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Ryan

[June 2nd, 2020] Group Iron man, Mythic rank, Legendary zone, and A LOT MORE!

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Group Ironman (new mode)

  • It's finally here! You can now create a Group Ironman (GIM) account, and group up with your friends!
  • When creating a GIM account, you can either create your own group or get invited to join one!
  • You may only be in groups with people of the same game mode (normal/hard/supreme/prime)

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  • Group iron men have the following features / benefits:
    • Trade with any member of your group
    • You can join PoH (player-owned house) boss portal instances with your group members
    • Unlockable "vault" which acts as a shared bank (see below)

       
  • GIM vault (shared bank)
    • The vault acts as a shared bank between your group members
    • In order to unlock the vault, you must meet the following requirements:
      • 300 achievements between all your group members
      • 50,000 rune coin fee, paid by one of your members
    • Initially you can not deposit untradeable items to the vault, but there are vault perks you can unlock!
      • XP Token perk (costs 15,00 rune coins)
        • Unlocks the ability for members to deposit any exp booster token (combat, skiller, catalytic, mystic, etc.)
      • Luck token perk (costs 25,000 rune coins)
        • Unlocks the ability for members to deposit any luck token (including epics)
      • Rune coin perk (costs 50,000 rune coins)
        • Unlocks the ability for members to deposit rune coins
    • You may also upgrade the amount of slots in the vault, to up to 2500!

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  • Launch Contests
    • There are a huge variety of different contests for GIM groups!
    • Some of these may only take first week (first group with a member to earn a fused slayer helmet) and some may take months (first group with a member to earn a 200m maxed cape)
    • Contests are separated by group modes, and rewards for each contest are scaled based on their difficulty and the contest's game mode
    • Speak with the GIM Lieutenant in the Edgeville castle (next to the elder) to view the current standings!

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  • Group iron men have the following restrictions:
    • You can not participate in Raids with people outside of your group
    • You can not particiapte in Nardah co-op mode with people outside of your group
    • You can not participate in co-op slayer with people outside of your group
    • You are not included in the weekly/monthly leaderboard contests. We will be adding a separate GIM bracket for this soon, but for the time being you all have your own Launch contest to participate in!
    • You can not leave your GIM group once you join it, and you can not de-iron as a GIM account
      • This has been put in place to prevent farming/abuse with GIM's systems
      • The staff team will take requests in future cases for possible member kicking (for example if a member has been inactive for 1+ months without notifying their group) but it will be entirely situational.

Legendary zone

  • You guys have been asking for it, and we've finally delivered. Type ::legendary (or ::legend) to access this brand new zone!
  • There are a variety of unique features in this zone, as well as a Legendary token currency which can be used to purchase some new items

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  • Slayer task spawner
    • The monster spawner within the legendary zone will spawn 4x of your current slayer task monster!
    • You can not spawn the following tasks: Boss, Wilderness, or Kharazi
    • If you spawn a brimstone task you will still receive kill count and experience, but brimstone key drops are not possible
      • Superior slayer monsters do have a chance to spawn from kills in this zone
    • Killing slayer monsters from this spawner will grant you legendary tokens

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  • Legendary altar runecrafting
    • When you craft runes with this altar, it has a chance to craft as a completely random rune
    • There is also a chance to craft special runes, such as Wrath runes
    • Runecrafting pets can be received from this altar, respective to the type of rune being crafted at that time
    • Crafting runes from this altar will grant you legendary tokens
       
  • Legendary implings
    • There are 10-15 implings roaming the zone, which can give you fair hunter experience and decent skilling supplies
      • There is also a chance to receive bags of riches!
    • Catching legendary implings (or opening them via caught jar) will grant you legendary tokens
       
  • Fishing zone
    • In the legendary zone you are able to catch Lava eels with your lava feathers!
    • You also have the ability to catch Anglerfish (sandworms bought via legendary tokens)
    • Fishing in the zone grants you legendary tokens
       
  • Token exchange
    • You can purchase the following rewards with your tokens:
      • Legendary halo: Gives slayer helm (i) boosts
      • Donator blessing: Increases drop rate by +7.5% in all donator zones when equipped
      • Solo tonic: A singular tonic :)
      • Sandworms: Used to catch anglerfish

Mythic donator rank

  • 8UFv2ue.gif Mythic rank is obtained after a total of $5,000 in bonds have been claimed on your account
  • With this rank comes a brand new zone, containing it's own unique features!
  • If you speak with the teleporter at the starting area of the zone, he can conveniently transport you to different spots of the zone
     
  • Zone spots and locations
    • Tangle farm (farming pvm)
      • Within the tangle farm are a hoarde of Mythic tanglefoot monsters
      • These monsters must be attacked with Magic secateurs, which grant you farming experience when attacked
        • They do not fight back, but you will receive recoil type damage (50% chance per attack)
        • Each attack will earn you mythic tokens based on the damage dealt!
      • Tanglefoots drop herbs, seeds, and some rare rewards!
         
    • Evil forest (firemaking pvm)
      • The forest contains Mythic evil trees which require you to have a Tinderbox to attack
      • Attacking this monster grants firemaking experience, and also gives Mythic tokens
        • They do not fight back, but you will receive recoil type damage (50% chance per attack)
        • Each attack will earn you mythic tokens based on the damage dealt!
      • Evil trees drop logs, planks, and some rare rewards!
         
    • Mythic revenants
      • Similar drop tables to dungeon revenants, with lower quantities (and harder rates for the rares)
      • Certain items are redacted from this non-wilderness revenant, such as ether and ethereum bracelets
      • Mythic revenants also drop mythic tokens
         
    • Mythic black dragons
      • Combination drop table of Black dragons and Rune dragons, as well as some mythic tokens
         
  • Mythic slaughter (daily event)
    • You can speak with the slayer mythic guardian and start the "mythic slaughter"
    • For 1 hour, all mythic zone monster kills will grant slayer experience and have a chance to drop brimstone keys
    • You can only participate in this once every 24 hours!

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  • Mythic token exchange rewards
    • Mythic halo
      • Toggle this halo at any time for it to appear as any helm you equip (similar to partyhat tabs). Also displays a mythic crown above your character's head while worn (this feature is also toggleable)
    • Zone upgrade scroll
      • Activate to permanently boost drop rates in all donator zones by +2.5% (tradeable, consumed on usage)
    • Horn of ethereal
      • Calls the corpethereal beast to spawn after the next corp kill (60 minute global cooldown)
    • Mythic cape
      • Free of charge! Attachable to your max cape

Other donator rank improvements!

  • We've also given a fair amount of attention to each of the other zones, too!
     
  • Regular donator zone
    • Donator token exchange added
      • All monsters drop tokens on death
      • Pickpocketing elves gives 2 tokens each successful attempt
    • Donator token shop includes:
      • Donator capes
      • Super donator capes
      • Mystery chests
      • Mystery boxes
      • Mystery caskets
      • Experience lamps

         
  • Elite donator zone
    • Elite donator token exchange added
      • All monsters drop tokens on death
      • Skilling with zone objects grants tokens
    • Elite token shop includes:
      • Elite halo
      • Elite donator cape
      • Donator elixir (tradeable)
        • Doubles all tokens earned in all donator zones for 60 minutes.
           
  • VIP / Legendary
    • You can now place cannons in closer proximity to other player's cannons (only in these zones!)
    • Other player's monsters from spawners will no longer appear on your screen. You can right-click the spawn orb to toggle this

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New superior slayer monsters!

  • We've also added a few brand new superior slayer monsters!
  • Pets for these superiors have not been added yet, but they may be coming soon!
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  • Gargantuan demonic gorilla
    • (Demonic gorillas superior)
       
  • Primitive wyverns
    • (Ancient/Spitting/Taloned Wyvern superior)
       
  • Draconic drakes
    • (Drake superiors)
       
  • Dragonkin wyrms
    • (Wyrm superiors)

Wilderness pets (integrity change)

  • Runex has unfortunately always had an issue with pet accessories and their imbalance in the wilderness
  • We regret to inform those of you who used this style of play, that pet accessories no longer work in the wilderness
    • Storage pets no longer work during combat or within 10 seconds of recent combat in the wilderness either
       
  • In order to bridge this new gap, you can now purchase Blood mystery boxes from the Blood money shop 
    • These boxes can give special Wilderness pets which are not legendary pets (meaning you can't attach accessories to them) but have passive effects that work in the wilderness
       
  • Wilderness pets:
    • Melee berserker pet: Grants +5% melee damage in wildy PvM, and +2.5% in PvP
    • Range berserker pet: Grants +5% range damage in wildy PvM and +2.5% in PvP
    • Magic bersker pet: Grants +5% magic damage in wildy PvM and +2.5% in PvP
    • Alien pet: Allows you to direct a wilderness obelisk to the wildy level of your choosing
    • Special spirit pet: Restores 5% special every 30 seconds in wilderness
    • Prayer spirit pet: Restores 1 prayer ever 20 seconds in the wilderness
    • Health spirit pet: Restores 1 health every 15 seconds in the wilderness

New miscellaneous content

  • New collection logs
    • Fiyr shade chest collection log
    • Rogue's chest collection log
    • Mage arena collection log
    • Blood pet mystery box collection log
       
  • Fiyr shades
    • Fiyr shade drop table now has a new rare key added, which boosts rare drop chance from chest
    • Ivandis flail added to Fiyr chest rare table
       
  • Vyrewatches
    • Requires 100 Fiyr shade kills (Found on combat teleports at the end of the list right under Metal dragons)
    • Vyrewatches can only be attacked by Ivandis flail

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    • Vyrewatches have a rare chance to drop blood shards which can be attached to an amulet of fury to create a Blood amulet of fury
    • Blood amulet of fury has a 1/5 chance to heal from 20% damage dealt while worn
       
  • Fortune accessories
    • You can now combine the sacred, treasure, and bonus accessories (from rune coin point shop) at the enchantment chest
    • For a 100% success rate and an additional rune coin cost, the Fortune accessory will work as all 3 accessories in 1
    • You can then upgrade it to a Master fortune accessory which can give new rewards like mystery boxes and prize keys!

Patch notes (gameplay changes, fixes, etc.)

  • Pvp integrity changes 
    • You can no longer teleport for at least 5 seconds after a special attack is used in wildy
    • Storage summoning familiars no longer work during combat or within 10 seconds of recent combat in wildy
    • Storage pets no longer work during combat or within 10 seconds of recent combat in wildy
       
  • Pet accessories
    • There is now a diminishing return on multiple pet accessories stacked on the same pet
    • Stacking multiple accessories gives 25% less power per accessory stacked for a total of a 250% stacked bonus (compared to the current 400%)
    • This does not count for storage accessory
       
  • Blood barrage cap
    • We've removed the 10 HP heal cap for blood barrage on single hit splats
    • We now have a back-end formula that will reduce healing very slightly (by 25%) for any remainder damage done beyond 50
    • The heal cap is now 35HP and works based on cast (all your multi-target hits combined) rather than each individual hitsplat
    • This means that blood barrage on single targets has been buffed, but barraging very high amounts of targets (3-4+) has been capped (which was the main balance issue in the first place!)
       
  • Miscellaneous patch notes
    • Fixed bug with wilderness implings, where they'd teleport to the F2P world (thus causing wildy imps to die out often)
    • Fixed cursed void's magic damage bonuses
    • Rewards have been buffed at rogue's chest
    • Summoning charms can now be dropped in all instanced areas, except for fight pits
    • Slight reduction to Prayer Renewal potions effectiveness by 20%, and duration reduced by 30 seconds
    • Growler in sara GWD changed from a custom melee minion to a magic-based attacker
    • Bandos tassets and chestplates rune coin exchange value now matches armadyl gear's
    • Falconer glove price increased from 1,000 donator tickets to 1,250 in the donator ticket shop
    • Brimstone bow ranged strength increased from 20 to 30
    • brimstone bow ranged attack decreased from 75 to 55
    • Brimstone bow given an accuracy boost of +25% against monsters
    • Hydra full set effect has been added
      • Reduces damage taken by 15% with a 1/15 chance to completely ignore damage taken
    • Crestbearer and crestroot PvM damage reduced from 5% per piece to 2.5%, but a full set effect now gives a +10% extra bonus for a total of 25%
    • Dragon hunter lance attack speed lowered from 4 to 5 (whip speed to battleaxe speed) but damage against dragon-types boosted by +10% more
      • Unfortunately whip speed made this dragon killing weapon a powerhouse against every monster in the game.
    • Colored ground item names (BETA MODE)
      • You can type ::hidecommon to only show green and magenta rarity items!
    • Scythe of vitur slash bonus reduced from 195 to 185 and strength bonus reduced from 162 to 152 (This lowers its max hit by +2 & accuracy by 4%)
      • The scythe is still BiS by far & this change will not affect its price tag or utility in the slightest
    • Amulet of Zealots: reduced offensive bonuses from 10 to 5 (effect has had no changes) 
      • The effect of these changes has reduced the potential max hit of the amulet by -1 for melee weaponry.
      • Regardless of this change, this amulet is still BiS because of its effect.
    • Sanguinesti pendant: Reduced defensive bonuses to zero.
      • This pendant has the best stats of all amulets by far, and needed to be brought back down to earth with the rest.
      • Reducing the defensive bonuses to zero won't eliminate its usefulness, but rather just give the all other amulets a slight increase in theirs.
    • Thermonuclear ring magic damage % reduced by -1% for the normal ring and -2% for (i) version.
      • This will mean the Ring of darkness will surpass it as BiS so long as the player has on 2 or more zaros items equipped.
    • Zaryte bow ranged strength reduced from +100 to +90, effectively reducing its max hit potential by -2.5.
      • The bow is still stronger than intended, so this is considered an integrity change.
      • Upon release the Zaryte bow was described as a new 2nd BiS alternative for PvM to bridge the gap between Twisted bow the Blowpipe, yet has now become the current BiS due to its power and speed
    • Twisted bow ranged attack increased from +70 to +100
      • This bow was in need an accuracy boost, and since Scythe of Vitur received some custom boosting we consider it fair that the rarest item from CoX received something similar.
    • Cursed twisted bow accuracy also improved by a further +5 for a total of +10 now
    • New "Experiment No.3" added to Experiment caves to the far west in the cave.
      • Slightly difficult to beat, like a beginner boss fight but very rewarding.
      • Killing this variant counts towards slayer tasks, achievements & dailys.
    • Fixed issue with grand cursed caskets not giving items when your inventory is full
    • New "Larran's slayer helmet" added to slayer shop for 5k points & 25x larrans key to purchase.
      • Gives standard +15% boost but also gives an additional +5% task damage boost while in wilderness
      • Stats are between normal slayer helm & fused.
    • Callisto: Added a new multi-hitting stomp attack
    • Venenatis: Added a new multi-hitting magic attack
    • Vetion: Added a new multi hitting lightning strike attack, similar to OSRS
    • Blood & Shadow spell damage is now capped the same as Ice spells in PvP.
    • All ancient spells now have a cap of 110 damage in PvM
      • This is subject to change on a case by case basis, but for now this has been put in place as an integrity change.
    • Intrinsic divine & elysian effects buffed from +5% to +7.5%.
      • Defensive bonuses increased by +10 as well.
    • Barrows: Improved odds of receiving a "rare" drop by +15%
    • Lava eel fishing: You can now obtain Lava keys as a 1/128 chance from fishing lava eels
    • Removed the annoying debug messages when instanced monsters are respawning (forgot to remove this last time LOL)
    • Fix double spawns in zilyana PoH instance
    • Death pet removed from regular pet box, added to the blood mystery box
    • Grand crest piece changes from multiple sources in-game
      • Rarer from Brimstone chest
      • Added to Barrows chest
      • Added to Alchemical hydra
      • Added to Abyssal sire
      • Added to Zulrah
      • Changed from regular GWD bosses to only on Superior table, but more frequent and able to receive piece #2
    • Buffed the drop tables of superiors.
      • All Superiors now have a guaranteed common drop of either a Crystal key, 3x Slayer task scrolls, 3x Point mbox, Bag of tokens or 10m cash
    • Rebalanced the times for wilderness slayer
      • Most talks couldn't be completed in time without great gear (some like ents are way too long and extending doesn't give much time)
    • Blood pet mystery box added to Very rare table for Cursed casket.
    • Fixed issue that causes PoH to disappear (entering "right-click" build mode before owning a house)
    • Suggestion squad members can now spawn the "Giant's hand" item with the ::ssquad command. It can now be used to "whack" players & is untradeable.
    • Slayer task cancel cost in Runex points increased from 200 to 300.
    • Added an ::rc command to teleport to the RC machine.
    • Trees in donor zone now give the intended (2x) logs
    • Fixed a bug where katana was giving +20% bonus damage without wearing samurai set. You now only receive it when wearing the set
    • Greater nechryaels now count for Nechryael slayer tasks, and therefore now receive extra spawns in Kourend dungeon
    • Fixed the naming of Kourend dungeon in the PoH portal room (it previously said "Mutated bloodveld")
    • Slightly reduced Kree'arras range defence
    • Fixed runex armor's accuracy bonus via set effect
    • Removed the news broadcast for master task bottle enchantments
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first

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tfw i knew DHL would get nerfed

got a scythe today

thanked my lucky stars i dodged the nerf

then got nerfed anyways

XD

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I gotta be honest though, if there's one thing about this update i HATE its the movement of gcp's from regular GWD to only superiors in GWD. 

because it basically says "if you dont have superior GWD unlocked, its dead content for you". because GCP was the only reason to go godwars dungeon. And i'm sure for the majority of long-standing players who already have that perk unlocked, we wont see much change. but when i got started out GWD was a saving grace for me. and knowing that that's impossible now kinda sucks imo.

The rest of it i like (except scythe nerf cause i got it today ;( ! ) but it IS a good update. I'm not gonna lie. I like it overall.  just some parts of it leave me a bit heartbroken.

also - in regards to stacking the same accessory - say i had a master luck and a regular luck... do they still stack the same? since they're *technically* different accessories? or is it the same "type" that don't stack together as well?

Edited by sarcothis
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Damn, this is a beefy-ass update.

good job, Ryan!

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Well done Ryan and all the amazing Suggestion Squad players/staff-alike that introduced some of these amazing updates!

Thank you!

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2 minutes ago, generalkrall said:

disgusting

How about you show some respect for the content produced. There was clearly a ton of work put into this update and you want to reply with a rude comment. 

Get a grip! 😡

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14 hours ago, sarcothis said:

I gotta be honest though, if there's one thing about this update i HATE its the movement of gcp's from regular GWD to only superiors in GWD. 

because it basically says "if you dont have superior GWD unlocked, its dead content for you". because GCP was the only reason to go godwars dungeon. And i'm sure for the majority of long-standing players who already have that perk unlocked, we wont see much change. but when i got started out GWD was a saving grace for me. and knowing that that's impossible now kinda sucks imo.

The rest of it i like (except scythe nerf cause i got it today ;( ! ) but it IS a good update. I'm not gonna lie. I like it overall.  just some parts of it leave me a bit heartbroken.

also - in regards to stacking the same accessory - say i had a master luck and a regular luck... do they still stack the same? since they're *technically* different accessories? or is it the same "type" that don't stack together as well?

Gwd is useful for runecoins as well. Crests were moved to a lot of other places in the game that aren't AFK. 

The thing we're moving away from is afking be super profitable. Previously GWD was being afk'd by people on 3 accounts pretty much every day.
This update changes that and crest pieces were moved to more un-afk content. Not having superiors unlocked doesn't change the fact that it's a mid-tier boss that drops tier 70 equipment. It shouldn't be afk farmable for top tier gear.

Scythe "nerf" you'll barely notice.

In regards to the accessories, Master luck and Regular luck are different accessories so you won't see diminishing returns unless you have the same of each.

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8 minutes ago, Raw said:

The thing we're moving away from is afking be super profitable. Previously GWD was being afk'd by people on 3 accounts pretty much every day.
This update changes that and crest pieces were moved to more un-afk content. Not having superiors unlocked doesn't change the fact that it's a mid-tier boss that drops tier 70 equipment. It shouldn't be afk farmable for top tier gear.

see, and that's fine and all, but its not really what's gonna happen. The problem i have, and have already pointed out, is that it's going to be exactly the same for people who already have the perk to get superiors. You're still able to get GCP's entirely afk by doing GWD, but now you can only do it if you have the perk. I don't mind a change from afk to active, and you're entirely right that i, and my friends (for a total of 9 accounts) were permanently farming GWD back in the day. All of your observations are correct, and the solution *would* be correct, but the implementation is flawed in my eyes. Removing it from GWD entirely, or lowering the rates at which you get them (even from 1/133 to 1/500) would be a much better solution than moving it to superiors, 

because even if this change has reduced the rate at which crests are coming from GWD, it has NOT made it more active. Both I and my friend's accounts are able to COMPLETELY afk through GWD superiors. So it hasn't made it any more active for us. All it's done is block the source of the GCP's to being blocked behind a Boss Point pay-wall.

So, for me and my friends atleast, this implementation has failed to do what it claims to do. It hasn't made it less afk to get GCP's, just slower. And if you're going to say the goal was to make it slower, than a simple reduction in rate would be more appropriate so that people don't have to grind out the boss points just to make the content worthwhile to do.

 

13 minutes ago, Raw said:

Gwd is useful for runecoins as well.

also, i saw you say this ingame to Fighter aswell, and the fact is... it's okay? i mean its fine for RC but let's look at zilyana for someone without the superior GWD perk -
her 1/64 drop table has the three godsword shards (15m ea at rc value) , the saradomin sword (30m at rc value) Armadyl crossbow (40m RC value, but 110m real value on market) and the saradomin hilt at 25m rc value and 100m actual value.

breaking down that table and knowing the rates, we can calculate her money per kill from that table to be 750k - the table's average value is 47.5mil and it has a 1/64 rate - so the math says 750k per kill from that table. she also has her pet at a 1/1000 rate for 75m value giving an additional 75k value per kill. this makes zilyana worth 825k per kill. accounting for her regular coin drops we get about 860k per kill. That.... is awful. there's no way around it.

allow me to prove that! Let's look at Elder Chaos druids, a common, aggressive mob that can be killed with effectively 0 respawn time. though prayer acc's have been removed from wild, since the prayer pet exists, they're still able to be afked. And, as a full inventory + row = all your coins are instantly banked, dying is not a risk.
just based on their coins drop, they are valued at 140k ea. on average their 1/100 table is valued at about 20m. so some simple math makes that worth 200k ea as a table. 340k ea for a mob with 0 respawn time and 150 hp compared to zilyana's 255 (iirc) makes them take only 60% of the time to kill, meaning you can kill 1.66 (repeating) of them per zilyana you kill. This alone makes them (time wise) worth 566k per time it takes to kill zilyana. Now, adjust for the fact that you can use melee on them (and can't effectively do it on zilyana - blood barrage meta btw) and obviously your kill speed increases further. Account for her respawn time (which since im talking about low-tier players here, I refuse to say they have swift spawner) 30 seconds of respawn time per kill is more than enough time to kill an entire extra chaos druid, even with a low tier weapon like chaotic rapier.

Elder chaos druids are more worthwhile to kill than zilyana. 

further proof you say?!? fine, let's look at lizardman shamans, a boss that's commonly killed by early game players, and can be done in even less gear than zilyana (which is a pretty low bar to set) Lizard men have a 1/1k chance at a dwh  worth 200m - thats 200k per kill. they have the same chance for their pet, which recently due to a lack of supply has gone up to 300-350m per pet. considering none are on market, it's fair to use the higher of those two prices. thats 350k more per kill. finally they have their measly ring drop, which at a 1/500 rate and 20m in value, adds only 40k per kill. that makes them worth 590k per kill. now, they also have 150 hp, so we'll use the same basic math to show that roughly 1 and 2/3 of a shaman could be killed per zilyana (again not accounting for the fact that melee gear is higher dps than blood barrage) and simply doing their money per kill  multiplied by 1.66 (the amount of them that can be killed per zilyana) shows that per zilyana you kill (860k made) you get 979k at lizardman shamans. (or a 14% increase)

so, since you can just buy runecoins, for anyone who isn't an ironman, nearly anything else in the game is worth doing instead. Which is exactly my problem. Without the Superior GWD perk, this nerf has GUTTED zilyana (the only GWD boss that's killable with gear equatable to lizardman shamans) .

I'm not saying it was a bad idea to move the crests. I'm not saying i like the afk meta. I'm not saying to put them back. But seriously. The changes made do not align with the stated goals of the update. It has not moved the sources of GCP away from GWD for the majority of players, since a lot of people have superiors and can still get them just fine. What you have done is made it so there is NO POINT (for non irons) to go to GWD pre-superior GWD perk, as i believe i have sufficiently proven with my calculations here, since it would be more profitable to do a myriad of other, just as afk things. 

So, go back, reduce the rates at which GCP are gotten from GWD, instead of just making it only from superiors. Because in fact, by moving them ENTIRELY to superiors, you've enabled people to get more of them by using epic lucks on superiors.

allow me to compare this update to one made prior. The instanced Kourend update.

Instanced Kourend is a mixed bag - you can use cannons but get reduced spawns (restored if on slayer task) so, if you don't have instanced kourend you can still get dark totems. You can do normal, non instanced kourend. So even though people with instanced kourend have an advantage (like how players with superior boss perks can get extra GCP's from their task) People who don't have instanced kourend still have access to the things that perk provides, only less convenient and perhaps a bit slower.

So now imagine a world in which dark totems can ONLY be obtained in instanced kourend. There would no longer be a reason to do tasks in the kourend dungeon unless you're forced to through a brimstone task (since kourend monsters all have more HP than their non-kourend counterparts, this also has lower slayer points/h)

It would feel stupid to have the entire point someone does a certain piece of content (like how people only do GWD for gcp's) be removed until you have a perk that is obtained much later. 

Now, imagine when you say on the update post
"hey man kourend feels kinda dumb since skotizo was the whole point people did kourend and now i can't get totem pieces"

and someone replies 

"yea but Kourend is useful for slayer points aswell"

it would feel like they've missed the point entirely. Because you can do slayer ANYWHERE. just like you can make money or get runecoins ANYWHERE.

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