There's already bandos and fighter torsos and plenty of other high level armor for the rest of the melee slots. But for the helm 90% of people use a fremennek helm or neitzenot helm. So the new helm is filling in a hole in the armor selection at the moment.
25-Nov-2014 18:10:29
- Last edited on
25-Nov-2014 18:12:56
by
RNGreed
P E A C E
said
:
I'm fine with the poison increasing in damage over time, but seriously cap that thing. It should not go over 18 damage a hit. Maybe 24.. but 18 is high enough imo.
I like the blow dart thing and the helmet sounds cool, but 1/6 is a little common... Decrease it to like 1/15 since it is armor, not a weapon.
- What happens if you put on the helmet when you are poisoned? Does it cure?
Absolutely no to the staff of the dead attachment. +25% mage damage bonus is way too O* anyways. Scrap the attachment idea. Attachments are super dumb.
No to snake pet. Tired of seeing boss only pets. So will be voting no on the pet unless you guys start releasing NON-PVM pets. Seriously getting annoying you guys only are appealing to high level pvmers.
Also, just in general I'm tired of seeing new items being added to the game (at such a fast pace). Please revamp dead content instead of adding new.
Don't forget that it only ticks up once every minute and most fights don't last more than 3 or 4, but I'll consider a cap.
The SotD improvements are to magic attack bonus, the 15% damage increase isn't changing.
Boss pets have proved very popular with the majority of the community so without a hugely negative response to this dev blog I'm not going to remove it.
I can understand why you'd rather new items didn't come into the game but most people want new content to keep them engaged but we do try our best not to devalue existing content and to include it in new weapons.
menacemenace
said
:
When using the blowpipe, will there be an option 'equip as ammo' for darts?
Or perhaps you can use a certain amount of darts (max 2500) on the blowpipe and on death you keep the blowpipe and however many darts are stored in the blowpipe?
The mechanics of the blowpipe are a little tricky to define before it starts development but I expect it to store the darts inside it rather than just consume what is in your inventory but I need Ash to answer this one and he isn't here this week, sorry!
The fixed device from mournings end part one actually uses loaded toads that you can put inside the weapon to fire, so I'm pretty sure the infrastructure is in the game for darts to load into the dartgun.
Why can't the boss be located on karamja?
Doesn't it make more sense for a snake boss to be there?
and karamja doesn't have anything close to a boss except steel dragons
Karamja only
said
:
Why can't the boss be located on karamja?
Doesn't it make more sense for a snake boss to be there?
and karamja doesn't have anything close to a boss except steel dragons
Karamja only
said
:
Why can't the boss be located on karamja?
Doesn't it make more sense for a snake boss to be there?
and karamja doesn't have anything close to a boss except steel dragons
Maybe there's a bit of a bias going on here with your username
Personally I think it fits near at the elven lands because the rewards are poison based and the place is called the
Poison Wastes
. There's really nothing at the Poison Wastes at the moment so it would fill in an empty area.
Karamja only
said
:
Why can't the boss be located on karamja?
Doesn't it make more sense for a snake boss to be there?
and karamja doesn't have anything close to a boss except steel dragons
And the poison wastes don't have anything close to a boss except... Well I should say they don't have anything close to a monster except... Oh wait...
This increases the magic attack of the staff staff to +25 and has a 1 in 4 chance of inflicting your opponent with venomous poison when using an offensive spell.
... The staff of the dead is already the most overpowered staff to come to the game, making master wand etc completely useless, even better than a d scim.. and its a mage weapon, wtf?. Not even going to say why this is a stupid idea.
The Staff of the Dead has a 75 attack requirement, the master wand doesn't have any attack requirement and can autocast ancients making it the best choice for a lot of situations.
You can get 99 attack in a few weeks with NMZ. Attack requirements are irrelevant for high level gear.
Staff of the dead has already gotten 15% magic damage boost which makes every other staff/wand completely useless for PvP in comparison.
It has a 1/8 chance of not using runes when casting a spell, autocast for unique spells (flames of zammy, slayer dart) & all of the normal spellbook. A special attack that halves all melee damage for a full minute and
it's a magic staff that's faster to train melee than a dragon scimitar.
You complain about d claws (note: I do not support them being added) being too big of a jump to the next 'tier' of wep.. staff of the dead at the moment is already twice as big of a jump, and yet, it needs more?
A very small minority of players sit on the forums making these suggestions, the oldschool forums are hardly active at all, only 8 active viewers in the whole 'Old School Announcements' section at the moment. A small percentage of those who vote post feedback on these blogs, and there's a sizable percentage of players that don't vote at all,
they just want to play the game
.