HP boosting armour in the wilderness
Posted: Wed May 13, 2015 9:23 pm
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.