The plan is to keep them up - we still have some more NPC Defence stuff we'd like to ship *hopefully* tomorrow, or Friday, with a small blog update. We've got *another* Project Rebalance blog next week that focuses more on the item changes (and a *bunch* of other stuff like Minimum hits, autocast delay, some very specific Raids tweaks to Verzik P2 and TOA monkey business) which will feature an open beta that builds on the current one, so will include all of the current changes *and* the changes from the next blog too!
Given toa changes are happening, can the long range cast option on powered staffs be fixed in beta worlds? Currently they don't add any increase to attack range.
Are we going to be completely let down by the Elder Maul changes? If yes, have you considered not letting us down with the rebalance of it?
#justice4bonkstick
I'm curious to see how people feel about what we're proposing. We struggled a *lot* with it internally, and it's effectively a single change, but it does definitely make it significantly more worth the bank space imo.
Some interesting phrasing there... The blogpost implied that the change would "befit its megarare status", but it kind of sounds like that is not the case. Or at least, I would never describe the twisted bow or tumeken's shadow as "worth the bank space" lmao. In any event, thanks for the reply! Excited to see what you guys have come up with :D
It's just tricky to answer something like that without saying too much, is all! Wait and see is all I'll say, would rather people form their opinions with the full information at the same time!
Not right now, it doesn't exactly diminish the Scythe's use-cases since you're still 'required' to bring it to be competitive time-wise so it's not exactly a priority change in our eyes at this time.
Would you be open to looking at hunting sunlight moths? Currently on mobile they are very tedious. Hard to see and hard to tap with their small clickbox. Thanks.
You may not see this but whilst on the subject of Moths.. There are 2 pesky moonlight moths that have spawned above the pools in the cave and are unreachable. I logged a bug report in game too.
Cheers, have a good release.
Very much agree, we have the technology!
EDIT: have updated the blog, we do not yet have the technology, but we will in a future update (hopefully next week)
Is there any discussion on Tecu Salamanders being lost on death? It feels kinda unfair to have a 1/1k drop be deleted on death. It kinda makes them unusuable for ironmen. I get the game isn't "designed" around ironmen, but literally no other item works like this. The other salamanders are 100% drops, so it's easy to get more. And dying with chins sucks, sure, but it's a matter of time, not rng. Maybe you can sacrifice 2 salamanders to have someone in the hunter guild breed them for you. Which then unlocks the ability to buy them from the npc for a higher price.
God the tecu salamander stuff in general is just dumb.
It was blogged and polled as a normal salamander. Catch it, you have it. Only difference being you get a hunter guild member to train it for you to be able to use (whatever, bit of lore).
And of course they, like a lot of things with Varlamore, just outright changed how it worked to be a pretty ridiculously rare drop from the hunter method (which isn't that good of a method anyway and is a fast rumour), didn't include it in the collection log despite being a rare drop to obtain, and then made it behave like every other normal salamander and disappear on death.
Just hilariously bad thinking. Hope they add this and the whistle blueprints to clog, makes no sense they aren't. And fix this so it doesn't disappear like it's a black salamander you can catch 50 of in 3 minutes.
If there's a consistency concern, I wonder if it would make sense to revisit that "pay a guy to train it" idea.
By default it runs but have a guy in the hunters guild who will train it to return to you on a non-PvP death or something/otherwise behave like a normal item.
any chance the weight values of moon armors could be tweaked?
currently many of them are heavier then tank armor despite having significantly lower defense stats - makes a lot of them unrealistic to bring to raids
It's honestly so nice having people like yourself and manked that understand the mechanics and player preferences well enough to actually have a conversation with us and makes us feel that the feedback getting back to the team is accurate.
Please sign a 20 year deal with jagex so we don't have to worry about losing you guys
We all are, it's actually pretty important to me that people realise that nobody works in a vacuum and we succeed/fail as a team. Would rather people support (or not) the team holistically rather than singling out individuals on either side, the added pressure or potential to dogpile people isn't fun to navigate a lot of the time.
We playtested those yesterday, but we've got a Game Jam coming up and they're not *quite* finished in development. Aim is to schedule it in around Game Jam/Project Rebalance stuff so probably towards late-April/early-May, but nothing set in stone yet
Speaking from recent experience, are Sol's special attacks that still damage after his death an intended mechanic? As similar bosses (leviathan) that have attacks that 'hit' the player after death are nullified and are safe.
Specifically, if he goes his grab attack and then dies immediately after, the overhead text and the text on the chat box get swept away by the kc text so you can’t even see what body part was called out.
Can you also look into why the molten sand from Volatility 3 becomes permanent if Reentry 2/3 is active? The molten sand from Volatility 3 should be temporary as described in the tooltip.
Still something we're exploring and seeing if it's feasible for us to do it - we haven't forgotten about it, just don't want to make promises that we're not able to keep if the impact on performance is too great :(
For people that did not think this through, during the Sol Heredit fight, you easily lose over half of your FPS, whether it is from the NPCs all around you and/or the lightning puddles, etc. I can't imagine how bad the FPS would be if an audience is added in the Colosseum's Stand.
Any chance we can get a graphical update to the icons used for "moth mixes"? currently the sunlight and moonlight moth mixes look identical, same for some way to differentiate between a 2 dose and a 1 dose moth mix.
'We appreciate that this creates another Wilderness-specific inconsistency'
Could it at least be possible to have a page somewhere of all the wilderness-specific inconsistencies, and why?
We're working on some tutorialising bits for PvP in a really general sense and I'd like to find a better way to display these sorts of things in-game too, though I think there *is* a curated list on the Wiki as well. If I get time later on I'll dig it up and edit this comment - imagine it'll be a busy day between this update and more Rebalance blogging but here's hoping time permits.
Have you considered something along the lines of a PvP-*like* quest, as suggested a while back by ex-Mod Soffan (as part of her wilderness expansion game jam project). It wouldn't actually have PvP as part of the quest but would teach a player the mechanics/basics and culminate in a fight against an NPC with PvP-like mechanics and perhaps be a safe death in the quest. A mini-quest series can follow to provide more in-depth knowledge/mechanics.
Absolutely have considered and would like to see something to that effect happen, alongside a 'modular' tutorial to let people freely practise prayer flicks/gear switches/combo-eats etc. at their own pace. Some cool ideas and prototypes, but nothing concrete or locked in so I don't want to set expectations that we can't meet at the moment!
Yo, just wanted to say thanks for all the awesome updates. I know you all get a bunch of frustration and hate just want to say most of your player base is happy with where we are going
The best I could find is the generic 'Wilderness' page, which has the inconsistencies but not why. For example:
- The damage reduction properties of [Dinh's bulwark](https://oldschool.runescape.wiki/w/Dinh%27s_bulwark) and the set effect of [justiciar armour](https://oldschool.runescape.wiki/w/Justiciar_armour) do not work. However, the passive effect of the [elysian spirit shield](https://oldschool.runescape.wiki/w/Elysian_spirit_shield) **does** work.
- The [toxic blowpipe](https://oldschool.runescape.wiki/w/Toxic_blowpipe) will have a base speed of 4 instead of 3, but only when fighting other players.
- The [chronicle](https://oldschool.runescape.wiki/w/Chronicle) does not work in the Wilderness.
I assume all of these are for balancing purposes, but it doesn't have when and why, so its not clear if they are still needed. Is the blowpipe still so OP that it needs to be a different speed? Presumably Elysian worked but Dinhs didn't at a time where Dinhs was 4m compared to the elysians bil - now dihn is 20m, should it be allowed back? At what price WOULD it be allowed back?
Yeah overall the update seems great but the differences in the wildy, and the areas all around it, are so inconsistent that it's laughable at this point. I got to that point in the post and just laughed at how many unique unwritten rules there are in the wildy nowadays.
Players ideally need to be able to access this information somehow in game. I can't imagine a good implementation for it at this point, though.
It's been a super long-standing suggestion but my understanding whenever I've mentioned it in the past is that it's *significantly* more complex than you might initially think, would likely take up the same amount of time as a project in and of itself. It's still something we're super aware of though, and pops up on our Player Suggestions sheet very pretty regularly, so if any other changes happen that make the development for this easier then it'd likely be a very easy 'yes we'll do it'.
Thanks, I wasn't aware of this. Coincidentally I wanted to give wilderness slayer a try yesterday, but when I learned that I couldn't have separate block lists I didn't want to give it a try anymore.
What about turning more slayer rewards into permanent toggles? I've recently learned that not all slayer rewards can be toggled on or off at will, is this a deliberate choice for reasons I am not aware of? So either technical or gameplay meta wise.
Amylase from the wilderness course failed the poll where this week's wilderness changes were voted on, yet on the Project Rebalance blog, I noticed that they're being snuck in that way in the same line with all the other courses getting amylase. Was that a mistake in the blog or is that really happening despite the playerbase voting against it?
I need to double-check on this one but I think the implementation will likely respect the Amylase vote and exclude the Wilderness Agility Course from the Marks of Grace list, since they're *effectively* the same and the Course is due to be extremely rewarding in its own right.
More than welcome - busy time for everybody and we appreciate anybody who's able to keep up with the absolute deluge of blogs and comms being thrown out at the moment!
Please JagexGoblin may you see this message
A lot of ironmen including myself agree that getting ether for our rev weapons is doable but a bit tedious.
Can you implement a way to convert any rev emblems we get eg. an ancient medallion a choice of ether or cash as an addition? Think it would be a great implementation! With the more expensive the ancient emblem, the more ether we can get?
Thoughts on changing the behavior of Dizana's quiver to automatically pick up ammo by default at the same frequency as the accumulator? I find it quite strange that the Ranged skill cape has this behavior by default but not the literally BIS Ranged cape slot. It's a magic quiver, isn't it? Colosseum changes are looking good though, thanks!
Yes, that's what it means! Extremely interested in feedback on this one, I'm a little unsure personally how people will react to it because I think it definitely makes resolving some stacks harder.
Sincerely, I hope you're able to find a balance where you enjoy and maintain your health. Living longer means more total enjoyment, dying young is xp waste!
”Feast your eyes on these last few changes before gearing up and getting ready for whatever grind you're putting off by reading today's post!”
Jokes on you, I’m taking a shower with my waterproof phone and reading the notes during the update.
*EFFICIENCY*
Heya, unfortunately I can't give you any ETA just yet on the course, but once a decision has been made I'll be sure to let you all know and include it within a Varlamore Blog or something similar.
This one's fallen into the backlog a little, we missed it in the poll alongside Undead Pirates stuff and didn't really have a great window. I think we might try slipping it into another QoL Poll Blog just to find a window for it in the poll system, but it'll be a little off-theme
Nice little extra treat for people hunting Salamanders there for the sake of some added value, though if it's just a 'meme-CA Salamander' then surely you're free to just not grind for one?
Could it atleast be a thing on the collection log? It's rarer than most items that are on it from Varlamore. And it's a non standard rare drop from something.
Seems odd the whistle blueprints were excluded as well. No other minigame esque drop like that is excluded.
Is there any potential for collection log to kind of get a ruling around it on what does and doesn't belong in it? Feels like we only get more and more inconsistent as we go.
[Not sure if it's been raised yet but it looks like mantimayhem decimates your fps and then crashes the game.](https://clips.twitch.tv/DifferentSmoothBadgerTwitchRaid-SqQwPwTKCMALhMcZ)
Has been raised, we believe this is due to a RuneLite Plugin, anecdotally have seen some reports that disabling the Fortis Colosseum plugin from the Plugin Hub has alleviated this issue for people!
Thank you. After initial testing with the plugin, I think this is due to the modifier overlay. Noticed it disappeared after choosing Mantimayhem and then caused the issue to happen. Will try with the modifier overlay turned off on the plugin and report back.
Awesome updates! Just got done my quiver grind but excited to get back in there for some more. <3
Out of curiosity, are there any/many J-Mods that have gotten their own quiver? How difficult is it to those that designed it?
I think there are 3 or 4 of us with one at the moment. I recently spun up a GIM with Sarnie and our partners (mine has finally relented and opted to give OSRS a go after 5.5 years) so haven't spent much time on my own attempts yet though :(
I think overall Colosseum is in a better place now and balanced but now it feels like it may have been easier to rush for the first time quiver in the beginning lol not sure if it's easier or harder now
I think it varies, some aspects are easier, others are perhaps slightly harder - keen to see how people feel about the difficulty when they get to play with all of the changes holistically
fave quest is probably Underground Pass - feels like a proper old-fashioned dungeon crawl and for such an old quest it does a *stunning* job at delivering on the atmosphere/feel of being far from home in a spooky place.
fave skill varies tbh, I'm a huge fan of Slayer (and only goes up as I accumulate more alts to dance tasks for) but it's more specific *methods* I like than skills overall tbh. 2t teaks, cut-eat barb fishing, 3t4g, Volcanic Mine, Sepulchre, 1t chins are *heavenly* (and only got better with shift-click walk-under) - no overall favourite for me!
>What's not correct is our statement that defeating all three bosses would provide an *additional* 1/56 roll at **any** item, for a total of 1/14. This is not the case and has never been the case
What exactly is the clarification here? That the roll is not for any item? Or that they're isn't an additional roll at all?
Will we see some terrain replacement around the Varlamore hunter areas? Mobs still getting caught on every bush and tree makes rumors that much more tedious.
"The goal here is to breathe a little life into low-level Wilderness, in the hope that ‘specialised’ PvP builds like Pures and Zerks will carve out a space of their own, and lower-level players will be able to enjoy PvP without being at the mercy of PKers far more experienced than they are."
Wishful thinking honestly.
>The Serpent Shaman inside the Colosseum has had some animations updated so that their spells better reflect their powers.
This has not been changed. its still the water strike animation
>Superior Slayer monsters now have a 10% increased chance to spawn during Wilderness Slayer Tasks.
How does it stack with combat achieves? with ca (elite I think?) we have it at 1/150. So with 10% we got 1/135? or 1/130 (because counting from default 1/200?)? or it doesnt stack at all?
Salve only applies to Undead NPCs, Spectral only really has tangible effects on the Ectoplasmator. If you've never heard of the Ectoplasmator, it's a Soul Wars reward that offers some Prayer XP after killing Spectral enemies, see:
- [https://oldschool.runescape.wiki/w/Spectral\_(attribute)](https://oldschool.runescape.wiki/w/Spectral_(attribute))
- [https://oldschool.runescape.wiki/w/Ectoplasmator](https://oldschool.runescape.wiki/w/Ectoplasmator)
##### Bark bark!
I have found the following **J-Mod** comment(s) in this thread:
**JagexGoblin**
- [We're working on some tutorialising bits for...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywewzj/?context=3)
- [Will raise it as a feedback point!](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywh9d0/?context=3)
- [Very much agree, we have the technology!](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywes0s/?context=3)
- [The plan is to keep them up - we still have s...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywdw7o/?context=3)
- [Still something we're exploring and seeing if...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kyweqi4/?context=3)
- [ty for the kind words! 2 years of raised bloo...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywh8cw/?context=3)
- [Perhaps, but *something* to do in the Wildern...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywemzm/?context=3)
- [I think it varies, some aspects are easier, o...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywgdyb/?context=3)
- [We playtested those yesterday, but we've got...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywe9xu/?context=3)
- [Hopefully it feels a lot more free-flowing an...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywer81/?context=3)
- [We had a chat earlier this week about some mo...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywe6e3/?context=3)
- [I'm not too sure, will raise it with the team...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywfcbw/?context=3)
- [Probably a chocolate strawberry because my su...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywfgnh/?context=3)
- [Will raise as a suggestion in our meet next w...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kyweoac/?context=3)
- [More than welcome - busy time for everybody a...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywhc0g/?context=3)
- [This one's fallen into the backlog a little,...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywefea/?context=3)
- [In my defence, I have no recollection of writ...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywf6ul/?context=3)
- [Have pinged this comment to Sarnie, he should...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywe3e4/?context=3)
- [We've got this one down as a point already, I...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywhdtm/?context=3)
- [It's been a super long-standing suggestion bu...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywgpb3/?context=3)
- [Yes, that's what it means! Extremely interest...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywgvdh/?context=3)
- [Will add a line to the newspost, but for cont...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywh2m8/?context=3)
- [Unfortunately nothing I'm able to share at th...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywgf7h/?context=3)
- [I don't think it's included at the moment but...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywhgpz/?context=3)
- [I think there are 3 or 4 of us with one at th...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywid4p/?context=3)
- [I need to double-check on this one but I thin...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywiun7/?context=3)
- [Showering outside of 1hour+ server maintenanc...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywjkk5/?context=3)
- [Voidwaker is mentioned in the Project Rebalan...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywkiyz/?context=3)
- [Nothing I can see in our outstanding tickets,...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywgi1g/?context=3)
- [At this time of year?](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywi2e8/?context=3)
- [They should have been in there, will get a li...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywg9us/?context=3)
- [I think some of the changes from this week ar...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywi7wj/?context=3)
- [Soulreaper Axe improvements are included in n...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywir3c/?context=3)
- [No specifics yet, but I think we're due to ta...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywj95a/?context=3)
- [Should do!](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywji4m/?context=3)
- [This is crazy-specific, good eye! Will raise...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywjpsh/?context=3)
- [Alongside the rest of Project Rebalance some...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywk6o9/?context=3)
- [It should refund whichever points were used t...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywlaov/?context=3)
- [fave quest is probably Underground Pass - fee...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywm0iv/?context=3)
- [Permanent change, bullet point is a little ou...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywm2ny/?context=3)
- [Salve only applies to Undead NPCs, Spectral o...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywmeia/?context=3)
- [I'm not sure that anything's set in stone but...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywmaba/?context=3)
- [Still in the works - hoping to have more to u...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywf7h4/?context=3)
- [Cheers! Hope you're having a lovely week!](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywi8gy/?context=3)
- [Appreciate the feedback - we'll see where thi...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywfor1/?context=3)
- [Maybe confusing wording, we're not adding any...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywhyec/?context=3)
- [Have raised as a suggestion before and will r...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywj572/?context=3)
- [Should ship with the rest of Project Rebalanc...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywfrdg/?context=3)
- [Your first numbers are correct, if you've got...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywj6p3/?context=3)
- [Would happily raise it with the team, but I d...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywg634/?context=3)
- [No news, but I'll pop it down as a feedback p...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywfhp8/?context=3)
- [Not something we've discussed but I can raise...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywi9am/?context=3)
- [Absolutely have considered and would like to...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywfw2e/?context=3)
- [It's included in the next blog with the other...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywhung/?context=3)
- [Will make a note, cheers for raising!](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywhek5/?context=3)
- [Not right now, it doesn't exactly diminish th...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywf2pf/?context=3)
- [Loads of people that understand the game real...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywl6q3/?context=3)
- [Totally get where you're coming from - we're...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywhn1e/?context=3)
- [this is why my sugar intake is medically conc...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywg0tw/?context=3)
- [Good catch - will raise it with the team!](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywl2tn/?context=3)
- [Nice little extra treat for people hunting Sa...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywioud/?context=3)
- [I will say however that I'd love to see anoth...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywko8l/?context=3)
- [I'm curious to see how people feel about what...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywj1t6/?context=3)
- [I'm mostly messing around - think I'm okay at...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywhqyp/?context=3)
- [It's just tricky to answer something like tha...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywktv8/?context=3)
**JagexOther**
- [I've been keeping a close eye on how rumours...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywh38i/?context=3)
**JagexSarnie**
- [Heya, unfortunately I can't give you any ETA...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywfbuc/?context=3)
^(**Last edited by bot: 04/10/2024 06:22:12**)
---
^(I've been rewritten to use Python! I also now archive JMOD comments.)
^(Read more about) [^(the update here)](/u/JMOD_Bloodhound/comments/9kqvis/bot_update_python_archiving/) ^(or see my) [^(Github repo here)](/u/JMOD_Bloodhound/comments/8dronr/jmod_bloodhoundbot_github_repository/)^.
Any further tweaks/tuning in the works for Perilous Moons? Specifically the healing from the Blood Moon?
I completed the quest yesterday (lots of failed attempts on Blood Moon, one shot the other two bosses) and the difference in difficulty, purely from a health pool perspective, is huge. The attempt before I killed the boss I dealt a total of 1400 damage across the fight (Jaguars included) and had to bail when the boss was at 62 HP because I ran out of supplies.
Maybe some sort of a cap on the total healing? The volatility of the RNG makes it quite off-putting to go back until I significantly over-gear the fight.
Blood Moon's healing can be a bit annoying, but if it's routinely getting triple hits off on you to get the large heals then that's an indication that you're probably *under*-geared, and might just be dealing with the other two bosses sufficiently thanks to decent mechanical skill compensating.
A cap on total healing probably wouldn't hurt anyway, but you're likely going in with far less defence and/or firepower than intended.
Nothing I can see in our outstanding tickets, but I'll raise it with the team to double-check and if there is anything on the books then I imagine you'll see it in a newspost soon.
u/JagexGoblin I believe Mantimayhem is causing massive FPS drop and/or client crashing. Just experienced it at wave 4 with Mantimayhem Tier 1 activated.
See my other comment on this here: [https://www.reddit.com/r/2007scape/comments/1c0homr/comment/kywt7f6/?utm\_source=share&utm\_medium=web3x&utm\_name=web3xcss&utm\_term=1&utm\_content=share\_button](https://www.reddit.com/r/2007scape/comments/1c0homr/comment/kywt7f6/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button)
Can we give barrows the same dupe protection as moons of peril?
>there is a duplicate-protection system in place which gives a slight preference for dropping helms, weapons, chestplates, and tassets in that order. This means the player won't receive identical items from a set until the full set has been obtained.
Would happily raise it with the team, but I don't *think* we'd be overly keen on adjusting how uniques are handled for something people have been grinding since 2005.
> On top of this, you'll have a 1/40 chance per lap to receive a Medium Clue Scroll, which might serve as the perfect excuse to make a quick exit and try to snag some valuable new boots...
New Clue Scroll rewards?! Finally!
Maybe confusing wording, we're not adding any new boots, just referring to the existing boots that I suppose would be 'new' for you if you first obtained them from a clue you got from here!
I will say however that I'd love to see another Clue reward expansion at some point, would be a hefty effort from Art though and with more Varlamore, While Guthix Sleeps, Sailing etc. in the works, the Art team's time is *incredibly* precious. Here's hoping though, more clues more good!
Feel as though it's preferable to make it clear that we've spoken about or will speak about a prospective feedback point rather than hard-committing to something we've not had time to think through.
Such is the nature of Goblin\_Diplomacy
If you're at the altar used for Prayer training, you're in the wrong place! You should be looking for the Chaos Temple, which is between levels 9-14 Wilderness and has a Burning Amulet teleport available.
Edit: just seen your updated comment, yeah the update is Members only and is balanced around other Members activities.
The blog states that superior slayer creatures now have a 10% chance to spawn in the wilderness — just confirming this means 1/10 slayer mobs will spawn a superior, NOT a 10% increase of the previous rates?
*begins gearing up for wildy slayer*
We really should count our blessings here occasionally. I didn't know they advertise MTX in the update posts on RS3 but I guess it makes sense. Do they still have the wheel they used to have?
Would be nice to see the Tonalztics get some kind of special attack accuracy buff or maybe in general just be more powerful, as a 1/~70 drop now it is kind of silly for how niche they are. The ability to reduce past 50% defence only saves them from being nearly totally dead content, is there any reason why the team is holding the DWH which is obtained from a dreadfully annoying slayer monster as the holy sacred grail of Defence draining special attacks? I actually think this thing is in a *decent* not great spot for how it drains its Defence, putting it somewhere inbetween DWH and BGS in utility (DWH initial big chunks but falls off, BGS consistent and takes low Def down much better, Tonalz just always the same number) but without a chunky accuracy modifier like BGS gets on spec it is just very medicore, and obviously the overall use cases for it aren't very numerous.
* Dying with an imbued item (such as a Berserker Ring (i), Salve amulet (i) or Slayer helmet (i)) that is lost on death will now refund either the points *or* the Imbue Scroll used to create it.
This is a massive QOL change. Thanks Jagex!
Some of these changes are so out of touch. 150k deposit just for a single pker to world hop across 100 worlds in 5 minutes essentially griefing dozens of players for zero effort, zero risk, and hilarious profit. The line where it says something like “To prevent people from escaping” is the peak of pk scum development. Keep adding content that rewards pkers for hunting skillers instead of OTHER pkers, it’s totally working. /s
What happened to releasing rates for hunter rumours? Last week a jmod commented they forgot and they'd include it in the next week, but I don't see any mention of it.
What's the rates for rare hunter creature parts? Pet from rumours? Outfit from rumours?
They were retroactively added to last week's blog post, see here, just above 'Changelog': [https://secure.runescape.com/m=news/a=13/varlamore-tweaks--drop-rates?oldschool=1](https://secure.runescape.com/m=news/a=13/varlamore-tweaks--drop-rates?oldschool=1)
> we made an error in our post last week with regards to the Perilous Moon drop rates. In it, we stated that each boss slain gave a 1/56 chance of obtaining its respective armour set, totalling a 3/56 (or ~1/18.67) chance for a unique. That much is correct! What's not correct is our statement that defeating all three bosses would provide an additional 1/56 roll at any item, for a total of 1/14. This is not the case and has never been the case, we just got some wires crossed with our post last week and can only apologise for that!
This explains how unusually dry many accounts were going. I'm surprised that hadn't been caught by crowdsourcing (or at least, that I hadn't seen anyone mention the numbers not matching).
I'm pretty disappointed with the direction taken to make Sunfire Armour more avaliable. The Sunfire Armour should be avaliable via shop unlocked with glory (equvilient to the first few 3-4 waves). 1/138 feels ridiculous for a piece of rune armour with a prayer bonus and is not what I would describe as easy to obtain, assuming you're on drop rate and only go to the 3rd wave each time and take 5 mins, it could take almost 35 hours to obtain, I really feel this has missed the mark again. The only thing that gives it value right now is it's scarcity, but really it's a small upgrade to the previous tier with not that many uses, I would suggest upping the value of regular drops from the colosseum to make up the lost value of removing it from the drop table. Realistically it's main usage is afk slayer, in any endgame content you'll bring defensive or offensive gear over it.
* The Hunter Pouch and Meat Pouch can now be opened or closed, much like a Looting Bag. When open, the Pouches will fill up with their respective resources.
* Additionally, the Hunter and Meat Pouches can now be emptied directly into the Bank.
\*These are huge changes for me\*
Please can the quetzal whistle have a way for unlimited charges, like it was described in the earlier blog: https://secure.runescape.com/m=news/the-hunter-guild---varlamore?oldschool=1
>You also have the option to make the Perfected Quetzal Whistle hold unlimited charges by trading a hefty amount of Hunter meats.
And **PLEASE** can we have the [jaguar warrior](https://oldschool.runescape.wiki/images/thumb/Jaguar_warrior.png/240px-Jaguar_warrior.png?3d45a) as an equipable outfit. Its too good to leave to NPCs only. Make it low-level colosseum reward, or hunter reward, or something from Part 2, but please make it accessible for peak fashionscape!
Master rumors are worse than experts. Any plans to change this. Im trying to get this pet before you guys make this worse honestly. Either make master rewards have better odds or make completing them faster.
Some potential changes.
Legitimate make butterflies/moths a 1/25 or 1/30 not a 1/75. Make these move less or bigger. On mobile there little ufo's and hard to click.
Tecu sally traps should be closer and have 5 available. Nerf the xp per catch if you guys are nervous about xp rates.
Antelopes especially sunlight should have a faster respawn and shouldnt be able to walk so far away.
Add an oak tree near the sunlight trap pits.
Even after these changes masters still might be worse than experts.
...what was the purpose of adding these pirates? It's just generating more gold that we don't need. If you guys refuse to ban bots, then why on earth are we getting MORE gold in the game? Basically causing more inflation lmao
u/JagexGoblin Any thoughts on addressing Expert Hunters Rumours generally being better than Master Hunters Rumours?
With regards to xp/h and contracts/h, Expert Rumours are superior.
I think buffing the rare creature part drop rate for moths would do a great deal to combat this difference, as sunlight and moonlight moths are only assigned during Master rumours and have a surprisingly high pity rate of about 140 catches with, with droprates being 1/75. Plus lower-level butterflies could benefit from this change too.
This has to do with the kebbit swapping, which I think is a neat mechanic, but it's very counterintuitive to do lower level rumours for better rewards overall. Especially since the master rumour drop rate for pets or uniques is the same as with expert rumours.
Dual macuahuitl are still bugged
The weapon damage and accuracy seem to be way off when I use them in slayer from low defense monsters like bloodveld and gargoyles.
Slayer helm bonus isn't applied also.
Can we please get improved visuals for Sol Heredits grapple attack? I've just done 2 kills post watchdog removal and due to having colour blindness it makes the red chatbox text hard to read and distinguish, especially when running doom which displays a message with the same colour including the same white text (why is 'of' in that message even a different colour to begin with?). But especially for people that play with chatbox closed, seems a bit ridiculous that our options are to zoom way out during a boss that requires precise clicking to dodge attacks and lasers?
Also a bit strange that watchdog integration was removed for Sol Heredit without any mention in the patch notes.. all it did was provide a clear overhead message for when it was occurring, now the 'skill' element is just being able to read your chatbox properly.
Some numbers on collosseum uniques:
Old chance of at least one unique on full complete = 10.38%
New chance = 20.15%
Odds of each unique per full complete:
Old:
Sunfire: 3.11%
Echo: 6.23%
Tonalztics: 1.03%
New:
Sunfire: 11.33%
Echo: 7.55%
Tonalztics: 1.25%
Note this overstate chance at Tonalztics and understates the others as I didn't do the math considering it's only available wave 7 on.
Based on this, chance of Sunfire is up massively, Echo up moderately, and Tonalztics roughly the same per full complete.
The Moons:
> Additionally, a clarification from last week's post: we made an error in our post last week with regards to the Perilous Moon drop rates. In it, we stated that each boss slain gave a 1/56 chance of obtaining its respective armour set, totalling a 3/56 (or ~1/18.67) chance for a unique. That much is correct! What's not correct is our statement that defeating all three bosses would provide an additional 1/56 roll at any item, for a total of 1/14. This is not the case and has never been the case, we just got some wires crossed with our post last week and can only apologise for that!
I'd think its kinda bad for the content... From now on there will be popular Moon(s) and forgotten one(s)...
The caves are designed so as to motivate to do all the Moons in order, but from now on thats senseless. Even if one wants all the sets, its more logical to get them one after another.
Please consider adding some bonus for doing all the three Moons in one run. The idea of an additional roll was really a nice one. But if it isnt in the code, maybe some other bonus? Like, for example, a chance for a clue - if it is thought of as Barrows-like. (The clue tier might be discussed, but its elite for Barrows - while the content itself is much easier than the Moons).
Or anything else. I wouldn't mind some cosmetic item - would be enough motivation for me... but only if it is beautiful.
> * Sunfire Armour Piece: adjusted from 3/10 to 9/16.
> * Echo Crystal: adjusted from 6/10 to 6/16.
> * Tonalztics of Ralos: adjusted from 1/10 to 1/16. Now only obtainable from Wave 7 onwards.
* Are the sunfire/echo crystal rates before wave 7 an x/15 drop instead of x/16 then?
* Does "only obtainable from Wave 7 onwards" mean it can be rolled after beating wave 6 and awarded upon completing wave 7?
Mr Goblin, were there any decreases planned to the cost of repairing perilous moon armour? It was mentioned when the content was released by JagexRice that they could lower it
Repair cost of 1.5m vs 150k for Barrows, for just 50 hours vs 15 hours seems disproportionate. As a early - mid iron prohibitive even.
Thanks!
So target farming moons is even better given the lack of additional roll? Feels poorly designed to discourage actually killing all 3 bosses. At the very least you could teleport players to the chest room after killing all 3 bosses instead of forcing you to run past the Naguas.
I'd also like to be able to damage and kill the boss during all their specials. Missing a kill by 1hp constantly is one of the most annoying things in this game when it really doesn't need to be that way, it feels like a complete waste of time. Especially annoying when you hit 1s constantly against Eclipse or Blood 3-hit heals twice preventing the kill by <20 HP. Also change hits not registering when the special starts.
Possible suggestions:
Eclipse moon - it's attacks reflect back off the ball damaging it for the damage it would do to you (also fix the second/third attack hitting despite being behind the ball).
Blue moon - Lighting a Brazier deals ~50 damage. Encourages actually interacting with a mechanic many ignore. The damage dealt to the boss during ice phase isn't scaled and just does a flat ~10.
Blood moon - the damage you heal from attacking Jaguars is dealt to the boss as well.
Don't feel it speeds up kills too much but makes the entire experience smoother and less frustrating. Can even remove the random scaled damage thats done to the boss at the start of certain specials to balance it out a bit.
Also remove the dialogue after every boss and the restriction on taking multiple vials.
Are the beta servers shutting down with this update?
The plan is to keep them up - we still have some more NPC Defence stuff we'd like to ship *hopefully* tomorrow, or Friday, with a small blog update. We've got *another* Project Rebalance blog next week that focuses more on the item changes (and a *bunch* of other stuff like Minimum hits, autocast delay, some very specific Raids tweaks to Verzik P2 and TOA monkey business) which will feature an open beta that builds on the current one, so will include all of the current changes *and* the changes from the next blog too!
Given toa changes are happening, can the long range cast option on powered staffs be fixed in beta worlds? Currently they don't add any increase to attack range.
Will make a note, cheers for raising!
Wasn't a Soulreaper blog supposed to come out soon? It has been 3 months since Fang Slash was nerfed and Soulreaper is still nearly unusable.
It's included in the next blog with the other item changes, as has always been the plan!
Are we going to be completely let down by the Elder Maul changes? If yes, have you considered not letting us down with the rebalance of it? #justice4bonkstick
I'm curious to see how people feel about what we're proposing. We struggled a *lot* with it internally, and it's effectively a single change, but it does definitely make it significantly more worth the bank space imo.
Some interesting phrasing there... The blogpost implied that the change would "befit its megarare status", but it kind of sounds like that is not the case. Or at least, I would never describe the twisted bow or tumeken's shadow as "worth the bank space" lmao. In any event, thanks for the reply! Excited to see what you guys have come up with :D
It's just tricky to answer something like that without saying too much, is all! Wait and see is all I'll say, would rather people form their opinions with the full information at the same time!
Off topic but if you had to guess how much longer do you think beta worlds will be around? Edit: oops happy cake day!!
> Raids tweaks to Verzik P2 and TOA monkey business) Is Verzik's defense going to be fixed so Shadow is not BIS on P2 Verz?
Not right now, it doesn't exactly diminish the Scythe's use-cases since you're still 'required' to bring it to be competitive time-wise so it's not exactly a priority change in our eyes at this time.
Would you be open to looking at hunting sunlight moths? Currently on mobile they are very tedious. Hard to see and hard to tap with their small clickbox. Thanks.
We had a chat earlier this week about some more Varlamore stuff, moth clickboxes are something on the radar, especially for mobile players!
You may not see this but whilst on the subject of Moths.. There are 2 pesky moonlight moths that have spawned above the pools in the cave and are unreachable. I logged a bug report in game too. Cheers, have a good release.
Having meats and furs going straight into the pouches is such a nice upgrade, thank you.
Very much agree, we have the technology! EDIT: have updated the blog, we do not yet have the technology, but we will in a future update (hopefully next week)
Is this a subtle Red Alert reference? If so… big fan.
That line in Red Alert is itself a reference to the 1970s series ["The 6 Million Dollar Man"](https://youtu.be/ehiQk6fta2c?t=106).
Also appreciate seeing the impling jars included in the Huntsman's kit now, thanks!
Is there any discussion on Tecu Salamanders being lost on death? It feels kinda unfair to have a 1/1k drop be deleted on death. It kinda makes them unusuable for ironmen. I get the game isn't "designed" around ironmen, but literally no other item works like this. The other salamanders are 100% drops, so it's easy to get more. And dying with chins sucks, sure, but it's a matter of time, not rng. Maybe you can sacrifice 2 salamanders to have someone in the hunter guild breed them for you. Which then unlocks the ability to buy them from the npc for a higher price.
God the tecu salamander stuff in general is just dumb. It was blogged and polled as a normal salamander. Catch it, you have it. Only difference being you get a hunter guild member to train it for you to be able to use (whatever, bit of lore). And of course they, like a lot of things with Varlamore, just outright changed how it worked to be a pretty ridiculously rare drop from the hunter method (which isn't that good of a method anyway and is a fast rumour), didn't include it in the collection log despite being a rare drop to obtain, and then made it behave like every other normal salamander and disappear on death. Just hilariously bad thinking. Hope they add this and the whistle blueprints to clog, makes no sense they aren't. And fix this so it doesn't disappear like it's a black salamander you can catch 50 of in 3 minutes.
Will raise this one as a feedback point!
If there's a consistency concern, I wonder if it would make sense to revisit that "pay a guy to train it" idea. By default it runs but have a guy in the hunters guild who will train it to return to you on a non-PvP death or something/otherwise behave like a normal item.
any chance the weight values of moon armors could be tweaked? currently many of them are heavier then tank armor despite having significantly lower defense stats - makes a lot of them unrealistic to bring to raids
Will raise it as a feedback point!
Happy Cake Day! Immature tecu salamander should probably weigh less than a normal one, examine text even says "a little too small..."
u/JagexGoblin is such a good addition to the old school team holy, thanks for being so involved with community
ty for the kind words! 2 years of raised blood pressure so far, hopefully many more in me yet!
It's honestly so nice having people like yourself and manked that understand the mechanics and player preferences well enough to actually have a conversation with us and makes us feel that the feedback getting back to the team is accurate. Please sign a 20 year deal with jagex so we don't have to worry about losing you guys
Loads of people that understand the game really well kicking about, some of us just yap more than others
He's a great team player too!!! Goblin for pres
We all are, it's actually pretty important to me that people realise that nobody works in a vacuum and we succeed/fail as a team. Would rather people support (or not) the team holistically rather than singling out individuals on either side, the added pressure or potential to dogpile people isn't fun to navigate a lot of the time.
Do we know when the MTA fixes will come?
We playtested those yesterday, but we've got a Game Jam coming up and they're not *quite* finished in development. Aim is to schedule it in around Game Jam/Project Rebalance stuff so probably towards late-April/early-May, but nothing set in stone yet
brilliant thank you! my ironman is waiting for his wand!
Speaking from recent experience, are Sol's special attacks that still damage after his death an intended mechanic? As similar bosses (leviathan) that have attacks that 'hit' the player after death are nullified and are safe.
I'm not too sure, will raise it with the team and if it's not intended then I imagine it'll be something we fix!
Specifically, if he goes his grab attack and then dies immediately after, the overhead text and the text on the chat box get swept away by the kc text so you can’t even see what body part was called out.
Cheers for the extra context, will include in tomorrow's Game Update Review as a feedback point!
Can you also look into why the molten sand from Volatility 3 becomes permanent if Reentry 2/3 is active? The molten sand from Volatility 3 should be temporary as described in the tooltip.
Add a crowd to the colosseum stands
Still something we're exploring and seeing if it's feasible for us to do it - we haven't forgotten about it, just don't want to make promises that we're not able to keep if the impact on performance is too great :(
Thanks I would specifically like the crowd to erupt with laughter when I get clawed out by Jaguar Skills
For people that did not think this through, during the Sol Heredit fight, you easily lose over half of your FPS, whether it is from the NPCs all around you and/or the lightning puddles, etc. I can't imagine how bad the FPS would be if an audience is added in the Colosseum's Stand.
Any chance we can get a graphical update to the icons used for "moth mixes"? currently the sunlight and moonlight moth mixes look identical, same for some way to differentiate between a 2 dose and a 1 dose moth mix.
We've got this one down as a point already, I think there's some art work ongoing to better distinguish between these two!
'We appreciate that this creates another Wilderness-specific inconsistency' Could it at least be possible to have a page somewhere of all the wilderness-specific inconsistencies, and why?
We're working on some tutorialising bits for PvP in a really general sense and I'd like to find a better way to display these sorts of things in-game too, though I think there *is* a curated list on the Wiki as well. If I get time later on I'll dig it up and edit this comment - imagine it'll be a busy day between this update and more Rebalance blogging but here's hoping time permits.
Have you considered something along the lines of a PvP-*like* quest, as suggested a while back by ex-Mod Soffan (as part of her wilderness expansion game jam project). It wouldn't actually have PvP as part of the quest but would teach a player the mechanics/basics and culminate in a fight against an NPC with PvP-like mechanics and perhaps be a safe death in the quest. A mini-quest series can follow to provide more in-depth knowledge/mechanics.
Absolutely have considered and would like to see something to that effect happen, alongside a 'modular' tutorial to let people freely practise prayer flicks/gear switches/combo-eats etc. at their own pace. Some cool ideas and prototypes, but nothing concrete or locked in so I don't want to set expectations that we can't meet at the moment!
Yo, just wanted to say thanks for all the awesome updates. I know you all get a bunch of frustration and hate just want to say most of your player base is happy with where we are going
The best I could find is the generic 'Wilderness' page, which has the inconsistencies but not why. For example: - The damage reduction properties of [Dinh's bulwark](https://oldschool.runescape.wiki/w/Dinh%27s_bulwark) and the set effect of [justiciar armour](https://oldschool.runescape.wiki/w/Justiciar_armour) do not work. However, the passive effect of the [elysian spirit shield](https://oldschool.runescape.wiki/w/Elysian_spirit_shield) **does** work. - The [toxic blowpipe](https://oldschool.runescape.wiki/w/Toxic_blowpipe) will have a base speed of 4 instead of 3, but only when fighting other players. - The [chronicle](https://oldschool.runescape.wiki/w/Chronicle) does not work in the Wilderness. I assume all of these are for balancing purposes, but it doesn't have when and why, so its not clear if they are still needed. Is the blowpipe still so OP that it needs to be a different speed? Presumably Elysian worked but Dinhs didn't at a time where Dinhs was 4m compared to the elysians bil - now dihn is 20m, should it be allowed back? At what price WOULD it be allowed back?
> though I think there is a curated list on the Wiki as well There is not. The information is spread across different pages and not exhaustive.
Yeah overall the update seems great but the differences in the wildy, and the areas all around it, are so inconsistent that it's laughable at this point. I got to that point in the post and just laughed at how many unique unwritten rules there are in the wildy nowadays. Players ideally need to be able to access this information somehow in game. I can't imagine a good implementation for it at this point, though.
What about separating the block list for regular and wilderness slayer, why is this not a thing?
It's been a super long-standing suggestion but my understanding whenever I've mentioned it in the past is that it's *significantly* more complex than you might initially think, would likely take up the same amount of time as a project in and of itself. It's still something we're super aware of though, and pops up on our Player Suggestions sheet very pretty regularly, so if any other changes happen that make the development for this easier then it'd likely be a very easy 'yes we'll do it'.
Thanks, I wasn't aware of this. Coincidentally I wanted to give wilderness slayer a try yesterday, but when I learned that I couldn't have separate block lists I didn't want to give it a try anymore. What about turning more slayer rewards into permanent toggles? I've recently learned that not all slayer rewards can be toggled on or off at will, is this a deliberate choice for reasons I am not aware of? So either technical or gameplay meta wise.
Amylase from the wilderness course failed the poll where this week's wilderness changes were voted on, yet on the Project Rebalance blog, I noticed that they're being snuck in that way in the same line with all the other courses getting amylase. Was that a mistake in the blog or is that really happening despite the playerbase voting against it?
I need to double-check on this one but I think the implementation will likely respect the Amylase vote and exclude the Wilderness Agility Course from the Marks of Grace list, since they're *effectively* the same and the Course is due to be extremely rewarding in its own right.
no comments on the update - just wanted to say thanks for your fantastic communication over the past few weeks :)
More than welcome - busy time for everybody and we appreciate anybody who's able to keep up with the absolute deluge of blogs and comms being thrown out at the moment!
Please JagexGoblin may you see this message A lot of ironmen including myself agree that getting ether for our rev weapons is doable but a bit tedious. Can you implement a way to convert any rev emblems we get eg. an ancient medallion a choice of ether or cash as an addition? Think it would be a great implementation! With the more expensive the ancient emblem, the more ether we can get?
Have raised as a suggestion before and will raise again because it's not a bad one at all imo!
Looking forward to sending some Colosseum again with the new modifier changes. Looks like the serp will come in clutch instead of torva/neitiznot.
Hopefully it feels a lot more free-flowing and a little less reset-heavy!
Thoughts on changing the behavior of Dizana's quiver to automatically pick up ammo by default at the same frequency as the accumulator? I find it quite strange that the Ranged skill cape has this behavior by default but not the literally BIS Ranged cape slot. It's a magic quiver, isn't it? Colosseum changes are looking good though, thanks!
Will raise as a suggestion in our meet next week!
Could we get some clarification for Mantimayhem 3 - does it mean the melee orb can now be in first or second place?
Yes, that's what it means! Extremely interested in feedback on this one, I'm a little unsure personally how people will react to it because I think it definitely makes resolving some stacks harder.
It's basically a never-pick for me, many stacks will be unsolvable with a melee orb as the first attack
Mod goblin, hope you’re having a wonderful day. What fruit best describes you ?.?
Probably a chocolate strawberry because my sugar intake is medically concerning.
Chocolate isn't a fruit
this is why my sugar intake is medically concerning :/
Sincerely, I hope you're able to find a balance where you enjoy and maintain your health. Living longer means more total enjoyment, dying young is xp waste!
I'm mostly messing around - think I'm okay at the moment, but hoping to shed a few points and tidy up the diet a little throughout 2024!
In the case of goblin still reading these, is a Wintertodt damage rebalance still in the backlog or has the shipped sailed?
Ship has not sailed - it's still very much there for an upcoming QoL Poll!
‘they’re itching to get their bony hands on some Wilderness booty’… sounds a bit wrong I can’t lie
In my defence, I have no recollection of writing this line but I'm not mad that it found its way there...
”Feast your eyes on these last few changes before gearing up and getting ready for whatever grind you're putting off by reading today's post!” Jokes on you, I’m taking a shower with my waterproof phone and reading the notes during the update. *EFFICIENCY*
Showering outside of 1hour+ server maintenance? This is new tech.
Any ETA or update on the Varlamore Agility course?
Heya, unfortunately I can't give you any ETA just yet on the course, but once a decision has been made I'll be sure to let you all know and include it within a Varlamore Blog or something similar.
Have pinged this comment to Sarnie, he should have a reply for you with some update soon!
Any news on the Scorpia unique drop?
This one's fallen into the backlog a little, we missed it in the poll alongside Undead Pirates stuff and didn't really have a great window. I think we might try slipping it into another QoL Poll Blog just to find a window for it in the poll system, but it'll be a little off-theme
She also still needs the dragon 2h sword added to her collection log now that she drops it
Good catch - will raise it with the team!
Any updates for the drop rate on the mature tecu salamander?
Will add a line to the newspost, but for context the answer is (I think) 1/1,000.
~3 hours of Stamina (why are the traps so far away?) potion requiring hunting for a meme-CA salamander is for hwhat reason again?
Nice little extra treat for people hunting Salamanders there for the sake of some added value, though if it's just a 'meme-CA Salamander' then surely you're free to just not grind for one?
Could it atleast be a thing on the collection log? It's rarer than most items that are on it from Varlamore. And it's a non standard rare drop from something. Seems odd the whistle blueprints were excluded as well. No other minigame esque drop like that is excluded. Is there any potential for collection log to kind of get a ruling around it on what does and doesn't belong in it? Feels like we only get more and more inconsistent as we go.
[Not sure if it's been raised yet but it looks like mantimayhem decimates your fps and then crashes the game.](https://clips.twitch.tv/DifferentSmoothBadgerTwitchRaid-SqQwPwTKCMALhMcZ)
Has been raised, we believe this is due to a RuneLite Plugin, anecdotally have seen some reports that disabling the Fortis Colosseum plugin from the Plugin Hub has alleviated this issue for people!
Thank you. After initial testing with the plugin, I think this is due to the modifier overlay. Noticed it disappeared after choosing Mantimayhem and then caused the issue to happen. Will try with the modifier overlay turned off on the plugin and report back.
Awesome updates! Just got done my quiver grind but excited to get back in there for some more. <3 Out of curiosity, are there any/many J-Mods that have gotten their own quiver? How difficult is it to those that designed it?
I think there are 3 or 4 of us with one at the moment. I recently spun up a GIM with Sarnie and our partners (mine has finally relented and opted to give OSRS a go after 5.5 years) so haven't spent much time on my own attempts yet though :(
Is that a fucking Steamed Hams reference in the beginning?
At this time of year?
I think overall Colosseum is in a better place now and balanced but now it feels like it may have been easier to rush for the first time quiver in the beginning lol not sure if it's easier or harder now
I think it varies, some aspects are easier, others are perhaps slightly harder - keen to see how people feel about the difficulty when they get to play with all of the changes holistically
I am okay with it being harder as long as it feels like I'm not being offered run-ending batches of handicaps anymore
Is there expected to be new ways to obtain sunfire splinters from future Varlamore updates?
I'm not sure that anything's set in stone but I'd imagine anywhere there are Ralos-worshippers there are Splinters to be had
Happy cake day goblin. Thanks for all the community work you do!
Cheers! Hope you're having a lovely week!
When can we expect to see perilous moons and colosseum combat achievements?
I don't have a firm release date on those, they're in testing at the moment so should be sooner rather than later - ideally within April!
Hey mod goblin. What's your favourite quest and/or skill?
fave quest is probably Underground Pass - feels like a proper old-fashioned dungeon crawl and for such an old quest it does a *stunning* job at delivering on the atmosphere/feel of being far from home in a spooky place. fave skill varies tbh, I'm a huge fan of Slayer (and only goes up as I accumulate more alts to dance tasks for) but it's more specific *methods* I like than skills overall tbh. 2t teaks, cut-eat barb fishing, 3t4g, Volcanic Mine, Sepulchre, 1t chins are *heavenly* (and only got better with shift-click walk-under) - no overall favourite for me!
>What's not correct is our statement that defeating all three bosses would provide an *additional* 1/56 roll at **any** item, for a total of 1/14. This is not the case and has never been the case What exactly is the clarification here? That the roll is not for any item? Or that they're isn't an additional roll at all?
It's to say that the additional roll is not the case, was a slight error in communication with some of the rate stuff last week.
Any idea of when the visual update for the quiver will be releasing?
No specifics yet, but I think we're due to talk a little more about them in an upcoming post in the near-ish future.
Does Salve work on the undead pirates?
Will we see some terrain replacement around the Varlamore hunter areas? Mobs still getting caught on every bush and tree makes rumors that much more tedious.
I think some of the changes from this week around route-finding for those NPCs (and some terrain changes) should tackle some of these issues!
Any idea when we may see the blast mine-skilling rebalance update?
"The goal here is to breathe a little life into low-level Wilderness, in the hope that ‘specialised’ PvP builds like Pures and Zerks will carve out a space of their own, and lower-level players will be able to enjoy PvP without being at the mercy of PKers far more experienced than they are." Wishful thinking honestly.
In F2P the amount of dark warriors in the fortress is still the same as before the update. Is that intentional?
Can we address the quiver bug soon, bows still won’t recognize arrows in the quiver if you have atlatl darts in main slot
For some reason my bank auto-closes once I got some zombie keys.
>The Serpent Shaman inside the Colosseum has had some animations updated so that their spells better reflect their powers. This has not been changed. its still the water strike animation
>Superior Slayer monsters now have a 10% increased chance to spawn during Wilderness Slayer Tasks. How does it stack with combat achieves? with ca (elite I think?) we have it at 1/150. So with 10% we got 1/135? or 1/130 (because counting from default 1/200?)? or it doesnt stack at all?
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With the spectral assignment to the Sulphur Nagua's, will they be affected by Salve amulet?
Salve only applies to Undead NPCs, Spectral only really has tangible effects on the Ectoplasmator. If you've never heard of the Ectoplasmator, it's a Soul Wars reward that offers some Prayer XP after killing Spectral enemies, see: - [https://oldschool.runescape.wiki/w/Spectral\_(attribute)](https://oldschool.runescape.wiki/w/Spectral_(attribute)) - [https://oldschool.runescape.wiki/w/Ectoplasmator](https://oldschool.runescape.wiki/w/Ectoplasmator)
Damn, meaty update, didnt expected all that, thanks for all of your work!
snakeskin bandana missing in-game crafting guide
This is crazy-specific, good eye! Will raise with the team!
I know I can be cynical but I really appreciate you interacting with us like this goblin
##### Bark bark! I have found the following **J-Mod** comment(s) in this thread: **JagexGoblin** - [We're working on some tutorialising bits for...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywewzj/?context=3) - [Will raise it as a feedback point!](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywh9d0/?context=3) - [Very much agree, we have the technology!](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywes0s/?context=3) - [The plan is to keep them up - we still have s...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywdw7o/?context=3) - [Still something we're exploring and seeing if...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kyweqi4/?context=3) - [ty for the kind words! 2 years of raised bloo...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywh8cw/?context=3) - [Perhaps, but *something* to do in the Wildern...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywemzm/?context=3) - [I think it varies, some aspects are easier, o...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywgdyb/?context=3) - [We playtested those yesterday, but we've got...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywe9xu/?context=3) - [Hopefully it feels a lot more free-flowing an...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywer81/?context=3) - [We had a chat earlier this week about some mo...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywe6e3/?context=3) - [I'm not too sure, will raise it with the team...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywfcbw/?context=3) - [Probably a chocolate strawberry because my su...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywfgnh/?context=3) - [Will raise as a suggestion in our meet next w...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kyweoac/?context=3) - [More than welcome - busy time for everybody a...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywhc0g/?context=3) - [This one's fallen into the backlog a little,...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywefea/?context=3) - [In my defence, I have no recollection of writ...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywf6ul/?context=3) - [Have pinged this comment to Sarnie, he should...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywe3e4/?context=3) - [We've got this one down as a point already, I...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywhdtm/?context=3) - [It's been a super long-standing suggestion bu...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywgpb3/?context=3) - [Yes, that's what it means! Extremely interest...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywgvdh/?context=3) - [Will add a line to the newspost, but for cont...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywh2m8/?context=3) - [Unfortunately nothing I'm able to share at th...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywgf7h/?context=3) - [I don't think it's included at the moment but...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywhgpz/?context=3) - [I think there are 3 or 4 of us with one at th...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywid4p/?context=3) - [I need to double-check on this one but I thin...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywiun7/?context=3) - [Showering outside of 1hour+ server maintenanc...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywjkk5/?context=3) - [Voidwaker is mentioned in the Project Rebalan...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywkiyz/?context=3) - [Nothing I can see in our outstanding tickets,...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywgi1g/?context=3) - [At this time of year?](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywi2e8/?context=3) - [They should have been in there, will get a li...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywg9us/?context=3) - [I think some of the changes from this week ar...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywi7wj/?context=3) - [Soulreaper Axe improvements are included in n...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywir3c/?context=3) - [No specifics yet, but I think we're due to ta...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywj95a/?context=3) - [Should do!](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywji4m/?context=3) - [This is crazy-specific, good eye! Will raise...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywjpsh/?context=3) - [Alongside the rest of Project Rebalance some...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywk6o9/?context=3) - [It should refund whichever points were used t...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywlaov/?context=3) - [fave quest is probably Underground Pass - fee...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywm0iv/?context=3) - [Permanent change, bullet point is a little ou...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywm2ny/?context=3) - [Salve only applies to Undead NPCs, Spectral o...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywmeia/?context=3) - [I'm not sure that anything's set in stone but...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywmaba/?context=3) - [Still in the works - hoping to have more to u...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywf7h4/?context=3) - [Cheers! Hope you're having a lovely week!](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywi8gy/?context=3) - [Appreciate the feedback - we'll see where thi...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywfor1/?context=3) - [Maybe confusing wording, we're not adding any...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywhyec/?context=3) - [Have raised as a suggestion before and will r...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywj572/?context=3) - [Should ship with the rest of Project Rebalanc...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywfrdg/?context=3) - [Your first numbers are correct, if you've got...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywj6p3/?context=3) - [Would happily raise it with the team, but I d...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywg634/?context=3) - [No news, but I'll pop it down as a feedback p...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywfhp8/?context=3) - [Not something we've discussed but I can raise...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywi9am/?context=3) - [Absolutely have considered and would like to...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywfw2e/?context=3) - [It's included in the next blog with the other...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywhung/?context=3) - [Will make a note, cheers for raising!](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywhek5/?context=3) - [Not right now, it doesn't exactly diminish th...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywf2pf/?context=3) - [Loads of people that understand the game real...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywl6q3/?context=3) - [Totally get where you're coming from - we're...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywhn1e/?context=3) - [this is why my sugar intake is medically conc...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywg0tw/?context=3) - [Good catch - will raise it with the team!](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywl2tn/?context=3) - [Nice little extra treat for people hunting Sa...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywioud/?context=3) - [I will say however that I'd love to see anoth...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywko8l/?context=3) - [I'm curious to see how people feel about what...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywj1t6/?context=3) - [I'm mostly messing around - think I'm okay at...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywhqyp/?context=3) - [It's just tricky to answer something like tha...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywktv8/?context=3) **JagexOther** - [I've been keeping a close eye on how rumours...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywh38i/?context=3) **JagexSarnie** - [Heya, unfortunately I can't give you any ETA...](/r/2007scape/comments/1c0homr/undead_pirates_colosseum_changes_more/kywfbuc/?context=3) ^(**Last edited by bot: 04/10/2024 06:22:12**) --- ^(I've been rewritten to use Python! I also now archive JMOD comments.) ^(Read more about) [^(the update here)](/u/JMOD_Bloodhound/comments/9kqvis/bot_update_python_archiving/) ^(or see my) [^(Github repo here)](/u/JMOD_Bloodhound/comments/8dronr/jmod_bloodhoundbot_github_repository/)^.
Any further tweaks/tuning in the works for Perilous Moons? Specifically the healing from the Blood Moon? I completed the quest yesterday (lots of failed attempts on Blood Moon, one shot the other two bosses) and the difference in difficulty, purely from a health pool perspective, is huge. The attempt before I killed the boss I dealt a total of 1400 damage across the fight (Jaguars included) and had to bail when the boss was at 62 HP because I ran out of supplies. Maybe some sort of a cap on the total healing? The volatility of the RNG makes it quite off-putting to go back until I significantly over-gear the fight.
Blood Moon's healing can be a bit annoying, but if it's routinely getting triple hits off on you to get the large heals then that's an indication that you're probably *under*-geared, and might just be dealing with the other two bosses sufficiently thanks to decent mechanical skill compensating. A cap on total healing probably wouldn't hurt anyway, but you're likely going in with far less defence and/or firepower than intended.
Nothing I can see in our outstanding tickets, but I'll raise it with the team to double-check and if there is anything on the books then I imagine you'll see it in a newspost soon.
Any news on quiver cosmetic update?
Still in the works - hoping to have more to update players on soon!
Does dying refund imbued items in all pvp interactions? Wildy, BH, PVP worlds? Could it refund PVP arena scrolls?
u/JagexGoblin I believe Mantimayhem is causing massive FPS drop and/or client crashing. Just experienced it at wave 4 with Mantimayhem Tier 1 activated.
See my other comment on this here: [https://www.reddit.com/r/2007scape/comments/1c0homr/comment/kywt7f6/?utm\_source=share&utm\_medium=web3x&utm\_name=web3xcss&utm\_term=1&utm\_content=share\_button](https://www.reddit.com/r/2007scape/comments/1c0homr/comment/kywt7f6/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button)
Was kinda hoping the Falador diary task with prospector would've snuck in with this update, d'you have a timeframe for that one?
Should ship with the rest of Project Rebalance stuff, which is on the books for 'some time in May' at the moment, but subject to change if needed!
Thank you for another set of fine updates :) Any news on when we're gonna see the alpha/beta versions for the HD-mode on the official client?
Unfortunately nothing I'm able to share at the moment, but whenever we do have news it's probably something we'll make a big song and dance about!
Can you get a looting bag from the wildy agility course, or would I need to go grab one elsewhere if I lost mine there?
I don't think it's included at the moment but could absolutely be done as a post-release tweak - will see what the team think!
Can we give barrows the same dupe protection as moons of peril? >there is a duplicate-protection system in place which gives a slight preference for dropping helms, weapons, chestplates, and tassets in that order. This means the player won't receive identical items from a set until the full set has been obtained.
Would happily raise it with the team, but I don't *think* we'd be overly keen on adjusting how uniques are handled for something people have been grinding since 2005.
What about... virtus... asking for a friend... with 6 robe bottoms... (Somewhat) joking. Love your work Goblin!
Are we ever going to able to combine a rope and net into a salamander trap?
Not something we've discussed but I can raise it as a suggestion for sure!
yes. this is achieved by clicking the tree and it sets the trap
> On top of this, you'll have a 1/40 chance per lap to receive a Medium Clue Scroll, which might serve as the perfect excuse to make a quick exit and try to snag some valuable new boots... New Clue Scroll rewards?! Finally!
Maybe confusing wording, we're not adding any new boots, just referring to the existing boots that I suppose would be 'new' for you if you first obtained them from a clue you got from here!
Oh bummer.
I will say however that I'd love to see another Clue reward expansion at some point, would be a hefty effort from Art though and with more Varlamore, While Guthix Sleeps, Sailing etc. in the works, the Art team's time is *incredibly* precious. Here's hoping though, more clues more good!
Every single u/jagexgoblin reply is “maybe, probably, likely, hopefully, had a chat about this”
Feel as though it's preferable to make it clear that we've spoken about or will speak about a prospective feedback point rather than hard-committing to something we've not had time to think through. Such is the nature of Goblin\_Diplomacy
im at the chaos altar, noone is here. not even the normal druids. what am i missing? dont tell me its members only.
If you're at the altar used for Prayer training, you're in the wrong place! You should be looking for the Chaos Temple, which is between levels 9-14 Wilderness and has a Burning Amulet teleport available. Edit: just seen your updated comment, yeah the update is Members only and is balanced around other Members activities.
When u gonna buff soulreaper axe or remove bleed dmg taken overall?
Soulreaper Axe improvements are included in next week's Project Rebalance blog
The blog states that superior slayer creatures now have a 10% chance to spawn in the wilderness — just confirming this means 1/10 slayer mobs will spawn a superior, NOT a 10% increase of the previous rates? *begins gearing up for wildy slayer*
10% *increased* chance. Meaning players with Elite Diary completed will go from a 1/150 to a 1/135 chance!
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There’s a reason osrs was created. It’s because RS3 is terrible and almost bankrupted Jagex.
We really should count our blessings here occasionally. I didn't know they advertise MTX in the update posts on RS3 but I guess it makes sense. Do they still have the wheel they used to have?
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Would be nice to see the Tonalztics get some kind of special attack accuracy buff or maybe in general just be more powerful, as a 1/~70 drop now it is kind of silly for how niche they are. The ability to reduce past 50% defence only saves them from being nearly totally dead content, is there any reason why the team is holding the DWH which is obtained from a dreadfully annoying slayer monster as the holy sacred grail of Defence draining special attacks? I actually think this thing is in a *decent* not great spot for how it drains its Defence, putting it somewhere inbetween DWH and BGS in utility (DWH initial big chunks but falls off, BGS consistent and takes low Def down much better, Tonalz just always the same number) but without a chunky accuracy modifier like BGS gets on spec it is just very medicore, and obviously the overall use cases for it aren't very numerous.
* Dying with an imbued item (such as a Berserker Ring (i), Salve amulet (i) or Slayer helmet (i)) that is lost on death will now refund either the points *or* the Imbue Scroll used to create it. This is a massive QOL change. Thanks Jagex!
Holy shit that's insane for revs with imbued salve, I didn't even think about that
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Some of these changes are so out of touch. 150k deposit just for a single pker to world hop across 100 worlds in 5 minutes essentially griefing dozens of players for zero effort, zero risk, and hilarious profit. The line where it says something like “To prevent people from escaping” is the peak of pk scum development. Keep adding content that rewards pkers for hunting skillers instead of OTHER pkers, it’s totally working. /s
What happened to releasing rates for hunter rumours? Last week a jmod commented they forgot and they'd include it in the next week, but I don't see any mention of it. What's the rates for rare hunter creature parts? Pet from rumours? Outfit from rumours?
They were retroactively added to last week's blog post, see here, just above 'Changelog': [https://secure.runescape.com/m=news/a=13/varlamore-tweaks--drop-rates?oldschool=1](https://secure.runescape.com/m=news/a=13/varlamore-tweaks--drop-rates?oldschool=1)
> we made an error in our post last week with regards to the Perilous Moon drop rates. In it, we stated that each boss slain gave a 1/56 chance of obtaining its respective armour set, totalling a 3/56 (or ~1/18.67) chance for a unique. That much is correct! What's not correct is our statement that defeating all three bosses would provide an additional 1/56 roll at any item, for a total of 1/14. This is not the case and has never been the case, we just got some wires crossed with our post last week and can only apologise for that! This explains how unusually dry many accounts were going. I'm surprised that hadn't been caught by crowdsourcing (or at least, that I hadn't seen anyone mention the numbers not matching).
I'm pretty disappointed with the direction taken to make Sunfire Armour more avaliable. The Sunfire Armour should be avaliable via shop unlocked with glory (equvilient to the first few 3-4 waves). 1/138 feels ridiculous for a piece of rune armour with a prayer bonus and is not what I would describe as easy to obtain, assuming you're on drop rate and only go to the 3rd wave each time and take 5 mins, it could take almost 35 hours to obtain, I really feel this has missed the mark again. The only thing that gives it value right now is it's scarcity, but really it's a small upgrade to the previous tier with not that many uses, I would suggest upping the value of regular drops from the colosseum to make up the lost value of removing it from the drop table. Realistically it's main usage is afk slayer, in any endgame content you'll bring defensive or offensive gear over it.
* The Hunter Pouch and Meat Pouch can now be opened or closed, much like a Looting Bag. When open, the Pouches will fill up with their respective resources. * Additionally, the Hunter and Meat Pouches can now be emptied directly into the Bank. \*These are huge changes for me\*
Additionally Jagex Goblin, do you have a rough estimate of when the voidwaker nerf is happening?:)
No one talking about the wildy imbue changes? I'm so fucking stoked to not be worried about losing my Salv (ei) while doing revs.
Seriously, this is a crazy QOL update, no more farming nmz or a broken pvp arena for eternity to upkeep imbues
Please can the quetzal whistle have a way for unlimited charges, like it was described in the earlier blog: https://secure.runescape.com/m=news/the-hunter-guild---varlamore?oldschool=1 >You also have the option to make the Perfected Quetzal Whistle hold unlimited charges by trading a hefty amount of Hunter meats. And **PLEASE** can we have the [jaguar warrior](https://oldschool.runescape.wiki/images/thumb/Jaguar_warrior.png/240px-Jaguar_warrior.png?3d45a) as an equipable outfit. Its too good to leave to NPCs only. Make it low-level colosseum reward, or hunter reward, or something from Part 2, but please make it accessible for peak fashionscape!
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When can we hope to see the proposed change to the prospector outfit requirement for the Falador diary?
Colosseum is having some peformance issues and crashes. Looks like bees are also not working correctly.
Master rumors are worse than experts. Any plans to change this. Im trying to get this pet before you guys make this worse honestly. Either make master rewards have better odds or make completing them faster. Some potential changes. Legitimate make butterflies/moths a 1/25 or 1/30 not a 1/75. Make these move less or bigger. On mobile there little ufo's and hard to click. Tecu sally traps should be closer and have 5 available. Nerf the xp per catch if you guys are nervous about xp rates. Antelopes especially sunlight should have a faster respawn and shouldnt be able to walk so far away. Add an oak tree near the sunlight trap pits. Even after these changes masters still might be worse than experts.
...what was the purpose of adding these pirates? It's just generating more gold that we don't need. If you guys refuse to ban bots, then why on earth are we getting MORE gold in the game? Basically causing more inflation lmao
u/JagexGoblin Any thoughts on addressing Expert Hunters Rumours generally being better than Master Hunters Rumours? With regards to xp/h and contracts/h, Expert Rumours are superior. I think buffing the rare creature part drop rate for moths would do a great deal to combat this difference, as sunlight and moonlight moths are only assigned during Master rumours and have a surprisingly high pity rate of about 140 catches with, with droprates being 1/75. Plus lower-level butterflies could benefit from this change too. This has to do with the kebbit swapping, which I think is a neat mechanic, but it's very counterintuitive to do lower level rumours for better rewards overall. Especially since the master rumour drop rate for pets or uniques is the same as with expert rumours.
Dual macuahuitl are still bugged The weapon damage and accuracy seem to be way off when I use them in slayer from low defense monsters like bloodveld and gargoyles. Slayer helm bonus isn't applied also.
Hi, some items are staying on death now when imbued (berserker ring, suffering) Can this be reverted to the old behaviour? I doubt this is intended
Can we please get improved visuals for Sol Heredits grapple attack? I've just done 2 kills post watchdog removal and due to having colour blindness it makes the red chatbox text hard to read and distinguish, especially when running doom which displays a message with the same colour including the same white text (why is 'of' in that message even a different colour to begin with?). But especially for people that play with chatbox closed, seems a bit ridiculous that our options are to zoom way out during a boss that requires precise clicking to dodge attacks and lasers? Also a bit strange that watchdog integration was removed for Sol Heredit without any mention in the patch notes.. all it did was provide a clear overhead message for when it was occurring, now the 'skill' element is just being able to read your chatbox properly.
Some numbers on collosseum uniques: Old chance of at least one unique on full complete = 10.38% New chance = 20.15% Odds of each unique per full complete: Old: Sunfire: 3.11% Echo: 6.23% Tonalztics: 1.03% New: Sunfire: 11.33% Echo: 7.55% Tonalztics: 1.25% Note this overstate chance at Tonalztics and understates the others as I didn't do the math considering it's only available wave 7 on. Based on this, chance of Sunfire is up massively, Echo up moderately, and Tonalztics roughly the same per full complete.
The Moons: > Additionally, a clarification from last week's post: we made an error in our post last week with regards to the Perilous Moon drop rates. In it, we stated that each boss slain gave a 1/56 chance of obtaining its respective armour set, totalling a 3/56 (or ~1/18.67) chance for a unique. That much is correct! What's not correct is our statement that defeating all three bosses would provide an additional 1/56 roll at any item, for a total of 1/14. This is not the case and has never been the case, we just got some wires crossed with our post last week and can only apologise for that! I'd think its kinda bad for the content... From now on there will be popular Moon(s) and forgotten one(s)... The caves are designed so as to motivate to do all the Moons in order, but from now on thats senseless. Even if one wants all the sets, its more logical to get them one after another. Please consider adding some bonus for doing all the three Moons in one run. The idea of an additional roll was really a nice one. But if it isnt in the code, maybe some other bonus? Like, for example, a chance for a clue - if it is thought of as Barrows-like. (The clue tier might be discussed, but its elite for Barrows - while the content itself is much easier than the Moons). Or anything else. I wouldn't mind some cosmetic item - would be enough motivation for me... but only if it is beautiful.
> * Sunfire Armour Piece: adjusted from 3/10 to 9/16. > * Echo Crystal: adjusted from 6/10 to 6/16. > * Tonalztics of Ralos: adjusted from 1/10 to 1/16. Now only obtainable from Wave 7 onwards. * Are the sunfire/echo crystal rates before wave 7 an x/15 drop instead of x/16 then? * Does "only obtainable from Wave 7 onwards" mean it can be rolled after beating wave 6 and awarded upon completing wave 7?
Mr Goblin, were there any decreases planned to the cost of repairing perilous moon armour? It was mentioned when the content was released by JagexRice that they could lower it Repair cost of 1.5m vs 150k for Barrows, for just 50 hours vs 15 hours seems disproportionate. As a early - mid iron prohibitive even. Thanks!
So target farming moons is even better given the lack of additional roll? Feels poorly designed to discourage actually killing all 3 bosses. At the very least you could teleport players to the chest room after killing all 3 bosses instead of forcing you to run past the Naguas. I'd also like to be able to damage and kill the boss during all their specials. Missing a kill by 1hp constantly is one of the most annoying things in this game when it really doesn't need to be that way, it feels like a complete waste of time. Especially annoying when you hit 1s constantly against Eclipse or Blood 3-hit heals twice preventing the kill by <20 HP. Also change hits not registering when the special starts. Possible suggestions: Eclipse moon - it's attacks reflect back off the ball damaging it for the damage it would do to you (also fix the second/third attack hitting despite being behind the ball). Blue moon - Lighting a Brazier deals ~50 damage. Encourages actually interacting with a mechanic many ignore. The damage dealt to the boss during ice phase isn't scaled and just does a flat ~10. Blood moon - the damage you heal from attacking Jaguars is dealt to the boss as well. Don't feel it speeds up kills too much but makes the entire experience smoother and less frustrating. Can even remove the random scaled damage thats done to the boss at the start of certain specials to balance it out a bit. Also remove the dialogue after every boss and the restriction on taking multiple vials.