First of all, thank you! This is a more moderate approach to the issues being addressed and myself and others appreciate it.
Please don't put the best rate of sharks in the fishing trawler, or some other minigame. Something more like a sliding %based increase for completion of med / hard / elite diaries in the fishing guild would be perfect, or maybe a high chance of catching double sharks for no additional exp. That said, even if sharks were caught at double the current rate they wouldn't come remotely close to competing with the current fly fishing method, so exp rates should never be a problem here.
However, in an ideal world we would get a similar solution for magic trees. They are in an identical situation to the one sharks are in; there are less complaints about magics because magic logs are more for a utilitarian exp rate increase rather than an essential consumable that players use constantly... but cutting magics is still unbearably slow and indelibly a waste of time.
As for magic void, 100% on board with this. I'd like to see the set have a semi-competitive magic damage bonus... 2% for normal and 3% for elite? (ancestral is at 6%). The defense on void armor makes it paper against anything but enemy magic and the void sets generally provide this sort of perk to compensate. I think in an ideal world ancestral would provide a bit more damage bonus to allow more tuning for the tiers below but this is what we have to work with.
Finally about the snake.. I know the goal was to reduce gp/hour rates but nerfing the tree seed drops is kinda counterintuitive. This may seem like a silly thing to pick at but all tree seeds are generally rare and only come into the game through RNG... they can't be intentionally acquired. If anything there should be
more
of these coming into the game elsewhere to make
them
less valuable, not less coming in from Zulrah to make a Zulrah kill less valuable.
26-May-2017 18:25:29
- Last edited on
26-May-2017 18:27:21
by
Iron Gubzs