JAGEX RUINING EARLY GAME PVM (OSRS)
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Published 2024-04-18
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All Comments (21)
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As far as boots go, let us create the Holy Moleys
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Feels like they’re creating a problem to solve it with upcoming rewards. Won’t be long until we see hybrid boots
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I don't understand why Jagex is so hellbent on destroying the Voidwaker... just leave it alone.
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Offhands is the one slot that could use a massive boost to close gap to shadow. Fort. ward should honestly be 10% or better considering the rarity of its components and the requirements
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hey i'm doing kraken and barrows now in between fanging bloodvelds if you can't handle the 10 way switch try getting good ? i do a 10 way switch every time i'm at the bank gering for my slayer task and have no problems
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They can do Inquisitor fortified like they do Masori.
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Thank you for talking about inq, I feel like I'm going crazy reading what jagex says about this set. In what world is the complaint people have about this the fact that it isn't viable at grotesque guardians and cerberus? There are like a dozen ways to improve inq that make sense and they chose none of them. Giving the 7.5% bonus to all crush weapons instead of just the mace, giving it more str bonus to be between bandos and torva, removing the negatives, giving it legitimate defense, etc. It should be in a spot where it solidly beats out torva on crush weak monsters like tekton and loses to torva (but still beats bandos) on slash/stab.
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As a mid-game, pre-bofa andy PVMer myself, I agree with your feelings on the boots, but disagree on offhands. there aren't a lot of important two handed weapons in the mid game outside of ranged, so there's reasonable incentive to squeeze out accuracy there if you can afford a ward. I personally run 6 way switches in ToA, and I find myself equipping my book of the dead on mage because it keeps the swaps even. In this way, I think offhands can slot in to more entry-level PvMers like myself's setups pretty naturally, and lets Jagex add more incremental upgrades to mage without overbuffing shadow (which, if we want to talk about weapons that limit future design space, is probably the weapon that's more in need of a change)
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I don’t get why you say they shouldn’t make changes with ironmen in mind because its a "side thing" and then turn around and say that some changes are bad bad for speed running. Also, having more gear switches means you can play around more with what items to bring and what to leave at the bank. Isn’t that the fun of it? Making your own original and unique setup instead of copying the meta?
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thanks for telling me my opinion on these changes 👍 you da goat
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I was, and still am, in camp eternal (and pegasian) should have magic% and range str WITHOUT taking it away from other gear. Because, as it stands, you will literally always bring prims in multi-style fights. I want pegs and eternals to be a consideration. What I don't want is for these boots to be a must to be up to par to what you were pre occult nerf (which is how it is right now). Don't even get me started on the absolute smooth brained reddit takes.
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I fucking hate Reddit
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3 sunfire pieces?!?!
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pray the primeternasianvout boots gets released 🙏
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What mid game boss needs 9 or 10 way switches
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I think you are wrong linking all the balancing to the players who do CM's and spam colosseum. I think allowing eternal boots e.g. to give magic dmg so there are more options for upgrades. I understand it would give an extra switch at maximum end game, but the entirety of the game that is not maximum efficiency would be improved with more options.
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ok so jagex should care about speedrunners but not about cloggers because completionism is optional and speedrunning clearly not
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I love how shadow went from a +1 max hit increase to now being the same max hit and you lose 2 max hit if you don’t bring boots. Adding strength to a slot that didn’t have it should be an exciting addition to the game, not “we put this here and now you have to use it or you do less damage”
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Add ranged strength to pegs then for consistency then.
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By that logic with the boot switches, then none of the boots should have % power. I am unsure why only one attack style should benefit here. Either all of them should have % power or none should. This is just left over bad game design with the boots.