I have a few things I'd like to say.
I certainly agree that the monsters need to rebalanced... again. From what I've seen lower levels have a limited number of choices to train on. Cows being an almost certainty since the troll commandos are now level 8, which (correct me if I'm wrong) were introduced to be training monsters for them in the first place, even though they are now double the starting level of a player.
Fight caves are horrific. Please tell me why I cannot 1-hit the lowest level monster in it. There was a very good method going on before, which shouldn't be changed at all. The level 26's combined to level 52's, which combined to 104's (I think that's right.) But now, it starts off at lvl 122, or whatever it is. Then raises to level 123? The previous method made a lot more sense and was seen as a credible way of progressing through a mini-game such as the Fight Caves. Also, the lifepoints on those monsters is mental. At least 3000hp on the lowest levels. Why? I brought 1300 water blast thinking it would be more than enough, I couldn't even get to Ket-Zet before I ran out of runes... at Level 83 Magic. In full Virtus. Is that really what is expected of a player attempting to get a fire cape? I am more or less expected to have a fire cape at 110 combat in the live game, but that will be impossible if the Fight Caves continue like this.
On a similar note, I first attempted it with range, using double chaotic crossbow and onyx bolts (e). You'd expect me to get to wave 10 in no time at all wouldn't you, at 81 range... Nope. I found it very difficult. To improve the Fight Caves, I would make no monster in there have any resistance or weakness, to allow any player to go in with any method, and have an equal chance as any other player using any other method at a similar level. Mages should not be at an advantage to other styles for something like the Fight Caves which give such a coveted reward. The word limit is creeping up on me, Please listen. Thank You.
29-Jun-2012 23:29:42