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This is an automated archive made by the Lemmit Bot.

The original was posted on /r/2007scape by /u/Damaged_Antelope on 2025-06-26 22:25:05+00:00.

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The original was posted on /r/2007scape by /u/Sokusan_123 on 2025-06-26 22:24:00+00:00.

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The original was posted on /r/2007scape by /u/Archersi on 2025-06-26 22:19:24+00:00.

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The original was posted on /r/2007scape by /u/Igotthejoyjoyjoyjoy on 2025-06-26 20:32:16+00:00.

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The original was posted on /r/2007scape by /u/Fit-Group3217 on 2025-06-26 20:08:05+00:00.

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The original was posted on /r/2007scape by /u/Duff57 on 2025-06-26 19:02:21+00:00.


I need to head out and run a few errands, then imma come back and run some TOA.

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The original was posted on /r/2007scape by /u/Minotaur830 on 2025-06-26 18:54:52+00:00.

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The original was posted on /r/2007scape by /u/woongo on 2025-06-26 18:53:42+00:00.

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The original was posted on /r/2007scape by /u/Plank_RS on 2025-06-26 17:51:15+00:00.

Original Title: A q p W

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The original was posted on /r/2007scape by /u/ShinyPachirisu on 2025-06-26 17:06:11+00:00.

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The original was posted on /r/2007scape by /u/Sokusan_123 on 2025-06-26 16:33:29+00:00.

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The original was posted on /r/2007scape by /u/binley on 2025-06-26 15:30:58+00:00.


https://preview.redd.it/94zc0rjnia9f1.png?width=350&format=png&auto=webp&s=ea6485f07b8912b171a88a4ce9f5da9130f3fd3a

Was doing an elite clue and was able to put this aviansie to tears with my bludgeon.

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The original was posted on /r/2007scape by /u/JerryClimrio on 2025-06-26 15:26:32+00:00.

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The original was posted on /r/2007scape by /u/Ill_Virus_6250 on 2025-06-26 14:50:03+00:00.


With yesterday's update moving the doubled thrall duration to the Master Combat Achievements Rewards, the Tier is now more interesting than ever. Those of you without a PvMing group may be intimidated by the team tasks on the Wiki list, but fear not : you can reach the 1841 points threshold all by yourself. Here's a breakdown (excluding tasks that are technically soloable but incredibly difficult, like a Solo Hardmode ToB challenge time, or incredibly annoying, like All out of medics or Zalcano tasks)...

-Miscellaneous (Aberrant Spectre, Basilisk Knight, Black Dragon, Bloodveld, Brutal Black Dragon, Demonic Gorillas, Fire Giant, Fragment of Seren, Galvek, Gargoyle, Glough, Greater Demon, Hellhound, Kurask, Lizardman Shaman, Den of Giants, Thrall Damage, Skeletal Wyvern, The Mimic, Wyrm) : 48 points

-Abyssal Sire : 28 points

-Alchemical Hydra : 61 points

-Amoxliatl : 27 points

-Araxxor : 60 points

-Barrows : 14 points

-Bryophyta : 9 points

-Callisto/Artio : 7 points

-Cerberus : 26 points

-Chambers of Xeric, including Challenge Mode (solo) : 152 points (scaling the raid to a 1+2 *does* count for Trio Perfect Olm)

-Chaos Elemental : 13 points

-Chaos Fanatic : 10 points

-Commander Zilyana : 31 points (though the Showdown task is more convenient with a friend)

-Corporeal Beast : 21 points

-Crystalline Hunllef : 46 points

-Corrupted Hunllef : 57 points

-Crazy Archaeologist : 9 points

-Dagannoth Kings : 41 points (but I recommend getting yourself a friend to tank for some of these)

-Deranged Archaeologist : 7 points

-Duke Sucellus : 46 points

-Fortis Colosseum : 67 points

-General Graardor : 35 points (though the Showdown task is more convenient with a friend)

-Giant Mole : 15 points

-Grotesque Guardians : 59 points

-Hespori : 22 points

-K'ril Tsutsaroth : 36 points (though the Showdown task is more convenient with a friend)

-Kalphite Queen : 18 points

-King Black Dragon : 12 points

-Kraken : 18 points

-Kree'arra : 32 points (though the Showdown task is more convenient with a friend)

-Leviathan : 46 points

-Moons of Peril : 33 points

-Obor : 9 points

-Phantom Muspah : 61 points

-Phosani's Nightmare : 53 points

-Royal Titans : 22 points (though you'll certainly have a better time in a duo. Speedrun excluded)

-Sarachnis : 11 points

-Scorpia : 13 points

-Scurrius : 8 points

-Skotizo : 22 points

-Tempoross : 14 points

-The Hueycoatl (solo) : 23 points (though the fights will be quite slow by yourself)

-The Nightmare (solo) : 52 points

-Theatre of Blood Entry Mode (solo) : 40 points

-Thermonuclear Smoke Devil : 12 points

-Tombs of Amascut, All Modes (solo) : 167 points

-Tormented Demons : 21 points

-TzHaar-Ket-Rak's Challenges : 55 points

-TzKal-Zuk : 69 points

-TzTok-Jad : 50 points

-Vardorvis : 46 points

-Venenatis/Spindel : 7 points

-Vet'ion/Calvar'ion : 7 points

-Vorkath : 55 points

-Whisperer : 45 points

-Wintertodt : 13 points

-Yama : 40 points (though I certain recommend learning in a duo. Speed times are excluded)

-Zulrah : 40 points

TOTAL : 2061 (comfortably above the threshold of 1841)

Add to that a few one-and-done duo tasks that are easy to get by simply asking a friend (or even a stranger) to do it together, like the "do X in a group of two or more" tasks in the Tombs of Amascut, as well as plenty of Nex/Zalcano tasks you can simply get by going in masses, and you have even more leeway to pick and choose what you want to do.

The Master Tier is within your grasp! Doubled thralls! Double Zuk/Jad tasks! Sick-looking Avernic Defender with Teleports! Ghommal's Lucky Penny! You can do it.

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The original was posted on /r/2007scape by /u/Quorinox on 2025-06-26 14:43:20+00:00.

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The original was posted on /r/2007scape by /u/Henkde1e on 2025-06-26 09:48:55+00:00.

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The original was posted on /r/2007scape by /u/Jewelots on 2025-06-26 11:28:15+00:00.


I don't want to be negative, but I do think this needs to be brought up. I think most of the summer sweep up changes were fantastic, but a few were quite strange/not what was promised/don't follow the logic set out for Why they were done in the first place.

 

First off, I'll start with the biggest elephant in the room right now: CoX herbs. The proposal, as listed in the spreadsheet, was this:

Quantity lowered by 20%, replace 50% of herb drops with roughly equivalent seed drops (Assuming 7 herbs per seed)

Edit: This one's been fixed! It was confirmed to be a bug and not just not following the proposal, which is great to hear.

~~What we Actually got was 100% of herb drops replaced with equivalent seed drops. I'm willing to believe this one is a mistake, but there's been no communication at all about this. I think the spreadsheet linked with the update blog shouldn't be drastically different to the changes made to the game, and I think if this was a change Jagex decided to actually make, without raising it with the community, they should probably give some kind of reasoning as to Why they made it (especially in this scenario, where people are drowning in having too many seeds and the average loot becoming significantly worse).~~

 

Next up: Monkey room. The proposal was:

Cursed Baboons and Baboon Shamans on the Path of Apmeken will always take maximum damage from Ranged attacks, bypassing accuracy. Their HP will be increased slightly to compensate, but this should feel a lot better.

Keyword: Increased slightly. This is not the case. Their hitpoints were more than tripled, from 16 to 50.

Once again, not what was promised, a lot of complaints about how you could oneshot a lot of the time with blowpipe previously but they now require two shots every single time. This isn't the buff as was proposed.

 

Next up: Chum. I mean hotdogs. I mean Shark Lure. What's with this? I've been mulling this one over with some friends and it's.. it's stranger than you think. In concept this is fantastic, it's cool to have a reason to fish sharks normally. Except.. that's not really true. It was proposed as this:

'Shark chum' is similar to Diabolic worms being an Anglerfish rate-enhancer

However, what it actually is a.. really strange muddled mess of mechanics that has Abysmal rates.

So, their predecessor, Diabolic worms, "catch one tick earlier, reduce the experience from 120 to 80". Considering it's a 5 tick cycle, you're reducing the time spent by 20% and reducing the exp by 33%. Supposedly. In practice it seems to be a lot faster than this, where you get 75% more exp (18k/hr -> 31k/hr), and over 2.5x the fish (150/hr -> 400/hr). I don't think anyone knows how they Really work vs how they were proposed. But that's Diabolic worms. They seem pretty good!

Now.. Shark Lures. These Lower your xp from 110 to 28, 75% less exp! Normally, you catch ~170 sharks per hour, at level 82, for ~18k exp per hour. Using the more active minnows instead, you can get 400 sharks an hour with 40k exp per hour at this level, and 650 an hour at 99. So, you'd hope that the rates with shark lures, at least Mildly catch up to the rates for minnows, especially considering the extreme xp loss, but instead what you get is around 250 sharks per hour, and an absolutely abysmal <10k exp per hour.

And what's even stranger, I mentioned earlier that lures were a muddied mess of mechanics. So it turns out they have a "Configure" option on them! You can choose to use 1, 3 or 5 at a time, for "further improved rates per lure", with even less exp, down from 28 to 18xp per catch. So, surely using 5 at a time must be really great right? Well...... nobody actually knows what it does, as far as I can tell. At 99 fishing, using 1 or 5 results in exactly the same fishing speed. Maybe it actually does Anything when you have lower fishing levels? Maybe it was meant to catch 2 or even 3 sharks per catch at one point and then something happened and it kind of just ended up a mess that doesn't actually reward you at all? Even if the rates Were good, the exp is absolutely Dumpstered in exchange. Why doesn't this just give bonus 0xp sharks like fish flakes? Why's it have to be so overcomplicated and different to diabolic worms? Why do the rates have to be worse than minnows even after getting a drop? Why does the XP have to be So low? If you wanted players to not feel like they Have to buy them to fish effectively, then why are they even tradeable?

 

And finally, nerfing chaos runes. What's with this change, anyway? The blog kept mentioning that they were tweaking drops to "reduce and redistribute the incoming volume of some resource drops, with the aim being to strengthen the value of these drops in the economy and for future loot tables". The blog mentions that they want less items to come into the economy to raise the price of the ones that do come in. This is a smart idea, it's cool, I dig it. But then it talks about Chaos runes like this:

Chaos Runes are a great example here - they're reasonably well-balanced across the activities where they're obtained, but the sheer quantity and number of sources for them mean their value is weakened

Great! Okay, so chaos runes are too cheap, they want it to be more expensive, cool. So let's look at the chaos rune price graph. It was 100 for the past year, so, they want it to go above 100 I guess, cool, make them more valuable. ....However, chaos runes are buyable items from shops, at a price of 100gp/rune. That means no matter what happens they will Never rise much above 100, because bot farms would become even more profitable thus more would come into the game thus the price goes down again, making this entire thing seem like a folly to begin with. It doesn't really do anything for the economy at all other than nerf the droptables, which I mean, if that was the plan that's fine, but that didn't sound like the plan.

 

Anyway, that's my long discussion, I think it's just clear that Jagex needs to really doublecheck what they're promising vs delivering, and introspect about Why they're doing things a little more. I've seen a few of these points raised in other threads but never alltogether like this, so I wanted to collate them.

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The original was posted on /r/2007scape by /u/MR_SmartWater on 2025-06-26 11:06:22+00:00.


Real players once again getting screwed over

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The original was posted on /r/2007scape by /u/tyvar1 on 2025-06-26 10:59:51+00:00.


”We've considered as a team how to deal with the Max Cape in a way that honours the community’s wishes. After carefully reviewing community discussion and weighing up the broader impact on the game, we're proposing that the Max Cape will be treated as lost when a new skill is added to the game – you’ll need 99 in the new skill before you can get it back. We understand that this might feel frustrating. After all, reaching max level status is a huge achievement. But Old School RuneScape is a living, evolving game. New content should bring fresh goals and challenges, and the Max Cape should reflect that. Making players re-earn it isn’t taking something away from the community, it’s rising to the challenge of meeting an evolving standard for the game. Players who re-earn their Max Cape have proved ongoing dedication and commitment, just like when new combat achievements or quests are released. This approach also keeps the system fair and consistent: a skill is a skill, regardless of when it's added. We don't want to create convoluted systems where we have different rules for new versus old skills.”

https://secure.runescape.com/m=news/sailing-beta---available-now-on-desktop-or-mobile?oldschool=1

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The original was posted on /r/2007scape by /u/tyvar1 on 2025-06-26 10:57:45+00:00.


”Many maxed players have combined their other special capes with the Max Cape. Don’t worry – you’ll be able to get your Infernal (or Fire) Capes back, even if you lose the Max Cape that goes with them. When Sailing launches, you’ll be able to dismantle any Max Cape variant to get the component pieces back.”

https://secure.runescape.com/m=news/sailing-beta---available-now-on-desktop-or-mobile?oldschool=1

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The original was posted on /r/2007scape by /u/JagexLight on 2025-06-26 10:31:10+00:00.

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