Some additions from someone who played multiple MMO's: I've actually come to like the runescape raids quite a lot because of them just being the bosses. You get straight to business and don't have to plow through 15 minutes of thrash. There is a reason the MMO communities always call those mobs thrash. There is barely anything to gain from them and they are simply added just so that you cant progress super fast through a raid. In terms of enjoyment, the system that runescape raids have where you don't fight thrash but are stuck behind a loot lock is much nicer. You get your raid done, after a while quite quickly as well since you improve as a player and a team. If you have a busy life you can still raid in runescape where in many other games you'll just have to take peace with the fact that you wont be able to. As for roles, i don't think runescape has to change too much about it. They could make a role selection in your team list in which that role selection gives your character a 'buff'. If you are a DPS role the buff will likely be nothing or something like 'your attacks generate less aggro on monsters you are attacking' where ass the buff for tanks could be 'you take an deal 50% less dammage during the whole fight but generate twice as much aggro on monsters you attack' -> This turns the tank in less of a dammage soaking DPS into more of a damage mannaging character. What this also does it devalue resonance a bit, which nowadays kinda makes tanking too easy lets face it. I haven't really thought about how to fix healing in runescape, but it could be something like 'reduce the cooldowns of heal other, intercept, ..' etc from the lunar spell book. This would make it so that healers would be healing other to then look for something to reso so they can heal other again and so on. With these additions, a couple of raid ideas that i really liked from some other games: A raid with 3 bosses total, which your group can decide to handle one by one for the minimal drops or in any combination possible. Doing all 3 at once ofcourse giving the best loot. A raid boss where there is a phase where the boss will load some kind of huge one shot attack and you have to run through an area to deal with a mechanic to prevent it (Telos bombs in P4/5 are something like that). In ESO there is a boss like this where two people from the team have to run through another realm to kill some shadows in time and get back to the fight to prevent the dammage. WoW ofcourse has a lot of raid bosses where some ideas could be gathered from too, however i would advise caution taking over too much since a lot of WoW raids have just party wide dammage to stresstest healers basically, which wouldn't work in RS3 without the addition of healers. I personally don't like the idea of raids scaling from 1-10 people. I also never liked the idea of raids failing as soon as one person failed at their role, because lets face it, lots of noobs out there... I think raids should be at minimum 10 and max 20 people and scale in between that based on the ammount of DPS roles or something. It is much nicer to see someone fall and be like 'ok we need to take over his role, it will be harder but we can make it' instead of 'ok he stood in something bad, reset the fight x1000' This is where a lot of games get it kinda wrong in raids, where they make some fights overly punishing based on 1 failure from 1 person. They should indeed think of ways to make fights harder based on what i said earlier, someone having to basically fill two roles. Another thing about raids is that a lot of mechanics scale to the number of players, which makes bigger team sizes usually a bad thing. Lets take Kalphite King for an example, if you'd want him to be a raid boss. His magic phase would fill the room with magic explosions if your teamsize is too big. Creating lag to begin with, but also creating a mechanic that basically cant be dealt with and you are just forced to soak. Instead they could make it so that there will be several magic explosions in a semi random patern so everyone has to react to how it happens and you can evade the dammage if you are reactive enough. Eitherway lots of things to consider and i would just advice Jagex if they are thinking of this to learn from the great names that there are already. Don't reinvent water, just add a new flavor to it. And most of all make things FUN (for the water analogy, add a nice flavor, instead of turning it into something bitter). Keep in mind that there are a lot of people who don't have hours upon hours to spend to learn every single mechanic of a raid to just get their first ever kill. If you don't want it to just be another piece of dead content that comp capers have to grind out, it needs to be fun and rewarding to do. As for drops and rewards, that is a whole other discussion ofcourse. Personally i feel the rewards system for the current runescape raids is nice in the sense that eventually you'll get all the gear you need, but it kinda sucks that getting the 3 full tank sets is kinda time gated as you have loot locks etc. A good idea to keep in mind here is that a player should be able to get an upgrade per week on average once they know the mechanics. And for the love of god, RNG should never be part of any raid mechanics. Nothing is more frustrating than wiping to something you cant do anything about.
The amount of time and effort that has gone into this vid is outstanding. I remember replying to your post asking people their thoughts on how raids could be done better. Appreciate your vids bro!
Awsome video I agree with the fact that you said at the end about the rewards toward high level player. Personnally, i came back on the game more than one year ago and was combat level 60-70. Then my friend show me Ed3 speed run : i got max combat in 2-3 week because of the qty of xp per monster, the blue charm drop rate and the money i got from the chest for prayer. Obviously, it was awesome but still pretty easy. It totally allowed me to get into high level bossing just like every elite dung but still, a lot of max combat player don't know anything about bossing after that... Hungry for Gw3 and maybe elite dung 4 .... Ty for content
Make the raid an hour long journey with friends. Additionally, I think a tank/support role can be pretty cool. Think of group shields, group vengance, enchanting your group with buffs. Lets go crazy
This has got me soo hyped for something like this. I think it would be nice to impiment as the 5th boss I’m GWD instead of something like telos it’s a big group raid or something in there maybe have some of the GWD1-2-3 bosses with new mechanics or made harder etc (imagine 10 man telos but at 3k enr or something) for example
Why not do a video on the last remaining PVP activities people actually do on rs3. Castle wars and Soul wars (specifically during minigame spotlight) are both able to send 1000 players into battle against another 1000. A qol update where spotlight stays active 24/7 would populate so many games.
I have recently gotten burnt out on this game. Get on every so often to cap at citadel and mine for a bit or vindy. But I love your content either way, so I watch it immediately. Have a great day Protoxx!
Above all else, Runescape needs some actual roles and builds. The fact that all max players are virtually the same throws a wrench in things. Switchscape makes it so that people can fulfill as many roles as they can fit in their inventory including shields and even hybriding. One thing I think would be cool is if switching was eliminated, at least with certain slots. If you want to tank, you have to camp a shield. If you want resonance with your dps, you need to camp a defender. It would also help if tank armor actually had a purpose in tanking. Like if the group boss tank role was not survivable in power armor. Runescape would also need a specialization system, which Archeology seems to be the first signs of. One of the main differences between max players right now is relic powers, so it could be that with more relic powers there actually are tank/DPS/support builds for powers and possibly other systems. Support is also the main thing missing, with healing generally missing from the game and very few if any support things to do outside of debuffs. I also don't agree with "one fail, all fail" approach to fights. To me, one person or role failing should make the fight more difficult, but by no means an outright failure. It also might be a good distinction between normal and challenge modes of the fight.
I disagree with your initial point of Mazcab raids not being a typical 'raid' while Elite Dungeons follows in line with what a typical 'raid' is. 'Raids' typically have trash mobs and obstacles that introduce and TEACH the players about a specific mechanic within the raid (Pet 1 in BM and chargers spawning). This mechanic of fighting chargers and fighting a pet is seen within the BM fight itself. Furthermore, in Yakamaru, not only is there a small puzzle which some typical 'raids' have, but also has the trash mobs that introduce and teach the players about mechanics (Jellies, healing jellies, reflect jellies...... stun reflect jellies to stop reflect for a bit...introduce melee and magic jellies, focus healing jellies.) which will be seen once again within the Yakamaru fight. Elite dungeons however do not do this. It is a typical trash mob ->boss ->trash mob-> boss with no particular rhyme or reason other than being aesthetically correct (dragons in dragon elite dg, cultists in a temple amnishi dg,). Furthermore, if you count Mazcab as a full raid it is: Trash mob -> Boss -> Trash mob -> Puzzle -> boss. This is very similar to your initial statement of elite dungeons being trashmob->boss->mob->boss->mob->boss. The only difference being that the last iteration of mob->boss is non-existent in the Mazcab Raid.
I would love a anacronia raid 2 modeled after what has been done in osrs. This could be geared towards payers with 90+ in every skilling stat. It could have 9 bosses and be designed to take 2-3 hours to do a full run in a teamsize of 10. Don't lock the rewards like in mazcab. Just because of how long it would be I would prefer if it was a place where player accuracy was already 100% without aura. As far as mechanics go I would prefer the bosses be random. Pick boss 1,2,4,5,7,8 from a set of 20 low complexity bosses, boss 3 and 6 from a set of 5 medium complexity bosses, and boss 9 from a set of 3 hard complexity bosses. As far as IFB, reaper, and collection log go make kc be raid clears, not individual bosses, have each medium complexity drop a lore based item, have each "final" boss drop a big chase unique, and a pet that is shared by all. As far as skilling goes make it so you can only take in 4 items, and the rest of your gear/supplies must be forged in the dungeon (allows for 1 weapon, body, legs, ammo). When you kill a monster/boss it will have 2 drops, and in raid drop(armour, weapons, supplies, possibly items that are needed for the final boss? like maul of om at vorago) that you lose after the raid is done, and then drops you get when you leave the raid, herbs, salvage, hides, seeds, energy, unique item replicas of the armour + wepeons dropped in the raid. Maybe in the raid their is a bow that does t130 damadge that you lose at the end of each raid, and the reward from the final boss is a replica that is t95(t100 acc, t90 dmg). Or the familiars you would use in the raid get pouches you can take to the outside as drops from the low complexity bosses.
what are good perks for slayer? I've 104 slayer, maxed combat stats. 85 invention with access to extreme inv pots. I currently only own gwd 1 armour, nox bow, nox scythe, working on tier 90 magic weapon atm.
Precise6geno is fairly easy to get with ancient invention. Then i would go for ruthless/equil or ruthless/aftershock. For armor i love scav4 and use it basically everywhere but you can easily combo the slayer perks with things like mobile or crackling.
as a returning player, elite dungeons are some of my favourite content, they take long enough that they don't get boring like farming 30 gwd2 bosses an hour. Trash mobs means you need to use new strats (to me) like chins/sticky bombs/ice barrage and they aren't too hard :)
I wouldn't mind the ability to get supplies from inside the raid on the cost of slowing down the time it takes to finish a raid. You could get your own sailfish, brews, and restores from the bank or you can get the prehistoric versions inside the raid. Just in general I think it's very important to clear difference between elite dungeons, raids, dungeoneering and other bosses. Dungeoneering being like it is with lots of skillings involved. Raids with some skilling elements and the possibility to do it in large sized groups (up to 10 for example). Elite dungeons just being like they are, trash mobs and bosses with smaller group/solo and ofc just regular bosses like they already are. For rewards, I 100% agree they should avoid powercreep and maybe as an Idea look more into niche items similar how osrs tries to do it. Example of that is degradeable, not degradeable, different kind of strengths and weaknesses, special based, 2h, duel wield. Inquisitor staff is a good example as long as it balanced correctly. Also, about the requirements, 90 dungeoneering I think would be reasonable imo.
1:15 This is also a problem with Old School raids, too, which get smaller and smaller as players are more experienced to the point where they are considered soloable. I think this more stems from the problem of it being very hard to find people to PvM with, especially who you can *trust*. 3:03 The idea of "Dungeons of Orthen" might age very quickly considering this is an extremely likely spot for both an Archaeological dig site and the Elder God Wars Dungeon (Anachronia is where Kerapac flees to after Desperate Times). 10:55 Only Chambers of Xeric has puzzles/skilling and it's not considered to be fun and perhaps the reason why ToB is more popular among high level players. Doing the same skilling/puzzle mechanics over and over again makes it feel like the Yaka puzz which no one actually wants to do. 14:40 I think Jagex has avoided this intentionally due to the fact that people prefer to PvM specifically with people that they trust. There is a lot of concern that someone would scam a large drop.
If we're putting dungeoneering reqs on it maybe having elements of dungeoneering in it isn't such a bad thing? Including the ability to add a temporary upgrade to an item might be a possible way of implementing this. Also in regards to the auto teams system isn't that what the groups system ingame already tries to achieve, obviously it's not detailed and I kinda feel like it doesn't work so well but I would imagine it wouldn't take a huge amount of work to adapt it.
What if healing spells in the lunar spell book were buffed and possibly an aoe heal spell was added? You could have a designated healer for a team. I think they method of tanking is actually fine in rs3, its reminiscent of final fantasy 14 where tanking still allows for some decent dps output
just put it so you have to be 138 to enter it, and avoid anything even remotely close to dungeoneering. solves both problems lower levels wouldn't be able to enter so they can't abuse it and allows for anybody to enjoy it without being reminded of the torture and boredom of dungeoneering.
The "oh no please no skilling or puzzles cause that's dungeoneering" mentality kind of breaks your entire argument in my opinion. If you want an experience solely based on trash mobs+a boss, then that's just the elite dungeons and they should maybe change that a bit. If you want a raid to be more of a big experience, something interesting and interactive with the terrain etc, you SHOULD have a bunch of puzzles and skilling options that benefit you in some way. In OSRS raids 1 you make potions to help kill the boss and there's rooms that are somewhat puzzle-esque, i think that that's the kind of content we need. There is a load of content in rs3 right now that fulfills the generic raid experience you find in other MMOs and i personally don't find the game lacking in the bogstandard boring department. In runescape quests are a lot more fun and interesting than "collect 5 wolf hides" precisely because of skilling and puzzles, and i think that the same approach is actually a great idea for combat experiences
Great video.What I don't want in Raids 2 is too many ppl in a fight like Raids 1 as well as a boss which is easy to learn such as Beastmaster Durzag. Random mechanics is fine but easy to learn coz otherwise it'll only cater for 5-10% of pvmers like Solak. The number of players I would say at least between 1-5 players.Drop wise I wouldn't mind either a big drop or three pieces like Ambassador or Rax or Telos. Doesn't really matter to me.But it'll be a bummer if I finish the boss collection log too quick and I won't want to that boss again since I've completed it.Just my thoughts :)
The big thing is that if you're proposing 9 bosses, that's basically 2 years' worth of PvM content, if not more. Big risk to take if it's a flop. I think EDs are about right in terms of larger scale bossing projects. Rest of the ideas seem reasonable.
What if they add a dungeon where you have a bonus hard boss that has 4 different chambers that desperately wants to escape instead of fight. Has a special attack where they slam against the wall or ceiling if it flies and creates a quake or falling rocks that damage you and if you can’t dps it down it ‘escapes’ into a different chamber and you have to clear the next rooms mobs on top of dealing with the boss
And if you’re able to kill that boss at the end you get a chance to multiply common drops by 4x uncommon by 3x and an incredibly small chance to double the rare drop table excluding boss exclusive drops
this is a good idea with raids 2, but u have to remember that high lever pvmers and over time the whole thing will just become about efficiency, so alot of the ideas will just become irrelevant after the first run on whenever the whole raid has been figured out, as it wont be about what is happening and how cool it looks or sounds as it will just be about when to use each ability and perfect a rotation that everyone will use. Alot of the ideas here appeal to like the mid level community or maybe some high levels as they might not have rotations and just go with the flow of the fight and be able to have fun and enjoy it for what it is. But people in the elite or high level community which are probably the ones who will farm these raids after all will just get there rots down and not care about what goes on at all making alot of little idea, such as skilling parts irrelevant as it will just become a mindless thing that is required. also having lots of roles that need to be done perfectly just stop low levels joining in as they just want to dps and they wont want to mess up a role, especially with mid levels who just use revo and wont be able to handle using certain abilities at certain times. Another point is pretty much every boss expect maybe raids 1, are done in 1 hour increments due to auras. so having like 9-10 bossfights in one raid will have to be sped run to get it done within an hour, and if its quick enough people will try to do 2 runs etc. unless it purposly takes over 1 hour to kill all bosses and theres like save checkpoints, but this will just make them boring and slow for people as it could take 2-3 hours for 1 run, meaning very slow kc.
Definitely stop making the drops multiple pieces. When the pieces are untradeable it's super annoying and when the pieces are tradeable it's always better money to merch the pieces than to kill the boss. Having the drops in pieces also ruins the release day experience, much less exciting to see 1/3 progress towards a new weapon than actually seeing a new weapon that you can equip and show off at the GE before you find a buyer. I think they do it because dry streaks feel bad, but the downside of making drops much less exciting outweighs the upside imo.
I would like the raids to have skilling to have a way to cancel certain boss mechanics kinda like the pick effects the dil from kilns. Ie mine rubble that blocks a path rax kinda like rax to avoid certain mechanics For rewards i want more drops like spear of annihilation. That have interesting effects.
Now that jagex finally discontinued java client we might get weather and boss arenas like that :) probably not this year (egwd?) but maybe. I feel like they shouldn't be rushing t95s when they can easily add more t92s, t90s etc. If we keep adding higher tiers of weapons itll just make the other bosses more redundant then some of them already are. But that type of dungeon / raid experience would be fun. I still wish for them to release mazcab's third boss though.
imagine a raid that plays in the wilderness (non pvp instance ofc) revenant bosses, a undead version of kbd, well, to make it short: ghost bosses, dragon bosses, demon bosses, spooky raid.
As a "player who is very passionate about dungeoneering," some people in my clan even get mad at how fast I run the floor, and they want to... Savor the dungeon or something? I do hate puzzles that require clicking in your inventory (namely Poltergeist, Fish Ferret, combat statues, anything that is objectively slower) and while dungeoneering is the best skill in the game, no one likes having their times dragged down by puzzles. Since dungeoneering was released at a time when we didn't have surge, barge, & bladed dive, it doesn't feel like it rewards fast players well enough, and even though you **can** bladed dive through entire sections of puzzles (e.g. maze) while it was made for you to sludge around it, it still feels slow compared to the fast-paced gameplay we now have. Does that make sense? What I'm saying is yes, do include aspects of dungeoneering on this, but don't go overboard with it (please don't make me work on another bind setup.) RuneScape is a different game than it was in 2010. While puzzles are cool and still relevant (shout-out to archaeology & Mephisto), if we want a good modern-day coop experience, we can't get too much inspiration from Dungeoneering puzzles. P.S.: If I say "3n" on combat statues it means I'll take the 3 statues on the north side. Please be a cool bean and do the other two. Thanks
Roles can only become a thing if they put a lockdown timer on equipment to nerf switchscape. Game really needs to stop being about being a wardrobe master.
it should be all the fun bits of dungeoneering without having it be a skill that you're forced to grind out. and make it difficult. because dungeoneering is so dumb with the new combat
Would you be able to do a video on the dungeoneering skill. it desperately needs a rework because it is unplayable as intended unless it's some sort of special event (dxp, winter weekend, etc)
@@TheBluemango101 it isn't unplayable but if you are training it solo it's slow, construction needs rework so does fletching/woodcutting and eventually crafting/runecrafting to match smithing/mining.
progression raids like wow has slowly upgrade your gear every week step by step is the way to go i think yes its time gated but its an mmo who cares only u do cause u want that gear. so this could be t99 gear and weapons
Rs3 should implement Raids 2 by doign literally the opposite of what you say in this video that I havent watch yet. YOu can't even formulate a correct sentence in the real world, proot toox, and to think you can just tell the developermenters of the game that you even think you have a thought that could be considered a ghood thought think that you think is a good thought to think about thoughts and thinking of thought? Then again, however, as well as, potentially thought provoking feeling of how you feel about feeling things that you think about while thinking thought think. Loved the video, man. Disliked.
Great Video man, Glad i could help out with the OSRS Clips :)
Some additions from someone who played multiple MMO's:
I've actually come to like the runescape raids quite a lot because of them just being the bosses. You get straight to business and don't have to plow through 15 minutes of thrash.
There is a reason the MMO communities always call those mobs thrash. There is barely anything to gain from them and they are simply added just so that you cant progress super fast through a raid. In terms of enjoyment, the system that runescape raids have where you don't fight thrash but are stuck behind a loot lock is much nicer. You get your raid done, after a while quite quickly as well since you improve as a player and a team. If you have a busy life you can still raid in runescape where in many other games you'll just have to take peace with the fact that you wont be able to.
As for roles, i don't think runescape has to change too much about it. They could make a role selection in your team list in which that role selection gives your character a 'buff'.
If you are a DPS role the buff will likely be nothing or something like 'your attacks generate less aggro on monsters you are attacking' where ass the buff for tanks could be 'you take an deal 50% less dammage during the whole fight but generate twice as much aggro on monsters you attack' -> This turns the tank in less of a dammage soaking DPS into more of a damage mannaging character. What this also does it devalue resonance a bit, which nowadays kinda makes tanking too easy lets face it.
I haven't really thought about how to fix healing in runescape, but it could be something like 'reduce the cooldowns of heal other, intercept, ..' etc from the lunar spell book. This would make it so that healers would be healing other to then look for something to reso so they can heal other again and so on.
With these additions, a couple of raid ideas that i really liked from some other games:
A raid with 3 bosses total, which your group can decide to handle one by one for the minimal drops or in any combination possible. Doing all 3 at once ofcourse giving the best loot.
A raid boss where there is a phase where the boss will load some kind of huge one shot attack and you have to run through an area to deal with a mechanic to prevent it (Telos bombs in P4/5 are something like that). In ESO there is a boss like this where two people from the team have to run through another realm to kill some shadows in time and get back to the fight to prevent the dammage.
WoW ofcourse has a lot of raid bosses where some ideas could be gathered from too, however i would advise caution taking over too much since a lot of WoW raids have just party wide dammage to stresstest healers basically, which wouldn't work in RS3 without the addition of healers.
I personally don't like the idea of raids scaling from 1-10 people. I also never liked the idea of raids failing as soon as one person failed at their role, because lets face it, lots of noobs out there...
I think raids should be at minimum 10 and max 20 people and scale in between that based on the ammount of DPS roles or something.
It is much nicer to see someone fall and be like 'ok we need to take over his role, it will be harder but we can make it' instead of 'ok he stood in something bad, reset the fight x1000'
This is where a lot of games get it kinda wrong in raids, where they make some fights overly punishing based on 1 failure from 1 person. They should indeed think of ways to make fights harder based on what i said earlier, someone having to basically fill two roles.
Another thing about raids is that a lot of mechanics scale to the number of players, which makes bigger team sizes usually a bad thing. Lets take Kalphite King for an example, if you'd want him to be a raid boss. His magic phase would fill the room with magic explosions if your teamsize is too big. Creating lag to begin with, but also creating a mechanic that basically cant be dealt with and you are just forced to soak. Instead they could make it so that there will be several magic explosions in a semi random patern so everyone has to react to how it happens and you can evade the dammage if you are reactive enough.
Eitherway lots of things to consider and i would just advice Jagex if they are thinking of this to learn from the great names that there are already. Don't reinvent water, just add a new flavor to it.
And most of all make things FUN (for the water analogy, add a nice flavor, instead of turning it into something bitter).
Keep in mind that there are a lot of people who don't have hours upon hours to spend to learn every single mechanic of a raid to just get their first ever kill. If you don't want it to just be another piece of dead content that comp capers have to grind out, it needs to be fun and rewarding to do.
As for drops and rewards, that is a whole other discussion ofcourse. Personally i feel the rewards system for the current runescape raids is nice in the sense that eventually you'll get all the gear you need, but it kinda sucks that getting the 3 full tank sets is kinda time gated as you have loot locks etc. A good idea to keep in mind here is that a player should be able to get an upgrade per week on average once they know the mechanics.
And for the love of god, RNG should never be part of any raid mechanics. Nothing is more frustrating than wiping to something you cant do anything about.
Longest comment ever seen figured you deserved a like 😁
@@corywiley8145 Haha yeah i got carried away to be honest :D
Tip: play this video on 1.25x speed
I always do
Lol ty, it helps alot
I watch all YT vids on 2x, especially our boy Protoxx
ty sir!
Brickfish should be THE RAID BOSS
The amount of time and effort that has gone into this vid is outstanding.
I remember replying to your post asking people their thoughts on how raids could be done better. Appreciate your vids bro!
Great video! Really interesting topic I like the things you pointed out
Awsome video
I agree with the fact that you said at the end about the rewards toward high level player. Personnally, i came back on the game more than one year ago and was combat level 60-70.
Then my friend show me Ed3 speed run : i got max combat in 2-3 week because of the qty of xp per monster, the blue charm drop rate and the money i got from the chest for prayer.
Obviously, it was awesome but still pretty easy.
It totally allowed me to get into high level bossing just like every elite dung but still, a lot of max combat player don't know anything about bossing after that...
Hungry for Gw3 and maybe elite dung 4 ....
Ty for content
im going to sxchool to be a concept artist and this got my juices flowing its such a cool idea!
Raids 2 boss concept art when? ;)
Make the raid an hour long journey with friends. Additionally, I think a tank/support role can be pretty cool. Think of group shields, group vengance, enchanting your group with buffs. Lets go crazy
This has got me soo hyped for something like this. I think it would be nice to impiment as the 5th boss I’m GWD instead of something like telos it’s a big group raid or something in there maybe have some of the GWD1-2-3 bosses with new mechanics or made harder etc (imagine 10 man telos but at 3k enr or something) for example
Why not do a video on the last remaining PVP activities people actually do on rs3. Castle wars and Soul wars (specifically during minigame spotlight) are both able to send 1000 players into battle against another 1000. A qol update where spotlight stays active 24/7 would populate so many games.
Amazing idea , castle wars just had One this weekend to
I have recently gotten burnt out on this game. Get on every so often to cap at citadel and mine for a bit or vindy. But I love your content either way, so I watch it immediately. Have a great day Protoxx!
You too Christian!
Above all else, Runescape needs some actual roles and builds. The fact that all max players are virtually the same throws a wrench in things. Switchscape makes it so that people can fulfill as many roles as they can fit in their inventory including shields and even hybriding.
One thing I think would be cool is if switching was eliminated, at least with certain slots. If you want to tank, you have to camp a shield. If you want resonance with your dps, you need to camp a defender. It would also help if tank armor actually had a purpose in tanking. Like if the group boss tank role was not survivable in power armor.
Runescape would also need a specialization system, which Archeology seems to be the first signs of. One of the main differences between max players right now is relic powers, so it could be that with more relic powers there actually are tank/DPS/support builds for powers and possibly other systems. Support is also the main thing missing, with healing generally missing from the game and very few if any support things to do outside of debuffs.
I also don't agree with "one fail, all fail" approach to fights. To me, one person or role failing should make the fight more difficult, but by no means an outright failure. It also might be a good distinction between normal and challenge modes of the fight.
I disagree with your initial point of Mazcab raids not being a typical 'raid' while Elite Dungeons follows in line with what a typical 'raid' is. 'Raids' typically have trash mobs and obstacles that introduce and TEACH the players about a specific mechanic within the raid (Pet 1 in BM and chargers spawning). This mechanic of fighting chargers and fighting a pet is seen within the BM fight itself. Furthermore, in Yakamaru, not only is there a small puzzle which some typical 'raids' have, but also has the trash mobs that introduce and teach the players about mechanics (Jellies, healing jellies, reflect jellies...... stun reflect jellies to stop reflect for a bit...introduce melee and magic jellies, focus healing jellies.) which will be seen once again within the Yakamaru fight. Elite dungeons however do not do this. It is a typical trash mob ->boss ->trash mob-> boss with no particular rhyme or reason other than being aesthetically correct (dragons in dragon elite dg, cultists in a temple amnishi dg,).
Furthermore, if you count Mazcab as a full raid it is: Trash mob -> Boss -> Trash mob -> Puzzle -> boss. This is very similar to your initial statement of elite dungeons being trashmob->boss->mob->boss->mob->boss. The only difference being that the last iteration of mob->boss is non-existent in the Mazcab Raid.
Protoxx are you going to do a vid on the Yak Track that was just released 30 mins ago?
Sharing my opinion on it / Sharing cosmetics like the last one? Might do so.
@@splifffy5406 Usually yeah
I would love a anacronia raid 2 modeled after what has been done in osrs. This could be geared towards payers with 90+ in every skilling stat. It could have 9 bosses and be designed to take 2-3 hours to do a full run in a teamsize of 10. Don't lock the rewards like in mazcab. Just because of how long it would be I would prefer if it was a place where player accuracy was already 100% without aura.
As far as mechanics go I would prefer the bosses be random. Pick boss 1,2,4,5,7,8 from a set of 20 low complexity bosses, boss 3 and 6 from a set of 5 medium complexity bosses, and boss 9 from a set of 3 hard complexity bosses. As far as IFB, reaper, and collection log go make kc be raid clears, not individual bosses, have each medium complexity drop a lore based item, have each "final" boss drop a big chase unique, and a pet that is shared by all.
As far as skilling goes make it so you can only take in 4 items, and the rest of your gear/supplies must be forged in the dungeon (allows for 1 weapon, body, legs, ammo). When you kill a monster/boss it will have 2 drops, and in raid drop(armour, weapons, supplies, possibly items that are needed for the final boss? like maul of om at vorago) that you lose after the raid is done, and then drops you get when you leave the raid, herbs, salvage, hides, seeds, energy, unique item replicas of the armour + wepeons dropped in the raid. Maybe in the raid their is a bow that does t130 damadge that you lose at the end of each raid, and the reward from the final boss is a replica that is t95(t100 acc, t90 dmg). Or the familiars you would use in the raid get pouches you can take to the outside as drops from the low complexity bosses.
That Feeling when you haven't even done or even thought about Raids 1, but Protoxx over here ready for Raids 2 ;-;
Wetty same, also gw2 for me lol
what are good perks for slayer? I've 104 slayer, maxed combat stats. 85 invention with access to extreme inv pots. I currently only own gwd 1 armour, nox bow, nox scythe, working on tier 90 magic weapon atm.
Relentless, genocidal with precise and equilibrium in combo gizmos for your weapon. Check out my ancient inv vid for more BiS perk info
ruclips.net/video/iUWRO_2if3Q/видео.html check the wiki link and it will help you
Precise6geno is fairly easy to get with ancient invention. Then i would go for ruthless/equil or ruthless/aftershock. For armor i love scav4 and use it basically everywhere but you can easily combo the slayer perks with things like mobile or crackling.
as a returning player, elite dungeons are some of my favourite content, they take long enough that they don't get boring like farming 30 gwd2 bosses an hour. Trash mobs means you need to use new strats (to me) like chins/sticky bombs/ice barrage and they aren't too hard :)
I agree about the cape idea, and I also hate piece drops for weapons. Also 5 people group boss for raids 2 sounds good and your matchmaking idea.
I wouldn't mind the ability to get supplies from inside the raid on the cost of slowing down the time it takes to finish a raid. You could get your own sailfish, brews, and restores from the bank or you can get the prehistoric versions inside the raid.
Just in general I think it's very important to clear difference between elite dungeons, raids, dungeoneering and other bosses. Dungeoneering being like it is with lots of skillings involved. Raids with some skilling elements and the possibility to do it in large sized groups (up to 10 for example). Elite dungeons just being like they are, trash mobs and bosses with smaller group/solo and ofc just regular bosses like they already are.
For rewards, I 100% agree they should avoid powercreep and maybe as an Idea look more into niche items similar how osrs tries to do it. Example of that is degradeable, not degradeable, different kind of strengths and weaknesses, special based, 2h, duel wield. Inquisitor staff is a good example as long as it balanced correctly.
Also, about the requirements, 90 dungeoneering I think would be reasonable imo.
elite dungeons are the raids
That’s what I thought , compared to osrs TOB there damn near the same thing
1:15 This is also a problem with Old School raids, too, which get smaller and smaller as players are more experienced to the point where they are considered soloable. I think this more stems from the problem of it being very hard to find people to PvM with, especially who you can *trust*.
3:03 The idea of "Dungeons of Orthen" might age very quickly considering this is an extremely likely spot for both an Archaeological dig site and the Elder God Wars Dungeon (Anachronia is where Kerapac flees to after Desperate Times).
10:55 Only Chambers of Xeric has puzzles/skilling and it's not considered to be fun and perhaps the reason why ToB is more popular among high level players. Doing the same skilling/puzzle mechanics over and over again makes it feel like the Yaka puzz which no one actually wants to do.
14:40 I think Jagex has avoided this intentionally due to the fact that people prefer to PvM specifically with people that they trust. There is a lot of concern that someone would scam a large drop.
Let's face it we are slowly getting out of gear slots to upgrade without going to next tier, we might as well go for t95.
If we're putting dungeoneering reqs on it maybe having elements of dungeoneering in it isn't such a bad thing? Including the ability to add a temporary upgrade to an item might be a possible way of implementing this. Also in regards to the auto teams system isn't that what the groups system ingame already tries to achieve, obviously it's not detailed and I kinda feel like it doesn't work so well but I would imagine it wouldn't take a huge amount of work to adapt it.
Maybe but if you add too much there wouldn't really be a point to do normal DG anymore.
I think that with the correct required level it could probably be balanced
I miss the days of rs when minigames where active, pking was active and bossing was active all simultanesly, its just so much dead content in rs3.
I hate raids I can never get yaka kills because no one will take me it’s bullshit
What if healing spells in the lunar spell book were buffed and possibly an aoe heal spell was added? You could have a designated healer for a team. I think they method of tanking is actually fine in rs3, its reminiscent of final fantasy 14 where tanking still allows for some decent dps output
Yeah that'd be something, though currently healing wouldn't be useful at many bosses. If they would include it with the new raids that'd be cool
just put it so you have to be 138 to enter it, and avoid anything even remotely close to dungeoneering. solves both problems lower levels wouldn't be able to enter so they can't abuse it and allows for anybody to enjoy it without being reminded of the torture and boredom of dungeoneering.
Second! :) What happened to the workout video btw? That discussion was pretty good
Removed it after getting some issues with RUclips lol, someone spam reported it with bots for being hateful
LOL "hateful" poor lad
@@ProtoxxGaming hateful for promotion healthy lifestyle? Poor lad. The video was great btw
The "oh no please no skilling or puzzles cause that's dungeoneering" mentality kind of breaks your entire argument in my opinion. If you want an experience solely based on trash mobs+a boss, then that's just the elite dungeons and they should maybe change that a bit. If you want a raid to be more of a big experience, something interesting and interactive with the terrain etc, you SHOULD have a bunch of puzzles and skilling options that benefit you in some way. In OSRS raids 1 you make potions to help kill the boss and there's rooms that are somewhat puzzle-esque, i think that that's the kind of content we need. There is a load of content in rs3 right now that fulfills the generic raid experience you find in other MMOs and i personally don't find the game lacking in the bogstandard boring department. In runescape quests are a lot more fun and interesting than "collect 5 wolf hides" precisely because of skilling and puzzles, and i think that the same approach is actually a great idea for combat experiences
Great video.What I don't want in Raids 2 is too many ppl in a fight like Raids 1 as well as a boss which is easy to learn such as Beastmaster Durzag. Random mechanics is fine but easy to learn coz otherwise it'll only cater for 5-10% of pvmers like Solak. The number of players I would say at least between 1-5 players.Drop wise I wouldn't mind either a big drop or three pieces like Ambassador or Rax or Telos. Doesn't really matter to me.But it'll be a bummer if I finish the boss collection log too quick and I won't want to that boss again since I've completed it.Just my thoughts :)
The big thing is that if you're proposing 9 bosses, that's basically 2 years' worth of PvM content, if not more. Big risk to take if it's a flop.
I think EDs are about right in terms of larger scale bossing projects. Rest of the ideas seem reasonable.
;( It's sad but its true
What if they add a dungeon where you have a bonus hard boss that has 4 different chambers that desperately wants to escape instead of fight. Has a special attack where they slam against the wall or ceiling if it flies and creates a quake or falling rocks that damage you and if you can’t dps it down it ‘escapes’ into a different chamber and you have to clear the next rooms mobs on top of dealing with the boss
And if you’re able to kill that boss at the end you get a chance to multiply common drops by 4x uncommon by 3x and an incredibly small chance to double the rare drop table excluding boss exclusive drops
Giant mole 2.0?
Sounds kind of like the Giant Mole but I like it
I have completely disregarded the giant mole and forgot that it’s even considered a boss my bad lol
this is a good idea with raids 2, but u have to remember that high lever pvmers and over time the whole thing will just become about efficiency, so alot of the ideas will just become irrelevant after the first run on whenever the whole raid has been figured out, as it wont be about what is happening and how cool it looks or sounds as it will just be about when to use each ability and perfect a rotation that everyone will use. Alot of the ideas here appeal to like the mid level community or maybe some high levels as they might not have rotations and just go with the flow of the fight and be able to have fun and enjoy it for what it is. But people in the elite or high level community which are probably the ones who will farm these raids after all will just get there rots down and not care about what goes on at all making alot of little idea, such as skilling parts irrelevant as it will just become a mindless thing that is required. also having lots of roles that need to be done perfectly just stop low levels joining in as they just want to dps and they wont want to mess up a role, especially with mid levels who just use revo and wont be able to handle using certain abilities at certain times. Another point is pretty much every boss expect maybe raids 1, are done in 1 hour increments due to auras. so having like 9-10 bossfights in one raid will have to be sped run to get it done within an hour, and if its quick enough people will try to do 2 runs etc. unless it purposly takes over 1 hour to kill all bosses and theres like save checkpoints, but this will just make them boring and slow for people as it could take 2-3 hours for 1 run, meaning very slow kc.
Definitely stop making the drops multiple pieces. When the pieces are untradeable it's super annoying and when the pieces are tradeable it's always better money to merch the pieces than to kill the boss. Having the drops in pieces also ruins the release day experience, much less exciting to see 1/3 progress towards a new weapon than actually seeing a new weapon that you can equip and show off at the GE before you find a buyer. I think they do it because dry streaks feel bad, but the downside of making drops much less exciting outweighs the upside imo.
so a role system similar to how barbarian assault works?
I’d love rs3 to have like a dinh’s bulwark type of weapon. Like a 2h hybrid shield
I would like the raids to have skilling to have a way to cancel certain boss mechanics kinda like the pick effects the dil from kilns. Ie mine rubble that blocks a path rax kinda like rax to avoid certain mechanics
For rewards i want more drops like spear of annihilation. That have interesting effects.
As someone who played wow and watched it's downfall spawning from lfg, I would really hate to see it implemented in rs3
Now that jagex finally discontinued java client we might get weather and boss arenas like that :) probably not this year (egwd?) but maybe. I feel like they shouldn't be rushing t95s when they can easily add more t92s, t90s etc. If we keep adding higher tiers of weapons itll just make the other bosses more redundant then some of them already are. But that type of dungeon / raid experience would be fun. I still wish for them to release mazcab's third boss though.
Sadly jagex wont acknowledge any of this information. They dont give a fuck about this community aside from mtx.
imagine a raid that plays in the wilderness (non pvp instance ofc)
revenant bosses, a undead version of kbd,
well, to make it short: ghost bosses, dragon bosses, demon bosses, spooky raid.
We need roles. The combat system deserves more changes
First thing before doing Raids 2 is fixing Blackstone magical fire spawn bug ( random fires )
As a "player who is very passionate about dungeoneering," some people in my clan even get mad at how fast I run the floor, and they want to... Savor the dungeon or something?
I do hate puzzles that require clicking in your inventory (namely Poltergeist, Fish Ferret, combat statues, anything that is objectively slower) and while dungeoneering is the best skill in the game, no one likes having their times dragged down by puzzles. Since dungeoneering was released at a time when we didn't have surge, barge, & bladed dive, it doesn't feel like it rewards fast players well enough, and even though you **can** bladed dive through entire sections of puzzles (e.g. maze) while it was made for you to sludge around it, it still feels slow compared to the fast-paced gameplay we now have. Does that make sense?
What I'm saying is yes, do include aspects of dungeoneering on this, but don't go overboard with it (please don't make me work on another bind setup.) RuneScape is a different game than it was in 2010. While puzzles are cool and still relevant (shout-out to archaeology & Mephisto), if we want a good modern-day coop experience, we can't get too much inspiration from Dungeoneering puzzles.
P.S.: If I say "3n" on combat statues it means I'll take the 3 statues on the north side. Please be a cool bean and do the other two. Thanks
I used to love dung pre eoc. I quit after eoc and came back to the community hating it. Sad days. Even sadder because I have to run solos on my iron.
China needs to reworks some rs3 content for God
small drops are shit, totally agreed.
I dislike telos and arraxor because you need to get a ton of kills to complete the item.
Roles can only become a thing if they put a lockdown timer on equipment to nerf switchscape. Game really needs to stop being about being a wardrobe master.
I get tools like swh and like shield switch but I think there should be a penalty for switching gear while in combat especially of a different style.
it should be all the fun bits of dungeoneering without having it be a skill that you're forced to grind out. and make it difficult. because dungeoneering is so dumb with the new combat
With the new combat it makes it alot smoother when it first came out it was alot slower
Do you play on revo or manual?
They not going to.. they to busy putting new stuff into OSRS. We don’t have the magical dice T5 yet an that’s been out since 2018.
You do know those are two separate teams right?
I agree with u , I hate dungeonring i even hate sink holes all my dungeoniring exp is from ed , so pls dont make it close to it if u listening 😁
A raid should be long...
But long long?
@@ProtoxxGaming it should be 1-2 hours, and someone needed to skill for food/equipment would actually be a good use of actual roles.
Auto team finder literally already exists
a Proper one.
Touche
Would you be able to do a video on the dungeoneering skill. it desperately needs a rework because it is unplayable as intended unless it's some sort of special event (dxp, winter weekend, etc)
@@TheBluemango101 it isn't unplayable but if you are training it solo it's slow, construction needs rework so does fletching/woodcutting and eventually crafting/runecrafting to match smithing/mining.
Wondering if you know that Jagex watches your videos and actually takes on your suggestions. I don't want this to be in vain tbh
I'm sure some mods do, because they share around my videos ^^
@@ProtoxxGaming Was not familiar with that. Where do they share your videos? :0
@@pieismylove5875 The occasional tweet or the Official RS twitter sharing my videos.
progression raids like wow has slowly upgrade your gear every week step by step is the way to go i think yes its time gated but its an mmo who cares only u do cause u want that gear.
so this could be t99 gear and weapons
Wouldn't that put newer players at a disadvantage locking it behind a time gate?
@@ProtoxxGaming there could be a catching up mechanic but dont think that's needed raids should best in slot Gear tbh for pvm atleast
Try to get upgrade, get favoritism because you got lucky on one boss, till it's shit for the next tier, rinse and repeat...
stinky protoxx
devolus btw
Tbh, I hate solo bosses like Araxxor and Telos, but I love ED
my favourite RUclipsr
Thanks mate :)
@@ProtoxxGaming u have helped me a lot with my runescape experience
:(
My clan does this thing when they kill bm and 7 or so leave, so i have bever been able to do yakamaru
First! Do I win something?
A cup of tea :D
@@ProtoxxGaming tea snake
Rs3 should implement Raids 2 by doign literally the opposite of what you say in this video that I havent watch yet. YOu can't even formulate a correct sentence in the real world, proot toox, and to think you can just tell the developermenters of the game that you even think you have a thought that could be considered a ghood thought think that you think is a good thought to think about thoughts and thinking of thought? Then again, however, as well as, potentially thought provoking feeling of how you feel about feeling things that you think about while thinking thought think.
Loved the video, man. Disliked.
Raids should be a place to pvm , not to skill.
nop. prefer solo bossing