First off, I'm very happy to see an update.
- Overall monster defence / accuracy slightly increased. This change only has a larger effect on stronger monsters. We've identified that a lot of monsters are too weak with the new tier 80 items and thus need to be made stronger a little bit.
While this update is something I don't dislike I do have to point something out. The new tier 80 items (elemental weapons) are horrid in PvM and almost nobody uses them for that. Mainly due to it not taking more than 6 slayer tasks for your elemental whip to be gone.
- Boss monsters have higher accuracy and defence now, on top of the global buff. They will hit more often and take less hits. The aim of this update is to make bossing a challenge again, even with maxed out items, and to avoid endless solo trips.
Again, not something I dislike. But perhaps it should've recieved more attention on an idividual level. KBD and chronozon were fine as they were when it came to their difficulty. Bossing is something that should be challenging, but there should be bosses that aren't too difficult in order to get people to learn bosses. I haven't tried them myself since the update, but it may cause people with lower tiers of gear to have to wait out on bossing.
Unless it's not in the notes, there are still some fundamental problems with some bosses. Phase changing (both KQ and corp) takes way too long and unnecessarily drags out a boss fight, it's not fun at all. Bosses need some care on a personal level.
Boss tasks are also affected by this. Since bosses are harder and the rewards for boss tasks haven't changed along with that, I myself no longer think they are worth doing and will probably cancel all of them now. Something should be done about that.
- New items have been added to the EC shop. You can now purchase a King black dragon outfit. The outfit can also be trimmed with Dragon (g) kits, just like other dragon armour parts! The armour scales with your character up to level 60.
The amount of uses for the dragon g kit keep increasing. Meanwhile sp kit gets no love and becomes worthless while g kits skyrocket in price because of it's rarity. It might be time to do something about that. Adding it as a super rare to crystal key chests might be a decent idea. The stats are unnecessary in my opinion.
Much needed update. A continued source of EP, a reason for people to log in every day. All in all, a great thing to have. The exp at the end of them is a nice touch as well. I do have a few things to say about it though.
I got a karamja course task today. I was told that tasks are chosen from the highest 3 possible tasks. While this system works for some things, it doesn't work for other things.
Smithing/crafting/fletching: My main issue with this is that it's specific about what you have to make. I would much rather have a system that would only pay attention to the material that is used. For example we would have 'smith x rune bars' instead of 'make x rune daggers'. It would make the tasks feel a bit less forced and probably a lot more enjoyable for people to do. If that's not an option, at the very least make rune platebody an available task.
Agility: For one, the requirements for the courses should recieve some attention. While it is possible to do things at that level, it will take a HUGE amount of time for someone at 45 agility to do a karamja course task. This should be looked at. We have 4 agility courses, even someone at 99 would have to run the karamja course which is way below his level. The karamja course also relies on tickets, which isn't a good thing. It should rely on obstacles, like the other courses. The karamja course in general should recieve some updates in order to make it less wonky. There are a few bugs in it that are quite annoying to deal with as well, for example: on the obstacle with the 3 planks crossing the ones on the sides will always make you fall, and the hitbox of the side ones overlaps the middle one, resulting in many drops even if you are clicking the middle one. If people are gonna be led to this arena, it should get some touch ups.
Fishing/cooking: Should just be the highest one, everyone that can fish mantas doesn't want to fish seas, that goes for cooking too. Might be interesting to add caskets/snape grass to fishing tasks.
Combat/slayer: Seems to be missing an exp reward. Would be lovely to have. It would be nice to have combat tasks change into slayer tasks if you're 200m in every combat skill or even for just being member. Combat tasks seem like a waste to me to do, while slayer ones are the complete opposite.
Runecrafting: Could we have them turned into catagories instead of single runes? I would mind making mind runes at a high level, but I wouldn't mind making elemental ones. Could we maybe turn them into 4 catagories: elemental runes (air, water, earth, fire), battle runes (mind, chaos, death, blood), utility runes (body, nature, law, cosmic) and celestial runes (astral & soul). Again, it would make the tasks feel less forced.
Mining/woodcutting: Blurite needs to be removed from the list, I'm not sure if it's even available but nobody will enjoy mining it. Ess, gem rocks and stardust may need to be added. Stardust with a 70 or 80 requirement. Both mining and woodcutting would work out better if it's just the highest one as well, people tend to enjoy not backtracking to lower level ores.
Herblore: Cleaning herbs/making unfinished potions could be okay tasks as well, as long as they aren't specific.
Exp: I would love a 'earn x overall exp' task that would have some difficulty to it just as an extra. It would drive people to be quite competitive in terms of earning exp.
Tasks in general: It would be absolutely fantasic to have the ability to upgrade a task. I would more than gladly lay down money every single day if it meant that I would get tasks that are either more efficient or I would enjoy more. If it would be done via cash, 100k is a fine amount. I really want this, it would be such a great cash sink. Something similar to the vis wax system runescape has isn't a bad idea either.
I would also like the ability to turn off a kind of task once you recieve 200m exp in that skill. This should only be available for skills that take resources, not for ones that give you resources.
It's definitely a step in the right direction. I'm quite satisfied with this one, well done.
- Double xp weekends and Event Points (EP)
Was necessary, I'll get used to weekends being removed.
If you have any feedback yourself or wish to respond to mine, feel free to post it.
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