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Dev Blog: Slayer Expansion

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Cameinyaraw

Cameinyaraw

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I feel as if the new boots should be degradable in someway. Maybe like barrows items. I say this because they'll affect the prices of ranger boots and the other boots. Making it less rewarding for earning these boots from either cluescrolls or Mage arena. If anything the boots could end up being like vesta in rs3 where they can be destroyed after 10-20 hours of combat. Otherwise I can't wait for this update to happen :D -Creed

18-May-2015 14:22:27

acc number 2
Dec Member 2020

acc number 2

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Cameinyaraw said :
I feel as if the new boots should be degradable in someway. Maybe like barrows items. I say this because they'll affect the prices of ranger boots and the other boots. Making it less rewarding for earning these boots from either cluescrolls or Mage arena. If anything the boots could end up being like vesta in rs3 where they can be destroyed after 10-20 hours of combat. Otherwise I can't wait for this update to happen :D

L0l? you want new boots to degrade to nothing? so you want more dead content? who'd wanna waste 17m ranger boots for 20 hours? If this game is heading toward degrade era, might as well just scrap it. No one wants degrade scape.
Don't tread on me.
Slay Squad

18-May-2015 14:24:51

dnied

dnied

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acc number 2 said :
Scrap the useless dagger. Give us a good weapon already ffs. Give us a longsword or warhammer with better stats than whip but slower attack. Also let bandos boots be in place of dragon boots for the new boots.


we already have hasta for stab give us something else.

18-May-2015 14:25:54

Psyc
Aug Member 2022

Psyc

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I am personally very pleased with the changes made, especially the addition of the special attack to the dagger. So long as the PvP community deem it balanced on release, the dagger with this special attack will do the Abby sire boss release justice.

However, I DO have a very niche addition that should be made to it. As the Abyssal demons have the ability to perform short distance teleports in combat, and presumably the Boss variant will have something of the sort too, I think it would be appropriate to add a short distance teleport capability to the dagger's special attack. While this in almost all cases provides no real practical benefit (apart from making hybrid fights more interesting!), I really do think it would add something special to the dagger. Mod Ghost could create a purple teleport flash sort of thing for when the teleport activates, or simply copy what the Abyssal demon already uses. By all means rebalance the bleeding effect of the dagger if many deem it too powerful, but this opportunity to add a very short distance teleport (2-3 tiles) to the special attack should not be missed!!

I would appreciate people supporting this, as I am incredibly keen on seeing this suggestion taken on board. It would be a crime not to take advantage of the Abby demons lore in this way to just add that final magical touch to a dagger that went from incredibly underwhelming to potential brilliance with this update.

Great work Mod John C.

18-May-2015 14:33:09

Mini Aurelia

Mini Aurelia

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acc number 2 said :
Scrap the useless dagger. Give us a good weapon already ffs. Give us a longsword or warhammer with better stats than whip but slower attack. Also let bandos boots be in place of dragon boots for the new boots.


I have to agree with scrapping the dagger. You cannot balance it in such a way that the abyssal dagger will be a useful weapon because we already have a high stab accuracy weapon at level 70. Adding a special attack with limited use does not change this fact.

There are a few possible outcomes with insisting on releasing an abyssal dagger:

1) Higher stab bonus than hasta - this would devalue the hasta and probably not pass a poll

2) Lower stab bonus than hasta - no one will use it, except for pures who cannot use hastae due to the attack styles trained

Please consider either introducing a longsword (high slash/str 5 tick attack speed) or a war hammer (high crush/str 5 tick attack speed) instead. There is more room for slower, stronger, weapons in the 70-75 range than for faster, weaker weapons.

Alternatively, you could consider a short-sword with an attack speed of 3, but this would have to be balanced carefully to not be OP.

The changes in regards to Slayer helm bonuses and broad darts are welcomed though, I agree with these. I am still concerned about modifying assignment lists. Any meaningful modification will have significant consequences on points/hr and overall xp/hr (not necessarily an increase).

18-May-2015 14:37:02 - Last edited on 18-May-2015 15:01:32 by Mini Aurelia

Lars tha God

Lars tha God

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Thanks again John, appreciate the time spent taking feedback for this blog.

I'm very much in favour for the boss task change - it appears to please a lot of people, and displease very few. I'm just wondering if offering boss categories was considered? Kill x Commander Zilyana, kill x General Graardor (or even kill x God Wars Dungeon boss), and demi bosses in the same manner. It would then be 5-11 new tasks.

Either way, the boss task idea as it stands works for me.

I'm still very much in favor of having something to "dump" slayer points on. I realize this might be a niche demand since the vast majority spend their points canceling tasks in order to maximize their xp/hour. For people who don't cancel tasks, I think it would be nice with a little something to spend points on rather than watching the number raise to 64k, 65536 or what the number might be. Again, this is a deal breaker, it's just one of those things that would be nice.

For the slayer bosses, I understand that previous slayer bosses have the same slayer requirement as their non boss equivalent. However, I feel it's quite weird to kill a slayer boss that doesn't require high slayer level. I also don't think the abyssal boss should drop whips, I'd much rather see the spines used elsewhere. Maybe a degradable weapon that works well against the boss, but no where else. If so, it would have to be rare enough for people not being able to supply themselves with it.

Either way, this update is looking extremely good, and it's already both meeting and surpassing my expectations. You've done a great job.

18-May-2015 14:38:48

scaped

scaped

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The dagger.. Special attack will still not make it a desirable weapon to use, it either has to be better than the hasta, which makes no sense as that will be worthless,or you need to change it for something different. A scimitar with same stats as whip for strength training and for pures to pk with would make alot of sense.

Aside from that everything is great would like to see slayer req for hellhound atleast 92 and higher than 85 for abby boss

18-May-2015 14:40:33

Psyc
Aug Member 2022

Psyc

Posts: 54 Iron Posts by user Forum Profile RuneMetrics Profile
I am glad broad darts have been removed, the market opening for darts has been a wonderful thing and has helped smithing a lot.

So long as the odds of receiving preferable tasks like abby demons, aviancies, smoke devils etc don't improve or worsen too drastically, and the xp rates do remain more or less the same, the update to the task selection table will be great.

Not being able to use slayer helms at zulrah, corp, bandos, zilly etc is great news indeed.

I still think the Jad pet should require a set amount of Firecapes (50-100) for the pet, but I suppose so long as the chance of receiving a pet is incredibly slim this is okay. The Jad pet should only really be awarded to true masters of the fight caves, not just the lucky few.

There MUST be some sort of slayer Req on this hellhound boss. It simply makes no sense to allow players of all slayer levels to kill this SLAYER BOSS on every hellhound task. The boot upgrade drops are as appealing, if not more appealing than the dagger does, even as it stands now. If every single Nightmare Zone prod in the game can kill this boss, the prices of these upgrade drops won't hold the value that they SHOULD for the new best in slot boots. If not a slayer req, please consider adding another form of requirement to kill it, such as 1-2k slayer points. The only way I can see it being viable otherwise is to have the boot upgrade drops incredibly rare and the common loot from it mediocre at best, though this is undesirable. Those with high slayer levels who put the time in should benefit from having access to this boss, and I'm sure most would agree with me (Unless of course you are a Nmz prod looking to cash in on release...). The slayer req doesn't have to be higher than the current highest (93), but at least around 91-2 I'd say.

Apologies for the rant, but seriously. This needs changing. Other than this, I can no longer see any major issues.

Cheers.

18-May-2015 14:46:12 - Last edited on 18-May-2015 15:01:59 by Psyc

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