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Post Info TOPIC: The fact that Buy OSRS gold


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The fact that Buy OSRS gold
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As far as I can tell, easy/medium/hard all clues reveal the same icon, it's only elites/masters which may be pretty wonky because not only is there the regular clue icon, but the scan hint and Eastern Lands clue exists as well. It would be nice if these worked better.Honestly, with how rare these seem to be, I'd be in support of eliminating Deep Wilderness scan entirely. I've yet to receive this step in over 500 elites (though I have received Wilderness Volcano about 5 times, but that is very simple to complete).

 

The fact that Buy OSRS gold Deep Wilderness's scan place is very wide, together with the fact which you cannot double surge/BD simultaneously, makes this clue an immediate skip. Wilderness compass because you're able to triangulate their position clues aren't this bad. Don't get me wrong, I like among 10 people in runescape who actually enjoys wildy hints, but profound wildy scan sounds like it adds nothing good.

 

Ome pked equipment also compensate pkers quite badly. 10k drops on death, I think. Augmented power armour gives tect 1 malev, or bit that is sirenic. This shift will properly compensate pkers which pked runescape players employing this type of gear.Yeh, it is pretty odd how it occasionally gives like 10 percent of the price in cash. This would indeed solve the problem for most tradable items. So that they will need to look at those prices, but there are not that untradable high-tier items to test.

 

I've been saying exactly the identical thing for a long time, a change like this will be for sure. The battle system requires work in PvP, while others have said, but this feels like a wonderful stop-gap fix which may breathe life into the Wilderness, and may be followed by numerous tweaks and changes to how skills work in PvP (like how OSRS will tweak spec attacks and thing stats).Agreed, PvP needs a LOT of work, a lot of the floor work is currently there (certain skills change in PvP in comparison to PvM, and most of armour has some type of PvP DMG decrease ) that they just have to be used fully.

 

A lot can be done in order to earn PvP in EoC lively, and interesting. There's 18 decades of articles in runescape which EoC can pull from to make PvP hot and pleasurable (for people who wish to partake, of course).

 

Your title is a matter. Anything else and I would've swiped directly past it. I despise PKing and also the wildy, happy BH is nerfed, however this really is attractive even to Skillers like myself:think of that G.D. XP! To make my point clearer, your idea paves the way for Skillers to really get killed, and still make XP. That is why nobody skills in the exceptionally: if you ca make xp try? Currently that cheap BH kills are gone, or bloodweed is the major attraction, are there others? Take all wildly skilling, and run the XP amounts: Why is it worth doing compared to methods that are safer?

 

We agree on much. Right now wildy slayer is the fastest training, there's a great banite spot for people withour RotM done, wildy agility course+demonic skull would be your best xp, moths are great agil+hunter xp and the bloodwoodtrees are great. I think that is about it in the moment. The proposal is largely about greating an environment where content can be added. Put in some things which actually requires you to bring things, provide pkers something to fight for, but do not punish the losing runescape player by placing them back 100's of millions.

 

There is still the problem of creating a varied population of skiller, a functional ecology to killer spectrum. The runescape player together with the weaker gear is not likely to draw, much less win, so there is only two options, skilling equipment, or scythe of instadeath. There's not a scarcity of Skillers, there's also a lack of Killers. You'd need a really huge population of Skillers, getting crazy xp to make that happen, and now xp balance is the new problem. Another option is to balance battle so that you can not purchase battle, you have to make it as a runescape participant. In other words, my battle levels alone should be the greatest factor in winning, or being enough of a veteran to trip my opponent with tile and tick manipulation.

 

Certainly agree the EOC system is not as pvp favorable as we were used to before that, however it does take some time to build up to 80 percent adren, and when people were willing to risk more, they would have a pvp harm decline in the armour. Perhaps they could look up the pvp-damage-reduction a little and at it. I think that it may be a case for finally using tank armour, as they already have a dmg reduction on them. However I believe that even with pvp damage turned down a bit, the wildy still would be as empty as it now is.



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