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QOL & Ninja Fix Suggestions

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Mod Lee

Mod Lee

Jagex Moderator Forum Profile Posts by user
Hey everyone, hope you're all doing well!

Quite some time ago, I made a thread similar to this one. In that thread, I asked members of the HLF and High Level Community if they had any ideas for future QOL updates or Ninja fixes that they would like to see in the game.

There were a lot of great ideas in there that I pushed forward to the right people and got put into the game over time. So, I'd like to return this thread and see what suggestions that our community has!

I'm not looking for a brand new piece of content or an entire quest story, just suggestions that would be smart to update and change in today's game. For example, I just recently pitched the idea of having the 'Lorehound' pet (from the Quest Point Shop) be able to increase your chance of finding the lore books from Elite Dungeons. Something that I thought would be very helpful to us players.

So, let me hear your QOL suggestions and hopefully we'll be able to see them in-game soon!

03-Oct-2018 10:52:24

M Reflex

M Reflex

Posts: 100 Iron Posts by user Forum Profile RuneMetrics Profile
About the lorehound, I found it weird it was decided not to include the elite dungeon books straight from the start.... even further, I find it frustrating it isn't a 100% drop in storymode.
Is there a list which drops are increased when you have lorehound summoned?

QoL suggestion, when I use a preset in bank I would like to stay in bank to gather some last-minute stuff.....or is there already a toggle present somewhere I haven't found?

03-Oct-2018 12:43:15

Nead
Sep Member 2012

Nead

Posts: 20,472 Opal Posts by user Forum Profile RuneMetrics Profile
Not really a new content suggestion, but rather something to be changed.. I've been requesting something similar like this for years, now. Thoughts, Lee?
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03-Oct-2018 14:55:32

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04-Oct-2018 09:47:08

Mod Lee

Mod Lee

Jagex Moderator Forum Profile Posts by user
Nead said :
Not really a new content suggestion, but rather something to be changed.. I've been requesting something similar like this for years, now. Thoughts, Lee?


This would be really cool but essentially it's an unnecessary thing to do.

As easy as it seems (take existing items, make them smaller, place them on pet), it wouldn't be that easy. You'd have to make sure that you scale things correctly, put it on the troll properly, etc. It would probably be very time consuming for something so minor.

I like the suggestion though!

04-Oct-2018 09:47:54

Mod Lee

Mod Lee

Jagex Moderator Forum Profile Posts by user
M Reflex said :
About the lorehound, I found it weird it was decided not to include the elite dungeon books straight from the start.... even further, I find it frustrating it isn't a 100% drop in storymode.
Is there a list which drops are increased when you have lorehound summoned?

QoL suggestion, when I use a preset in bank I would like to stay in bank to gather some last-minute stuff.....or is there already a toggle present somewhere I haven't found?


I think that the 'staying in the bank after loading a preset' issue was something that was addressed when presets were last updated. If I remember correctly, it couldn't be done - but I'll add it to the list just in-case!

04-Oct-2018 09:49:46

Subzero

Subzero

Posts: 23,266 Opal Posts by user Forum Profile RuneMetrics Profile
Been doing a lot of Elite Dungeon 1 and there's a lot of small improvements that could be made to the balancing which are Ninja-sized.


1) - Add a guaranteed drop of 1-2 Ancient Scales to the Sanctum Guardian, and 1-3 Ancient scales for Masuta.
The rewards for these bosses are exceedingly bad given how overly-punishing and difficult they both are. At least add 1 scale to cover the cost of supplies and deaths.


2) - When Masuta dies, have his loot always spawn in the centre of the arena regardless of where you killed him.
At the moment if you kill him near the stairs his loot will get stuck in the middle of them, becoming inaccessible. Always having his loot spawn in the centre of the arena fixes this.


3) - Scale the damage on the Sactum Guardian's purple fire to be more fair. ]
The purple fire is unfairly-punishing given how easy it is to misclick, and how bad the bosses' drops are in general. The damage should scale, such as 2K - 3K - 4K -- rather than being 4K - 4K - 4K - 4K.


4) - Scale the damage on Seiryu's shadow hands to be more fair.
Same as the purple fire above; the hands deal a little too much damage given how easy it is to misclick or be caught out by them.


5) - Decrease the AoE radius of Masuta's spinning attack so that it is better-represented by his animation.
The telegraphing on this attack is awful. When Masuta is spinning his damage radius on his spin is huge, but his spinning animation makes it look like his damage radius is small. Either reduce his damage radius, or improve the animation/effects so that his damage radius is clearly visible.


6) - Remove the jump animation when jumping to Sieryu's back platform.
The jumping animation delays the fight for about 4.2 seconds which is hugely disruptive to the pacing, and is frustrating for players who are rushing to jump up/down to deal with the mechanics. The jump should be near-instant.
Subzero

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04-Oct-2018 11:55:33 - Last edited on 05-Oct-2018 01:46:01 by Subzero

Cyanid
Jan Member 2006

Cyanid

Posts: 24,133 Opal Posts by user Forum Profile RuneMetrics Profile
I agree with Subzero, the rewards for ED1 are pretty bad, especially considering how much more difficult it is compared to ED2. I'm not sure how I would change it, perhaps a rare unique drop from Seiryu?


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04-Oct-2018 12:35:14

Subzero

Subzero

Posts: 23,266 Opal Posts by user Forum Profile RuneMetrics Profile
Cyanid said :
, the rewards for ED1 are pretty bad, especially considering how much more difficult it is compared to ED2. I'm not sure how I would change it, perhaps a rare unique drop from Seiryu?



ED1's rewards aren't actually too bad if you solo and do well; it's just that the first two bosses are so high on the bullshit scale that it's easy for even confident players to take a stupid death.


I gross profit around 7-8 million per hour, with a net of around 6 million; sometimes lower if I take a bullshit death to the Sanctum Guardian or Masuta. Solo does feel quite intense though; I definitely put more focus into Seiryu than I do at even Solak; so I do agree that the general profitability should go up slightly; or the bullshit mechanics need to be toned down a bit.


The Sanctum guardian's purple flames are way too punishing given how easy it is to misclick in a tile-based movement system, and Masuta's spinning attack is easily the worst-telegraphing in the game. Also, sometimes you can't even loot him if he dies near the stairs and you forget to run him back down.


Seiryu has very good rewards, however it's annoying that most of the dungeon's reward comes from the final boss rather than being slightly more evenly distributed; which would help to motivate the player to continue. This is why I suggest that the Sanctum guardian should drop 1 scale, and Masuta should drop 1 or 2. It's fine that Seiryu then drop the other another 5-20 or so.


Seiryu is a great boss, but he too could use a slight nerf on the Shadow fists which deal absurdly high damage - they just need to scale the damage rather than having it immediately start at 4K-5K.


Above all though, please just remove that god damned jump up/down animation when you leap to Seiryu's back. It looks cool the first time but after that it's just annoying and stalls the fight; which otherwise has fantastic pacing.
Subzero

Incursione 2100+/130+ Clan, Avatar access for all.

04-Oct-2018 16:31:58 - Last edited on 05-Oct-2018 13:26:27 by Subzero

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