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ToA: Balancing & Bugfixes

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Sartan
Jun Member 2022

Sartan

Posts: 46 Bronze Posts by user Forum Profile RuneMetrics Profile
mining to 1-phase the puzzle. Essentially, if you're not maxed with maxed gear, you're stuck 4-5 phasing the Wardens after Obelisk. Which also means, goodluck ever beating the records on the leaderboard post-nerf, there's literally no possible way now to speed parts of the raid up that were originally faster. I see that the monkey puzzle before Ba-Ba has been sped up, which shows that the mandatory 2:45-3:30 it takes to clear that room pre-balance was seen as enough of a problem to speed it up, so why then would you make the final fights lengthier by design to "increase difficulty" rather than just up the boss damage if you make a mistake? Or something along the lines of "Ok, it's the same where you do the boss correctly, it can still be as fast as it was, but if you mess up, it's more punishing, and therefore more challenging." That would be a much better way to balance those final fights rather than forcing them to take longer.

I feel like it was because there was a realization that the rate the new raid was being completed looked too fast on paper or something. That this would lead to the rapid devaluation of many of the new items. easy fix to that is adding more rewards to the available loot pool and making certain items - rather than the purples themselves - more rare.

Last thing, the mid raid supply drops being nerfed to remove ambrosias from Power is a mistake. What should be done instead is to add 1 two-dose of both ambrosia and adrenaline + 2 salt per Power supply, with the salt having a common range of 1-3 per Power supply, and the adrenaline having an uncommon chance to see 2 per Power supply, and the ambrosia having a very rare chance of seeing 2 also. This would keep solos flowing smoothly if the player is skilled enough to conserve supplies, and the less skilled players would still be able to use the ambrosias as (somewhat less of) a crutch.



To any Jmod reading this, know that I don't even normally do pvm content at all, I'm a pker mostly, and th

02-Sep-2022 02:22:26

Sartan
Jun Member 2022

Sartan

Posts: 46 Bronze Posts by user Forum Profile RuneMetrics Profile
To any Jmod reading this, know that I don't even normally do pvm content at all, I'm a pker mostly, and this was by far the most fun I've had doing pvm content on this game EVER, please reconsider the nerfs and instead rebalance with more punishing SKILL-BASED challenges such as increased damage due to a misstep or missed prayer, that preserves the ability to do these just as quickly as it was pre-nerf, rather than simply lengthening the fight, making this new content more tedious than fun for the reward. My more casual friends have been put off by this change.

02-Sep-2022 02:22:48

UCareTooMuch
May Member 2012

UCareTooMuch

Posts: 52 Iron Posts by user Forum Profile RuneMetrics Profile
As others have said, this update really missed the mark. I am by no means an elite PvM'er, and I was having a blast with learning ToA. I have a few CoX completions under my belt, but learning it did not feel intuitive at all, I felt like I was being carried. No team will even bother to teach me ToB; I simply don't have the stats/gear required for it.

But along came ToA. An accessible raid that I could feasibly do at normal mode with my higher level friends! Finally! It was intuitive to learn, easy to pick up, and I was slowly pushing invocation level. But now, it feels like there are arbitrary DPS checks. Any higher than 50, and I feel like my gear isn't up to snuff. longer and longer raid times, more supplies used, and the gear no longer cuts it.

All of this could have been solved by simply making these changes invocations. Sure, up the rarity of rewards, but scale it appropriately with these new changes as invocations. Because now I have a feeling anything 150 and above will become just like ToB. No one willing to take someone without max (or near max) gear.

Man, I'm glad I got to experience this at week one, because I doubt i'll get another "normal mode" kc for quite a while.


EDIT: Thank you for listening, Jmods. Big props to admit you missed the mark.

02-Sep-2022 03:34:59 - Last edited on 02-Sep-2022 17:51:43 by UCareTooMuch

Maxou
Aug Member 2021

Maxou

Posts: 2 Bronze Posts by user Forum Profile RuneMetrics Profile
The raid has been a blast so far but the update has certainly missed the spot. I'd like to give some constructive feedback, that I've seen from my clanmates and/or have gathered in ca 50 normal soloes/duos (obviously biased since stuck with hasta/bofa).

Droprates: Let's say the (600-invo)/(players*10)-theory was correct, then it was way more beneficial to bring an alt to scale the raid to +1 player and boost health pools than increasing invocations which is the wrong approach. Maybe even increase benefits from invocations and please just release the drop rates so that there can be a dialogue with the community.

Warden changes: If you want a longer p2, then increase the health pool from the active forms instead of making a two-down impossible. I was even surprised that insanity doesn't make p2 harder. There was also a nerf to accuracy towards damage which feels like the wrong approach, since the only method of dealing more damage is increasing percentage damage which itself comes from accuracy increasing gear. Thus the changes just affected people that couldn't afford ancestral etc, or rather you're being rewarded less for bringing more switches like mystic/Ahrim's.

Supply changes: One-dose potions are the worst thing imaginable in an already way too full inventory from all the switches you bring to increase your damage. Currently it has returned to brew-chugging in the last phase and inventory/supply managment on harder difficulties is just getting even worse with one-doses. And please bring back more adrenaline potions, using special attacks is so much more fun with them.

Suggested supply change: Add large flasks, stackable cloth/scarabs and a point system. Let's say you get 12 points after the first two rooms and 12 more points before the boss. You can then decide to: buy more brew doses (-1/ea) to get through the last two rooms or save up for ambrosia (-4/ea) for the last phase or even buy adrenaline. Add invocations: less total points instead of randomness.

02-Sep-2022 07:40:13

Ur-Dragon
Aug Member 2022

Ur-Dragon

Posts: 2 Bronze Posts by user Forum Profile RuneMetrics Profile
It's completely reasonable some changes because people soloing a raid so easily like they were doing before wasn't okay, the purpose of the raid its being challenging at all. But now it's so hard to do the raids at lower levels, EVEN at entry mode. I tried to do entry mode at lv 100 with a friend that was learning, he already knew all the mechanics, did level 0 and 50 like 5 times or so and still we could not beat the raid, I understand that both of us did not have good gear and stuff, but c'mon its lv 100, entry mode, supposed to be easy for people to learn and practice, and level 150 with decent gear (bandos, armadyl, ahrims) shouldnt be so hard as it is right now...

I'm okay with the rates being splited, easier to get on high lvl raids and harder to get on low lvl ones, but at least make it viable for ppl with low gear and learners to do low lv raids, or they will stop doing this raids soon...

02-Sep-2022 14:18:57

ZimtSturm
Oct Member 2023

ZimtSturm

Posts: 1 Bronze Posts by user Forum Profile RuneMetrics Profile
The purple chance for ToA is such a piece of sh*t! I'm at 80 dry right now at lvl 350-370 Invo level with a chance of about 1 in 16 with skull skip. Is this a bad joke from Jagex?
Since i need about 40 to 45 minutes per run, it's like 60 freaking hours for basically NOTHING. With the normal drops, you make like 100-300K per run, sometimes even loss, for one freaking hour of work?!

While others get at 150 invo 2 staffs within 20 kc -.-""" even seen ppl with 50 kc, full log + 3 times pet. yeah f*ck this....

DON'T EVEN GOT MY SUN KERIS FFS

09-May-2023 13:16:34

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