JagexLight

JagexLight



22 Apr

Comment

Originally posted by Pegpeg66

If we do the padlocks, I would prefer a smaller icon that doesn't completely obscure the spells in the final design

Point noted, the image demonstrating the padlock sprites are still WIP so we're open to tweaking them as you prefer. Mod West is looking at ways we can adjust their design to make the spells more recogniseable. In general though, do you like the idea of them?

Comment

Originally posted by Doebbalapoent11

I don’t understand why. I tried chrome, firefox, desktop windows, laptop mac, iphone, ipad, everything

Should be resolved now, let me know if you're still having issues! :)

Comment

Originally posted by Pickleby07

Love all the CM changes in this poll (900kc uim no dust btw), just wondering if we can get an axe spawn @ mutta - in line with ice demon, crabs, guards (now).

Aswell as guaranteed scavenger drops (CM only), this would save the bigger teams who like to prep time, and allow them to join in the fun content (the rooms) anyone who kills scavs will often miss ice/shamans due to scavengers not dropping the correct secondaries. (just feels like a pointless rng fest killing scavs for 2-5 minutes when 10 kills could sort a whole mass team out.

Thank you so much for the feedback! :) In regards to your first point, we considered this suggestion as part of Poll 75, but we decided not to poll it since an axe isn't necessary to complete the room. For the Guardians room you do need a pickaxe and the same goes for a Hammer in the Crabs room so we felt that we were more on board with those ones. We are open to reconsidering our stance in the future though if more players want this, but this is just a response to explain our line of thinking.

Hope that's alright but let me know your thoughts :)

Comment

Originally posted by romainnn

Can you also poll adding an axe to muttadile as qol?

Hey there! We discussed this as a team but decided not to poll this for now, because an Axe isn't necessary to complete the room, unlike how it works in the Guardians room with the pickaxe and the Crabs room with the Hammer. We're open to reconsidering this in the future if lots of players would want this changed, though. :)

Comment

Originally posted by lunch0guy

Why are you making us wait until later in the year to solve a problem that exists right now? You could add blood rune packs easily, and it's not like they can't co-exist with whatever other content you'd like to add.

The honest answer is because we would like to address this problem in a more suitable way. It shouldn't really come under QoL tweaks (wouldn't be fair to you to do that) and we have ideated a way in which we could look to resolve this issue in future. I am really sorry for the wait on this one but we definitely hear your feedback on it.

Comment

Originally posted by ClarkeySG

RE: Question #36, Barrows - Would it be possible to skip the dialogue only if all other 5 brothers are dead?

Sorry about this, I worded it incorrectly in the Blog but it should be clarified now. Please don't hesitate to poke me if you have any questions and thanks for raising it.

Comment

Originally posted by ZarosEXE

sweet! how much would it be?

Basically anything that the Monk's Robes have, per piece the Zealot's Robes would have 1 prayer bonus more (per piece). This counts for the helmet and the boots even though there's no Monk's Robe equivalent. I will clarify this in the blog as it's a bit confusing, sorry about that but hopefully now makes sense. :)

Comment

Originally posted by Qqslag

Regarding question 26 about vanguard transitions: Would it work like Zulrah where the final hit before they transition would apply after the vanguards re-emerge? Or would you be able to constantly attack them while they travel to their next position? The latter seems pretty OP to me

I've asked for a bit of clarification from the dev team on this and Mod Husky has confirmed that it will work like Zulrah, so the first one you mentioned. I will try to clarify this in the Blog when we have had our feedback meeting if it's confusing for players. :)

Comment

Originally posted by PercivalDerp

my rsn: zezima

:o

Comment

Originally posted by MrManslaughter

Thank you for the clarification- this is great!

no u!

Comment

Originally posted by ErinTales

People are going to make the CoX antipoison+ for xp.

Please lower it to be in line with other CoX potions.

Thank you for raising this. After looking at it again, you're right - so we've changed the Herblore XP rates in the Blog as follows:

- Antipoison - 13.5 Herblore XP
- Super Antipoison - 20 Herblore XP
-Antidote+ - 26.5 Herblore XP.

Hopefully that brings it more in line with player expectations, let me know how you feel about it :)

Comment

Originally posted by Megadud

The tob change with regular nylocas counting towards mvp is gonna disincentivize teamwork even more since for one the ranger role will always be able to get the most damage out and people will only kill nylocas that are the most optimal for them instead of the ones that need to be killed. Imagine 2 big aggros in the middle as opposed to barraging clumps etc.

Hey there, turns out I worded this in the blog slightly incorrectly so I'm really sorry on that. I've updated the Blog to better reflect the idea, but the tldr is that we're proposing Nylocas damage counts towards MvP participation in the Maiden and Verzik rooms, but not the Nylocas room itself. Hopefully that clears up everything and I'm really sorry for that oversight. Let me know if you have any questions :)

Comment

Originally posted by MrManslaughter

Great poll. However, the theater of blood change is a little backwards with regards to mvp.

The nylo room is currently “fair”. As long as your team completes the room, everyone had a similar chance at mvp due to the boss being even. However, with the proposed change to the small nylo counting towards mvps, it will actually incentivize bad play. Magers will not mass freeze non-mage crabs, clearing single aggros in the middle will become inefficient for mvps, and (haven’t thought enough about this one) I imagine some rolls will just beat out others (looking at ranged).

Maiden, however, has the completely opposite problem for mvps. The freezers/magers/chinners are a crucial part of completing the room, yet they are rewarded no additional damage in the room for doing so. It incentives people to ignore the mechanics of the room and damage the boss.

Basically, this nylo change should be rethought to affect the maiden room and not pass the poll.

Side note: ...

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Thank you so much for the feedback guys. It turns out I worded this in the Blog incorrectly, so I really apologise for that. I've altered the wording of the Blog to truly reflect the proposal so please do check that out. In short, we'd propose making damage towards nylocas in the Maiden and Verzik rooms to count towards MvP participation, but this would not be the case in Nylocas room itself. Hopefully that clears up any issues, please let me know if you have any questions! :)

Comment

Originally posted by CarolinafanfromPitt

Is hardmode tob coming in separate blog?

Yes, it's scheduled for tomorrow provided all goes well :)

Comment

Originally posted by SeaTap866

Buffing curses even more is not the answer to the tome of water. Water spells need a dmg boost

Added this as feedback to look at :) Thank you for raising it!

Comment

Originally posted by OSRS_KQs

The question about Corp health regen should clarify that the regen would only occur while nobody is in the instance. The way it's worded could suggest that the regen would be at all times, even while fighting it.

Health regen would apply immediately and would only happen if there's nobody in the Cave. Full reset will happen after 3 minutes of no activity. I can also tweak it in the Blog too to further clarify this. :) Thank you for raising it!

Comment

Originally posted by Osmium_tetraoxide

We’d like to offer players the option to disable the message box that warns you about entering a Barrows tunnel. As seasoned professionals, we’re sure you’re tired of seeing it pop up when you already know the score.

Poll Question #36: Should we allow players to disable the message box warning when entering a Barrows tunnel?

Will this mean that when entering a barrows mound, the left click option will be changed or is this for the second time around? Since if removed, will you always go down to the tunnel since you don't know which brother is the tunnels you try searching the sarcophagi.

Vulnerability - Defence reduction 10% -> 15%

Make curses great again. Should make it even better at callisto, pest control and chambers.

Hey there, I worded to Blog slightly wrong on the Barrows question, sorry about that. I've fixed it up to better clarify...

We're not disabling the message box entirely, we're removing one of them.

It currently goes:

Mesbox -> You've found a hidden tunnel (press space to continue)Player choice -> Enter yes/no

And instead, we're proposing changing it to: Titled player choice -> You've found a hidden tunnel, Would you like to enter, yes/no.

Hope that makes better sense? Sorry for the initial confusion.

I've noted feedback on the Tome of Water separately. Thank you! :)

Comment

Originally posted by bknight2

When do we get to hear more about tob hardmode?

We anticipate the TOB HM Blog will be ready by Friday as this Poll Blog was delayed by one day to accomodate Game Update monitoring. :)

Comment

Originally posted by ThePharros

Loving all these changes.

For the barrows one, is the message skipping instantly and independent of brother kc? I wouldn’t like it to instantly throw me in to the dungeon if I don’t have 5 brothers killed yet.

The wording of the blog is slightly incorrect (my bad on that) so just tweaking it now.

In short, we're not disabling the message box entirely, we're removing one of them.

It goes:
Mesbox -> You've found a hidden tunnel (press space to continue)
Player choice -> Enter yes/no

We're changing it to:
Titled player choice -> You've found a hidden tunnel, Would you like to enter, yes/no

Will correct this in a few mins, thanks for raising it. :)

Comment

Originally posted by roklpolgl

Some nice changes, but gotta say I’m a good bit disappointed there was nothing about some better blood rune options for ironmen. As more irons get ToB weapons, more are discovering how unsustainable scythe and sang are. 99rc just isn’t enough blood runes for the life of an account, and as rare and end-game as scythe/sang are, it sucks they have a very finite life, lest you want to be stuck in a 3hr rc per 1hr scythe/sang loop forever, which is vastly worse than any other ironman resource gathering time spent in the game.

After bloods run out it becomes shopscape for irons, and they are still only as sustainable as your coin stack, and it’s highly annoying hoping worlds buying bloods at that.

Some great suggestions have been made in this sub, from blood rune packs, to ability to trade in ToB uniques or other uniques (at say half their GE value so it wouldn’t damage the main economy) for blood runes, an additional blood rc perk to make higher amounts of untradable b...

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Completely understand. When collecting player suggestions for Poll 75 we definitely came across that one. We've got a better way to get blood runes in mind with a new piece of content later this year, we're not ready to share too much about it yet though, but rest assured, we're aware of your gripes! :)