No support.
Drop trading works fine as it is.
- Satan Smash likes this
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I dont support it just because if omi eventually starts buffing the bosses and raids then TOB will not be on top of that list.
If cox and zulrah and other stuff gets buffed and reworked then we can circle back to TOB, as of right now it makes no sense to make tob harder whilst cox is literally beaten down to semi afk raid.
Definitely agree that there are other pieces of content that are in need of a rework far more than ToB but I don't think that should prevent fixes from being added to roadmap. Ultimately, Omicron decides on the priority of updates and if he can squeeze in smaller tweaks to content that don't consume as much development time in sooner than full revamps I don't think that's a bad thing.
no thanks, if you want to sweat go play osrs. these arent even essentially hard, its just making us spend more supplies healing to drag out the raid for what? considering hardly anyone already does tob, making it longer to stroke your own ego is a no thanks
Rather contradictory to say you don't want to sweat but also claim that these changes aren't making the content any harder in back to back sentences, but I digress. I'd agree that it's not adding a substantial amount of difficulty to the raid, more so a few extra mechanics that separate it from Normal Mode and add a bit of depth. Extending Verzik's enrage phase in Phase 3 certainly adds a bit of difficulty as its a more dangerous portion of the raid and most teams kill Verzik during webs without ever having to deal with half of her specials in P3 so this change would likely require teams to engage with those mechanics. Frankly not sure what updating content to be more in line with OSRS but still watered down for a RSPS has to do with ego but that's likely just a bit of projection.
no support. the content is just hard enough to make it enjoyable without making it completely unapproachable to the average player. we aren't all 0.1% top players who sleep through all content in the game. if you find it too easy, go play osrs where its hard.
I disagree that these small changes would make Hard Mode unapproachable to regular players. And again these only apply to Hard Mode so the average player can still gain familiarity with the raid in Regular Mode and then learn a few more differences in the raid when doing Hard Mode. Both versions of the raid are miles from OSRS difficulty, and I'm not pushing to make the content 1:1.
While some of these adjustments seem okay, I more-so disagree with the overall mentality that we should be raising the difficulty on content and matching it exactly to OSRS just because people have mastered it. If someone wants to run HMT with the same mechanics as OSRS, then go play OSRS kekw...This is a private server, where HMT was probably intentionally coded to be watered down, as it should be.
- Maiden (increased damage after consecutive hits) - if I'm reading this correctly, you just have to swap tank every 2 hits. This mechanic would be more annoying than difficult. No support
- Maiden (increased attack speed & dmg cap) - given how low Maiden's accuracy is, I don't think this will do all that much. If anything, her accuracy could be buffed in hmt Neutral
- Nylo (prinkipas) - I think this would be a very interesting addition. So this would mean there's 4 types of nylos that spawn pre-boss? I like that...Leaning towards Support
- Verzik P3 (30% heal at 5% hp left) - similar to the first suggestion, this seems more annoying than difficult. No support
Again, these changes do not bring HMT remotely close to OSRS difficulty. Dozens of mechanics are still left out which is fine for RSPS. The changes I've proposed would just give some distinction between the Normal and Hard Mode encounters in areas that currently are no different between the modes. Other rooms already contain distinctions like hands falling the entire time at Bloat, multiple players doing the maze at Sotetseg, two large balls at Sotetseg instead of one, etc.
No support from me. At the end of the day, alora is a private server. It should be a little easier, have higher drop rates, and much of the content should be more easily accessible to the playerbase. If I wanted it to be exactly like os, I’d just go play os.
I'll echo what I've said above. These changes do not remotely bring the content inline with OSRS difficulty, the raid would still be significantly easier and leave out several mechanics in each room. These changes would just add a slight bit of difficulty and uniqueness to differentiate it from Normal Mode.
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What is your suggestion?:
To add a few more missing mechanics to Hard Mode ToB to make it more engaging and deserving of being called Hard Mode. Currently, Hard Mode isn't much more difficult than Normal Mode and can be completed nearly as quickly in good teams so there's little reason to do Normal Mode.
Proposed Mechanics to be added:
Maiden:
The Maiden's attacks will deal more damage after three consecutive auto-attacks on a single target. If an individual tanks more than two times in a row, the next hits will deal double damage. Tank must rotate regularly.
When any Nylocas Matomenos reach the Maiden, they will increase her Attack speed along with healing her, up to a cap of 5. (1 tick per Nylo that reaches) The Maiden's damage cap is also increased, meaning she can hit faster and harder than the regular version when Nylocas Matomenos reach her and players step on blood spots during the fight.
Basic attack damage ~= 36.5+3.5(crabs leaked)
Nylo Waves:
Add the three Nylocas Prinkipas that spawn during pre-challenge waves. Nylocas Prinkipas works similarly to normal mode Vasilias (Nylo Boss), swapping styles. These spawn in the center of the room on the tenth, twentieth, and thirtieth waves.
https://oldschool.ru...locas_Prinkipas
Verzik P3:
Add Verzik's final stand mechanic as she reaches 5% or lower HP.
Is this in OSRS?:
Yes, these mechanics are in OSRS.
Has this suggestion been accepted already?:
No, we left several mechanics out of the ToB Revamp proposed a few years ago.
How would this benefit Alora?:
End-game raids should be engaging, enjoyable, and rewarding. After the recent buffs to unique and kit rates, Hard Mode ToB finally feels rewarding, but the raid itself is still lackluster in difficulty compared to Regular Mode. There are relatively few mechanical differences between the bosses in each raid, so the slight variation in raid times comes from the differences in boss HP. In good teams, there's hardly any difference between raid times, so you might as well do Hard Mode for the chance at ornament kits, dust, and a better pet rate. These changes would help breathe some life into Normal Mode ToB but also make Hard Mode actually feel like a more difficult version of the raid with unique differences to Normal Mode.
Alora Record Times:
OSRS Record Times:
Posted by
No support.
The blood fury requiring charges is the only thing that keeps its power balanced. Like Shado mentioned above, a much better solution would be to make blood shards more common or potentially introduce different methods to obtain them.
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I don't think its necessary to further buff the number of uses per contract now that dossiers are providing the proper amount of radiant contracts. I think a good compromise would be to have the demons in the Chasm of Fire also drop multiple contracts. This removes the RNG element of having to roll a dossier from Yama, along with it being a specific contract if you only need one specific type to finish the Purifying sigil. This would also be a decent AFK money maker for players that wish to sell desired contracts.
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Yama
I. Information
II. Combat Info and Stats Mage: Mage: Mage: Mage: Mage: Mage: Note: Cast Dark Demonbane (Arceuus spellbook) unless using Tumeken's shadow. DPS: Restoration: Note: This can be used on the Judge of Yama as it guarantees a max hit. Mage: Mage:
Combat Level: 1238
Max Hit: 46 (Auto-attacks), 121 (Meteor Strike), 80 (Shadow Stomp)
Weakness: Demonbane, Slash
Attack Style(s): Melee (Slash), Ranged, Magic
Attack Speed: Phase 1 & 2: 8 ticks (4.8 seconds), Phase 3: 7 ticks (4.2 seconds)
III. Gear Hierarchy and Inventory Setups
Gear Hierarchy
Helm Slot:
Melee:
Torva full helm >
Oathplate helm >
Neitiznot faceguard >
Serpentine helm >
Helm of neitiznot
Ancestral hat >
Virtus mask >
Ahrim's hood or
Blue moon hood
Necklace Slot:
Melee:
Amulet of rancour >
Amulet of torture >
Amulet of blood fury >
Amulet of fury
Occult necklace >
Amulet of fury
Cape Slot:
Melee:
Completionist cape/Monkey >
Infernal cape >
Fire cape >
Mythical cape
Completionist cape/Monkey >
Imbued god cape
Chest Slot:
Melee:
Oathplate chest >
Torva platebody >
Bandos chestplate >
Blood moon chestplate >
Fighter torso
Ancestral robe top >
Virtus robe top >
Ahrim's robetop or
Blue moon chestplate
Leg Slot:
Melee:
Oathplate legs >
Torva platelegs >
Bandos tassets >
Blood moon tassets
Ancestral robe bottom >
Virtus robe bottom >
Ahrim's robeskirt or
Blue moon tassets
Weapon Slot:
Melee:
Scythe of vitur >
Emberlight >
Arclight >
Blade of saeldor >
Noxious halberd >
Abyssal tentacle
Tumeken's shadow >
Purging staff >
Kodai wand >
Toxic staff of the dead >
Staff of the dead
Special Attack Weapon(s):
Defense Reduction:
Elder maul >
Dragon warhammer
Soulflame horn - Use in duos or dolos to guarantee a successful next melee hit.
Burning claws >
Dragon claws
Saradomin godsword
Shield Slot:
Melee:
Avernic defender >
Dragon defender
Mage:
Elidinis' ward (f) >
Elidinis' ward >
Mage's book or Malediction ward
Ammo Slot:
Rada's blessing 4 or 3 >
God blessing
Glove Slot:
Melee:
Ferocious gloves >
Barrows gloves
Mage:
Tormented bracelet >
Barrows gloves
Boot Slot:
Melee:
Primordial boots >
Dragon boots >
Aranea boots
Eternal boots >
Aranea boots
Ring Slot:
Melee:
Ultor ring >
Bellator ring >
Berserker ring (i) >
Ring of suffering (i)
Magus ring >
Lightbearer
Needed: Example Setups: Max Duo Setup Example: Budget Duo Setup Example: Max Solo Setup Example: Budget Solo Setup: Inventory Setups
Inventories will vary depending on whether the fight is solo or duo, and the gear and supplies available to you.
Saturated heart if using Tumeken's shadow
Rune Pouch to hold runes for Dark Demonbane, Thralls, Death Charge, Mark of Darkness and Ward of Arceuus.
Defense reduction items
Additional gear & weapon switches for the Judge of Yama and Void flares
Divine or regular Super combat potions
Surge potions to provide additional special attack energy every 5 minutes
Sanfew serums/Super restores
Anti-poison/Anti-venom if not using Sanfew serums
Hard food
IV. Getting There
You can get to Yama via the Chasm of Fire teleport at the Teleport Wizard, then use the chain to navigate to the bottom floor. Alternatively, you can use a chasm teleport scroll.
V. Fight Overview Yama's basic attacks cover all three combat styles, all of which can hit up to 46 without prayer. Shadow Waves: Waves of shadowy flames will spawn from the south-east or south-west and move across the entire arena, which the player must "skip" over to avoid taking up to 20 damage and having their protection prayers disabled briefly, leaving them open to Yama's attacks. Fire Streaks: Fires are ignited at the east and west edges of the arena before moving across the entire arena at running speed. If stricken, the player will take damage and be seared to the ground, temporarily binding them in place and potentially unable to move towards a Glyph to negate Yama's special attacks. Void Flares: Yama will summon a fire and shadow void flare in the arena. These orbs must be destroyed before the yellow bar fills up (in roughly 10 seconds) or they will explode. The amount of damage dealt, along with health restored to Yama, scales on their remaining health at the time of explosion. Phase 1 Judge of Yama Upon reaching roughly 66.6% and 33.3% of his health (not a hard cap), the first and second phases of the fight ends and an intermission phase will occur. Yama will teleport the players to pathways on the outside of the arena. Players are fully immune to any incoming attacks during the teleport, and any void flares that were present when this occurs are immediately destroyed without penalty. The first player (instance creator) will always be placed west, while the second player will always be placed east. Phase 2 Judge of Yama Identical to the first Judge of Yama, reach and defeat it, then you'll be teleported back to the main arena for the final phase. Phase 3 Yama will still use his standard attack while the fireballs drop, so pray accordingly. Yama's first attack will depend on which glyphs were closest to the throne in the previous 2 phases and alternate every attack going forward.
General
VI. Contracts
Yama can be offered contracts to drastically alter the fight. Acquisition contracts can only be acquired from a dossier, which Yama drops. The combat contracts for the purifying sigil can be acquired from both this dossier and via killing Yama's demons in the Chasm of Fire. Similar in function to awakener's orbs, these contracts are tradeable and are consumed upon attempting the fight. Some contracts are returned on successful completion of the fight. Attacking any demon in the Chasm of Fire will cause a Green, Blue, Yellow, Red, or Purple sigil to appear over their head, indicating the preferred method Yama wants them to die. Satisfying this request, by using a specific weapon type for the killing blow, will double the drop chance of the contract associated with that weapon. Satisfying the yellow sigil via a special attack boosts the drop rate by 5x instead.
Posted by
No support.
Halberds currently work as they are intended to work. When using a 2 tile attack range melee weapon your distance from the NPC, and whether or not your character is running will determine whether you path next to an NPC or 1 tile away from it. With run enabled you will move two tiles per tick meaning odd tile distances path you next to an NPC and even distances will path you a tile away, provided the NPC has not moved since you began the action to attack. Seems more like a skill issue and lack of understanding of how these weapons work.
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Posted by
Nice personal attack, I wonder why you're not welcome to dissenting opinions from your own. The overwhelming majority of support on this thread illustrates a need for this.
Again "just get good" is not an argument when there's nobody running ToB 90% of the time. Why shouldnt high level players just enjoy hardmode and let newer, lesser skilled players have fun in NM with 1 or 2 of their friends instead of needing to find 3 or 4?
It's not just a lack of drive, it's demotivation from the fact that you have to keep 3+ people online for long periods of time often times with repeated wipes as you're learning. Not everyone is inside of a CC, not everyone has high level friends willing to take them.
I understand it can be hard for you and other high level players to emphasize with the perspective of a new player but if alora is meant to grow new players and those not in the high level community should have their opinions heard as they are here in this thread.
ToB is not the hardest content in the game, 500+ invo ToA, inferno, and soon DS2 awakened variants are.
Gnomonkeys is also my favorite streamer so at least we have that in common
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10000% support on this. ToB has been dead content for a long time and the idea that players should just "get better" isn't really helpful when the opportunity for learning isn't the same as it was in the past. Nowadays if someone wants to learn there is nearly 0 chance of finding a team even at peak times, on bonuses the players who do ToB are less likely to take learners as well.
I think lowering not necessarily the raid difficulty overall but scaling - would help achieve this. (I would also support making the raid easier though, that's a different topic). This coming from a Comp'd GIM whos only remaining (reasonable) end game grind is ToB.
I'd also like to take a second to acknowledge that there seems to be an organized effort to vote down this suggestion even though the majority of the community seems to support it.
Some of those who do in fact own/are a part of an organized group that SELLS access to both ToB runs, achievements, AND learning. Wouldn't they have a vested interest in this not passing as they operate an in-game business that benefits from restricted access to ToB?
Posted by
No support.
There's nothing wrong with the current scaling of TOB. After the nerf to Verzik's attacks you use next to no supplies throughout the entire raid in normal mode. The healing from a blood fury can completely negate the damage Verzik inflicts through prayer.
If it's "too rough" for you then you are doing something wrong and nerfing hitpoints isn't the solution to that. The tweak to HP isn't going to be the reason a duo completes or fails a raid, learning mechanics and playing strategically will.
Claiming TOB is too difficult without 100% BIS weapons isn't remotely truthful. The Duo GM speed time is completable without scythe or twisted bow.
And like Neuro mentioned, continuously nerfing the raid isn't going to result in more people duoing or soloing TOB.