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Dev Blog: Content Poll #23

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menacemenace

menacemenace

Posts: 20,291 Opal Posts by user Forum Profile RuneMetrics Profile
I'm just going to throw a few ideas out there that I feel would give potential new potions that bit of extra kick:

- As far as the super 'combat' potions are concerned, I feel they should also decrease a level once every 2 minutes, rather than once every minute. Also they should be renamed 'super melee potion' and the normal current 'combat potion' be renamed to melee potion (thanks to kkilot).

- A super ranged potion at 91 herblore that acts as normal ranged potion + super defence potion that decreases once every 2 minutes. Made by combining a clean torstol, super defence potion and ranged potion.
- Ammo-saving ability: when consumed, at the maximum level you have a 20% chance to save the ammo you are currently using, as you decrease a level, it falls to 16% chance and so on, for 5 levels/ 10 minutes. This could help save costs that ranged has, that melee doesn't.

- A super magic potion at 92 herblore that acts as a super defence potion with a boost in magic to 106, which would allow the trident to max at 30, with a maximum of 37.5 on slayer tasks with the occult also equipped. This should also decrease at one level every 2 minutes. Created by combining a clean torstol , super defence potion and magic potion. I chose level 106 as this gives the max hit of 37 on task for a time of 4 minutes and a max hit of 36 on task for 6 minutes thereafter.
- Runes-saving ability: when consumed, at the maximum level you have a 20% chance to save the runes you are currently using, as you decrease a level, it falls to 16% chance and so on, for 5 levels/ 10 minutes. This could help save costs that ranged has, that melee doesn't.

I feel it is only fair that all 3 styles of combat get a new potions. Why should melee get to save 2 invent spaces with the super combat potion, yet if you want a boost to ranged and magic plus defence you will have to use 2 potions for this effect to the super combat potions 1 potion?

*** For the J-Mods, would torstol be added to 4 dose potions?

01-Aug-2014 20:20:46

Sacred Clay
Feb Member 2008

Sacred Clay

Posts: 11 Bronze Posts by user Forum Profile RuneMetrics Profile
Pk For Audi said :
Target System:
We need some type of reward system. Target pking will be pointless considering most will not be risking anything or possibly nothing at all. I want even a rare reward drop or else im just sticking to dh pking. It will literally be pointless to take the time to hunt down a target while also having the chance of dieing with the most likeliness that you will lose money in the process and still have no reward.


The reward should be some useful tradable item, not some cosmetic that looks like you would rather get from a clue scroll, then it drops down from 1m-100k because players don't like the look/farm it.
Or if the drops are fixed and not getting like 50k when you kill someone with dharoks on.

01-Aug-2014 20:23:40 - Last edited on 01-Aug-2014 20:24:08 by Sacred Clay

turtlefoot69

turtlefoot69

Posts: 1,502 Mithril Posts by user Forum Profile RuneMetrics Profile
If use are gonna make a super combat might-aswell add range/magic makes no sense really. Not everyone uses melee and not everyone pvm's. What about the warring community? They are a big part of 07 Wild & Clanwars. I think adding range/mage also would be a major attraction to 07.

Melee to 118
Range to 112
Magic to 103 ?

I also think people would much rather prefer the potion to work like overloads so you don't have to re-pot this Most-Likely Expensive Potion after every Brew Dose.
Cookies & Cream

01-Aug-2014 20:26:32

Doomed

Doomed

Posts: 492 Silver Posts by user Forum Profile RuneMetrics Profile
Why the **** is the Shove fix even being put on a poll? That mechanic is the best example of broken in any game that I've seen in a long time. If you run into a Dragon Spear clan in the wild I guarantee you're getting smited and killed while you're helpless to do anything about it. With the way the poll system is, there's going to be the minority of people who abuse the mechanic (and those who vote no due to misunderstanding/ignorance) that prevent it from passing. I love the OSRS team and I hate to say it, but this is pretty disappointing.

Also, consider lowering the requirement on the Super Combat potion. I say this for two reasons. The first, if we ever add a wide variety of high-level Herblore content with any similarity to what existed before the EoC, that potion is going to look incredibly out of place at 90 Herblore. Secondly, I don't feel its advantage is large enough to justify such a high requirement. We're talking about saving two inventory slots here. Compared to the requirements to make the super potions themselves, it seems pretty disproportionate to put it all the way up at 90.
Hi Mod Ronan

01-Aug-2014 20:40:12

its pink

its pink

Posts: 62 Iron Posts by user Forum Profile RuneMetrics Profile
make super combats restore your stats else they are useless :@

oh and yes i dont want atisans either as i thought:

all the oldschool mods working out a skill together with the community must be epic

but a rework of the eocs task system isnt a skill to me i expected something amazing i'd rather consider summoning/dung here instead of such a skill :(

01-Aug-2014 20:46:37 - Last edited on 01-Aug-2014 20:50:02 by its pink

Runtellthat4

Runtellthat4

Posts: 1,818 Mithril Posts by user Forum Profile RuneMetrics Profile
FINALLY some changes that I think almost everyone can live with and I would expect most all to pass...Quality of play improvements which I hope you take notice are welcomed by the OS community....This is the direction of game changes you should be focused on.

01-Aug-2014 20:50:40

pkmelee6

pkmelee6

Posts: 104 Iron Posts by user Forum Profile RuneMetrics Profile
yes to graceful outfit 30 percent bonus. triple yes to the super combat potion but it should be untradable so to protect prices of super potions and to not crash them. yes to iban staff being autocast for the iban spell also :)

01-Aug-2014 20:56:20

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