JagexHusky

JagexHusky



08 Jul

Comment

Originally posted by rRMTmjrppnj78hFH

as I was on holiday, Maz re-worked the mechanics to scale up to handle a group.

Re-reading your post before submitting this comment answered my questions but im gonna post it anyway incase it sparks anything else to touch on.

How do you feel the boss is doing scale wise for the players its designed for?

Seems to have a ton hp (400 hp, in comparison to godwars bosses at 255 hp for instance but they have way more def/hit harder and are group content) and a longer fight for players in the 70-80 combat stat range to solo.

I guess that leads to a 2nd question, was the fight/stats changed from when it was instance and definite solo only to accommodate noninstance/potential group fighting? Is it meant to be soloed by lv 100s anymore?

As you mentioned, god wars bosses have significantly more defense than Sarachnis does, her 400hp doesn't feel too severe from what i've seen.

I personally feel like a lower defence higher hp boss is more fun for players to fight because nothing is more frustrating than hitting nothing but 0s. Also she's a spider, spiders aren't known for having a high defense

Comment

Originally posted by wikings2

/u/JagexHusky can you give some insight on why cannons are not allowed in the dungeon? I was genuinely looking forward to beat the boss with my 10hp cannon only ironman, or just do other contents in there like red dragons which i can already do in brimhaven dungeon and now i could do it in zeah too.

I feared that allowing cannons in the dungeon would make the prayer training possible from red dragons to be too powerful.

Also a lot of the areas within the dungeon are very small so a cannon would take up a lot of space.

And lastly, I wasn't comfortable with players setting up cannons in Sarachnis' room and letting them solo her as the player avoids all of the mechanics of the fight.

Comment

Originally posted by Corpsecaravan

Why does the Grubby Chest give me so many items? It makes it annoying to use

• However, after playing with the content myself over the weekend I have made a change so that the red dragonhide/dragon bones will come un-noted as this drop is annoying to receive unless the player is currently training crafting/prayer at red dragons.

Did you mean "will come noted"? Otherwise the wording is a bit confusing. It sounds like they currently come un-noted which makes it annoying because it fills up your inventory.

Yes, that is correct. Currently every drop is noted from the Grubby Chest except red dragonhides/dragon bones.

I've updated it so that as of thursday, red dragonhides/dragon bones will be noted when receiving them from the chest.

Comment

Originally posted by qSolar

Will the theme behind the dungeon expand in the future? The undead druids must've been alive at some point and what powers does the mask they're wearing have? The moon god seems to have a lot going and I wonder what we'll uncover next.

I would certainly like to explore this story more in the future although I can't make any promises to what is being worked on next!

Comment

Originally posted by jesse1412

Is there any reason the boss doesn't inflict poison? I was very surpised when I did my first task and didn't get poisoned.

I felt like the poisonous spider trope had already been done by Venenatis. I wanted to focus on a spider boss which had a "swarming the player" kind of feel

Post

So over the weekend I've been hopping around a number of streams and reddit threads and have seen a lot of the same question coming up regarding the design of the Forthos Dungeon. As such, I thought it would be interesting if I made a reddit post to address some of these questions.

What is the droprate of the Cudgel/Pet/Jar/Mask of Ranul?

  • I'll make that public within the next couple of weeks, keep an eye on my twitter!

Why did you change Sarachnis to be a non-instanced boss, it said that it was going to be instanced in the poll blog?

  • The poll blog was amended before the poll went live that we will make Sarachnis non-instanced and I apologise if anyone voted for it without seeing that. The reason it was changed is that of all the feedback we received from the initial poll blog, the fact that we had another instanced boss was the biggest one.

  • When I reviewed this feedback, the more...

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06 Jul

Comment

I'm glad you liked it! :)


04 Jul

Comment

Originally posted by DoctorLard7

Are they sneaking in a pet for the new boss?

If Mole gets one this surely should!

No sneaking required! There is a pet with this boss :)


14 Jun

Comment

Originally posted by rknightly191

For context, the cudgel is (basically) the same accuracy and strength of a rune 2h using slash, but 3 ticks faster. I dig it. No mention of 1h or 2h, though?

Sorry, it's planned to be a 1h weapon!

Comment

Originally posted by Yarcanine

I like the proposed darkbow reward, but can it also uncap the damage of the spec? Currently it's the only weapon I can think of that has a damage cap outside of ruby bolts(e) and you can already hit harder with Gmaul

I'd rather not touch the special attack of the weapon because of the potential implications in pvp

Comment

Originally posted by theatlantis_rs

Since it's a "middle" level boss, maybe add the robes from the Undead Mage as a very rare drop too? (for zerkers). They could have the same offensive stats as infinity robes but have the defensive stats of Lunar robes (lunar robes req 40 def). Require 45 defence and 65 Magic to wear, and let it have a set effect of like 20-30% more dmg and accuracy on undead monster?

Those Undead Druids in the blog are just placeholder images!

The actual ones look different and don't have any robes (Although they are clothed)

Comment

Originally posted by nonpk

tired of everything being made for irons.

With the changes we're making, it will no longer be an instanced boss!


08 Jun

Comment

Originally posted by Gavello

Is there a reason why new bosses always have to be instances? Why can't it be in the world instead of having another safe place to boss due to death mechanics.

The aim of this boss is for it to be engaged by mid level players. Because most of the other higher level bosses we've added are instanced with a gravestone system it makes sense to get them used to this idea.

Also, if a player wants to engage with this content to learn it can't find a world they will just not bother and go do something else

Comment

Originally posted by gigigamer

Can we get a better look at the drop table other than the eggs? Eggs are neat but if the market is flooded with them then the value will crash hard, if this boss is to survive its going to need a variety of drops.

The drop-table isn't completely finalised as I am still debating on having a unique on the table and that drastically affects how the table itself is balanced. On this weeks Q&A i'm going to ask for players to submit suggestions because i've been drawing blanks on what I could add that will actually add value to the game and fit the content.


07 Jun

Comment

Originally posted by rejectedstrawberry

do you mind changing the floor on this image

notice how its one solid colored floor, as opposed to this. you need to remember that you cannot try and make it look better than other older parts of the game or it will stand our like an ugly sore thumb. kourend already suffers from this issue severely, please do not mix and match art styles and dont change them without changing it everywhere

The mapping of the area is not completely finished and that room is definitely on the to do list of areas to polish off. Mod West has already done a fantastic job with other areas of the dungeon. If you're interested to see a sneak peek, tune in for the dev stream this Wednesday! :)

Comment

Originally posted by magistrate101

/u/JagexHusky will the Giant Egg Sacks stack? The eggs themselves don't stack and this would allow people to fit more runs in at a time if they can manage their resources properly.

The intention is for the Giant Egg Sac itself to not be stackable to incorporate that inventory management aspect

Comment

Originally posted by Soul_Turtle

Wait, why does a tanner live in the middle of this dungeon, exactly?

I get the gameplay/balance reason, but it feels a little out of place. Unless there is some lore I am missing?

Haha it is very much explained in the lore of the dungeon. You just have to go ask him! :)

Comment

Originally posted by ilovezezima

Could we please have the boss have quite high range defence? Maybe it could be a melee boss where you need to step under to avoid some attacks etc. Or freeze it or some of its minions with magic and dps with melee. Just not another BP boss please lol.

Ranged will not be the best way to kill the boss :)

Comment

Originally posted by Wildcyote

I'm unclear about the shortcut. I got the impression that it's moving because it says that it is being "rerouted", but your comment implies maybe they will share the same "hole" with a menu? I'd prefer to leave the existing shortcut where it is and have a trapdoor in the ruins or something.

Cheers

Towards the top left of the map there is a ladder and a swirling symbol. That ladder is where the player will come down from the Forthos Ruin on the map which is next to the current entrance. The swirl represents the new entrance to the catacombs.

I have to say, the design for this new entrance is simply amazing. If you want a sneek peak check out next weeks dev stream where i'll be showing off some aspects of the dungeon

Comment

Originally posted by TheNewGuyGames

I love all of it and a mid level boss with mechanics sounds cool and healthy for the game. Unlocking it could be a pain with bad RNG but that's part of the game!

Just for the love of god PLEASE don't make BP/Tbow/Range BiS against this boss. I have other gear you know...I'd like to wipe the dust off.

I've been thinking how to reply to this without ruining boss mechanics.

Ranged CAN be used against this boss but there will be other methods which will result in killing the boss significantly faster and i'm talking about ranged as a whole not just blowpipe/tbow.