Old School RuneScape!

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The community for Old School RuneScape discussion on Reddit. Join us for game discussions, tips and tricks, and all things OSRS! OSRS is the...

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This is an automated archive made by the Lemmit Bot.

The original was posted on /r/2007scape by /u/bezzins on 2025-07-28 14:20:20+00:00.

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The original was posted on /r/2007scape by /u/Einheerjarr on 2025-07-28 13:37:00+00:00.

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The original was posted on /r/2007scape by /u/YouWereTehChosenOne on 2025-07-28 13:20:42+00:00.

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The original was posted on /r/2007scape by /u/SchnoblinRS on 2025-07-28 12:23:47+00:00.

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The original was posted on /r/2007scape by /u/Drfeelgood22 on 2025-07-28 12:15:12+00:00.

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The original was posted on /r/2007scape by /u/R4finha on 2025-07-28 12:12:36+00:00.

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The original was posted on /r/2007scape by /u/Chibinonymous on 2025-07-28 10:33:02+00:00.

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The original was posted on /r/2007scape by /u/dirtyqussy on 2025-07-28 12:15:19+00:00.

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The original was posted on /r/2007scape by /u/AaronWilson1992 on 2025-07-28 10:32:39+00:00.


I’m 33, just jumped over from WoW as I wanted a new world to explore, as well as growing tired of the patch treadmill of WoW.

I’ve fell in love with OSRS for a couple of reasons.

The first is the constant progression I feel by playing the game. Want to earn some money by doing a skill? Progress that skill & earn GP. Want to hunt monsters and earn gold? Train your combat while earning GP. Want to train slayer, and combat AND earn money? Bingo.

I feel the game rewards my time so well!

The second thing is despite there being a crazy amount of content to do which could be overwhelming, I think the thing that has stuck me is that there is no need to rush any of it and there is no need to feel pressured to get any of it done by X time.

The world is a huge sandbox and you can enjoy as you want.

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The original was posted on /r/2007scape by /u/BuyingLuck0gp on 2025-07-28 10:00:56+00:00.

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The original was posted on /r/2007scape by /u/therealGidster on 2025-07-28 07:01:11+00:00.

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The original was posted on /r/2007scape by /u/l_inx on 2025-07-28 06:15:39+00:00.

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The original was posted on /r/2007scape by /u/socialjusticereddit on 2025-07-28 05:50:08+00:00.


so im not some crazy solo tobber or inferno speedrunner but i can more or less do pvm. ive gotten a few clears, but i dont feel like i can actually consistently do this boss, wave 8+ fights feels incredibly overwhelming and i dont think i can reliably do this fight despite 8 full clears. I am at the mercy of which rotation of attacks moka decides to use.

a few fixes are obvious bugs that i will just mention, since i suspect they will be fixed this week

  • delayed magic attack on grubs
  • debris after death
  • hitbox / excessive yellow clicking
  • some odd delay on melee punish with melee attacks, attack is not happening with movement action
  • clear rocks after the fight so that people dont get stuck, unable to claim loot (saw on behe video)

but i personally would like to see some other improvements for consistency of the fight

  • some way to control which side grubs will spawn from, during the grub phase
  • some consistent new way to clean up acid. the melee punish is not common in wave 8, or even wave 6+ except at the start before grubs
  • a cooldown on orb explosions attacks after wave 8, it is pretty insane to deal with back to back double orbs, or back3back double orb attacks
  • a better visual or a clear audio indicator before the ground slam, the current indicator is tick perfect and also not that easy to notice (he just jabs his hands into the ground) when a bunch of stuff is going on, you kinda go off your own hunch to proc it
  • instant proc on the safety orb (same tick you shoot)
  • melee attack out of grub phase
  • debris throughout the fight falling on random tiles with not enough time to get off the tile you stepped onto
  • would be nice to see a mechanic that heals you other than the melee punish execute, specifically throughout the fight
  • melee after tree phase, many of the tree path options put you into Moka's melee range
  • 0 tick melee punish
  • method to control where acid goes
  • an extra tick or two between car phase cycles, personally I struggle with having enough time to move away from my rocks for the next car attack so that it doesnt rampage my remaining rocks
  • the drop rates seem pretty bad (speculation)
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The original was posted on /r/2007scape by /u/mediiivh on 2025-07-28 07:14:56+00:00.

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The original was posted on /r/2007scape by /u/Churchieboy on 2025-07-28 06:03:41+00:00.

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The original was posted on /r/2007scape by /u/Zouljaboy on 2025-07-28 03:50:23+00:00.

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The original was posted on /r/2007scape by /u/KapteinKraken on 2025-07-28 02:55:23+00:00.

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The original was posted on /r/2007scape by /u/nexion2 on 2025-07-28 01:48:42+00:00.

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The original was posted on /r/2007scape by /u/JackooH on 2025-07-28 01:40:55+00:00.

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The original was posted on /r/2007scape by /u/Zealousideal-Bid1666 on 2025-07-28 01:29:35+00:00.

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The original was posted on /r/2007scape by /u/TalkTo_Leaf on 2025-07-28 00:55:16+00:00.

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The original was posted on /r/2007scape by /u/7IGiveUp7 on 2025-07-28 00:27:02+00:00.

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The original was posted on /r/2007scape by /u/Plongsplong on 2025-07-27 23:59:17+00:00.

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The original was posted on /r/2007scape by /u/Mountain-Cupcake-566 on 2025-07-27 23:55:34+00:00.

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The original was posted on /r/2007scape by /u/Saanbeux on 2025-07-27 22:38:20+00:00.


Disclaimer: I've been enjoying the new boss. It's as challenging as I expected it to be, and I wouldn't change any of the core mechanics. That said, there have been frustrating interactions that have been souring my experience. From most to least:

  1. Boss clickbox. The gaps in the shield causing yellow clicks mid-animation is infuriating. The shield phase extending his hitbox with particles doesn't help either.
  2. Attack delay on mage grub (I imagine its a bug). It completely kills your flow and adds a cheap hurdle to interrupting Doom's charge.
  3. Orb taking time to spawn. The initial delay to get protected is rough when you're juggling other attacks & have to ensure the orb lasts 5 slams. It's really telling that the recommended strat is to kill it before it orbs. Edit: like one user said, let it just spawn still for a tick or two. Though I am willing to chalk this one up to "skill issue"
  4. Grubs stacking near boss. This + the mage grub delay really sucks.
  5. Rock slam. Doom destroys every rock pretty consistently. Pay the 35HP rock tax.
  6. Very rarely, a regular attack will overlap with boulder flicks (forcing one to be tanked). Not sure why this happens.
  7. No cooldown on getting melee'd right after shield phase. Pay the 20HP tax for meleeing charge interruptions.
  8. Boulders still damage post-death (I imagine is also a bug or oversight)
  9. Shield attack interruption. The "grubs shield" phase interrupts your auto attack, but melee punish doesn't? There's an edge case D7+ where the boss's melee punish phase gets overriden by grubs shield phase. If you queued up a melee for the punish, it gets canceled (both attack and movement). This one in particular feels terrible when you're doing good DPS.
  10. Grubs consume ammo regardless of avas/quiver.

I didn't include back-to-back boulder/shield & orb pathing cause I see those as a case of getting used to it/skill issue (though later delves go a bit too crazy with the amount of overlapping attacks). The boss is still fresh, and some of these may be a case of us not discovering better ways to deal with it. But for the most part, these just.. feel bad.

Edit: Minor gripes, but not real issues:

  1. Boss simply disappears if it dies during racecar. OK, I guess?
  2. Acid splats don't damage, but don't dissipate either when it dies. Would be nice if it "drips down" to the next level to visually indicate that acid will persist but is not a threat on this level anymore.
  3. Clicking the hole while some attacks are still happening closes the interface.

gagec pleae

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