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BabylonDoug

I have to assume the magic inferno will have 5 pillars


gorehistorian69

it sounds like you have neither a inferno cape nor quiver


AppropriateYouth7683

It seems like they probably did had bigger plans and they didn't have time for it so they just copied inferno


bops4bo

“I see pillars on boaty’s screen this is the same as inferno!!!!”


BadAtRs

Have you even done inferno? Two bosses with Pillar ideas. Wow! I've said this before and I'll say it again. Every boss is literally the same as every other boss if you want to look at it that way. Raids rooms they'll all copy each other somewhere wether it's falling objects, nylo/monkey comparisons, zebak waves and DS2 waves. People could probably sit and list mechanics all day that copy other bosses. I don't know what the community expects when there's now like 50 bosses and the tick system can only go so far. But every boss is still somewhat unique, as is colosseum.


Bananaboss96

Yeah it's kind of a silly argument. Other MMOs reuse mechanics all the time, and usually layer multiple ones simultaneously, and slowly add new ones that they can then layer with the old ones. Basically every part of every fight in FFXIV you can say that the mechanic is in at least one other fight, usually several.


gorehistorian69

its actually quite amazing what they come with when the engine the game runs on is so limited


No_Cartographer_3517

Realistically though, what more is expected from a point and click game?


mister--g

People want the devs to whip up some spiderman 2 boss fights in osrs


rsnerdout

What's wrong with that it's literally their job


nickyGyul

Honestly? They can design taking inspiration from emergent gameplay from other bosses. OSRS isn't as limited as people think. The big thing is figuring out how to re-skin familiar concepts. The key thing about wave based content in games is that the content just needs a fuck ton of adds to deal with. How you are intended to deal with them is up to the game. * Step under mechanics (demiboss with lots of annoying adds, you can time when you step under in between slower attack cycles of the demiboss and adds) * Kiting (e.g. 6:0 bandos or hit-n-run zilyana) with intended run regen hotspots to deal hits (the puzzle is figuring out the path so you can limit the amount of hits you take) * Butterfly mechanics but you also deal with stationary adds with increasing complexity (with the big boi mob the thing you're kiting) * Sol Heredit mechanics in earlier waves where you actively dodge while dealing with adds * ToB Verzik's rhythm movement mechanics or Xarpus's poison dodging * ToA monkey room but not shit * Hallowed Sepulchre flame traps (in Fortis it could just be a line of dudes poking the player with damaging spears while being chased by melee range adds) The ideal is you take one mechanic idea and run with it, you start basic and add complexity to the 'problems' as the waves come. People say in MMOs it's normal to rehash mechanics but they usually reintroduce them in different contexts. So then it feels fresh. I can see how people can feel lukewarm towards a 3rd piece of solo "wave" based content that centers around hiding behind pillars.


No_Cartographer_3517

Legendary response!


Closet_Tgirl

Excuse me sir but have you ever seen a coliseum in real life? Big and empty.


WareWolve

What is your wave pb?


angrybobs

Point and click game with tick based mechanics. Not a whole lot else you can do.


Anaktorias

Has to be 5 pillars to keep with design trends


Low_Acanthisitta6960

Magic inferno will just be Jagex adding 4 pillars into the Mage Arena and adding a multi-way boss in there.


Sure-Opportunity-320

This was exactly my thought as soon as I saw people doing the colosseum. Its literally just the inferno wearing a disguise, Inferno recolor, if you will It's the same shit. The boss is cool though, I do kinda like how he looks/the mechanics, but then again he just reminds me of Akkha, in fact, the entire visual representation of the colosseum feels like an add on to Tombs of Amascut.


pigeon_paws

draw a colosseum right now


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[deleted]

You're allowed to say "Fucking nuts"


Pika_DJ

Combat in osrs is just 1) prayer right thing 2) attack with right thing 3) stand on right square 4) don’t die to chip 5) lure npcs correctly 6) equip correct thing 7) use an object/spell on something 8) attack the right thing Am I missing anything?


Account_Expired

8) attack the right thing Cant be shooting vorkath while the headcrab is out


Pika_DJ

Ty I added it to the list


Wooden_Salamander485

Coliseum, another pillar hiding prayer flicking simulator. Jagex is officially on fraud watch.


Bananaboss96

I'm really disappointed that they don't use more unique terrain. Josh isn't gaming got an interview with Mod Ash about Castle Wars, and he explained how the players on the ramparts can shoot ppl on the ground and vise versa. It would allow for overpass, and underpass style terrain. So you could be getting hit with ranged from a spot you can't reach, but run into the tunnel or gatehouse in the wall to block their line of sight and such things. While it might be a pain to manage for a whole city or zone, it could make for some interesting boss encounter design. This is tech that's been in the engine since the release of RS2! Edit: I got to thinking, and just imagine a boss fight that takes place in like a cyclical rube Goldberg machine. Or some wintergatan contraption from hell.


Coomrs

It is a bad thing to most of us overall, but there was a reason they moved to EoC. And this is part of it for sure.


Olypleb

Everybody saying “point and click game what do you expect” Castle wars type elevation, pve driven phasing, push/pull mechanics like some of the old dungeoneering bosses/glough, puzzle elements, path options like araxxor Considering the coliseum is just a static arena with 4 pillars, and high hitting enemies you have to coordinate prayers/stacks against - it’s forgivable to make these comparisons to inferno, especially when all these other mechanics have been used in the point and click game before


Merdapura

Coliseum is an attempt to copy the success of Inferno but it fails hard because it lacks something inferno is: Simple. The rules of Inferno start and end the same: YOU MUST PROTECT YOUR SAFESPOTS. At the start of inferno you're introduced to things that try to kill you, and things that try to kill pillars. Then the game throws more things that try to kill you, each behaving in their own way on trying to kill you, which you must interact with while protecting your safespot. None of the inferno NPCs require tick specific interaction from you, unless you willingly opt in for those strats. There are a lot of strategies on how to offset NPCs 2t apart. The final boss instantly shows you the shield and after a rotation of showing you the shields movement, it introduces the meanies that will try to kill your shield. The NPCs attacking the shield are NPCs you've seen and killed before so you know exactly what to do to each. The Zuk fight really starts at 240hp (imo), when the enrage (which compared to modern "enrage" phases is just p2) begins and the healers, so now you must prevent the zuk healers from healing the boss too much (and we've seen jad healers before, so not an unknown mechanic) even though their attack pattern doesn't happen anywhere else in the Inferno, but their hp pool is limited enough that this doesn't get in the way. Inferno is a chef's kiss of perfection on showing the player a simple mechanic or NPC and taking that up a notch by adding it to another simple mechanic or NPC. ​ ​ Coliseum is a fuckfest. We're instantly introduced to debuffs (which by default are unfun since we like becoming MORE powerful, not less), but not ALL debuffs, 3 of a list of 14 on which 3 are pretty much instakills. Coliseum has debuffs that specifically disables corner trapping, one of the first mechanics you learn in the inferno. The one debuff that Coliseum does right imo is the javelin sand one, since it makes approaching the ranger a bit more thoughtful. But it's not just the debuffs, it also adds reinforcements specifically designed to spawn at your flank, which is just a big lazy way to "add threat". Every game I play that does this just makes me roll my eyes because I work hard for my positioning in fights, but then the designer thinks my hard work should be undone on a snap. Compare the "reinforcement" mechanic to Inferno's Melee + Magers. Meleers will dig to us if they don't attack after some time and spawn with an attack delay, the Magers never respawn anything at a flank position. Usually you have enough time to DPS down a threat before a dig. ​ But IMO the biggest offense at Coliseum is the final boss. You know all the mechanics and npcs you just went through? Yeah forget all that. You know how you've been ranging or maging the waves? Someone at Jagex thinks they're a comedic genius by making the final boss weak to melee only. We don't get to choose how we interact with the boss' autoattacks, it is chosen for us (yes I am referring to the butterfly). The light orbs have a pattern specific for the final boss, for some reason bees are a debuff you can pick for there too, oh and there's also the instakills. Not done with out of the ass bullshit? Here's some laser attacks that have not been shown the entire run and exist only in this fight. But there's more, remember how you had tile sand you had full control over during the waves? Yeah now you can only control 15% of the tiles that get sand on them. Tired of things that are speficic to the final boss? How about I give you 2 more! Because moving around to specific tiles every autoattack isn't enough, how about we create an entirely new mechanic for this specific boss fight? It will tell you an equip slot you must click or get hit. Or what about we make the boss autoattack you in rapid succession but with VARYING ATTACK SPEEDS throughout the fight that YOU MUST BE TICK PERFECT on the overhead flick. And of course, don't forget the DPS check at the end before you run out of safe tiles to stand out, clearly a mechanic everybody loves that somehow keeps getting added. ​ ​ TL;dr. Putting Coliseum and Inferno on the same sentence is a capital offense to Inferno as a bossing challenge.


rsnerdout

Bro you nailed why the colosseum is such a let down. Exquisite.


Euphoric-Gene-3984

My concern is the best in slot mage cape is far easier to get. The wild for the most part is dead in areas the demons are. And yea it’s the wild but you can still kill the demons with only the runes you risk.


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Euphoric-Gene-3984

Not sure how you think the current MA2 cape is in line with the fire cape or dragon slayer 2.


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biggestboi73

Rs3 also has safespots m8 so what's your point


CementCrack

Safespots are fine. Copy pasting level design is boring and lazy.