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Samoth
Nov Member 2023

Samoth

Posts: 4 Bronze Posts by user Forum Profile RuneMetrics Profile
For the Mourning's End Part II quest, I would REALLY appreciate it if you would somehow fix the handholds so that it doesn't require a ridiculous amount of luck to cross them.

It's ridiculous. The quest requirements imply that players do not need a certain Agility level to pass this particular quest, yet this horrendous issue exists.

It's completely unfair and unnecessary for those who are hoping to achieve the Quest Point Cape at the lowest possible level requirements.

Not to mention, the quest is already difficult enough with those obnoxious shadows littering the entire temple. There's no need to make it even more worse than it already is.

So what I highly suggest is that the handholds should be nerfed to the point where anyone who has all the requirements of the quest would be able to cross it.
The chances of falling should be reduced to a fair amount of being 10 - 20% rather than the 70% chance I'm assuming it's currently set on.

Or, set a certain Agility level requirement to cross it, such as 57 or something more reasonable. I've chose 57 since that was needed to cross the dense forests in the previous quests. Therefore, it would be more suitable for this particular one since it doesn't mention that you would need a certain Agility level to make it through.

30-May-2015 03:13:53

Wickle Berry
Nov Member 2023

Wickle Berry

Posts: 3 Bronze Posts by user Forum Profile RuneMetrics Profile
With partner slayer, i think it would be better if both players were actually contributing to the one task, not necessarily getting the same task as each other and being completed separately?
So the pair get one task of x amount of monsters and they are both contributing to that number of kills and are both getting xp for their own kills.
Essentially the pair are killing their own, but are both contributing to the overall number of kills for the pair task.
Thanks

30-May-2015 04:46:40

Sambal Sauce
Jan Member 2024

Sambal Sauce

Posts: 4 Bronze Posts by user Forum Profile RuneMetrics Profile
Samoth said :
For the Mourning's End Part II quest, I would REALLY appreciate it if you would somehow fix the handholds so that it doesn't require a ridiculous amount of luck to cross them.

It's ridiculous. The quest requirements imply that players do not need a certain Agility level to pass this particular quest, yet this horrendous issue exists.

It's completely unfair and unnecessary for those who are hoping to achieve the Quest Point Cape at the lowest possible level requirements.

Not to mention, the quest is already difficult enough with those obnoxious shadows littering the entire temple. There's no need to make it even more worse than it already is.

So what I highly suggest is that the handholds should be nerfed to the point where anyone who has all the requirements of the quest would be able to cross it.
The chances of falling should be reduced to a fair amount of being 10 - 20% rather than the 70% chance I'm assuming it's currently set on.

Or, set a certain Agility level requirement to cross it, such as 57 or something more reasonable. I've chose 57 since that was needed to cross the dense forests in the previous quests. Therefore, it would be more suitable for this particular one since it doesn't mention that you would need a certain Agility level to make it through.


If you don't to put time in questing then I don't think you deserve it. There is nothing wrong with the handholds. I did the quest without any trouble at 56 agility. Simply use a summer pie and use proselyte armour with a dragon mace and godbook and stole for maximum prayerbonus so the shadows wont pose a threat.

30-May-2015 06:15:44

X71

X71

Posts: 51 Iron Posts by user Forum Profile RuneMetrics Profile
Remove Karambwans power to double eat with sharks...

Old wild never had Karambwans/Shark double eat, and ruins wild and makes it ridiculously hard to kill even with a maxed account.

The wild is supposed to be a dangerous place, Karambwans ruin that.

30-May-2015 07:50:40

X71

X71

Posts: 51 Iron Posts by user Forum Profile RuneMetrics Profile
Increase Smite Prayer drain capabilities to how it was in actual Old Runescape.

Wild is supposed to be dangerous, where your rare protecting item is at risk, without powerful smite, nobody gets smited. More risk = more reward = more fun. Just like old days.

30-May-2015 07:52:21

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