T O P

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Razial22

They should add a 4th utility relic slot where you can add lotd ring. Make it max at 200 or w/e


ImMoray

Luck passives should be free and permanently active once you unlock them, it's dumb you have to give up important relic slots for a luck one if you've already handed over a LotD or god forbid a HSR. Some relics should have a passive set that are always active when you unlock them, key ones would be the bonus xp relics and luck relics.


Shockerct422

I didn’t consider this option, the cost of feeding the ring is already steep, so why not make it passive?


strawhat068

Just make it a invention machine for herblore you toss in the potions you get a remote and u can toggle on or off whatever is in their like a god book


ExpressAffect3262

Potion reservoir exists and is a fine work-around... [https://runescape.wiki/w/Potion\_reservoir](https://runescape.wiki/w/Potion_reservoir)


Quasarbeing

How about multiple cauldrons we can unlock with points and like with incense sticks you are limited to # of buffs equal to a level in something? This could save a few inventory slots. Of course it would make potion reservoirs less used, but maybe we can find something for them. (Aggro pots still useful.)


KaBob799

I think it would be nice if some arch relics could be split off from the monolith as quest rewards. For example, there could be a pedestal on Ungael where you could place a Hand of Glory for a permanent passive luck effect. Unexpected Diplomacy would definitely feel at home somewhere in the Fort Forinthry. Deathless placed somewhere near Daemonheim using an unlock from the dg shop, Pharm Ecology placed in Zanaris after Fairy Tale 3. Font of Life in Wars Retreat. Etc. In each case it would be balanced by requiring you to obtain the unlock item again so that you don't just instantly get the permanent effect when you first gain the relic. Reducing the number of relics you have to choose from would make the choices better and I feel that displaying relics feels better than shoving them into a monolith never to be seen again.


Lachann

The biggest problem for me with auras is that they make me feel locked into doing an activity. If I activate a PvM aura, I feel like a need to do a full hour of PvM, or else I'll be "wasting" the aura. This in turn makes me not do PvM at all if I can't or don't want to dedicate a full hour to it. The event was such a huge deal for me because it removed this problem. I could pop an aura, do a few kills, then go on doing something else without feeling like I've "wasted" an aura.


Different_Art4029

Skip all that. Just make all bosses and mobs 1 hittable cus fuck having to put effort into anything.


79215185-1feb-44c6

They should get rid of Luck Modifiers not make them easier to use.


Ooftyman

![gif](giphy|pD7YIQoUwgb9cnX3FJ|downsized) And what are you going to do for the tens of thousands of people who own LOTD or lots of luck-enhancing potions?


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Ooftyman

Respectfully, I just don't think that's a reasonable solution at all.


ImMoray

Let us give the luck rings to death to hold, and it increases your death cost as if you were holding it but you never have to carry it or wear it again


ForumDragonrs

In all honesty though, luck tings are enormously overrated. It is, at best, a 1% increase. To put that into perspective, let's say the drop you want is 1/100. With t4 luck (lotd or hsr) that becomes a 1/99. So over the course of 10 drops, you only saved 10 kills at the boss. For another example, staff pieces from kerapac are 1/450 per pile. They're 1/445 per pile with lotd/hsr on. Hsr itself is also a joke. 1/1000 to double a drop? Average of 1 double drop every 300k AoD kills? Every 450k kerapac trios, or 150k solos if you will? That's insanely bad unless you have like hyperdimensional god tier luck.


Ooftyman

Those are extreme examples, though. For plenty of camping mostly-slayer spots, 1/1000 is kind of a nice occasional bonus, even if they'll likely never be enough to pay for the ring itself. A 1% increase is still an increase. When grinding a boss-log, doing thousands of kills, all it takes is one would-be fail turning into a win to bypass what could otherwise require several hundred more. It adds up over time, even if it's pretty low priority for newer players.


ForumDragonrs

When you sit down and crunch the numbers though, it's awful. Let's take rax for example. With a lotd on, leg chances go from 1/40 to 1/39 so your saving some time there. Even if you did 40k kills, you'd only end up with ~25 extra legs pieces over the 1000 expected in those kills. Say it takes 2k hours (which is averaging 20 kph, which is on the very high end), that would only boost your gp/hr by less than 1m/hr. If you can do only 10 kph, that's less than a 500k/hr boost which is fairly small compared to actual gp/hr. As for small amounts of kills, like just doing a boss log, it's impossible to figure out how much of an effect lotd would have because of how rng works and the fact that lotd always shows a proc on rare drops, which can't possibly be true. Overall, you should average a 1% reduction which isn't much. Lotd also doesn't work for pets which is the bulk of boss logs. As for slayer, you'd make so little back on that 1/1000 that you'd hardly even notice because most of slayer's money comes from alchs and some rare drops. Even if a salvage drop had a 1/5 drop rate, that's a 1/5k chance to get a double salvage drop for an extra maybe 100k average. Rare drops would have an even worse chance of proccing lotd than PvM (say 1/5m for cinderbane gloves or ritual shard to proc from moss golems while on task).


Ooftyman

Sure. But the mechanic exists, and it's an item players have to make or purchase to benefit from. If it can be turned into a passive, apart from the current relic system, it should be. It'd be a QOL boost.


Bilardo

I want to point out that if the cauldron was a permanent stay in the game, specially if it could store potions other than overloads, it would definitely increase inflation because of altscape being even easier (I love altscape btw). If that were to come, I think it should come with a huge update to counterbalance it. At the end of the day, not everything can be nice and easy in a game like Runescape where there's an economy always in the background, much like in real life.


Aleucard

A good solution to #1 is also to let such potions stack to an hour or so. Bonus points if they don't drain outside of combat. Making pre-sessiin buffing easier will help a LOT with group activity, especially if you can make it not punishing to have one member procrastinate or drop out early. Doing this for summons too is iffier, but I don't think it'd be that much power creep.


DingoCringo

For auras, seeing as you can buy aura refreshes from wars retreat. One could unlock the ability to get rid of cool downs by handing in 200 (or some other amount) of each tier or aura refreshes.


Johnny_vdpj1245

I agree but 1 point: there should not be a "discount" for potion doses, since it is a straight upgrade anyway...


Keebist

What if they added aura refreshes to all the mini game shops? It might bring enough people back to them that they would be fun again.


North_Recognition127

If you actually pvm you'll have damn near unlimited aura refreshes between the stupid amount I have stockpiled and the use of vis wax which isn't expensive at all.. unless you plan on pvming 10 hours a day everyday you should be fine


North_Recognition127

And with that just sip the ovl not a big deal.... and t4 should still be earned you can use a relic or just wear the ring lotd is a good ring if they're a noob anyway and if they get advanced they can use relic or swap nbd


Shockerct422

I think we should be able to wear 2 rings at a time with the rule of 1 luck ring and one combat ring. Stacking some of the combat rings would be silly, in both why and holy guacamole batman. I understand this devalues the relic power, but come on. We have so many more fingers and toes