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Polluted

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  1. Polluted

    Pure Zone Overhaul

    +1 I like the idea to promote obby pures, Notes: I think it should have 45 defence requirement, this doesn't change the zones it's usable in, but it does force players to take the 5 extra defence levels The platebody and helmet should give more negative range attack bonus than cursed obby, -10 to -15 for helm and -25 to -30 for the platebody, so players are incentivized to pull off switches if they want to use range (which stats wise is at full strength) Alternatively give all non obsidian weapons (including range) 10% less damage (and accuracy?) while wearing a piece of the set, forces players into melee or a 4 way switch which is arguably easier to deal with than knives or msb into obby maul My cost choices would be 65 for helm, 75 for plate + legs +1 I can't believe we still don't have manacles, these would be awesome and I like the item dump with the (or) from the chest I would like to see the manacles always drop on death if you would protect another item (i.e. spec weapon), not a protection value of 0 but a protection value below the value of the majority of special weapons Very interesting item, would give the pure crates a real appeal. Would personally like to see 1x stats at 45 defence because having the combination effect is already fantastic and it would further incentivize 1 defence pures. I do not like the name, but I don't have any suggestions so this isn't constructive +1 +1 +1 +1 +1 I love the crates, it gives players a reason to go to pure zone other than the shards from event kills Point value seems good to me, I would go to 1/30 for the pure crate because that still gives players a reasonable rate while making them slightly more rare. Big fan of the crates not being affected by any rate boosting items Would love to see the treasure casket reward from pure daily changed to 1 pure crate instead Change the resell value of the hoods and books to 50% Rate for the soulbound orn kit somewhere around 1/200 or higher Could be interesting to see, would personally be more interested in an item that gives zero accuracy or defence stats but gives +str bonus +range strength +%magic damage. Could also see Tevin being all over something like that for rushing or pure nhing +1, like it being sold only as a full set but would go for a lower pure point cost (200-400) as points would be very valuable with a fully revamped shop +1 Instead of a new item add a clamp or upgrade kit that you add to a barrelchest cannon, there is no malevolent cannon to my knowledge and that would add some value to regular cannons 4 tick attack speed sounds good to me as it's slower than an msb but faster than a crossbow and its damage falls into that category 3 ticks is too long between the special attack hits, 2 ticks would be the maximum but I think that 1 tick is reasonable considering the max of the handcannon spec is lower than a blood dark bow's spec If there is a 1 tick delay between the special attack hits, the player should not be able to attack for 4 ticks following the 2nd shot (so special attack is a 6tick cooldown) I don't see any problem capping the damage at 45-45, but I would like to see an item (I'll talk about it after this one) that lets it go to 46-46 Reduce the cost of cannon shots, 1 point should be 5-10 shots so the cannon is more accessible to players saving their points for other items - Ranger Boots (t) / (g) A similar item to the spiked manacles these boots provide range accuracy and range strength with a defence level restriction of 45 or lower, however both types of these boots are ALWAYS lost on death. Ranger boots (t) would be the normal versions acquired from the pure shop or crates at the same price/rate as the spiked manacles. Unlike the spiked manacles these boots have to contend with the Kharazi Boots that give +6 range accuracy and +3 range strength (at a 25 defence requirement). Ranger Boots (t) stats: -10 magic accuracy +15 range accuracy, +6 range strength bonus (trying to raise the hit cap on range weapons by 1 with these, that effect might just be easier to work with than the overall range strength bonus), and the same defensive stats as regular ranger boots Ranger Boots (g) would be acquired through the magic chest, with 5 ranger boots (t) enchanting at a 20% rate (same rate at the spiked manacles) Ranger Boots (g) stats: -15 magic accuracy +25 range accuracy, +12 range strength bonus (raising the cap on range weapons by 2, some things would have to be excluded such as the blood dark bow), and the same defensive stats as regular ranger boots I think these stats might be a little too much, honestly I'm almost certain they are. I really wanted to point out that there was another custom item (and magic chest item) that could be added to purezone. Interesting idea, no real concrete thoughts on this item so notes for the Daggon 'hai upgrade: I'm going to call the upgraded Daggon 'hai robes Mahjarrat Robes, that's Zamorak's race and Daggon 'hai are zammy followers (and I can't come up with any names) Restrict the Mahjarrat Robes to 65 defence would remove them from contention with normal tribrid gear, this is one potential solution With this restriction in mind, give the robes high magic damage, 4% on each piece, but negative melee and range accuracy stats (-15 to each for top and legs, -8 to each for hood) Give Mahjarrat's Robes a similar effect to the Soulbound Pendant where they give full defensive stats at 45 defence and scale down to 50% defence stats at 70 def, 10% or 0% at 95+ def Notes for the Elder Shade Robes Stats have to be better than Mystic (Magic accuracy and defence stats for Mystic are: Hat +4, Top +20, Bottoms +15) Elder Shade Robes would give: 1.5% or 2% magic damage per piece Hood +10 magic attack -8 melee attack bonuses -8 range attack, +8 magic defence Top +30 magic attack -15 melee attack bonuses -15 range attack, +25 magic defence Bottoms +22 magic attack -15 melee attack bonuses -15 range attack, +25 magic defence +1, Notes: I like everything here, excluding the pet 1/5k drop for the pet is a great idea, my preferred visual would be something oldschool like monk robes, whip, unholy book, strength ammy, leather boots, fire cape, and a blue party hat I don't like these effects, that's way too much accuracy and damage I don't know what I would want to see as pet effects, I just know that I really like the idea of a pet existing Killstreaks should give more points, they're very hard to maintain at pure zone because you can get stacked out 10 KS +2 points 25 KS +4 points 50 KS something idk +5 points feels bad I like the idea of having some alternative effect 100 KS +6 points Kinda forgot that I was going to make a post on the items too so here we are a few days later. Big oof
  2. Polluted

    Pure Zone Overhaul

    One of the more annoying aspects of pure zone is everyone fighting in the same place and the limited space/visibility (the GE walls are annoying). I would suggest moving the pure zone to somewhere that players can more effectively spread out in or at the very least removing the trees in GE area. If everything stays the same and the area is split into quadrants the two north quadrants are filled with trees that seriously limit the area players can spread out in. +1 big fan, pure diversity is virtually nonexistent in the current form. +1 holy pets need restriction, honestly I don't even like them in pure zone at all but I think that players are able to play around the smite effect at 99 prayer and it's totally reasonable to leave them in the "restriction free zone" +1 pet restrictions for lower level zones, as it stands the pets already make an insane difference and the problems would only be exacerbated in the low level zones. I would also suggest limiting the pets in the NE and SE zones to the "basic pets" (Blood Berserker, Blood Phoenix, Blood lord/Wolper), there are non-fusion pet effects that would still be big problems (i.e. the flat stat bonuses from Reaper). +1, other restrictions or changes that need to happen (imo): Dragon Throwing Axes need to have their specs limited to 3 or 4 consecutive special attacks within "x" time frame. This change would not affect anyone without a vigour effect and still allows for all of the classic OSRS combos, it just limits 7x spec abuse with vigour effect. These axes are already a problem without range tanks existing. Most people active at pure zones during event have seen me dbow whacking into 7x axe spec, this is almost impossible to eat out of if the hits come through (and they do most of the time). Void and higher range strength gear will seriously exacerbate this problem, I would already expect range tank to be the "meta" choice with how overpowered range is against low defence. Remove vigour effect from items in pure zone excluding vigour and vigour (i) (or just restrict these items: Elder Blood Ring, Mythic Cape). The combos that vigour effect allows for in pure zone make fights more frustrating for players without the effect (dragon knife spam, dds spam, dragon throwing axe spam). Leaving vigour and vigour (i) either forces players to potentially risk a vigour and in the case of vigour (i), the ring would actually have a reason to be used over Elderblood Ring again. Remove all superior boss weapons from pure zone entirely, Wicked Blade at the very least because it is the biggest offender with its high (highest for pure zone I believe) and consistent dps. Cap the max normal hit of Rune Knives (27) and Dragon Knives (29). Range tanks are going to be very scary mixed in with pures, rigour voiders will be capable of 31 rune knife hits and 33 dragon knife hits and the dps against 1 defence will be too high. With a cap, anyone that still wants to pk as a 1 defence pure will at least have a slightly better experience fighting range tanks because their knife max hits would be on a similar level to the rigour voiders and rigour tanks. Reduce the accuracy of Rune Knives and Dragon Knives against 1 defence pures, range mainhand dps already outclasses melee mainhand dps (excluding Wicked Blade) and range tanks will be abusive against the 1 defence pures as they can consistently hit with knives while pures will struggle to hit against rigour tanks or rigour voiders. If it looks like I hate rigour tanks/rigour voiders, I'm mostly just concerned with their strength relative to 1 defence pures. I enjoy the pking style and think that it fills a fun niche, but it's frankly unfair against 1 defence pures and range is particularly strong on SPK.
  3. He doesn't understand that the addition of new pvm content likely means the addition of new pvp gear. One type of content doesn't mean the other gets shafted
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