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New Caves for Wilderness Bosses?

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Watching the current OSRS stream, one person from the 2007scape Reddit suggested that the bosses should be improved and moved into caves or lairs of their own to benefit PVMers.

 

 

If they were to go ahead and go through this, how do you think the current multi areas would be affected if they were to be moved into areas of their own?

 

 

 

Here is the original suggestion:

regdie 120 points

1 day ago

 

Why are you guys looking to add more content to the wildy when all the content you added in the past is dead/broken and doesn't have to be? Currently, the wilderness bosses we have are most efficiently (and realistically) killed in a safespot. It has been this way ever since they were released, and it has to do with the amount of damage they put out ON TOP of them being in the wilderness and danger of PK'ers.

These bosses do more damage than each individual GWD boss and its minions combined except for standing right next to Zilyana, and K'ril when he spams YARR! Also, Vet'ion has DOUBLE the hitpoints as the other 2 bosses AND spawns 4 hellhounds that combine to have DOUBLE the hitpoints as the other 2 bosses again, giving Vet'ion FOUR times the hitpoints as Callisto/Venenatis.

The fact that safespotting is the most efficient way to kill them is a problem, and these bosses were not well thought out in any way shape or form for the following reasons: Farrr too much damage output while also being vulnerable to PK'rs; easily accessible safespots for all 3 bosses; ridiculous damage stacks possible while also being vulnerable to PK'rs; most efficient method of killing them is to lure and safespot. Their drop tables are not an issue at all, they are mid level profit/hr, relatively close to gwd profit.

I don't think its hard to agree that from a balancing standpoint, you should not be able to safespot a BOSS in runescape. That aside, at the VERY least, safespotting a boss should be FAR from the most efficient method of killing it.

Possible solutions:

Make them have lairs accessible like the KBD lair

Lower their damage output, put a cap/timer on their special abilities

Fix Vet'ion. I dont know what you could do, but he is badly broken since, as mentioned above, he effectively has 4x the amount of hitpoints as the other bosses. Give him a ranged attack if you have to while finding a way to balance him.

Put them each in a cave with their own unique entrances that you have to do some sort of quick (5-15 seconds once memorized) puzzle/maze to get to a safe center that pk'ers could sit in to prey on the PVM'rs, deadly red spider entrance for Venenatis, giant skeleton/some skeleton content for Vet'ion, new strong bears for Callisto.

Summarized question for qna: Can the current wilderness bosses (Vet'ion, Venenatis, Callisto) be looked at and overhauled since the most efficient (and only way that people kill them anymore) way to kill them is through safespots?

edit: I remember that someone asked them about the safespots for these bosses in a past QnA, and they said it would be hard to fix since the only way to avoid giving them a safespot would be to make their attack range a perfect square or something like that, well then don't fix it, completely overhaul it.


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