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Wildy Rejuv II - Revisited

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jk bro

jk bro

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BioMasterZap said :

Ethereal Defender: [Based on VomitchanOCE's suggestion]
-Stats and Effect: Made by using an Ethereal Spike, rare tradeable drop, on a Rune Defender. It has the same stats as a Rune Defender but requires 45 Defence. It can be charged with Ethereal Crystals and will degrade in combat similar to Serp Helm. While charged, it increases damage in PvP based on your Health. Every Hitpoint lost increases damage by 0.2%; so 2% with 10 HP lost and 19.6% at 98 HP lost.
-Why?: Promotes risking lower health for higher damage. Only works with 1H Melee weapons, avoiding Spec weapons like G Maul or AGS.


When I made https://www.reddit.com/r/2007scape/comments/7fb9d4/suggestion_revenant_reworked_unique_drop
I forgot what the names of the common rev drops were, but they would be charged with Revenant Ethers instead of whatever crystals I thought they were called.

An option would be to name the defender like "Ethereal Spike" to distance it from being a "defender" (and I used a recoloured "dragon spike" from the old BH poll), and the niche of it is having a very offensive defender with no defence that is only situationally used in PVP (risk fights, bounty hunter etc) or as a sort of "worse than defender" buyable, similar to the obby shield (they both share the same +5 str).

21-Dec-2017 00:54:57 - Last edited on 21-Dec-2017 00:55:46 by jk bro

Lemonian
Mar Member 2024

Lemonian

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I agree with all the points in the retrospect post.
The only thing I wish also happened was that PVP armour or whatever gets reworked to a better state so that it can replace the 100x drops mechanics from Revenants cause those are just dumb.
An actual Lemon

21-Dec-2017 01:55:45 - Last edited on 21-Dec-2017 01:56:05 by Lemonian

Black Death

Black Death

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One of the biggest Lack luster issues i have with Ma2 was we got no additional power up to the god spells. They are at the core of what the Mage arena was and i was hoping to see an upgrade to the spells making them 90+ Would Require the Cape to be equipped in order to use the spell of the specific god and no Staff requirement..

So with that said here is my pitch..

Saradomin's,Guthix's,Zamorak's Wrath: Level 94 spell

Runes Required: 2 Wrath, 4 Death, 6 blood (A Heavy costing spell set)

Spell Effects:
Saradomin: Drains targets prayer points by 5% of damage, or 10% if player is using protection prayers.
Zamorak: Lowers Targets magic level by 1%-5% stacking up to a max of 15% Prevents stat regeneration for 30 seconds.. (meaning super restores do not boost magic level back up for 30 seconds.)
Guthix: Bind spells no longer have half duration with protect magic. This spell will also have a 15% Chance to apply Entangle on the target.

Of course these will need to be polled but i am interested in what you think.. Also using the new wrath runes would be a good idea.. it's why i suggested it. Maybe increase the runes per cast.. but idk.. that would come down to balancing and the economy.. Ideally i think each cast should be over 2.5k.. Making it an extremely high cost.



As for the perm dmm world.. I like everything.. Only suggestion.. Apply the xp modifier's to Quests during the 6 hour immunity.. it would make questing useful as well as make the catch up mechanic help catch you up to the players with months and months of time played.

21-Dec-2017 02:45:47 - Last edited on 21-Dec-2017 03:30:14 by Black Death

Ruler-Of-RS

Ruler-Of-RS

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I would just like to be able to kill my wilderness bosses.... they disappear every single time I get them to drop below 30% hp, every time!!! I’ve logged, died, reset my locator, tried different locations, and even tried killing it 3 times in a row and nothing it just disappears. Bug? Or is it supposed to be this way?

21-Dec-2017 03:28:03

Run Deeper

Run Deeper

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My thoughts as a pvper. Make sure revenants have unique drops, nerf BP against revs and make them weak to crush so the traditional way of killing them would be enforced, with the addition of new better unique make the portal crystals more common. Currently if you get TBED you have to run north to escape, usually back into a clan whereas traditionally you would run south usually being hit by fewer people unless they are well coordinated. Theres two ways to go about this, keep it as it is and make sure revs are actually worth killing because of their unique or secondly remove a few shortcuts and open the entire cave up I've found no reason to go to any part of the cave other than the top entrance and the Rev part. Pre eoc teams would rush from topside through to the bottom side hop rush bottom to top making the entire cave dangerous. This would also make for interesting scenarios between combat brackets and would make the revenant scroll useful. Now this is out there I will 100% come up with various potential rewards and hopefully aid this update you'll see more from me soon in regards to revs also typing this on mobile sry for any typos.

In regards to MA2 I think the boss should be one boss that takes several players to take down, similar to wild wyrm. Why not reuse the concept that was extremely successful the same way revenanrs were. The talisman would tell you where the boss would spawn 5minutes prior then there would be a surge of players trying to take it down, if it only spawned on BH world's you can create lure between kolodion and mandrith. There would be a vortex where the demon is going to spawn and it would climb out and you would have to break it's shield with God spells efore using ruby bolts e to take it out as a team. It could have a 100% drop of a heart piece and you need 3 for a cape whereas the top 3 dpsers would get a full heart. It could also drop regular loot that's announced for everyone to the top dpsers.

21-Dec-2017 05:10:24

Run Deeper

Run Deeper

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This would turn a mundane repetitive activity into a group hunt activity and would create ping hotpots on bounty hunter outside of edge. It could spawn in different level multi locations so it's not just a max main noob massacre.

As for w45 I loved it but got spec suicided in a safe zone and never played again. If you tweak it to be better and give it attention it could warrant a full reset and re release and would show big potential.

21-Dec-2017 05:13:13

Viralplague
Jul Member 2022

Viralplague

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Never have made a post about update content before, but mage arena 2 is garbage right now. Absolutely 0 enjoyment playing hot-cold with a locator that gives the most vague directions, only to find myself in a battle with rnjesus, hoping 99 magic with augury doesn't splash for the 10th time in a row, on a demon thats suppose to be "weak" to its god spell. 0/10 fun or even remote enjoyment hope the update actually adds some fun to these rng bosses.

21-Dec-2017 09:10:39

Eulios

Eulios

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please add negative experience lamps . . it was so close to pass , and there was a certain small percentage that voted no just in spite of players who like to play runescape as a pure . . .sure some of us are wicked awful human beings . . but there's good and bad in any community . .please jagex so many people have made mistakes to "ruin" their pure accounts after hours and hours of gameplay . . . please everyone it would be a good gold sink

21-Dec-2017 10:41:02

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