HP boosting armour in the wilderness
- Mike
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HP boosting armour in the wilderness
The gear we're talking about in this poll, as you've guessed by the title, is HP boosting Nex and 3rd age druidic gear. I know that this is a rather controversial topic, mostly because there are so many players who have paid a lot of money for great gear.
I would like to remove the HP boost on all this gear while the player is in the wilderness (so it doesn't affect PvM in any way), but at the same time I want to give this gear a boost in something else to compensate and make sure their value remains about the same.
For example, we could add a nice prayer bonus to all nex armour and 3rd age druidic, so their prayers will take much longer to drain. This would also be helpful in PvP while not making it too strong.
Players would still be able to boost their hitpoints outside the wilderness (up to 149 with rocktails or choc-ice) and remain on 149 when entering the wilderness. However, once another player (or monster) has reduced their hitpoints, they cannot heal more than 109 until they leave the wilderness.
I could make it so that all players their hitpoints are set to 109 when entering the wilderness (and their HP are higher than 109), but I do think a one-time HP boost in the wilderness is still a nice thing to have while not being too annoying for other players.
As for Nex sets, I could also give them a +10% accuracy bonus to your attack/ranged/magic attacks when wearing a full Torva/Pernix/Virtus set. Yet another nice bonus to compensate for the loss of the HP boost in the wilderness, while not being too strong.
The third-age druidic set already has an accuracy boost for wearing a whole set, so I'd like to make the set useful in some other way, not related to PvP, as compensation for the nerf. One idea would be to allow a player to make any potions at any herblore level when wearing a whole druidic set, while also having a small chance at producing two potions instead of one. Every set item could also give a +5% XP bonus when training herblore.
Just my thoughts, let me know what your opinion is on these matters and whether the suggested changes seem acceptable. I appreciate any constructive feedback.
I would like to remove the HP boost on all this gear while the player is in the wilderness (so it doesn't affect PvM in any way), but at the same time I want to give this gear a boost in something else to compensate and make sure their value remains about the same.
For example, we could add a nice prayer bonus to all nex armour and 3rd age druidic, so their prayers will take much longer to drain. This would also be helpful in PvP while not making it too strong.
Players would still be able to boost their hitpoints outside the wilderness (up to 149 with rocktails or choc-ice) and remain on 149 when entering the wilderness. However, once another player (or monster) has reduced their hitpoints, they cannot heal more than 109 until they leave the wilderness.
I could make it so that all players their hitpoints are set to 109 when entering the wilderness (and their HP are higher than 109), but I do think a one-time HP boost in the wilderness is still a nice thing to have while not being too annoying for other players.
As for Nex sets, I could also give them a +10% accuracy bonus to your attack/ranged/magic attacks when wearing a full Torva/Pernix/Virtus set. Yet another nice bonus to compensate for the loss of the HP boost in the wilderness, while not being too strong.
The third-age druidic set already has an accuracy boost for wearing a whole set, so I'd like to make the set useful in some other way, not related to PvP, as compensation for the nerf. One idea would be to allow a player to make any potions at any herblore level when wearing a whole druidic set, while also having a small chance at producing two potions instead of one. Every set item could also give a +5% XP bonus when training herblore.
Just my thoughts, let me know what your opinion is on these matters and whether the suggested changes seem acceptable. I appreciate any constructive feedback.
- Boise state
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Re: HP boosting armour in the wilderness
I like the idea of no HP boost in the wild, with the addition of a prayer boost.
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- Boise state
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Re: HP boosting armour in the wilderness
that sounds like a hassle to code lol, but smart, because it's easier to rush someone in torva with 99 hp than with 150.Simon wrote:How about you only lose the HP boost when skulled?
- The underdog
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Re: HP boosting armour in the wilderness
He heard us! wewt can't believe it.
not sure with the damage boosts in %, since there are already some of those (void, max/comp cape, arcane neck). Extra prayer doesn't sound too bad.
not sure with the damage boosts in %, since there are already some of those (void, max/comp cape, arcane neck). Extra prayer doesn't sound too bad.
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Re: HP boosting armour in the wilderness
I'd also like to add that I think the BH shop should sell a scroll that gives a +4 hp boost per item worn.Boise state wrote:that sounds like a hassle to code lol, but smart, because it's easier to rush someone in torva with 99 hp than with 150.Simon wrote:How about you only lose the HP boost when skulled?
- Mike
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Re: HP boosting armour in the wilderness
There would be no damage bonus, just accuracy bonus.The underdog wrote:He heard us! wewt can't believe it.
not sure with the damage boosts in %, since there are already some of those (void, max/comp cape, arcane neck). Extra prayer doesn't sound too bad.
- Boise state
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Re: HP boosting armour in the wilderness
LIke, unlimited use? Just sits in your invy?Simon wrote:I'd also like to add that I think the BH shop should sell a scroll that gives a +4 hp boost per item worn.Boise state wrote:that sounds like a hassle to code lol, but smart, because it's easier to rush someone in torva with 99 hp than with 150.Simon wrote:How about you only lose the HP boost when skulled?
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- Wise One
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Re: HP boosting armour in the wilderness
This^^Simon wrote:How about you only lose the HP boost when skulled?
No reason PvMers in the wild should lose HP when bossing in "good gear".
Especially with how any good spec weapon can rush someone in Torva and still deal 80-90 damage in one spec.
- B0rnt0b3pk
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Re: HP boosting armour in the wilderness
I am all in for the removal og HP boost of Nex sets and Druidic sets for multiple reasons. Ragging wouldn't so "safe" anymore without having the great all time Hitpoints being so high. How so? Because you can actually have a chance at fighting them and killing them, eventho they're stil using divine, but it would be much easier, and it wouldn't be as risk free as it currently is.
One more thing, I do not think an accuracy boost to the sets are nessecary, if you were to remove the HP advantage of multiple reasons. They are still one of the best items respectivly (without the Druidic triumphing Virtus), they are still powered with massive defence and offense ability. Torva has godlike defence compared to Bandos. Same with Pernix compared to Armadyl, and Ahrims compared to Virtus. So they still have this ability of outhitting you opponent, but in a less safe way than it currently is.
One more thing, I do not think an accuracy boost to the sets are nessecary, if you were to remove the HP advantage of multiple reasons. They are still one of the best items respectivly (without the Druidic triumphing Virtus), they are still powered with massive defence and offense ability. Torva has godlike defence compared to Bandos. Same with Pernix compared to Armadyl, and Ahrims compared to Virtus. So they still have this ability of outhitting you opponent, but in a less safe way than it currently is.