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    • Unrelated to anything mentioned above, I thought I should share my opinions of what we can improve regarding the different rooms of raids. Personally, I've only done the easy raids, regardless of that, raids should be more interactive than it is as of now, I've given a thought to this and here's some of my opinions on the following rooms: Vyrewatch's room - needs a total rework or even removal whereas they rarely even attack you. You only need to attack the 5 npcs and then you're done. Shakurahazh's room - Just boring. Lava monster's room - Pretty much the same as mentioned for vyrewatches.  Infernal dragon - Repetitive, more information below. Number 1, 2, 3 and 4 are tedious rooms where nothing is required of you except for attacking the npcs, you could stand there with auto retaliate off for quite a while.
      Here are some ideas of what mechanics we could give the npcs: Vyrewatch's room - Spawns a baby version of themselves which would have to be caught (like catching an impling), during the time period of the baby being out, the actual "boss" npc would deal solid damage. Shakurahazh's room - Killing the first 50% of it's health will make it protect from the style you've been, forcing you to use another combat style to kill him. Make the minions attack you to increase the difficulty and interaction. Lava monster's room - A "cloud" appearing above you, dealing a lot of damage to you if you stand on the same spot for X amount of seconds. This'd make you constantely move around to avoid the damage, making the room more interactive. Infernal dragon - As of now we have the orbs spawning underneath you, exploding if you can't kill them during the given timeframe, which is alright. I understand that this is wave-shifting mechanic but it's very repetitive due to it spawning 4 times during a kill. As mentioned, the boss has 4 different waves where it also has different mechanics. Buff them, the dragon doesn't actually do much damage at all.  These are my opinions on most of the rooms and I understand that easy raids should be easy, but not this easy? With the gear I have I don't need any supplies other than prayer renewal and runes in my inventory to complete how ever many runes the supplies is good for. I can't imagine it being much different with lower tiered gear either. 
      In my eyes, we have two options here, either buffing it to the part where you'd be recommended to use obsidian gear or changing the drop table in order to make easy raids for mid-geared players (medium being the new actual "easy" raid). As for motivating the players to grind raids, to put in time and effort and still enjoying it, something needs to be done about the points above. Not only that though, the rewards as well. Here are the current rewards from all different difficulties: I suggest to do the following: Firstly, remove the cap where you'd need to complete 100x of a difficulty in order to proceed to the next. Remove elite obsidian completely from the drop tables, have it obtainable some other way. Make essential flask more common than it is. Doing 25 raids (assuming a raid takes about 15 minutes, that equals to 6 hours and 15 minutes) in order to get an essential flask is just horrendous. Lower the dosage of the flask if needed. Overall - make uncommon rewards 1/15, due to the time of completing a raid, it still takes quite a while to finish that amount of runs. Implement new gear with the easy raids (if we'd make it for mid-geared players). Example: New magic weapons tiered under obliterations or magic gear & obviously making the rare drop table more common than it is. This could be arranged if desired.
      Alternatively, easy raids coud solely for unique supplies, such as essential flasks, spell power scrolls and eventually new items along those lines. In that case, these items would be much easier to obtain by playing easy mode than any other mode. In comparison, these items would be on the uncommon drop table at 1/5 (example), while the other mode has it on 1/15. Rare medium drop table - Infernal capes, drop rate being 1/100 raids, better option would be to come up with something else to replace this. Rare hard drop table - Infernal capes, drop rate being 1/70 raids. Remove no-life difficulty.  As for motivation to grind raids, it requires one out of two things, one being that it's rewarding. If raids are rewarding enough for players to do it despite it being tedious, it still works, not optimal but it wouldn't be "dead content". Second being that it's fun to do, it's exciting. Whereas, in my opinion it's none of the two right now. The administration is striving towards making raids both fun and rewarding in order to motivate everybody from mid-tiered players to endgame players to actively grinding and enjoying raids. I'm positive that's exactly what we all want, but in order for that to happen, we need more feedback and opinions of what we can do with the issues discussed on this topic. Again, note that these are my opinions and thoughts and it's not on behalf of the administration. I'd be happy to receive criticism and further additions to my suggestions in order to make raids better than any other there is. My question to you is: What do you think about what's been said on this topic so far? ~ Maryshymarsh ~
    • Hi there, Prophecy! Welcome to the server 😊 hope you enjoy your time playing and hope to see you around!
    • Welcome to the server mate! see you out there!  
    • Hi everybody, I'm Prophecy, I'm brand new to the server. I come from the UK and I'm a professional Noob.  If you see me around in game be sure to say Hello and if I seem lost or confused, I probably am, SEND HELP.  I look forward to chatting with you all in game 😎
    • Thanks for replying Appealing. I have given some thought to the questions asked to hopefully provide you with decent feedback.

      A1) The infernal capes consist of 3 capes belonging to each combat style. Do remember that a cape isn't as worthy of a grind as compared to an obby set from its bosses. I understand that the cape is considered end game tier and thus has been factored into my thought process. I, a player who would slave any boss day and night for it's drops provided its worth it, would be happy to spend at least 15-20 hours per cape on average. It'd be more than acceptable if the capes aren't tradable provided that no dupes are obtained.

      A2) Unfortunately not. Would rather not do the same content for over 100 hours.

      A3) The RS3 armours are considered dps armours. Meaning they should have better attack stats but lower defensive stats. They would be placed above elite obby at the cost of much lower defensive stats for players to not be able to afk bosses which is the case almost everywhere now. However given that we have custom weaponary in game such as elites, it makes this difficult to decide for the RS3 weapons. This decision would be solely be for the admin team


       
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