Colosseum Invo Guide (OSRS)
HTML-код
- Опубликовано: 28 июн 2024
- My melee Colosseum Invo guide/tier list. I don't know how long this will be valid for, or when Jagex will rebalance the system. Right now as it stands, it's broken. You spend more time resetting even on first cape runs because Invos like DOOM, DOOM Scorpion and Totemic brick wall your attempts. I'd like to see these removed and replaced with more thought out invocations. I think invocations that affect the indiviual monsters in the waves are more interesting than stat changing effects.
Overall I am loving Colosseum, as long as they don't abandoned it like ToA, I think it could be one of the best updates.
Join this channel to get access to perks:
/ @gnomonkeyrs
Check out the stream! www.kick.com/Gnomonkey
Want more guides? Click here: • Guides
Keep up to date! / gnomonkeyrs
Join my discord! / discord
Wanna chat in game? Clan chat: Gnomonkey Игры
:( I know I mixed up a few images. (I haven't done anything but lvl 1 farming) and I am on very little sleep. I wanted to push the video out for you guys asap. The voice over is still correct, just slight goober on my part about the images.
How could you! Ruined my year and my life smh
@@Ryan-mw9pm😢😢😢 IM A FAILURE
That's it, I'm taking over as mod
I can see where Jagex was going with the roguelite elements, but I think they really missed the mark on what makes them fun. Most roguelites have each wave get increasingly difficult, but buff the player with different and synergistic boons. Having the player instead choose what disadvantages they receive simply ends up feeling punishing and out of your control, especially when so many boons are instant run-enders.
This reminded me of the end of the Super Hot sequel. Cool idea but not the most fun for this piece of content.
randomized buffs would totally devalue the accomplishment of doing colosseum right now, but it would increase the fun of the dungeon immensely so they should 1000% do it anyways.
they need to stand on the side of fun more often then game balance.
Yeah but then you end up with something like torghast in WoW, an epic failure.
It's like if you combined the best parts of the inferno with the worst parts of ToA. Thank you for fixing the Doom invocation wording, Jagex.
Correction on totemic - It will always spawn the healing totem when monster hits 50% hp, but then it has a timer after which it will spawn again. THIS INCLUDES THE BOSS. If you don't have a scythe and have to do a longer boss, you will get multiple totem spawns on boss. My first run that I completed, I nearly choked because a totem spawned and healed the boss on ~10 hp. I don't think totem is quite a run ender, would much rather pick it than bees, but it is pretty bad - definitely reset if you get it early.
Basically, 80% of invocations are "you cannot take this, the run is over." Christ Jagex, you're killing us.
Expanding the player base isn't in their game plan lol
@@TheAdvertisingChannelOnRUclipsBro they released a whole continent full of class content and some of the stuff needs some balancing like do you want fries with that? Relax lol
@chrislochhead1925 Mod Matt K has said it himself, Jagex continually makes content that only the top 5% of players can fully enjoy/participate in. That is an issue to the longevity of the game.
@@TheAdvertisingChannelOnRUclips it does make some sense, the game already have a shit ton of content for low-mid level players. and progression goes up, not down. noobs gets better eventually. and when that eventually comes, they would want hard and exciting content.
they're definitely not lmao
he's being super overdramatic. I guess its fine enough to leave before the boss since you get paid out if you really wanna be a stickler for good invos, but most players can make most invos work even if they add difficulty
The current invocations basically make the content 80% rng. I don't like the idea of every modifier being a debuff either. There should've been options that provide net-neutral results. For example, Relentless makes no enemies miss, but maybe it should also make you never miss. Obviously would need some balancing but as it currently stands it just feels like artificial RNG difficulty and provides not much counterplay in certain scenarios.
Great point about relentless
Wasn't this supposed to have an infinite wave option? How would that of been possible when they made the innovations like this.
Would that have*
I wish they did modifiers that make you choose between buffs for yourself instead of all downsides and then make the npcs stronger accordingly. Would be a lot more fun and would have a lot of cool potential
beat me to it lol. 90% of roguelites already figured out that this design makes for a more fun experience
The only real run enders in my opinion are doom, doom scorpion, bees, and frailty 3. I make it through the waves often with combinations of the others. Totems is awful but manageable, red flag is also really bad unless you are good at forcing minotaur to off-tick (I'm not). As of today volatility is still bugged. The pools left behind by Volatility 3 do not do any damage to you unless you also have reentry 1. The pools also reset at the the end of the wave unless you have reentry 2.
Oh also relentless is a run ender except on wave 12, which you mentioned.
Would be fun if the invos were more "neutral" instead of just affecting the player. Imagine if volatility affected the mobs as well, would be fun utilizing the fremenniks to nuke all of the other npcs as well.
There are so many creative ways to balance the invocations so that they'd be fun but not "free", instead we get trash debuffs where only a few have actual engaging counterplay (think of solarflare)
Thanks for the video
As much as I have problems with TOA, thank goodness they didn't think to force random invocations on the player there. Imagine if you sometimes were just forced to choose to take Medic, quiet prayers, or overly draining.
Love the Age of Empires music in the background!
I appreciate the random Gir mention reference.
I think they should have told the truth and kept it so you can do infinite waves first off if you wanted to continue. Also, I believe that if CAs are gonna be coming anyway, all invocations should be listed and you can choose how you want to upgrade. I think adding any element of RNG to skill check content is just a horrible idea. Re-rolling can semi work, but again, I believe since you are going to need to do different invos for CAs anyway, might as well let people choose from the entire list after each wave.
I always thought you'd be able to choose from the whole list after each wave idk why it was done like this
@brycegriffin9271 They did say it would be a roguelike system even in the first ideation Tasakaal Trials.
But without adding player buffs that can help deal with the downsides or turn them around on enemies, the system is always going to devolve into "pick these easy ones or reset."
Like imagine you got doom/doom scorpion, but stacks of doom provided a big passive accuracy/damage buff or you could spend the stacks for specs or something. Then it becomes a risk/reward thing, do you let the warband get some hits in on you to make the wave go faster?
Or like the enemies exploding invo, if that also dealt damage to other enemies or "pushed" them a few tiles away it could be used strategically.
Question Mr. Gnome. You say "don't pick Doom, Doom scorpion, Totemic, or Relentless" but show Quartet. Which is the one we wanna throw out the window?
Just editor mistake, what I said is true :) just an oops on the image
@@GnomonkeyRS Thanks!
Just note that the jaguar warrior explodes 2 tiles wider instead of 1 on tier 1
you could take doom at boss, if you can avoid the puddles then 20 hits from boss / laser is like 600+ damage
How I got mine actually. Took Doom at boss, ended with ~10 doom stacks I think
Thanks
2 updates later this video is still relevant cuz jagex doesn't fix anything these days after release!
Could you make a version of this table with the new modifier updates?
The new table is in the Discord and there is a new video about the updated Invos
What plugin to show what wave you’re on?
Fortis Colosseum
Col definitely needs more refining, for sure - I do find it odd that they've gone with a shorter wave set, nominally to make attempts take less time and so be less daunting than Inferno attempts, but then added in a system of run killers resulting in time still being wasted, except now it's wasted due to reasons out of your control
The buff/debuff idea is nice, but would kill all choice any time a buff appeared in the three options, you'd just always pick the buff in that situation - would have to either have buffs also buff enemies in the same way, or have one dedicated buff wave per run, e.g. Wave 6, you get three possible buffs to pick from and that's your lot
Having some kind of reroll would fit the goals of the content better than buffs imo, but I'd rather the debuffs be adjusted to make them more manageable in bespoke ways
What is the i.d for solarflare?
this reminds of when borderlands let you scale up the difficulty but doing so added very annoying modifiers that basically make you not want to play altogether
Are some of these actually resets, though? Genuinely asking. Some of the ones you said to never take only make it more punishing if you pray wrong. Sure, it sucks ass to lose your run to one tiny mistake, but isn’t that a skill issue, not an RNG issue?
Doom stacks don't reset between waves so, if you want to take that Wave 3 and pray you dont take an off pray at the start of the wave ever. Sure, totally "skill issue".
There are unavoidable hits at the start of many waves, whether it involves fremmy warriors or some combination of enemy spawns.
Doom and relentless can be ok at the boss, but taking them earlier is an extremely poor decision if given the choice of... Literally anything else. You would be praying for even more RNG on enemies. Also doom is bugged atm.
@@GoofzillersI wasn’t aware that there was unavoidable damage. In that case, yeah these should be heavily reworked, doom especially.
Yay content that isn't hard unless you get shafted by RNG... Such great design by Jagex.
5:10 man just described osrs pvm entirely lol
Honestly exploding is free if you are not meleeing everything, even up to tier 3 right now because its bugged, personally always take over fremmy warrior
Is there a simple way to get runelite to look like Gnomonkeys?
I made a plugin video for PVM that explains how to mostly get my set-up :)
@@GnomonkeyRS legend - thank you! (And as always, great content brother)
I did watch all of it but what I mostly want is your dark interface haha - is it a resource pack?
I just saw a run w molgoat he took totem and like 4 totems spawned.... I wonder if it was a bug
according to this guy, he should have just reset l0l
@currentcommerce4774 I mean it's true. The Invos need some rebalance. Kirby died because of the totems on boss
sheesh
Fixing doom just have it so it only lasts that wave rather then the whole run the bees just delete those things 🤣 it wouldn't be so bad if they also give you a buff alongside the invocation that lasts just for that wave like bees but you also attack 1 tick faster or something along them lines
Make doom 5-8 hits per wave and scales down to 2-3 at tier 3
I think an easy rebalance for doom would be: tier 1, 20 stacks and you die. tier 2 ,15 stacks and you die. tier 3 10 stacks and you die, all stacks resetting at the end of each wave. Tier 1 would be free anyways lol. Idk maybe just replace it entirely? 🤷♂️
That would be way too free, the way im thinking is that they can do one of two things:
1) make doom reset after each wave, but tune down the amount of hits required to proc the insta kill (i.e something like 10/8/6)
2) make doom slowly regen after each wave (i.e still 20 hits to insta death, but each wave gives you +3 or something - going from wave 4 -> 5 you go from 15 doom left to 18 hits left, etc)
unless they change it completely, im not sure what else they could do that wouldnt make it just an easy must take for anyone comfortable enough to secure a run, or barely changed at all to where its still something that you never take in any circumstance
why cant they add something with positive modifiers or at least neutral and take some lose some. it can still be hard but let me have fun
The only argument for the current system is that colosseum is significantly shorter than inferno, so they want you to grind out the right conditions if you need to for one completion, but even then, the fact that brute forcing is near impossible doesn’t make it smartly designed content
0:44 The pictures are wrong here btw. You say totemic and show solar flare then say relentless and show totemic.
Is this even worth doing as a med level? Or is this YET ANOTHER high level only thing?
....There hasn't been a high level only thing since Awakened...and 6 years before that...You got Perilous Moons. This is not for med levels.
Am i missing something? You need atleast 12 invos/upgrades but there's not even 12 options where you say it's ok to take? There's basically like 5 then all the rest are "run ender" lmao.
Yep. Because there aren't 12 good invos.
This is exactly my point of why it’s shit game design even if you can get by with the invocations you’re not going to why would you make it harder you’d just reset. Can’t wait for the 5 hours of resets for 1 attempt at the GM speed run when that comes out. More cancer RnG shit please jagex.
Volatility t3 is not permanent creep fyi
Every other invo felt like "if you take this you lose"
"Many of the invocations are bad" ... isn't that the point? I understand people wanting the invos to be buffs instead of nerfs but considering how good players are nowadays, I feel like it'd be much more difficult to balance. Safespotting and pray flicking correctly (an essential skill for high level pvm) negates almost all damage for free. I do agree more of invos should be changed as to not be literally run ending, but personally I'm okay with this system.
The point he's making is that some of them are virtually impossible to deal with, specifically doom in its current state, while most of the others are artificial difficulty that basically nobody will ever realistically want to take on certain waves. The fact that if you get dealt a bad hand means your run is over is really un-fun.
that is exactly the point,the modifiers can be hard,but most of them are just too punishing,I had to reset so many runs because you can get bad modifiers that will just straight up make it impossible, regardless of difficulty
From a players perspective, buffs are always more enjoyable than nerfs. They could've gone some sort of route where each applies a buff and a nerf simultaneously. Even if they wanted to keep it strictly nerfs, Some of the invocations are fine as is and others are gg go next. It's just poorly balanced atm
bro... the dungeon just came out what, 4 days ago?
yeah i get it, it seems really hard right now, but wait for some of the gigagamers to crack it its probably not as hard as it seems, i really doubt any of these except doom are insta resets.
It doesn’t matter if you can get by with them or not people aren’t going to so it becomes a reset fest terrible game design
Gnomonkey is better at PVM than 99.99% of players, dude has done solo HMT, sub 50 inferno, does 1+1 500 TOA for fun, etc. He is one of the gigagamers you're referring to. I think we can take his word for it if he says something is difficult lmao.
@@brycegriffin9271
there's no need to gluck gluck, hes no aatykon
im sure he'll have the colosseum down in a few weeks, but asking for a redesign over some growing pains isnt it.
@@currentcommerce4774 that's because he's better than Aaty. He got the quiver full day before him, not to mention a plethora of other reasons. He's already outpacing Aatys speedruns, and is better at other content. Shh.
not shocked at all these modifiers became an RNG fest of "not the right ones, time to reset". the moment they suggested this concept i was against it. it was either going to be nothing things like Invo's in TOA or ridiculous things where one run is incredibly more difficult than another.
i really doubt this content will be replayable. We were sold hard content but delivered existing content with rng invos to artificially increase difficulty rather than anything with good mechanics
Skill issue all I hear shhhhurly 😅 jk man
Myopia 2 making blowpipe melee range is sad
thats so funny tho lmao
blowpipe is so over
Such a waste with the invocations, a lot of creators were crying out for a "cool buff system but the content gets ultra hard" not "impossible invocations that make it just more annoying/instant reset", they should have learned from high invo TOAs!
I don't understand how this content has been out for less than a week and we are already definitively saying "this invo is a run ender". Why are we assuming we instantly know all the intricacies of this content?
because the base mechanics of the game still apply here, we are already aware of what weaknesses the enemies have and in what way waves are solvable or possible. unless something absolutely game changing (to the entire way the game is played) then we can have a rough idea of what is or isn't possible.
because they've been playing it for the equivalent of a month compared to us shitters.
but no money key you said you want jegix to make hard content so why are you complaining!!
Just "git gud"
Relentless is so free even late waves. Literal skill issue just flick right, everything can be flicked correctly. Volatility is also completely free if you're not brainless and can remember it. Doom bees and totemic are the only legit reset angles imo if you're going for just 1 completion.
Are you happy scythe is BIS
ecstatic! @@user-ey4hd3cp9q
Volatility I take everytime because I laugh at myself when I forget its on and take a 20 to the chin
@@kylejones1532
i too take volatility to forget
The tone of this video is bizarre.
GnomeMonkey has endlessly complained that Jagex never does content for the endgame, high level PVMers. Everything they do is "not challenging enough, not interesting, blablabla".
Now they have finally done something that high level PVMers can't just farm consistently and is challenging and he complains and says the invocations must change.
Relentless is absolutely not a run-ender.. if you get your overheads correct, this won’t have any effect on you
I continue to be perplexed by Gnome and the HLC. They finally add a challenging update for the high-level community with new mechanics, such as doom, and after they add this stuff you just say remove it it’s too hard we can’t handle it. For Christ sake make up your mind.