Well done re-balancing the robes. I can still see many uses for them, and I will not just replace my ahrim's because they are totally outclassed either. Very good job giving them negative melee/range attack.
Perhaps you should take the same route making a "all-out offense" version for melee/range eventually too.
The dragon thownaxe looks very interesting, it just worries me a little when used in conjunction with ballista. This will make range dangerously close to the no skill PKing that was present in rs3, where you just rushed and went back to safety.
The prayers look pretty cool, nothing to really be said about them.
The dragon sword is honestly, quite meh. The nerfing of its special wasn't really needed. I understand not wanting to devalue the scimitar, but you really wouldn't have. The scimitar would have stil been the weapon of choice in all situations requiring any type of risk.
Love the update to wand/maul. Rebalanced the wand beautifully so it isn't BIS for everything, but still has its own uses being the highest accuracy in game.
Lastly, removing of the platebody made sense, but you probably should have added something in its place.
Example replacements that come to mind:
Nature/law staffs/cosmic etc. potentially. - these would require being charge with said rune, offering something like a 10% chance of saving that rune. I believe these were the same stats as a regular air staff, etc.
Ring of Vigour - saves 5% spec energy on specials used (no other bonuses).
Anti-poison shield - when worn the player cannot be poisoned (still can be affected by venom, also wouldn't cure poison if already afflicted). This would not degrade. I believe this had stats around an adamant kite.
These were more of the useful rewards that were available in dungeoneering in the previous version of the game, and weren't extremely overpowered.
17-Aug-2016 11:30:05