Forums

Dev Blog: The Inferno

Quick find code: 380-381-370-65891449

E O C Next

E O C Next

Posts: 1 Bronze Posts by user Forum Profile RuneMetrics Profile
Make Kahlith armour 45 or 40 def requirment instead of 60. It would be an alternative for zerkers/rune pures. Otherwise it looks like a dead content. Why would anyone use 60 def armour that has worse defence bonuses than rune and works only with obsidian weapons if there's bandos armour.

Everything else looks good to me. Can't wait for the update.

16-Mar-2017 11:20:40

Multiverse

Multiverse

Posts: 134 Iron Posts by user Forum Profile RuneMetrics Profile
no love for mages and rangers? still only the same mediocre +1 attack bonus as fire cape for both, and no magic or ranging damage either. would like to see some change with added attack and dmg bonus for all three combat styles, even if only 5% magic and maybe 5 - 10 range strength.

16-Mar-2017 11:37:33

Nielssjee2
Mar Member 2005

Nielssjee2

Posts: 1,316 Mithril Posts by user Forum Profile RuneMetrics Profile
Dark Lucina said :

Firstly, on principle. I'm sick of existing areas being neglected in favour of trying to make Zeah relevant. This happens time and time again. It makes much more sense for this to be located in the currently inaccessible areas of the TzHaar City -- an overlooked area that doesn't have many attractions, seeing little traffic and has next to no lore.

Thieving - Why is a level 90 method being compared to Ardy Knights? Pyramid Plunder is about 250k xp/h at 91+, Ardy Knights reach about the same at 95. What is the point? More profit than 300k gp/h? Would Ironmen even use this for Tokkul? I doubt there are many Ironmen out there with 90 Thieving but no Fury. Unless it's significantly more lucrative than the above methods, I don't see it being useful for anyone.

Fishing - Trout and Salmon reach the same xp/h. Doesn't provide useful food. Rehashed Sacred Eel fishing, which is also dead content. Why not make it similar to Barb fishing at 80? Roughly 50k xp/h, but you forgo the Strength and Agility xp.

Armour - Again, what is the point of this set? Void Melee provides the same bonus to all weapons, as well as being compatible with the Berserker Necklace. The defensive stats on this armour are akin to Adamant armour, yet provide the same Str bonus as a Torso and Neitiznot helm, available at 55 Def with better defensive stats. Not to mention being but 5 levels away from Bandos. Lower the Def requirement to 30 or something..

Cape - Practically the only agreeable suggestion. It deserves to lose the Prayer bonus over the original Fire cape for the offensive stats it gains. This means the Ardy Cloak still has a niche and the original Fire cape may still have use.

Tokkul - Why not add more uses for this? It's mentioned as a reward for most of the proposed activities in this post, but no different ways to spend it are offered.

Lore/Quests - Can we not introduce yet another area without th


All is said in here

16-Mar-2017 11:51:26

Blue Sector

Blue Sector

Posts: 195 Iron Posts by user Forum Profile RuneMetrics Profile
No thanks, and definately NOT on zeah, place it somewhere better than that. Preferrably on the far far east/right side of the wilderness near the bar at varrock wild. Thought this place was going to be deep in wildy but either way.... Zeah no thanks.

Not too hype about the firecape not being the best melee cape either. Since range cape can act as a accumulator for rangers, can we get god capes incorporated into the magic cape, the 1 spellbook swap a day is boring.

I do like the idea of a new tzharr npc to kill, maybe make the reward a tzahaar only weapon, untradeable but its repair/broken status costs 500k-1M everytime so pking with it would be balanced. and combined with the firecape it has a GREAT bonus. Work on some other alternatives for just a simple "new firecape"


Ty osrs team, keep it up!

-P2

16-Mar-2017 12:20:58

Boss Slayer
Oct Member 2014

Boss Slayer

Posts: 1,095 Mithril Posts by user Forum Profile RuneMetrics Profile
As many people have stated already, I don't particularily like the fact that this is just slapped on the side of Zeah. I was a part of those that requested a standalone content; reason being, it was originally suggested as a simple add-on to the fight caves, in the same area, with just a harder challenge that follows. While I do enjoy the aspect of it being a time-consuming achievement, I felt it needed its own spot.

The area south of the Tzhaar bank and east of the fairy ring sees bots & ironmen sell chaos runes, and medium clue campers. There is nothing else of interest to do in that area, except for the odd person training on the Tzhaar in that area once in awhile. Why not expand in that direction? If i recall correctly, dialogues with some of the locals suggests the volcano goes deeper, but we aren't allowed to visit it... yet.

This would also go fantastically with a new quest, in my opinion. I do realise quests are extremely time consuming to create, and the team is already very tight on time... but I feel like the community can wait a while longer to have some real new content.

Also... wasn't it suggested there would be capes for all three attack styles? Would be pretty nice if the cape you got reflected what you used the most during the caves, making three run-throughs necessary if you wish to obtain them all. Buffs to arena capes/accumulator would be cool.

That being said though, I like that the cape is a trade-off of attack and strength for prayer. I think I'd like it even more if the attack was increased to +5 and the defences reduced a bit, maybe even removed completely. Would really make players think about DPS vs utility for whatever they are gearing up for.

As for the skilling content, I think it's mostly underwhelming. I don't plan in using them at all, since I'm already maxed, but I suppose they are decent alternatives? Most likely will skip question, being middle-tier content that affects little else in the game.

16-Mar-2017 12:32:19

MY WILDY NFS
Dec Member 2022

MY WILDY NFS

Posts: 12 Bronze Posts by user Forum Profile RuneMetrics Profile
Love all these ideas, especially the Kahlith armour. The Infernal cape ought to have a +2 or +3 Prayer bonus though.

I suggest adding some Mining and Smithing content into the area as well, perhaps ways to mine Tokkul and a new ore or Rune essence that can be smelted or Runecrafted into a new Magic rune (perhaps an Elemental or Catalytic rune), Bolas-like Ranged item, Bakriminel bolt-like Ranged item, or an upgraded version of the Toktz-ket-xils thrown rings.

There could also be some new Magic staves featuring Special Attacks. Perhaps a level 20-, a level 40-, a level 60-, and a level 80-tier Magic staff created from Tokkul through some activity or skill (possibly having to be made during the new fight waves, casting certain numbers of specific spells on or extracting energy from the monsters fought). They could offer 2%, 4%, 6%, and 8% Magic damage in addition to Magical accuracy, while increasing the damage of any Strike, Bolt, Blast, and Wave spells by 50%, respectively, for the next spell cast upon consumption of 35% Special Attack energy.

16-Mar-2017 13:17:28 - Last edited on 16-Mar-2017 13:36:47 by MY WILDY NFS

Belladelphne

Belladelphne

Posts: 131 Iron Posts by user Forum Profile RuneMetrics Profile
Tokharr-Kal:

Attack bonuses: + 3 all across the board
Defence bonuses: +12 all across the board
Other Bonuses: Strength: +8, Prayer: +2

Infernal Cape:

Attack bonuses: +4 across melee, +1 for range/mage
defence bonuses: +12 all across the board
other bonuses: Strength +8

Tokharr seems overall stronger (this was before they came out w/ mage and range tokharrs), give the infernal all tokharr stats maybe keep the +4, or change back to +3. it's unfair mage and range get a bit of a nerf for the cape. As well as no prayer? like, why - that's worthless.
Founder & Leader Of TheStorm

2005 Multi & Single Veteran Pker
Storm Of Armadyl Hybrid; Nex & Fight Kiln Master.

16-Mar-2017 14:07:22

heks kaag

heks kaag

Posts: 3 Bronze Posts by user Forum Profile RuneMetrics Profile
I think people underestimate the dps that kahlith armour in combination with obsidian sword and berserker necklace will bring. it's way better than void while using obsidian weapons because you can get 19 more str bonus (barrow gloves and kahlith set). I noticed this cant be used on a slayer task.

I did some calculations on some sites max hit calculator. I did the calculation for an account with 80 str, training aggressive

With bis gear, super str, no prayer and bludgeon (141 str bonus) got me to a max hit of 35

With bis gear for obsidian weapons (so including berserker necklace obby sword and berserkerer necklace) i got to a 98 str bonus. If i enter void set (which has a similar effect as kahlith) i got to a max hit of 36.

The calculations for 90 str gave me max hit 38 for bludgeon, 39 for sword.

The only thing that the obsidian sword (and berserker necklace) really lack is attack bonus. Some will get compensated by the 10% accuracy increase from the kahlith armour, but bludgeon will still be superior in this. When picking low defence targets it shouldn't matter too much.

Conclusion i get from this is: it will certainly have it's uses, but probably only to low defence targets while not on a slayer task. Because the set and necklace have a 30 or 32% damage increase (jagex doesn't state if it's additively or multiplicatively) future updates like the new +8 str cape will only give a bigger adventage to the obby sword.

16-Mar-2017 14:09:35

Quick find code: 380-381-370-65891449 Back to Top