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Corporeal Beast - Discussion

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Jawarrior

Jawarrior

Posts: 136 Iron Posts by user Forum Profile RuneMetrics Profile
Rules Of Engagement:

1.
Make Corporeal Beast drop items that enhance OSRS as a whole.
For instance coins, dragonhide, specific runes, rune talismans(100 of them) not in the RS economy, air orbs, cunstruction supplies, specific arrows, herblore supplies, attract a varity of players to the PvM spotlight, etc. etc.

2.
Don't make the drop list based on passed drop lists by Corporeal Beast.


3.
Don't Be afraid to change the drop list once a month
to meet the OSRS economy needs. Aim for a higher # of players, fit the market.

4.
Make the drop list longer
; as a general bossing tip I personally think this is attractive, especially for a big boss. When I started a new OSRS account the first thing I did was check the common-uncommon drops the high-end bosses had, not the rare drops. As I always see the rare drops as a perk, not the main motive of killing and many other players PvM that way.

Have fun with sales!

25-Jul-2014 21:32:03 - Last edited on 25-Jul-2014 21:39:09 by Jawarrior

Stew pid
Jan Member 2024

Stew pid

Posts: 98 Iron Posts by user Forum Profile RuneMetrics Profile
I want the shields to be the way they were, it wont make the players OP. Players were OP because they had curses, summoning, overloads, and chaotics which made PVM really easy. Right now it's impossible to do more than 3-4 kills per trip solo at gwd and it's kind of annoying getting keys or kc every 15 minutes to solo gwd bosses. I want the spirit shields to be the way they were so players can solo or duo more kills per trip and it will prevent corp from being dead content and i'm not going to spend 400-500k a trip to split a 50m shield with 6-8 people which will take days to get.

25-Jul-2014 21:36:57

epiclegacy77

epiclegacy77

Posts: 532 Steel Posts by user Forum Profile RuneMetrics Profile
no combat reqs for a boss everyone should be able to get in on a boss fight but if the player can get a kill is the difference there, if there is going to be other bosses added later on then they definitely need to be next teir grade in difficulty if they drop the next best inslot weaponry/armor or w/e it needs to be substantial like gwd for example or even stronger then the last advancement, also to keep more interest in everything added to runescape there needs to be loot rewards respective to the monster, for example not having like 100 noted supercompost dropped from a spider but like 100 supercompost noted being dropped from a high lvl farmer or something this is just one example, this will help keep the motives intact for alot of things in rs and to be added to rs. also to keep from everyone ending having the same best in slot weaponry make it difficult make it to where the next tier grade boss is substantially harder but still able to be killed, magic robes for example make them drop off a magician or something or if they drop off this boss make it drop as fragments or something to be made with a requirement or something this goes back to more loot respective roles, or instead of just dropping a better weapon/armor or w/e drop fragments to be manufactured like in gwd for example, next time list what the shields/other loots it use to have and their stats/etc and something rs needs to do is make some bosses more open to the public but very difficult since their so open to the public mole was an example but very easy what if a very hard boss was opened up to the public like corp beast kinda close to the public like mole was and bosses that patrolled could be a cool idea too,

25-Jul-2014 21:37:32

Tall Hot Dog

Tall Hot Dog

Posts: 7 Bronze Posts by user Forum Profile RuneMetrics Profile
The poll system isn't that effective with it needing 75% to pass, more then 25% of the people who vote, don't read the forums, have never used the items/activities, or are too un-educated on the topic to vote, an update like this should be something like 60% to pass...

25-Jul-2014 21:40:24

SlimLilWil

SlimLilWil

Posts: 3 Bronze Posts by user Forum Profile RuneMetrics Profile
Minimum quest point requirement: 200+
Combat level requirement 100+
Such high requirements will test whether the player has distinguished himself from the fools.

You should only permit lower tier shields, as well definite downgrading.

I believe a spear should be implemented, or a stab based weapon.

As far as gear goes, well that's a bit broad. So, all I have to say about that is be very careful.

- Will

PS: Sorry about my name.
.....Don't ask. :@

25-Jul-2014 21:48:10

Dogzie

Dogzie

Posts: 56 Iron Posts by user Forum Profile RuneMetrics Profile
I like the idea of some kind of new weapon dropped by the corp, but I don't think it should be a spear because it would reduce the value of the zamoriakian spear/hasta greatly. I think some kind of one handed crush weapon with high stats would be really cool. I think there need to be more high level designated crush weapons. Torag's hammers are pretty obselete and the barrelchest anchor is ok but not great.

I think Spirit sheilds would be a good addition, but I think it would make sense to totally rework the stats and effects, especially because the ward shields already exist.

25-Jul-2014 21:50:02

Seibatsu

Seibatsu

Posts: 171 Iron Posts by user Forum Profile RuneMetrics Profile
I don't personally want to see many bosses only available for high level melee users.

But if the beast is introduces as described. It just drop the shields along with other random worthwhile loot.

Shields will need to be a very rare drop and their stats need to be modified.

Look into introducing just one shield for each combat style.


The shields should look the same as they always did, have some sort of a medium/minor special effect (No insane special effects like they used to have). Be at the very very least level 75 defence shields. I'd also prefer if the shields also have a range, mage and attack level requirements. Along major negative attack bonuses to two combat types.

Range shield: -20 offensive crush/slash/stab, -30 offensive magic, a superior magic defence and a medium melee/range defence.

Magic shield: -20 offensive range, -30 offensive crush/slash/stab, s superior crush/slash/stab defence, a medium magic defence and minor range defence.

Melee shield: -20 offensive magic, -30 offensive range, a superior range defence, medium melee defence, and a minor magic defence.

These should be tank shields that don't give attack bonuses.

25-Jul-2014 21:54:40

Marcos RS

Marcos RS

Posts: 15 Bronze Posts by user Forum Profile RuneMetrics Profile
Why not have Corp drop a high level degradeable set of gloves that will be similar to the gloves you could receive from Dominion tower (without the added affects ofc!) that have somewhere around the following stats:

14 slash/stab/crush and 14str for melee gloves

15 range for range gloves, possibly some sort of percentage boost to damage done so as to make them useful over void

15 mage accuracy for mage gloves, again with a possible damage boost

These quantities are sufficient so that if somebody wishes to train at maximum efficiency they are necessary, but because they specialize in the respective combat style they will not outclass barrows gloves in hybriding such as at dks.

25-Jul-2014 22:11:48

Im Nate

Im Nate

Posts: 1,638 Mithril Posts by user Forum Profile RuneMetrics Profile
Lol looking at these comments corp gonna be pretty dead and boring, guess I shouldn't get hyped for it. People want shields that simply have more def bonus than current ones, only slightly better than dfs, malediction odium etc.

If this is the case the shields won't have that much demand and sure won't be worth in the 250-500m range that would be required to make corp interesting.

I want shields same way except divine. Change divine so it has full prayer drain, meaning if it reduces 20 damage, 20 prayer points are taken instead of the original 10.
Maxed Sept 24th, 2015 - 134th to max

25-Jul-2014 22:21:32

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