To start this off, I want to say that I love that we get a new more active/skill-intensive way of training Agility, but there is some work to be done of Sepulchre to make it feel more consistent and less "nitpicky".
Firstly the traps:
Arrows:
The arrow hitbox is slightly misleading, you often get hit by the backside of the arrow if you try to enter the course too quickly after they've passed. You get used to it quick but it doesn't feel right when you start doing this course.
In addition, maybe glow up or outline the statues that are about to fire. Noticing the pose change of the statue is easy to miss sometimes.
Portals:
These are just plain broken lol. They work as well as all other floor type traps in Runescape. You wait till the portals pop and then you click on the ground on the opposite side, doesn't matter if you run over a portal, it doesn't do anything.
Solution: make them do something or don't, as the combined arrow portal trap might become too punishing. Further balancing needed to make the trap combo still feel beatable and not RNG-fiesta.
Swords:
My favorite trap, you can do it either by following the sword or quickly running after the backswing. The hitbox feels fair and haven't had much "bullsh*t" moments with these.
Flames:
Learning these has been my favorite part of this course. There are many flame parts where you can do the whole thing by running once if you do it tick-perfectly. The visuals don't match the actual duration of the flame so you get some leeway if you know the timing. THIS BEING SAID.
The floor 3 arrow flame combo (you all know what I mean) feels... off? The time-window of this is so tight that sometimes I swear I've done it perfectly and I still just plank. Maybe it's my baboon brain, hallucinations or differences is server pings but giving this part of the area a tick or two of mercy could greatly reduce the amount of frustration people are facing.
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SHORTCUTS/CHEST ACCESS:
Grappling:
My god the pathing in these things is abysmal. My character jerks left and right after clicking the grapple like he has some serious leg issues. Also, is it really necessary to have a few second fade-out every time I fail the grapple?
Bridge building:
PLEASE, just let us run through this normally after building it. There is no reason for us to waddle through it after we have been Indiana Jones'ing the whole course seconds before the bridge.
Portal enchanting:
Works well, really nothing to complain about.
Burning ashes holy-thing barrier:
Same as with the bridge, just let us walk through it. Please.
Also the shrines that restore your energy, leave them as the exit nodes but restore energy after switching floor (if wearing the god item).
This minigame is supposed to be fast-tempo and intense and lot of these changes that I've proposed would make it feel more fluid and less clunky. Not necessarily to buff the completion time.
And lastly, the mark amount/item prices, of which I'm sure Jmods are already aware. It is just toooooooo slow and illogical. Why the hell would I pay, what, 1500 marks to buy some items that slightly aid me in the area? That just puts me behind 1500 marks of whatever grind you are doing there. Let us pay in some weird currency like vampyre ashes or holy water or something to pay for the tools. Nobody outside of masochists who go for agi pet or 200m there will buy the tools.
Also few hundred hours for a pet recolor when compared to other skilling pet recolors is a bit steep.
Just my X amount of cents, something something English is not my first language, sorry for mistakes.
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