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Introduction

Hello everyone! I've already managed to get my first 100 Solo Kills on Hard mode (still not a single one on HM Mobile) all of them with Melee, and, throughout the journey, I gathered plenty of feedback that I consider valuable and may remove some of the rough edges that seem to be bothering some users.

However, i must issue a quick disclaimer, please, do not think everyone can do Solo Hard Mode as they can do Normal Mode, that's simply unrealistic because the gap between the two modes is this big: \Stretches arms from side to side**

If anything, some of these changes makes Solo Hard Mode... well.. worth Soloing, because sure, it's fun and more profitable to go with friends, but if Jagex recommended going solo, they should at least make it an enjoyable experience.

You can tell me "N.S.S" on the comments if you think that's quite obvious, i'll give you that pleasure today, but i think it's worth mentioning as an introduction to my post.

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Tweaks for Phases 1 - 3.

I think these phases are great, for the most part, and, once you understand and know how to use the Time Warp ability, you can do cool stuff like Barricading the Lightning wall then come back and Empty your EOF specs at Kerapac or do an Ultimate, you have plenty of choices there and the only difference with Normal Mode is that you have to do a huge amount of DPS in such a short time window to be able to avoid the Lightning wall; you can be as "sweaty" as you want to skip this mechanic on Solo Hard Mode if you wish, but i'd rather take it easy and just "1-Cycle", i always did these phases on 2 cycles but i figured out my rotations and now i can consistently 1 Cycle these phases, again, because of Time Warp.

The only thing i would "consider thinking" (that means not even considering them, just considering about considering them) before making any tweaks on this phase has to do with the Lightning walls, and for that end i have two proposals:

For the Time Rifts "Shatter Mechanic"

Instead making the Time Rifts go all the way to edge of the arena, make them spawn at the current player's position.

This would be such a simple change because, my first Kills were particularly annoying because i has to Surge + Bladed Dive from my current position all the way to edge of the arena, it was until i started positioning myself on the closest edge of the arena that this mechanic got slightly more palatable. But i think it would be better if these rifts spawned under the player's feet, after all, the cues about when to move are pretty clear already, so making this change wouldn't really affect the difficulty of the fight that much, it would only make it less annoying.

For the Lightning Walls "Ligtning Stike Mechanic"

Make the Lightning walls always come from the same side of the arena; depending on Kerapac's position in a diagonal line, and make his Echos "mirror" the green lightning wall, that way these walls always come in a diagonal position,

If that sounds confusing, i made a quick diagram on Ms Paint:

The idea here is that, depending on Kerapac's current position, the Echos will spawn a Lightning Wall in the opposite direction.

I'll make a quick example, assuming Kerapac is on the Bottom Right part of the arena on Phase 1, he will summon a Lightning Wall either from the bottom or the top of the arena, in a Diagonal line "Always"

On Phase 2, assuming Kerapac is on the same spot as before, the Echo will mirror the same Diagonal Wall in a "Perpendicular direction" so these two walls always "cross".

On Phase 3, and yet again, considering the same position as before, the Third Echo will summon a mirrored wall from the first Echo.

This would make the wall directions more consistent.

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Tweaks for Phase 4.

Now, this is why all of you're here, what will i suggest for Phase 4... Well, there's plenty of solutions, so i think i'll list them, in no particular order, but i think at least 1 of them would make this final phase less painful, but still retain the challenge, after all, there's a T95 Weapon at stake here.

The most common issue i've encountered on this fight, both by reading the community thoughts, cries for help and complaints, is that you consume plenty of food to keep your Echos Alive, and failing to do so, exponentially increases the damage you will take, even for a No Food Solo Kill, you will "Sign" and you will need to have an impeccable adrenaline management to have Immortality or Barricade Available when needed.

With that in mind, here's 5 potential changes that would make this phase less excruciating but will still remain as challenging as the Week of Release, only one of them would be the best (keep in mind, these are only for Solo Hard Mode):

  1. Halve the amount of damage dealt from the Kerapac Echoes to the Character Echos in that Time Thread. So instead taking 10 Hits before Dying, our Echos would need to take 20 hits.
  2. When we enter one of the Echo Time Threads we will recover all of our Life Points, however, if one of our Echos Die, Kerapac will receive Double Stacks (so 50 stacks instead of 25).
  3. Add all of Kerapac's Enrage stacks at once, after the final Kerapac's Echo is restrained, but do add the Enrage stacks to the other Echoes as normal when our Character's Echo dies or a Kerapac Echo is restrained (basically, Kerapac will inherit the enrage stacks from the final Echo).
  4. Reduce the amount of Enrage Stacks gained when one of our Echo dies in their Time Thread (from 25 to 10) or when a Kerapac Echo Dies (from 50 to 25), this way, if all of our Echos die, they will add 30 enrage stacks, and once all of the 3 Kerapac Echos die, he will gain 75 enrage Stacks, plus the additional 25 stacks as normal for a total of 130 Enrage Stacks (from the previous 250 stacks).
  5. Instead of Kerapac Echos gaining enrage stacks after each of the Kerapac and the Caracter's Echos die, make Kerapac be the only one gaining Enrage Stacks, throughout the phase.

Of course, these changes would need to be subject to severe scrutiny before even being considered as Viable changes, but i think, these would be cool to see, any of the solutions here would make this phase more manageable but adding two of them would definitely "break" the already delicate boss balance.

***

Closing Thoughts.

I don't usually make this kind of well-thought and actually interesting posts, but when i do, i try to be as neutral as possible and don't let any Bias come into play, all of these changes are based in my own personal experience in 100 Hard Mode Solo Kills, i know the mechanics by now but i'm waaay to far from doing this boss optimally, i know people would say something along the lines that i'd rather find a team and do Trios if i want to get consistent fast kills, but i don't want to do that, i enjoy the solo experience way more; Just like some people like their anime stuff and they enjoy it despite everyone questioning them about it, i already judged myself severely before making this post in the first place so this is the result.

If you're reading this and think this is a wishlist, you're probably right, but if you think is a "Nerf Ticket" then you're absolutely wrong, because none of this is likely to happen anyways, but, as a member of this community i will excercise my right to speak about an update i enjoy and about my thoughts on how i would change it to make the experience even more enjoyable.

The criticism has already been dealt, the praise shouldn't stop, and the fixes and suggestions should be coherent, well thought and actually decent, not only to gather the opinion from those so called "experts" who reserve their "right to comment on meaningful posts" (they sound like flipping Saradomin for crying out loud) but to actually make the readers think "hmmm maybe this would be cool" or "dang! that's awful, i hope Jagex skip this post", in the end it doesn't matter.

In the end it's just a game and we're all the same, we just want to have fun, and this boss has been the most fun i've had since 2016, so yeah, there it is, a list of sensible changes to Kerapac Hard Mode (from a solo perspective).

Hope you enjoyed the read and i'll see you in a next post!

External link →
over 3 years ago - /u/JagexRamen - Direct link

Hey!

Appreciate the amount of time and effort into this. It's appreciated!

this boss has been the most fun i've had since 2016

So glad to hear this.

Just wanted you to know that we've read this and do take all feedback under consideration

over 3 years ago - /u/JagexRamen - Direct link

Originally posted by DustyTurboTurtle

Is standing under Kerapac to cancel the time rift spec intended?

Sorry not sure where else to ask, didn't want to make a whole thread about it

Nope, it'll be fixed

over 3 years ago - /u/JagexRamen - Direct link

Originally posted by ghfhfhhhfg9

also dont nerf this boss. its "hard" mode for a reason that drops t95. it couldve easily been harder but it was made to be done by anyone with the right strategy (animate dead). dont like it when bosses in the past got nerf'd constantly. This boss is perfect.

I agree, I feel things are sitting in a good place.

If we nerf things because the top end are face rolling, then we punish the lower end players who are just learning or just about getting kills and that isn't on. This is where I've failed in the past and am not going to make the same mistake again.