Can we also add Floppertunities to fishing?
Can we also add Floppertunities to fishing?
He specified that on one of his replies in this subreddit
TBF you can see in the post I state this as an example not as a "we're going to do it this way".
I think it's more a reflection of not wanting to Harmogenise the combat styles than anything else.
I'm fairly frequently lurking in the design_pvm channel on the official RuneScape discord, or in PVME if anyone wants to discuss these kinda pvm related things.
find it ridiculous he sees an issue with soulsplit but not with fsoa speccing blood barrage to full heal constantly during an abs XD
Kinda weird to make this assumption.
Hey could you send me over your IGN so I can pull a copy of your save and look into this. (and anyone else affected by this / tirannwn version)
What’s ur favorite city sponge?
I think probably Ardougne, it feels a bit more lived in to me than the other cities although it needs to be updated
Zanaris!
Pretty pastels+sheep+cows+fairies+choir that follows you around = what more could you want
Bruh Zanaris is a celestial body not a city.
Next Zanaris quest:
Jesus wept /u/jagexsponge. Now it's on Reddit. Now I HAVE to do it or I'll get messages for the rest of my life.
kinda the intention bud.
I don't want to put words in his mouth but IIRC Ramen was considering this for a game jam fix. It wouldn't need engine support afaik. And would allow you to move it like any other on-screen element.
What was the reason for adding such a tanky slayer mob with no drop table pre-buff, and a drop table that results in a net loss in supplies post buff?
Do they have any unique or rare drops?
Could they be made to drop slivers (since no one likes doing the dungeon)?
i wasn't on the wildy team to know what the intention/reason for the flaws here were. If they're still not worth the time/effort i can raise that they may need another buff though.
Greater Ass Demon
Thanks for clarifying! Was there any specific reason not to remove it from the demons inside the Wilderness?
IIRC it was due to this being the unique aspect of these demons, and removing it would be like removing mirror shield req from basilisks etc and just turn them into generic mobs like everything else.
If we wanted to remove the buff imo we should rename them to not imply theyre the same as ed4 demons. (e.g. Hardy greater demon)
Hey so this patch note was a dud. Originally it was pitched to remove the effect but it actually didn't go ahead with the rest of the demon changes. It's intended that they still have the effect, the patch note should've just been pulled.
They've been trying to reach you about your car's extended warranty
This is actually caused by because the area around that room doesn't have any blocking mapped down on it (because the walls were assumed to prevent players getting there) and so the mobs see this as free space to spawn.
I believe this is on the wildy's team radar and will be fixed after higher priority stuff is dealt with. :)
Could've been yours if you'd just clicked it that bit faster...
Bruh pls stop
Hey thats just a text bug, the damage should be working perfectly fine.
Maybe a potion or elixir for range and melee, that way it's still consumable and kinda sorta fits in line with the styles?
This is my thoughts, maybe potion for melee, incense for ranged?
Read moreDevourer's set (melee tank):
- 2pc - Max HP is increased by 40%
- 3pc - Killing an enemy heals you for 15% of its max HP, and all bleeds heal you for 10% of damage dealt
- 4pc - Killing an enemy boosts bleed damage dealt by 20% for 15 seconds.
- 5pc - All bleeds tick twice as fast
Provisionist's set (range tank):
- 2pc - eating food no longer uses adrenaline, and you heal 1% of your HP passively per tick
- 3pc - Food heals an additional 50% more HP over 6 seconds
- 4pc - Debilitate reduces the damage the target deals to all allies, instead of only you. Additionally, the debilitated target takes 10% more damage from all sources while debilitate is active
- 5pc - Eating food can overheal you, up to 25% overheal
Just some ideas. Melee and Range dont need to copy Magic's damage reduction; there are other avenues to achieve the high sustainability of Animate Dead that are more interesting an...
This is cool, i'd avoid giving damage increases to tank armour though, unless it's a damage increase to the rest of the team. I do however like the idea of melee being a regen tank - e.g. after taking damage, regenerate 40% of it over 10 seconds. Or doing something with shielding (e.g. after casting a defensive gain a hp shield for x% of your hp+armour value)