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Showing content with the highest reputation on 10/29/19 in all areas

  1. 1 point
    1.) PvP Hotspot Buffs: Revenant Cave Hotspot: Currently adds a 10% chance to double revenant ether and artifacts Add in a 10% chance to double totem piece drops from npc's(Demon Spawns, Revenants, Skotizo) Possibly a 10% chance to double all non rares from all npc's inside Mage Arena Hotspot: +25% chance for battle mages to drop god cape shards Boost both the damage of god spell accuracy in pvm and tokens gained while using and boost the other god spell pets inside the mage arena Side note: Buff arcane demon on tokens per kill and boost the god spell pets to have the same perk. Arcane Demon = +5 magic tokens per kill, +5% god spell accuracy Unholy Hawk = +10 magic tokens per kill, +10% god spell accuracy Divine Bird = +15 magic tokens per kill, +15% god spell accuracy At this point you can already one shot mages, so I figured accuracy would be a better perk 10% chance to double imbued god cape drops This chance is always 100% from imbued battle mages but with the hotspot you'll have a 10% chance to receive an extra one Could also give a +10% drop rate bonus/double drop chance at bork ***NEW*** Frost & Lava Dragon Hotspot: +10% drop rate bonus when killing frost or lava dragons +25% bm drops when killing frost or lava dragons +50% bm from players when killing them at frost or lava dragons Wildywyrm Hotspot: x2 chance for Bloodwyrm to spawn Bloodwyrm scrolls activated during wildywyrm hotspot have a 15% chance of not getting consumed 2.) Larran's Keys Buffs: Add in amethyst arrows, dragon knives and dragonstone bolts as a common reward 10-25 bolts 10-25 Amethyst Arrows 10-25 Dragonstone Dragon Bolts 10-25 Sapphire Dragon Bolts 10-20 Dragon Knives Add in Cerberus Boots(Primordials, Pegasian, Eternal) boots in the uncommon rewards 1-3 Primordial Boots 1-3 Pegasian Boots 1-3 Eternal Boots 2 of each boot Add in Dominion Tower gloves(Goaliath, Spellcasters, Swift) gloves in the rare rewards 1-2 Goliath Gloves 1-2 Spellcaster Gloves 1-2 Swift Gloves 1 of each glove Remove dead content godswords(Zamorak, Saradomin, Bandos) 3.) NPC Drop Table Adjustment: Remove Dragon Javelins from the DG drop table Replace with 5-10 dragonstone dragon bolt drops Replace with 5-10 sapphire dragon bolt drops Remove 100 Blood Money bag from Demon Spawns Replace with x100 Blood Money drop so that it stacks with blood orbs 4.) Risk vs Reward Buffs: Using a Avarice Amulet in the Revenant cave should double the following drops: Note the following for double drops from Lava/Frost Dragons: TokHaar-Kal's Dagganoth Rings(Berserker, Archers, Seers) Point Mystery Boxes Flameburst Defenders Note the following for double drops from Lava Giants: Chaotic Mystery Boxes Special Restore potions Note the following for double drops from Lava Demons: Point Mystery Boxes Note the following for double drops from Cave Revenants: Bracelet of Etherum(u) Avarice(i) will still double any and all drops, but regular Avarice amulet only doubles noted items. Superior Blood Revenants: Boost spawn rates based on blood orb risked when killing blood revenants: Base Spawn Rate = 1/100 chance to spawn superior blood revenants Using a lesser blood orb = 1/90 chance to spawn superior blood revenants Using a greater blood orb = 1/85 chance to spawn superior blood revenants Using a master blood orb = 1/70 chance to spawn superior blood revenants Using a cursed blood orb = 1/50 chance to spawn superior blood revenants 5. More Armor Variety: Feels like every new armor is made for melee in mind and completely disregarding range/mage, and in the event we do get mage armor it's just plastered with zuriels stats. Currently we have like 5 mage armors that mimic zuriels stats which needs to stop. Crestbearer Armor: Add in a ranged version: Crestbearer Cowl, Leatherbody, Leatherchaps Add in a mage version: Crestbearer Hood, Robe top, Robe bottoms The possibility of having this armor a "transformable" armor is not a bad idea. Being able to right click crestbearer and edit it to the style you wish to use like Melee/Range/Mage if you own a set. Cursed Obsidian: Add in a range armor set that also has smite boosting properties With range strength since accuracy does nothing Could be as simple as making kharazi into "cursed kharazi" Add in a mage armor set that also has smite boosting properties Please don't let it mimic zuriel's stats Please don't throw it into the BH mystery crate Damage Soak Armor: We currently have a lot of damage soak armor but it's all for melee, where's the love for range or mage? Justiciar Armor gives 2.5% damage soak per piece Tectonic Armor gives 2.5% damage soak per piece(Hybrid of torva and justiciar making both of them obsolete to tectonic armor) Make Range/Mage armor that also has damage soak per piece since pernix and virtus only see action in raids and literally no where else. New Range Damage soak armor? Hydra coif, leatherbody and leatherchaps. Drops from blood hydra, hybrid of kharazi and pernix Not autokeep New Mage damage soak armor? Bork hood, robe top, robe bottoms. Drops from bork, hybrid of ancestral and virtus Not autokeep 6.) AFK-Guard Appearances: Nerf the times he appears based on the players activities. Should not appear when attacking max hit dummies Should appear less when a player is using a non yoshi variant pet when pvming Example: Kellatha using a fortune genie should see less AFK guards Should appear more when a player is using a yoshi variant pet when pvming Example: Kellatha using a Viridescent fairy should see more AFK guards GP boosting activities where the afk guard was implemented for such as thieving should see more AFK guards than pvming in donator zones(vip+). As intended as this was what the AFK guard was made for. Example: Kellatha has gotten 3 afk guards in 20 minutes thieving at elite zone compared to only getting 1 in 20 minutes killing frost dragons at vip zone. Should appear more often in instanced zones like Abyssal Sire and Zulrah, but less in spawn orb zones VIP+ As intended as this was what the AFK guard was made for. Example: Kellatha has gotten 3 afk guards in 20 minutes trying to kill abyssal sire compared to only getting 1 in 20 minutes killing frost dragons at vip zone. 7.) Cape Slot Balancing: We need to address how so many capes have 10% drop rate bonus and there is little to no incentive for using them. Like people using an infernal cape while ranging/maging instead of getting a ava's assembler which is better but there is 0% incentive to get the appropriate cape. Infernal Cape: Current: +10% DRB +12 str bonus New: +1 to max hit Like ferocious gloves, blood serp Ava's Assembler: Current: +10% DRB, +7 range str bonus New: Boost swift glove damage in pvm, second shot deals 100% damage Like old swift gloves where your second shot with a bow dealt the same damage as the first(only in pvm) Bounty Max Cape: Current: +10% DRB, +10 str bonus New: Nerf to 5% DRB but compensate with +5% double drop chance Elemental Completionist Cape: Current: +10% DRB, +11 str bonus New: Match stats of the cape of your choice(Like Slaughter cape) Grand Completionist Cape: Current: +10% DRB, +11 str bonus(12 if you own infernal) No need for a buff since it's a ele comp cape+infernal cape put together. 8.) Repair Fee balancing: Reduce fee for edgeville but make it higher the deeper the wilderness level. Repairing gear outside of the wilderness should be free Reduce repair fee by 50% at edgeville Increase repair fee by 10% for every 10 levels of the wilderness. Pay an extra 10% when dying at level 11 wilderness Pay an extra 20% when dying at level 21 wilderness Pay an extra 30% when dying at level 31 wilderness Pay an extra 40% when dying at level 41 wilderness Pay an extra 50% when dying at level 51 wilderness This should address players problems with people using OP autokeep gear when deep wilderness pking with no risk. 9.) Teleport Cooldowns: Introduce cooldowns for teleports so people can't abuse them People who "Suicide" and keep going back to the same teleport will have the same teleport on cooldown for 1 minute and 30 seconds. Dying at BC will result in a 1 minute and 30 second teleport cooldown from using the same teleport. A way around this is using a different teleport and walking to the previously used teleport. More deaths after the initial cooldown in the same area will result in the teleport cooldown doubling. Upon teleporting to new places(via spellbook) there will be a 15 second cooldown where you can't cast the teleblock spell BH scrolls, wilderness obelisks, wilderness cape,etc. Teleportation will not be limited. QoL: Superior Blood Revenants should only be attackable for the person who spawns it, like Arcane Demon at the Mage Arena. Once the player leaves/dies in the area the superior blood revenant that was summoned for that person could be attacked by someone else Blood orbs inside a looting bag should work since the blood orb is still risked on death. Stuffed inside to make room for a +1 in inventory which could mean a big difference like dying or killing someone. Fix Brackish Blade special attack Boost the accuracy on Elemental Mace Buff SoL/SoB so they don't match stats and spec as tsotd
  2. 1 point
    Hey guys! Today I wanted to talk a little bit about raids. Especially within the GM community, the interest in raids overall has dropped quite a bit from what it was. It's just not a challenge anymore what so ever, and it can get stale VERY quickly. Today I wanted to suggest a hard mode option, how it will work, what effect it'll have on raids and some other raid related things that can be added. - The hard mode When opening the raids interface, there will now be a check box to trigger "hard mode". These can ONLY be applied to master in grandmaster raids, to ensure that hard mode is actually hard and time consuming, and having this for normal -> experts would kind of defeat the purpose. Ofcourse none of this has the intention of flooding items in to the game or anything crazy like that, so please continue reading before you make conclusions. - How does it work? Hard mode will add multiple things to the raids to make them harder. Let's go over the things. 1. When on hard mode, overall defense from monsters inside the raid will be boosted by another 25%. 2. Monsters inside the hard mode raid will see a 15% increase in their hit points (scaling with amount of players in the raid of course) 3. Bosses will see new unique special attacks or requirements to kill them. 4. Protection prayers will no longer FULLY block incoming damage, rather lowering it to a 80% soak, leaving you with 20% of the damage taken. Edit #5: Perhaps it'd be interesting to also buff damage on some bosses. This would mean you have to use both protection prayers AND soulsplit in more rooms, really upping the difficulty some! - Vanguards: The melee vanguard will now have a special attack that targets all the players in their spot to be drawn towards the vanguard while disabling their prayers. This should make them a lot less AFKable on its own. - Tekton: When on hard mode tekton will have a “rock hard shield” meaning; the first 50% of tekton damage can only be done through pickaxe damage. (After the rocks are mined other weapons can be used once more) - Vasa: Vasa will now have a special stomp attack that randomly drops big rocks within the room. This will be indicated by a shadow on the floor (showing where it drops). These hit a lot harder than it’s normal attack and cannot be prayed against - Vespula: Vespula will now have an ability to spin a circle and spawn 5 minions (the same once that spawn from the portal). However, these minions have a different color to indicate it’s spawn, with slightly increased HP (about 100 per minion), and they use all 3 styles at random (melee/range/mage) - Muttadile: This little shit is bad enough as it is. - Olm: Of course we cannot forget the mighty olmlet. He will now gain a new poison effect, targeting a random player. This will work similar to osrs where you start to “drip poison” and if you stand to long on the pool, the damage will increase. In order to avoid it you have to walk around until the effect goes away for 15 seconds. Other players standing on your pool will also be affected. - Benefits of hard mode? Obviously no one wants to go through all this trouble for nothing, and thus the rewards should be scaled accordingly. There are a few new things entering the game with this update. 1. Muttadile pet. 25% damage boost in its respective room and another effect. I’d rather have someone come up with pet effects as this isn’t my forte. 2. Vanguard pet. 25% damage boost in its respective room. Other pet effect should be something implementing all 3 styles, either in defense or offense, to mimic the way vanguards work. 3. Metamorphic dust. https://oldschool.runescape.wiki/w/Metamorphic_dust 4. Raid’s “egg”. The pets can be gained either through their boss at a low drop rate (muttadile 1:2500, vanguards 1:4000) or from the new raid’s egg. I figured it’d be better to have these 2 pets outside the relic of xerics in order to add another benefit to hard mode. However, if voted against, it’d be alright to just add them to the relic instead to increase its value. Metamorphic dust: On OSRS this dust can be used to give your pets a metamorphose to other pets. On Spawnpk it will do a similar thing but of course slightly different. The dust will work as a combination item. You must have 2 raid pets and a dust to in order to then combine the pets, changing its name to “dusted olm/vespula/etc”. When hovering over the pet and holding ctrl, or examining it, will display what pets are combined. You can add any raid pet to the dusted pet, with another piece of dust. The chance for a dust drop would be around 1/10 on a Hard mode Grand Master raid. When a pet becomes dusted it will receive a 10% damage increase in their respective rooms. The pets DO NOT FUSE, rather they will now work like an enchanted Yoshi, allowing you to “change” the pet. It’ll basically mean you will be able to carry multiple pets in 1 inventory slot, with a slight increase in power inside the raids. When the pet is on the ground or in your inventory it’ll have a right click “metamorphose” option, cycling through your bound pets in the order they were originally added. Once combined it becomes untradable, however it can be unbound as well. When unbounding multiple pets you will only receive 50% of the dust, rounded down. So unbinding 2 combined pets will give you 0 dust back, as it only cost you 1. The dust itself is also tradable. - Other loots Other loot tables will also be increased while on hard mode, but not by too much. Since grand master’s already have such a high drop rate on rares especially, having hard mode on will increase chances of a rare by 12.5% (or 1/8th). The common loot tables however will now have +2 rolls pet slot. (75 blood money at a grandmaster slot will be 125 blood money on a hard mode slot). The same goes for master raids. Additionally I'd like to see an untradable "flex item" from olm that can only be gained on hardmode. It would drop to a random player in the room, and if said player already has this item it'd go to the next. I honestly feel like it'd just be nice to see some unique, untradable items in the game that players have to work towards to unlock themselves, rather than just buying them. Similiar to how OSRS pets are. This could be a cosmetic mask, cape or anything as long as it shows off "i grinded hardmode raids for this" in some way. (bout 1/50 drop from olm itself but it rolls only once, no matter how many players in the room) Anyway that's all I could come up with for now. I had 2 big reasons for making this post 1. Raids get's too boring as it is, there is no challenge and everyone can basically do it at this point. 2. Make raids far less "afk easy profits". This could be invoked more by lowering drop rates on master/grandmaster raids and increasing it more on hard mode. (F.E currently let's say its 1:8 for a grandmaster raid. Instead make that 1/15 while on hardmode it becomes 1/5. Not actual numbers, just an example.) One last issue I have with raids as it is, is the unbalancing between Solo raids and 5 man raids. In my opinion (taking grandmaster as an example here) I believe where a solo should be around 25 minutes a 5 man might be 20 minutes. The way it is now is that solos can take up to 30-45 minutes, while a 5 man team clears grandmasters in around 10 minutes. This makes soloing a complete waste of time by default. I'd rather see 5 men raids taking a bit longer while lowering the time for a solo raid. - Lower the HP on solo raids, but increase the amount of HP gained per player in raid. That's it. Let me know what you think
  3. 1 point
    You may kindly fuck off with your pvm updates ain't no one want safe pvm just so you can sit in safe zones making money with absolutely no risk.
  4. 1 point
    Big +1 Solid suggestion, would majorly improve gameplay, love the idea of the new pets Might think of some potential pet effects and post em here but I also invite the rest of the community to bring their inspired idea's to the table Also love how nice and in detail this suggestion is, really well thought out and many aspects such as impact to eco already considered I do have 2 remarks and a quick question: (a) "When a pet becomes dusted it will receive a 10% damage increase in their respective rooms." This will add to the already existing dmg boost correct? (I know it seems obvious cause otherwise it would be a nerf to a tek pet but just wanted make sure 😛 ) (b) I personally love the idea of this flex-item, though it might be nice if it actually gave like a small bonus just in raids or something, idk a +1 increase in max hit cap during raid or something, just the first thing that pops in my head so probs better suggestions around but you get the idea (c) While I do think due to the hard-versions should be more rewarding than their regular counterparts, I strongly advice any alterations to current raid rewards be properly tested and calculated as the last 3 or 4 updates to raids have seen major reactions in community (though two of the 4 were good reactions but regardless). I personally would suggest adjusting them only a little if at all (given they been in eco for months now so have stabilized in this eco) but can't say I would be a fan of a 50% drop in dropchance as I feel this is too drastic of a change. Also +1 re-balancing solo vs multi raids, solo's are completely not worth these days. Racc2 out, Mic drop
  5. 1 point
    true true was it 10min? i thought around 15min yeah idk how good creast is atm if its really OP then your right and blood sythe yeah no one has 3-4t for that shit just for a raid
  6. 1 point
    Yo raimon good shit dude this make it more intresting + for the streams way more entertaiment then regular GM but LETS FORGET ABOUT THE (INCREASE AMOUNT OF HP GAINED PER PLAYER IN RAID) thank you 20min GM is long enough for 5 man dont want ryan make a mistake and makes it til 30-40 min for 5 man o.o
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