Original Post — Direct link
over 4 years ago - /u/JagexOrion - Direct link

Originally posted by ocd4life

I'm going to wait and see how well it is implemented before getting excited. Knocking 5% off the ongoing cost of the armour (especially the range gear) isn't going to cut it... needs to be a pretty big change to make it on a similar level to Masterwork.

Jagex seem a bit conservative with armour balance so I guess we will have to wait and see.

I really hope that the creation/repair/augment process is somewhat logical. There are too many confusing steps as it is.... we regularly see posts were people wore a DTD armour before augmenting it and are now screwed, etc.

I'll let everyone figure out all the details on Monday. I'm happy with it and I feel that we've been generous enough.

Obviously we'll watch and listen in the coming weeks and ensure it's where we designed it to be.

we regularly see posts were people wore a DTD armour before augmenting it and are now screwed

This is one of several QoL issues I have fixed alongside this update. Patch notes won't just be 'armour is cheaper now'.

over 4 years ago - /u/JagexOrion - Direct link

Originally posted by dalmathus

As an ironman will it be reasonable to make it and sustain it?

I love Melee as much as the next guy but its getting a bit old feeling forced to use it because its leaps and bounds ahead of the other styles for accessibility.

Yep!

Assuming you can do Vorago to make the t90 magic set anyway.

It's especially maintainable as the armours do not degrade in the place where the supplies drop (elite dungeons).

over 4 years ago - /u/JagexOrion - Direct link

Originally posted by Omnias-42

If it’s not part of the update, could you make it so in the future T92 armour won’t degrade on reaper/slayer? This would be a huge step towards parity with custom fit trimmed masterwork, and even if this requires “custom fitting” elite Sirenic/tectonic and making gloves and boots, I know this would be really helpful.

For one, it would encourage people to try out new bosses they get assigned for reaper, and it would also make the armour partially future proofed when T95 armour comes out, as you still have an option for slayer. Having the double charges of CFTMW would also help.

Something else that may be worth considering is having degrade you dust armour not lose charges in practice mode of bosses.

Of course, I can’t know what the update on Monday holds, but it’s just that melee has T92 gloves and boosts, an awesome set effect, the cheaper repair cost (which is being addressed on Monday) and the slayer & reaper benefit.

Unrelated but augmented ports armour is “worth” 120m for death and wealth evaluator, while unaugmented is “worth” 12m. Additionally, elite death lotus darts aren’t currently keepsakeable I like their regular counterparts, and Sceptre of the Gods doesn’t create a replica for keepsake box while Holy Cithara and Inferno Adze do. Could these also be looked at?

We decided against the reaper/slayer degradation bonus and we're allowing the player-crafted armour to retain that unique property for now.

Encouraging less-experienced PvMers to try out bosses should be dealt with in a different manner than a bonus on the highest tier of armour.

Practice mode and death costs are being discussed internally, but for now there is not much news to shout about.

We definitely need to clean up some of the item cost inconsistencies. Thanks for making me aware of those specifically.