portals and skellys, then kill giants, which usually means i have to let the boss heal to near full health two times as it becomes impossible to crowd control everything. Sometimes game spawns portal and the giant at the sametime and you are screwed literally. I attempted with staff of sliske initially and tank gear/animate dead, then virtus with staff (short trip), but then went with ports elite DW weapons, which made DPS slightly better, to the point i could kill most undeads if not all on time. I could also manage SS switching on the blue dino boss, forgot it's name.

The only high tier armour set i have is masterwork, i used to have tectonic, sold it as it went up in value (i bought all 3 degradeable sets ages ago for much lower value), i still have malevolent untouched, simply because i might end up using it for TMW. These sets degrading to dust was a very bad idea, if they maintained their low value like in the past, it wouldn't be as bad when it comes to upgrading melee and magic to t90. Sirenic is the only one that maintains a reasonable price after all this time. I think i sold my sirenic without even using it, as i could craft my own long term, but never got to as i kept selling the scales... Ignoring these sets, i have crypt boots/gloves because both were cheap when i bought them. Have the poison gloves which is what i use most of the time, also have the t85 gloves for each combat style and only use them when the poison gloves aren't effective. Have most boots in the game that aren't absurd in terms of pricing. The most expensive boots i have is crypt ones i think.

As for scrimshaws, i usually focus on vampyrism scrimshaws for melee stuff, it helps alot counter the zerk downside. But for the most part, i use god books. For teraket i use zammy book since it has AOE capability, if i want focused DPS, i use jas. I have wen but haven't used it yet (will probably do when i feel like taking on HM or any high difficulty bosses), bought bik and kinda regret having bought it and used it, mostly because i haven't been doing clues and book price went down and pages went up. I'm missing ful and that one book from solak that is also overpriced in terms of pages, basically, the two strongest books for DPS, i don't have them.

I'm maxed, i use curses all the time, SS + t95 prayers or deflect + t95 prayers for bossing. I use the highest tier overloads (supreme?). I know there are 3 tiers, i use the highest one. Invention perks is where i am lacking the most right now, i have yet to figure out what perks to apply to each item piece, the issue doing this is: not using the best in slot item available. For example, investing into invention perks using DW ports magic and not t90 or t92, heck even t95. Invention perks aren't cheap as they act like a money sink. The only perks i've been actively using are the ones for slayer or specific bosses, like scav or perks for extra damage like undead slayer that work well in ed3. Though not the best combinations, as those require more money sink into creating. Used the highest tier ammo during kerapac nm, spent sometime to cut some blood trees and make 300 of each bak bolt (e) just to try out kerapac. Other than inv perks, i might be missing out on relics and passive stuff from war's hub. I've been unlocking things there slowly. I did kerapac without the adrenaline crystals unlocked, but now i have them, might do slightly better than before.

I don't have any of the zuk capes, i have yet to attempt normal mode zuk, i've only done glacor nm and kerapac nm. Kerapac was a bit of a struggle, i assume zuk NM to be more or less around kerapac in terms of difficulty. If i struggle doing these bosses with this setup, makes me wonder how i will fair against hard mode bosses, i'll likely get curb stomped asap. I could probably do kerapac with less of an issue if using animate dead.

I have ring of vigour but i don't do item switches, the only switches i do is prayers, so i use death's ring most of the time when it involves high risk, if not, i go with vigour. You are expecting people to go full sweat again, which is the main problem this game has, jagex even polled on twitter about this not long ago and the conclusion was more than clear, people want switches made passive or less switches overall, not more. This game also suffers from: ♥♥♥♥♥♥ mobility based on an old game that did not age well, on top of crap mechanics that punish you heavily, instant death or near instant death mechanics, broken mechanics that sometimes aren't animated properly or simply are skipped which leads to you being punished, lag issues at times from ingame servers which can lead to your death, absurd item prices locked behind market manipulation, confusing UI for anyone wanting to start out PVM. They should make a professional HUD for PVMing and make it one of the possible layouts the game offers. Costumizing the hud can be a paint in the ass, took me 3 hours to find the sweet spot for me, this involves making key binds, adjusting window sizes, moving menus and icons around so i don't get as much stuff distracting me at the center. All of this stuff matters in the end, game is a confusing cluster ♥♥♥♥ for anyone trying it out or for old players returning like myself, most people will just give up and move on, if they skill only, they will eventually quit the game as PVM is what offers long term replayability, not skilling. Anyone that gets distracted easily by anything, is screwed in this game. I can keep focus most of the time, but for example, ripper demons is pure cancer, sure, it's great xp and money but ♥♥♥♥♥♥♥♥, i died way too many times on those because i forgot to keep my health over 40%, i'm used to risking low health during slayer but not bossing, so, i keep getting buried when fighting those, i had to block that slayer task to avoid loosing money, even if i go all out DPS mode on them, i would still die because i forgot to maintain health over 40%. I even got killed once when exiting the cave, saw the other side of the cave (open world) and then died. Fun times.

Then we have bosses like leviathan in ED3 that are a complete joke that allow me to SS through the entire fight without animate dead or overload/prayer, and then mini bosses like masuta that wipe the floor with me whenever i come across the a-hole in ED3 when going all in on the bastard. Which leaves me scratching my head, how is a mini boss that much harder than an actual boss in the dungeon. I know masuta is an OP boss watching guides in his own dungeon, but the mini boss version of him is no joke for people in the same position as me.

Also considering the current PVM meta, if you aren't using magic, you are doing it wrong. That is the conclusion i get, animate dead simply makes all other combat styles pointless in most solo boss fights. Then again, DW magic meta is expensive unless you use gwd2 gear or grind ports. Since seismics sky rocketed to like 10x value... Making it near impossible to get t90 DW magic at a reasonable price.
Xaphnir Apr 19, 2022 @ 10:19am 
Originally posted by zeus:
Hard mode can still be benefitial if they simply upped general drops by 2x the normal amount, and increasing drop rates by 2x the amount. Assuming hard mode would be 2x the time spent from normal mode, with the extra challenge on top. If they wanted to be even more generous, they could go for 2.5x instead of 2x for the extra difficulty factor.

I do think there is some value in having the best dropped locked behind HM when they're as powerful as FSOA. Though, yeah, they could do it like elite dungeons, where you get better rewards the fewer the players you have. Personally I prefer it the way it is, but I wouldn't be strongly opposed to it being the way you want.

Would have to be more than double the drop rate, though. For comparison, you have to deal 1.7 million damage to HM Kerapac, compared to only 525k to normal mode. And you also use a lot more supplies. When I solo normal mode Kerapac, I just use super restores, elder overload salves, runes, divine charges and pages on my scripture. I don't need brews or food, and don't use vuln bombs or smoke cloud since they're so expensive and the fight's relatively easy. I also don't need maniacal, though it does shorten kill times a lot. Against HM duo with a friend, I'll keep smoke cloud up the entire fight, throw a vuln bomb at my echo to kill in phase 4 (my friend keeps them up on Kerapac), and I'll typically be drinking a lot of brews and eating a lot of blue blubber jellyfish. I'll also be using my eof, which I might not against normal mode, and I'll be using 40 vis wax to extend maniacal (and maybe even resetting it and using another 40 for another extend). And there's also the much higher risk of death.

Originally posted by zeus:
Invention perks is where i am lacking the most right now, i have yet to figure out what perks to apply to each item piece, the issue doing this is: not using the best in slot item available. For example, investing into invention perks using DW ports magic and not t90 or t92, heck even t95. Invention perks aren't cheap as they act like a money sink. The only perks i've been actively using are the ones for slayer or specific bosses, like scav or perks for extra damage like undead slayer that work well in ed3. Though not the best combinations, as those require more money sink into creating. Used the highest tier ammo during kerapac nm, spent sometime to cut some blood trees and make 300 of each bak bolt (e) just to try out kerapac. Other than inv perks, i might be missing out on relics and passive stuff from war's hub. I've been unlocking things there slowly. I did kerapac without the adrenaline crystals unlocked, but now i have them, might do slightly better than before.

This has a general guide as far as good perks to use: https://runescape.wiki/w/Optimal_PvM_perk_setup

It includes both a cheap but effective setup and the BiS setup. And as far as worrying about having to do the perks again when you upgrade, don't worry about it. There are ways to remove gizmos from an item for use on another. You can either disassemble the item (at equipment level 8+) the perks are on, or you can use an equipment separator if you want to remove the gizmos but don't want to lose the item.

And since you're maxed, you should be able to get relatively easy access to some good perks for damage. Fury of the Small, Berserker's Fury and Conservation of energy all help a lot.

Originally posted by zeus:
Also considering the current PVM meta, if you aren't using magic, you are doing it wrong. That is the conclusion i get, animate dead simply makes all other combat styles pointless in most solo boss fights. Then again, DW magic meta is expensive unless you use gwd2 gear or grind ports. Since seismics sky rocketed to like 10x value... Making it near impossible to get t90 DW magic at a reasonable price.

Nah, you don't need animate dead+mage tank armour. It's nice to have, but for most bosses you're going to prefer the higher damage of the power armour over the damage reduction. Most of what I do I just do with Virtus. I have a set of Ganodermic, but haven't bothered putting perks on it yet.
zeus Apr 19, 2022 @ 10:51am 
Originally posted by Xaphnir:

I do think there is some value in having the best dropped locked behind HM when they're as powerful as FSOA. Though, yeah, they could do it like elite dungeons, where you get better rewards the fewer the players you have. Personally I prefer it the way it is, but I wouldn't be strongly opposed to it being the way you want.

Would have to be more than double the drop rate, though. For comparison, you have to deal 1.7 million damage to HM Kerapac, compared to only 525k to normal mode. And you also use a lot more supplies. When I solo normal mode Kerapac, I just use super restores, elder overload salves, runes, divine charges and pages on my scripture. I don't need brews or food, and don't use vuln bombs or smoke cloud since they're so expensive and the fight's relatively easy. I also don't need maniacal, though it does shorten kill times a lot. Against HM duo with a friend, I'll keep smoke cloud up the entire fight, throw a vuln bomb at my echo to kill in phase 4 (my friend keeps them up on Kerapac), and I'll typically be drinking a lot of brews and eating a lot of blue blubber jellyfish. I'll also be using my eof, which I might not against normal mode, and I'll be using 40 vis wax to extend maniacal (and maybe even resetting it and using another 40 for another extend). And there's also the much higher risk of death.

The multiplier was a random value, assuming it took 2x the time to get content done. As i think the multiplier should be based of time invested and difficulty. Could even throw the death mechanics i mentioned earlier and challenges as an added bonus. The issue with multipliers is making drop rates a no issue if you find a sweet spot to make a high enough multiplier that an item drop rate becomes like 1/12. This also does not stop jagex from making bad drop rates going forward with these changes in mind, which is why, limit unique drop rates to a lower value is a more logical approach. General drops however could have higher multipliers, it would further crash item values for specific items, which is a problem, a problem they could fix by making PVM have PVM oriented drops. Not skill oriented. Like kerapac dropping cannon balls, makes sense... considering his people are using cannons to attack the gods. But then, if you kill a dragon boss and it drops magic logs... ????????? Why? Which is why they should make generic boss drops that can be dissed for comps or alched. ED3 has this, i noticed that minions drop relics there, which is good. We need more of these for PVM drops. Items focused for alch, items for diss, items usefull for combat like pots with random doses, etc.

Depending on the boss, i do think the unique multiplier has to be soft capped and then hard capped, or nerfed down to the point it doesn't scale in the same way general drops multiplier does. Example. HM being a 2x or 3x multiplier soft capped instantly, but then you can increase it slowly by changing death costs and doing specific challenges that make it harder or more limited. Multiplier would cap out at 4x for example, with the 3x to 4x benefit being harder to achieve. However general drops could like go to 4x or 6x instantly from HM alone, and then upwards to 8x. Again these values change from boss to boss, a boss with an unique drop of 1/50 should logically have a much lower multiplier than a boss with an unique drop of 1/1000.

Forgot to mention something, the toggle mechanics on arch glacor was a good thing, they need to do expand this further. Invention is a skill, we can make machines, they should have created a room or building that allows the player to try out any boss in the game without loosing supplies/gear/money. This would allow players to reset the fight whenever they could, and heck, even give players the chance to try out any piece of gear in the game without buying first, and see how much of a change it does. Hell, they could even make a DPS metric to see changes in real time for this game. There is literally a thousand things they could do to improve PVM for new players or less experienced players, yet, here we are, getting increased costs on subscriptions and literally being manipulated into buying larger packages in a sadistic attempt to increase player number long term, when in reality it will likely hurt the game long term, forcing a player base is never a good thing. Even more so when the lack of proper content shows, and the lack of quality too. If future quests will follow the same path of extinction, boy oh boy, i can see the game becoming extinct itself, not sure if that is their endgame plan anyways.

Originally posted by Xaphnir:

This has a general guide as far as good perks to use: https://runescape.wiki/w/Optimal_PvM_perk_setup

It includes both a cheap but effective setup and the BiS setup. And as far as worrying about having to do the perks again when you upgrade, don't worry about it. There are ways to remove gizmos from an item for use on another. You can either disassemble the item (at equipment level 8+) the perks are on, or you can use an equipment separator if you want to remove the gizmos but don't want to lose the item.

And since you're maxed, you should be able to get relatively easy access to some good perks for damage. Fury of the Small, Berserker's Fury and Conservation of energy all help a lot.

I'll look at the link later whenever i get back to pvm.

I haven't explored relics that much, not going to lie, i literally lamped 99 arch from like 70? I came across material management issues early on, so i decided to lamp arch to 99 during xmas. They made the dumb mistake of limiting the deposit box space as you progress through ranks in arch, i literally got my bank flooded with mats and artifacts at one point, it became a pain in the ass to deal with. Had to sort ouf mats to repair everything, do some collections and destroy extras and sold some mats back on GE because i couldn't keep them at the time. Then i decided to clean my bank a bit and made like 100 free slots, which are nearly filled already less than 3 months later... about 15 of those slots are used by arch. Other slots are mostly general drops like herbs, pots, etc. That can be useful later on.


Originally posted by Xaphnir:
Nah, you don't need animate dead+mage tank armour. It's nice to have, but for most bosses you're going to prefer the higher damage of the power armour over the damage reduction. Most of what I do I just do with Virtus. I have a set of Ganodermic, but haven't bothered putting perks on it yet.

Wdym? It's currently the meta in the game, if you lack DPS, you can tank your way to victory by lasting 2-4x as long in battle while sacrificing a small portion of DPS. Mage has the highest DPS considering the upgrades it has, but not the most affordable. Mage also has the highest tank properties considering this, besides it is a ranged combat style. This animate dead spell, should have been for melee but under a different form. Melee involves getting close to enemies, which implies, you get additional damage and waste more time moving around. Would make more sense that melee would get the extra tank properties since it needs it more, i think... but hey, mage meta with expensive upgrades, hurray! Just wished i had bought seismics during their low value crysis.
Last edited by zeus; Apr 19, 2022 @ 10:54am
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Date Posted: Apr 16, 2022 @ 12:36pm
Posts: 10