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ERB: Ranged Meta Proposal

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Antivirus IM

Posts: 68 Iron Posts by user Forum Profile RuneMetrics Profile
Overall looks very nice, but I have one excellent idea to make it even better...

The Blade of Saeldor, amazing idea to have it turn into a crystal and make a blade or a bow out of it, but if someone corrupts their blade (no more shards needed) it loses the function of transforming from one form to another. This gives reason to not corrupt the sword as it can provide an additional purpose or choosing to corrupt it to prevent shard loss...

Thought that was a pretty good idea...
Moo

28-May-2021 13:52:47

Proly Tariat
Aug Member 2019

Proly Tariat

Posts: 1,360 Mithril Posts by user Forum Profile RuneMetrics Profile
I really like the way you approached these changes by making the bp mechanically more consistent with other ranged weapons. And I like just about everything with the other ranged weapons.

I think the accuracy and strength compromise on the darts is a good solution. I do feel, however, that the accuracy loss on the bp is a bit excessive. A lot of popular bosses won't be viable with the bp anymore. I know this was the intention, but this will be a really major change for a really big/popular piece of the game. Based on the numbers you gave us, it looks like the bp will only work on the lowest tier bosses--demi-bosses if anything.

Comparisons:
magic shortbow is +69 and the same speed, at lv 50 req
crystal bow +100, lv 70
a lot of other high level ranged stuff is +80-120, albeit, mostly slower
bp at only +30, and lv 75 ranged req?

If anything, since this is a huge change in the meta, I would feel a lot better about it if the darts and bp strength were changed first, and then after the dust settles and if it still makes sense, lowering accuracy as outlined here.

Just my 2 cents!
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28-May-2021 14:08:22

Don JTrump

Don JTrump

Posts: 135 Iron Posts by user Forum Profile RuneMetrics Profile
These ranged meta changes were clearly very well thought out and I appreciate the effort. The Gauntlet bow I think will fill in a nice niche too when the tbow and blowpipe are not options for a given pvm encounter. The dhcb and ward/buckler changes are pretty good too. In short, a lot of different items have an identity now for a given purpose which I think is great. The only thing that was not clear to me was how an already corrupted blade of saeldor would be able to be reverted to the hypothetical new bow. Lastly, as someone who really enjoys the inferno I think reverting the health by 5 for the rangers specifically during zuk and his healers would be a fair balance. This is because these two enemies tend to be a really big issue for people getting their first cape.

28-May-2021 16:52:37

Pearlio
Jul Member 2020

Pearlio

Posts: 685 Steel Posts by user Forum Profile RuneMetrics Profile
Glad to see the calculations for the increased time for killing Zuk healers, but my primary concern is quickly killing the melees while having to tank ~50% of the hits from bats/blobs. I'd like to see how much longer killing a melee would take on average. Even an extra second makes a huge difference, so I think whatever accuracy you reduce the blowpipe you should remove from the melee range def (and maybe the bat's too).

28-May-2021 17:16:07

Cityscape
Mar Member 2024

Cityscape

Posts: 11 Bronze Posts by user Forum Profile RuneMetrics Profile
First off - think all the changes are great. Blowpipe ones sound good and I love the new Crystal Bow idea. Its something I've been waiting years for.

I just have two concerns.

1. Inferno in relation to Blowpipe changes.
The original Fight Caves were once the hardest content in RS. Over time we've learned tons of tricks and received countless gear upgrades to make it a breeze. If you want to avoid this happening with the Inferno then having it get a little bit harder isn't a bad thing.
I think you should push the Blowpipe changes first and then see how the Inferno is effected after. If it proves to make it that much more difficult, then look into adjusting things but a little bit of extra difficulty is only going to make the cape more coveted which is what Jagex has wanted.

2. Crossbows and shield upgrades.
Your solution to buff Crossbows is to make the shields better, yet you only touched the shields more common amongst higher levels. This will render all lower-tier crossbows to still be useless as they have no new and improved shield to accompany them. While I do feel that higher-tier content is more important to balance, I think the class as a whole should be considered when making changes like this.

An easy solution would be to also buff lower tier shields. Maybe give the Book of Law +2 ranged strength? It already has 0 defence bonuses and doesn't have much use, but might find its place as a niche prayer shield if it were given a slight buff as well. You could also give the Black D'hide Shield +1 ranged strength, but it already has its usefulness by giving defence bonuses to everything so that might not be necessary - maybe just a small accuracy buff would work.

Maybe a God book upgrade/ imbuement in the future with much more expensive pages for a slight upgrade would be a good idea too and then you wouldn't have to adjust the already very cheap ones.

28-May-2021 21:00:34

Sunda0wner1
Aug Member 2011

Sunda0wner1

Posts: 24 Bronze Posts by user Forum Profile RuneMetrics Profile
I like the fact that more weapons become viable in the large spectrum of monsters.
However, I hate the fact that the power of weapons depends on gear!!

Buff the (new) crystal bow more, and don't buff the armor!!!

Buff crossbows more, but don't rely on off-hands.


If you really want to use off-hands for offensive purpose, you must make them available at all different defense. People choose to stay low defense, in order to be more offensive. It doesn't make sense that defense levels make you more offensive via gear!! :(

28-May-2021 23:25:27

Sybke
May Member 2021

Sybke

Posts: 2 Bronze Posts by user Forum Profile RuneMetrics Profile
Most of these propositions seem reasonable, good work!

But I do have a concern about grotesque guardians, last summer you guys have changed the Grotesque Guardians a bit to make them more popular, I fear nerfing the blowpipe would lead to the content being avoided once again. Is it possible to look into some changes for the boss to keep it enjoyable?
I'm mainly talking about a player out dps'ing the healing orbs. I realise the impact of the nerf (dps wise) isn't enormous, but even a small change in dps will lead to a big difference in the odds of out dps'ing the orbs.

A simple increase in duration of the orbs their charging time (1 extra tick per phase) could keep things in balance.

29-May-2021 10:11:36

Raake
May Member 2023

Raake

Posts: 18 Bronze Posts by user Forum Profile RuneMetrics Profile
Overall, all of these proposals look good to me. I'm particularly fond of the new bow! There's a couple of points I'd like to raise however.

1. Add some small ranged strength bonuses to other shields as well: +1/2 to the d'hide shields, scaling with tier; +3 to the book of law.

2. I understand that it fits thematically, but I don't like crystal armour requiring shards for upkeep; I'd much rather have them have a high up-front shard cost with no degradation. (No recolours for the armour though; those are better reserved for the more unique items!)

PS. The green highlight on the ranged accuracy of the Shayzien gloves is misplaced!

PPS. Adding this here in preparation for the next blog: black d'hide armour, as easy as it is to acquire, is still just as accurate as Karil's armour: perhaps consider lowering the accuracy by 2 on the body and by 1 on the legs, maybe even lower its Ranged requirement to 65?

29-May-2021 23:02:56

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