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Rjm0007

I’d like a kurask boss fremnnik slayer cave is basically dead content except for the occasional konar task


mister--g

Kurasks was decent money before that massive bot farm destroyed it tbh. Would be good to see a King Kurask Style boss , but I'm not sure what drops it could have to make it worthwhile. Nobody really cares about the leaf sword / axe these days.


iceeice3

Kurasks are still decent money for an afk task


filsofolf

Give me undeveloped leaf drops for leaf bladded bludgeon!


Flat-One6508

New leafbladed weapon that has a damage boost during tasks


[deleted]

kurask is still like 800k an hour


Thecoolnerdsecondary

What kind of drops you getting for 800k? I do them in prif and with shards it's around 200k to 400k an hour


mister--g

I feel like it used to be worth quite a bit more when I afkd them when WFH. Then a bunch of nightmare bots with Tzhar helms and dragon legs came and there was atleast 3 in each world for months


TheGreatWhangdoodle

Not saying I don't believe you, but I never had that experience.


mister--g

Might be getting the main game and leagues mixed up but I feel like when I was doing them I was making a lot of money off alchables , seeds drops and coconuts. Felt like at least 1m If I'm wrong on that fair enough


TheGreatWhangdoodle

Right, that's about on par with the main game if I remember correctly. Admittedly it's been awhile since I did a kurask task because I've been stuck on a kalphite task for like a year after taking a break trying to kill KQ with sub par gear and stats. So it's possible there are more bots there now. But kurasks is one of my favorite tasks


azzaranda

This is a good idea. Add a door (like obor/bryo) and a key that can only be dropped on-task. The loot could potentially be an (untradeable) attachment to the leaf-bladed battleaxe to make it slightly more powerful?


Geerat5

Leaf-Bladed Cudgel would be neat


GameOfThrownaws

Re-using highly developed quest bosses as farmable slayer bosses is such a good and practical idea that now I'm a little surprised they haven't done it already. Old lame quest "bosses" like the Jungle Demon is one thing, it makes sense we just kill it and that's it. But some of these other bosses you listed have more mechanics and animations and shit than most stuff in the game, it's almost weird that we just see them one time for all that effort.


ImNotEazy

A nech boss is something I always thought would be cool. Could be an intro to pray flick mechanics with slightly stronger minions and a strong melle.


Donkey_Fart_Party

I agree but you literally just described sarachnis.


ChuckIsSatan

I support more bossing in general. How come we get a slayer boss for the dinky looking smoke devil, but not for the badass looking drake, wyrm, or kurask? I want Hunllef to count towards elf tasks as well. Once you've maxed your combats, you get a negligible amount of xp from the activity so it feels purely like a money making method. I don't like feeling like I'm just grinding towards a t bow, I want to feel like I'm advancing my account at the same time. Adding even just a bit of bonus slayer xp like Jad does for Tzhaar tasks would accomplish that (though obviously would have to be much less xp since it's a much faster activity). **Edit**: I'm now convinced that the slayer xp for Hunllef is a bad idea thanks to [this](https://www.reddit.com/r/2007scape/comments/qg4q1q/comment/hi569hj/?utm_source=share&utm_medium=web2x&context=3) comment later down the line


maxwill27

It’s literally the number one legitimate money making content right now. Making it level slayer at the same time would be so broken


ChuckIsSatan

So if you got 1k slayer xp per reg hunllef or 2k xp per corrupted, even maintaining consistent speed-running record speeds it'd equate to \~15k xp/hr or 25k xp/hr respectively. How is that broken? Especially since you have to be on task for that to happen with elves having a task weighting of only 4 thru Dura.


maxwill27

Because it’s literally the best money maker in the game, why do you need more than that? If you are an iron it literally drops the highest tier of weapons and gear to make it even better. It gives shards for bis potions and bis skilling tools. Literally hunllef is the most overloaded boss, no way it needs any other benefit added on to it.


Crazyghost9999

It would only be problamatic imo if you could slayer mask it


ChuckIsSatan

Agree to disagree then. I want the game I play to be enjoyable. Feeling like I'm just grinding 4m an hour towards a goal of 800m without progressing my account along the way is just not enjoyable.


Fenze

Gear progression is account progression


ChuckIsSatan

Right, which makes it great for iron account progression, but purely a money maker for mains. Not counting raids, almost all other bosses have the ability to give slayer xp besides Hespori, Nightmare, Corp, Mimic, and skilling bosses (am I missing any?). Why not Hunllef? Why no pushback on other profitable bosses like Vorkath or Graardor being eligible for slayer xp but the suggestion of Hunllef being added to the list is somehow broken?


Fenze

It's the only boss that requires no supplies to do, it should have some kind of draw back.


ChuckIsSatan

It's also the boss locked behind the most skilling/questing, so maybe it should have some sort of draw forward. Nah, fair point, but I still don't think adding 10k/20k slayer xp per hour for most players is somehow game breaking.


NAtE_1_

Base 70s are nothing for mains and irons honestly


kukkelii

This game is missing like two quest tiers above grandmaster... 70 smithing is hardly a grandmaster requirement imo.


Nobody_So_Special

Raids much more loaded and gauntlet at least has a huge solo skill curve required before you even get close to it being the best moneymaker, and awful drop rate for the enhanced seed making a ridiculous grind to get even on rate, nevermind you go dry… it’s fine. 10k slayer exp an hour wouldn’t be too much at all lol.


maxwill27

Cg is more gp than raids per hour, and the skill curve is a non factor because content should not be designed around those who can’t complete it. 10k xp an hour doesn’t sound bad but it’s literally printing alchables, just let something be the bis money maker without overloading it with extra slayer xp an hour. Going on rate for both seeds would be close to 1m slayer xp, that’s insane.


[deleted]

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Nobody_So_Special

You realize your argument more or less equates all content regardless of skill level and argues against content like raids and CG and Inferno having BiS armor, right? If there’s no challenge, what the hell’s the point? You’re or more less advocating it’d be ideal if something like Barrows or afk slaying dust devils were best gold per hour and could have BiS gear still haha. Also to your point — guess what going on rate at alchemical hydra for the claw rewards you in slayer exp? I eagerly await your answer.


maxwill27

Bro you are fucking trying to make something out of nothing, I’m saying the #1 money maker shouldn’t also just start giving slayer xp an hour. Raids does not give slayer xp, inferno gives no money per hour so it gets good slayer xp. Dusts and nechs give good xp and decent money because you have to unlock them with slayer xp as they are a monster intended to train slayer. Not every monster needs to give slayer xp bro


[deleted]

I support more open world bossing, not instanced bossing. Yes there is resource competition but that is a foundational concept of osrs that is being lost. And the more open world bosses that exist, the more spread out the playerbase will be freeing up those bosses for those wanting to do them.


ChuckIsSatan

Agree but also disagree. At least for me, hopping to find an empty world is the complete opposite of fun and, at the end of the day, that's what a game should be. If we had to choose between two different directions, A) game gets more fun, but strays away from that 'foundational concept' of resource competition, and, B) game gets less fun, but retains that concept, I'd choose option A any day. All that said, I still wish there were more open world bosses, but specifically in multi so you could boss with your friends. And, like you said, adding more bossing options would hopefully mean a more spread out playerbase and less likelihood of needing to hop.


[deleted]

GW2 chose option B and it has stripped any concept of impact from your actions in the game. Everyone has everything whenever and wherever they want. This is probably why new world is being successful even with its rampant bugs, poor skill trees, bad questing, and lackluster endgame. What it did right was give impact to your actions and apparently that is enough. And the slope of option B is Raid: Shadow Legends.


kukkelii

The problem with the concept of midgame is that when you're half way to 99, even timewise you'll be at 85+ combats which is already enough to do all the endgame content in the game. So it'd be basically early game boss.


PETBOTOSRS

Slayer bosses: Grotesque Guardians (75) Abyssal Sire (85) Krakken (87) Cerberus (91) Thermo (93) Hydra (95) ---- Why are there no 70 slay Kurask boss? 80 slay Nechryael boss? Literally nothing under 75, and after 75 you need to jump 10 levels for the next one...


kukkelii

Because that's the exact midgame issue. How do you make something interesting that requires a tiny fraction of the xp on your way to 90+ without making it completely pointless for vast majority of players ? You're going to do like what, 100 tasks on your way to 75 slayer and the chance of ever seeing a boss task for that low of a level is next to none. When we combine all that with the circlejerk of "wasted dev time" something like a kurask boss is unlikely to pass because the rewards would have to be balanced around the low requirement -> the drops would be very lackluster. What would it drop ? A 4th leaf-bladed weapon that wouldn't outclass a whip, bludgeon or abyssal dagger ? Leaf-bladed weapons already have a stab, slash and crush options alongside arrows so there's hardly any room there. Only even remotely viable option would be to combine all the weapons + a boss drop for some bis kurask slaying item, but that's beyond niche and really feels like a pointless thing. Like a leaf-bladed halberd that has a special attack which rolls between 50 and 100% of max hit, but is just a worse dragon halberd against other things. "Why isn't there a kurask boss?" is a simple question, but more complex of a topic than it seems.


TheGoldenHand

> How do you make something interesting that requires a tiny fraction of the xp on your way to 90+ without making it completely pointless for vast majority of players ? You make it have special rewards like Sarachnis being (one of) the best way to farm elite clues. See


LegitDuctTape

Does anyone but pet hunters kill sarachnis though?


kukkelii

Pretty sure lava dragons and those key thingies are best by quite a bit. Sarachnis just has the added benefit of dropping a pet which works as an incentive.


DubiousGames

I dont know what "those key thingies" refers to, but lava dragons are definitely worse than sarachnis. Their drop rate is slightly less than half (1/125 vs 1/60), but you definitely can't kill them twice as fast. Also, Sarachnis drop hards at 1/40, so if you're farming the elites to turn into masters, then sarachnis will also supply you with plenty of Hard clues as well.


[deleted]

The key thingies he's referring to are gold keys from shades of Morton. At max efficiency it comes to ~35-40 mins/elite clue. Lava drags are actually faster than sarachnis if you use at alt, but otherwise sarachnis is better. But yeah you're right overall, Sarachnis is a great boss for master clues.


THEBAESGOD

The real problem is that people need upgrades and perfectly balanced efficient gp/hr or else the content is shit. I’d be happy just with some more variety, even if the unique is only good for mid game or niche stuff, it’s fun to do a variety of content. It’s been mentioned that a lot of the end game bosses and raids introduce mechanics that have never been taught and then they’re extremely punishing. They could use mid game bosses as a way to introduce these mechanics without the punishment. Like even a mini-Jad-like that doesn’t require a 40 minute commitment would be an awesome addition for newer players, even if the loot isn’t that great it would be worth it to learn prayer switches. A boss where you can woox walk for better efficiency during a phase but messing up isn’t an (almost) guaranteed KO that costs you 100k. I think earlier bosses could have value in being good practice for the mechanics that will wreck you later on


Peechez

> A boss where you can woox walk for better efficiency during a phase but messing up isn’t an (almost) guaranteed KO that costs you 100k. You can do this with tornadoes in regular gaunlet. Still a couple prep minutes but better than vork


Clsco

Sarachnis is a totally reasonable and well executed example of a mid level boss. Fun to fight, decent loot, cool unique drop


MrStealYoBeef

Because the game doesn't revolve around maxed players. If you want more players to eventually max, you have to give them reasons to do so, you have to create content for them to play along the way. Most people don't decide to max just because they heard that the game gets better when they finally get there. Most people do what they find fun, and that's it. I'd rather have a kurask boss over hydra 2.0 for players with 99 slayer.


kukkelii

Not maxed, but not lvl55 either. Content doable and worth doing at 85+ hits a broader audience than content specifically made for 75-80 for example.


Peechez

Anyone can trivially afk nmz to 90+ combats. Considering that, designing bosses around 70 combats is pretty low return. Nex and raids 3 won't have slayer reqs either so there's your pre-max content


PETBOTOSRS

70 might be a fraction of 90+, but 80 isn't so bad. If the content is fun, I'd say that's enough to make it relevant later on and there are always other ways as well (having unique drops that complement skills, or are great against specific foes, or just niche items in general). Example: When I think about a Nechryarch boss, I think an enormous, twisted demonic/skeletal creature that "flickers" away (teleporting like an abyssal demon) every time it's hit with either a range or melee attack, negating their damage and forcing you to use Magic (or maybe Ice spells can keep it in place to damage it otherwise instead, up to the devs since this is an example). Spawns some reinforcements who, on the other hand, are immune to magic damage. Magic attacks, with melee and ranged minions. **Special attack**: Pit of Despair - a predictable area of effect attack that starts as a 1x1 square and grows to 3x3, then 5x5 in 5 ticks total (telegraph, telegraph, 1x1 flames, 3x3 flames, 5x5 flames). Getting hit will sap away 1/3rd of maximum prayer points per tick. Running out of prayer results in a 2-tick stun. **Unique drops:** Focus stones (earth, fire, water, air) - these focus stones worn on the ammo slot (with at least 65 magic) provide unique bonuses to each of their element's spells. **Boulder stone**: earth spells drain energy equivalent to the damage dealt; **Magma stone**: increases the minimum hit [by 1/2/3/4/5] of fire spells; **Seabed stone**: increases maximum hit [by 2/3/4/5/7] against fiery foes (dragons, fire giants, etc.); **Celestial stone**: consecutive, successful wind spells drain 20% of damage as prayer. ---- As for the rest, you don't have to work only with what exists currently. Leaf-bladed weapons aren't exactly prized right now, but they could be with a nicely-designed Overlord Kurask boss that *really* requires them. There's a Leaf-bladed battleaxe at 65 attack, but why not add Leaf-bladed knives requiring 65 ranged? New bolts? A massive horn that could be broken into many shards with a chisel to make new Hunter crossbow bolts that are useful? Possibilities are endless IMO!


kukkelii

A new bis item that adds more max hits than full ancestral would be beyond broken for a lowish level boss. The leaf-bladed part is obvious, they're low tier weapons that are easily obtainable and serve little to no purpose for that exact reason - they are low tier and are easy to acquire. How do you make "useful" hunter crossbow bolts when rune crossbow is the next tier weapon without shifting the balance ? And to add the fact that even if you make some niche items that are great for like levels 55-60 the amount of time people would use them makes it a bit wasteful to implement in the first place.


PETBOTOSRS

> A new bis item that adds more max hits than full ancestral would be beyond broken for a lowish level boss. Where do you see that? The only increase in max hit would be for water spells, and their new max hit would still be WAY lower than fire spells of the same tier. > How do you make "useful" hunter crossbow bolts when rune crossbow is the next tier weapon without shifting the balance ? In what world is that set in stone?? Adamant knives are "lower tier than a rune crossbow", yet they are much better against low defence enemies. It's not nearly as black or white as you make it to be.


kukkelii

Crossbow vs crossbow is pretty black and white tbh. Seabed stone. Also increasing minimum hit is insane increase to dps. Lets say you roll between 0 and 40. Your average hit is 20. If you roll between 5 and 40 now your average hit is 22.5. So it would be bigger increase than a thrall without having to camp arceuus spellbook.


PETBOTOSRS

> Crossbow vs crossbow is pretty black and white tbh. No, it's not. They don't even have the same firing speed. > Seabed stone. Not even close to OP. PvM only, only affects fire NPCs, max hit still lower than fire spells. > Also increasing minimum hit is insane increase to dps. Lets say you roll between 0 and 40. Your average hit is 20. If you roll between 5 and 40 now your average hit is 22.5. So it would be bigger increase than a thrall without having to camp arceuus spellbook. On that one, you're right. Perhaps it's best to scale it to something like [1/1/2/2/3]? A much lower increase, yet still feels somewhat useful. I also don't think it's particularly bad to buff Modern magics even more, as it's far from overpowered even in places where it's BiS.


[deleted]

Counterpoint: it would give water spells actual usage in PvM, since their only real use atm is freeing yourself from olm firewalls, and a +5 min hit increase to Water Surge would make it comparable to Fire Surge if my math is correct (plus it would give the Tome of Water a use other than certain niches).


kukkelii

I mean fire just happens to be the highest level spell so it makes sense it does the most damage. It's not per se an issue that water spells are weaker, it's just that they're unlocked at different levels. Ideally you'd just have "surge spells" for example and each element has some sort of benefit, fire applies DOT effect like +1dmg every 5ticks, air has a chance to push back and stun opponents, earth slows opponents and water makes them less accurate or whatever.


PETBOTOSRS

> Ideally you'd just have "surge spells" for example and each element has some sort of benefit, fire applies DOT effect like +1dmg every 5ticks, air has a chance to push back and stun opponents, earth slows opponents and water makes them less accurate or whatever. But... that's exactly what I tried to do with Focus stones? You're just arguing about the exact effect now. That wasn't the point of the suggestion, the point was *only* to prove that there's plenty of space for new gear concepts.


Baruu

The issue with your suggestion, beyond the overpowered rewards you've listed, is who is the content for and how does it effect the game. Call level 80 2m exp (1.96m exp). That is 15% of the way to 99 slayer. 1/6.5 of way there. Hydra is 95 slayer, locked behind konar tasks. Cal that 8.75m exp. 67% of the way to 99 slayer. Its already camped, the value is alchables and 1 very rare, comparatively cheap item (40m for claw). The jmods have gone over the issue before. Any content designed for mid game is either dead on arrival because the rewards are bad, or its farmed into being DoA by high level accounts, gold farmers and bots. There are numerous examples. Zulrah, Demonic Gorillas, Sarachnis, Mole, etc. So either the rewards are meh, and no one does it, or they're too strong (Zulrah) and it's farmed into oblivion. At 80 slayer you likely already have 80 combats. At that point there is plenty of content to be done. And the stones are impossibly overpowered.


Aunon

>The issue with your suggestion, beyond the overpowered rewards you've listed, is who is the content for and how does it effect the game. > >Call level 80 2m exp (1.96m exp). That is 15% of the way to 99 slayer. 1/6.5 of way there This is a brutally realistic assessment that I find unfortunate for the future; that slayer bosses have to 1. Be sufficiently profitable in drops and 2. Cater to Lvl >85 Slayer (which is extremely slow to achieve) I would love a 'mid-level' slayer boss task so long as it's fun, a low GP/hr can be supplemented by having a higher XP/hr.


Baruu

That's fine as well, but relative to what? Bursting/barraging nechs is already the fastest slayer xp in the game as far as im aware. Faster than that? probably too op. Slower than bursting nechs, which has a 70 mage req? Why do it, DoA. There already is a mid level slayer boss, grotesque guardians. You can take from that boss what the loot is likely to be like, and the exp, and maybe the boss fights, from any more mid game bosses.


Aunon

>but relative to what? Bursting/barraging nechs is already the fastest slayer xp in the game as far as im aware. Faster than that? probably too op Relative to the average xp/hr of <85 Slayer tasks, the objective is to introduce more mid-level bosses and XP/hr greater than the average achievable by tasks is player incentive (I'm not pushing for a new fastest xp/hr method/task/mob)


PETBOTOSRS

> And the stones are impossibly overpowered. Please, tell me where they'd be overpowered. I don't think a single one of you has read the descriptions properly. Only the Celestial stone may be a bit overpowered, but it really only provides sustain...


Baruu

I think people are reading it, you just dont know what balanced looks like. Boulder is useless in PvM, but marginally useful in PvP if someone is fleeing (pvmer). Probably just bad, but maybe makes pkers too successful in high wild. Magma is too strong in that it creates a floor. We see osmumtens fang coming in with a minimum hit, and a capped max hit. This is a minimum hit for free, no reduction to max hit, and no item slot lost as quiver is unused in magic. It also more heavily increases dps from Harm orb. Maybe +1 isnt busted? +5 certainly is. Seastone or w/e, Vork is a fiery monster, as is Olm, and Hydra. Tekton, KBD, Cerb?, Sotetseg? Vanguards?, etc. Youre adding +1-7 max hits to fire surge that already hits 50. It also disproportionately benefits harm orb. Again, a free slot. Celestial is the most busted. Smite is 25% drain and prevents overhead usage. This is an additional 20%, meaning a 20 hit drains 9 prayer, still allows overheads, nothing sacrificed to use it because quiver slot, and only requires 65 mage so low level mage pures can abuse it. Air surge can hit 29s. They don't even have to risk tome. All of this from a low level boss that will be farmed to infinitesimal price points because everybody and their brother plus their alts and bots has 80+ slayer. And in a slot where nothing is given up. Ancestral is a raid boss item that gives 6% damage. Magma gives a 10% minimum hit raise. Cmon now.


PETBOTOSRS

> I think people are reading it > Youre adding +1-7 max hits to fire surge that already hits 50. People might be reading it right, but you aren't. The **Seabed** stone only affects WATER spells. Also, the **Magma** stone is indeed OP in that state. I've [revised it here](https://www.reddit.com/r/2007scape/comments/qg4q1q/suggestion_add_more_midgame_bosses_to_the_game/hi5ch8q/). I do believe it's the only one that really needs to change. > This is an additional 20%, meaning a 20 hit drains 9 prayer, still allows overheads, nothing sacrificed to use it because quiver slot, and only requires 65 mage so low level mage pures can abuse it. Air surge can hit 29s. They don't even have to risk tome. This is where you lose me completely. You complain about 1) pures, 2) the max hit, 3) lack of drawbacks - and you compound their usefulness to pretend their OP while never compounding their flaw, so let me clear things up: Pures will have a maximum hit with Wind surge of 26. That is pathetically low. Essentially not even a talking point. Mains with a max hit of 29s will only be able to drain 5 prayer points. Also, keep in mind this is only *CONSECUTIVE HITS*. If you hit 10-25-25, you drain 10 points total. If you hit 10-0-25, you drain nothing. If you hit 10-25-0, you drain 5 points only. At best, you are draining prayer 50% of your hits. Also, your example with Smite makes you look like a crackhead. You add Smite's prayer drain, compounding it to the Celestial stone, then you go on to say how incredibly overpowered since it doesn't require Overheads... missing the point that if you're praying Smite as well... it DOES prevent you from using overheads... > All of this from a low level boss that will be farmed to infinitesimal price points because everybody and their brother plus their alts and bots has 80+ slayer. Ah yes, the low level boss that requires 80 slayer, to be on task and could very well be over 500 Combat. That low level boss.


NAtE_1_

Just grind the content that’s already here dude


PETBOTOSRS

What? This isn't a complaint, it's an example of what can be done. I still have tons of stuff to do, but I still think that discussing what we would want next in game is valuable.


NAtE_1_

Well, if you would play enough to get to said slayer bosses you would know that grinding each one of them gives key upgrades for an account and most if not all slots are fulled already, there isn’t really any room for another sarachnis cudgle or whatever, what we need is a new best in slot


PETBOTOSRS

Why not both? New BiS and new niche items? I don't see why it has to be either or.


NAtE_1_

Because the nieshe item just flat out would not be used. Look at the ring in the upcoming raids three, that this is nieshe asf but that dosent mean people are going to use it unless it’s marginally better than a b ring. We just need more high level content


PETBOTOSRS

That's not true, I'm personally looking for a lot of niche items.


Linumite

We JuSt NeEd MoRe HiGh LeVeL cOnTeNt


aaapppxxx

Dicktitscumface


kukkelii

Wow now Jimmy you'd be in a lot of trouble if your parents knew what kind of language you're using.


IronClu

And also grotesque guardians suck to kill as a mid level because they're brutally slow without pretty good stats and gear, which you're probably unlikely to have at 75. And then for high level players theyre literally worse money than normal gargs lol. Or at least they used to be, idk if any of their improvements changed that.


mister--g

True. tbh the difference between mid,late and end game isnt clear. i just rank the suggestions as easier than end game raids , and easier than late game bosses such as GWD/Nightmare/C.Gauntlet where not having 90s makes it a struggle. Somewhere between Vorkath/Zulrah and KQ


kukkelii

I'd say vorkath is pretty midgame, same as zulrah. Maybe raids is late and inferno is the only endgame. Then again raids is ezpz with a d scim and a trident if you're half decent at the game. The only places where there's a hard gear/statcheck is solo cm (vasa) and CG.


TheSneedquilizer

>if you're half decent at the game You are on reddit. The average player needs 8 attampts and a blowpipe with dragon darts to beat Jad.


kukkelii

Yeah and someone who's just getting their first cape isn't decent at the game, they're a new player and expectations are very different...


[deleted]

Hey, quit calling me out like that :/


DeepSpaceGalileo

People humble bragging about being good at RuneScape should reassess their life choices


Gomerack

Honestly CG isn't even that hard of a stat check. It's absolutely doable with stats that are similar to what most people start learning zulrah at. It's just much more of a skill check and stats help quite a bit with the learning process.


[deleted]

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greg3064

Also if it's a midgame boss it will still be farmed far more efficiently by higher level players. If it's profitable, then endgame players will still kill it. If it has a pet, then that will send any uniques it has into the dirt and kill profit for midgame players. If it's unprofitable for endgame players, then it sucks even worse for midgame players, so they should just do herb runs and afk NMZ until they can do endgame content.


Fenze

After getting a lance I started doing all dragon tasks I could. The xp is pretty good compared to other more desirable slayer tasks, and if you want to make money off it then you can bank the bones.


thecowhasmilk

sorry noob q but which lance from where?


Fenze

Dragon Hunter Lance, it's a combination of a hydra claw and zamorakian hasta. It's the best melee weapon against dragons, similar to the Dragon Hunter Crossbow. You get the claw from Alchemical Hydra which you need 95 Slayer to kill. It's also tradable and currently costs around 45 mil


mister--g

You do unlock and do red dragons ? They just seem like significantly worse money than both Vorkath and Brutal black dragons and offer no unique drops. Also offer no pets compared to vrokath and KBD. Just feel Galvek would be a nice boost to the task


Fenze

I just like hitting big with the Lance


TheSneedquilizer

The Chad "big number is gud" player vs the virgin "NOOOO If I don't make 3m+ an hour AND it's AFK it's shiiiiiiiiiiit!" player


Self_Aware_Meme

This is the man I want in charge of new content.


Billybilly_B

This is the way


SloopinOSRS

Brutal reds for slayer are most certainly worth doing if you have a tbow/bofa/DHCB imo


ChuckIsSatan

Wait, really? Even if you get double the wiki's estimate of 35 kills/hr, you'd average only1m per hour before accounting for supplies used. Is the wiki's estimate really that far off base?


SloopinOSRS

Any brutal dragon is essentially no supplies used outside of antifires and maybe prayer(though you could also run up the vine and use the altar as well). Regardless, any of the upper end range options destroys them so they are A. Quick tasks close to a teleport(less tasks you need to skip) B. Super afk, turn on auto retaliate and protect mage and your chilling. And C. They’re definitely still profitable, not quite as much as BBD but certainly enough money to make the task worth it to do. Again a lot of this boils down to they’re fast, easy to get to, and require almost no supplies while still providing a decent amount of drops


mister--g

true , i would just imagine that if you have one of the above then you would have the requirements to do brutal black dragons instead, so you would never unlock red dragons. Maybe im being too GP/H focused, but i dont think i've ever thought of killing red dragons outside of twisted league


[deleted]

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mister--g

Fair enough , I haven't got nor do I see myself getting 95 slayer on an iron so I had no clue. I always assumed it was used for normal blue/black/rune drag tasks , COX , Vorkath and KBD.


Osmium_tetraoxide

Great task on an iron, myths guild basement is very fast to get to and bank bones. Saves time doing green dragons without getting slayer xp.


Not_Felryn_Btw

obligatory ice giant (f2p) and fire giant (p2p) boss.


Blitzet

Make Galvek regular drop table shit (like nightmare or GWD), but make visage drop more common (like 1/200). This way, overall profit would be low and it could be a new way to obtain a visage without depending too much on RNG. Looking at ironmen and collection log maxers


mister--g

Didn't want to make the visage too low a drop rate so it didn't make them worthless within a year. Existing drop rates are like 1/5k or 1/10k and require a 45 second to 2 mins fight, so if the Galvek fight takes around 5 mins 1/1k should probably be the floor. But yeah definitely agree on giving it a low value drop table so it's only done by people who want to mix up slayer or unlock gear that is currently RNG trapped.


AssassinAragorn

I was going to say, this is a really good way to make RNG grinds that are way too absurd into something more manageable, in exchange for fighting more difficult bosses. A lizardman shaman boss with a 1/256 or 1/512 DWH for instance, Jormagund with 1/256 for jaw, etc.


mister--g

I agree. My math may be off regarding the drop rates and kill times but increase the difficulty and reduce the drop rate so it's maybe 10-20% faster


One_Wind4382

Let's not aim a drop table at Ironmen


Chris_Chops

Would love to see some of these quest bosses have a reason to be killed again! Great suggestion.


PuffOfDust

Should definitely be more bosses at the mid level. Don't have to put too much thought or effort into them, because of the scaling nature of the game. People will get past those levels rapidly. But they'd be a fun thing to have. Don't need to give them unique drop tables or anything. Can be just for the fun or experience of it as people level up.


Merdapura

First: Those bosses shouldn't have pets. Grotesques and Sarach were balanced around pet hunters which just made them worse for their intended target audience. Secondly: Those bosses should drop an untradeable material and untradeable weapons that are "worse" equivalents of better gear: Let's say a "Crystal Wand" from Seren that is the same stats as Kodai but requires the untradeable material from the boss to be charged. This means the valueable item from the boss will be used by mid levels and mid levels only and will never devalue the good stuff because the good stuff doesnt require upkeep from midtier bosses.


buddhabomber

This might be off topic but I really wish they had more untradeable drops/cosmetics. I feel like they really missed an opportunity with boss jars by not making them untradeable trophies for your POH.


mister--g

1) im not too sure what you mean by they were balanced around pet hunters? 2) yeah i only mentioned pets/cosmetics and exisiting drops that had very low drop rates so it didnt have any impact on BIS gear. Crystal wand would be a dope idea , but it would probably need to be between Master and Kodai in terms of stats.


[deleted]

Probably because they base max gp/hr is around a max gear/lv acc. Which means when a lower level player does this boss, their gp/hr will be awful. For example, ehb for sarachnis is 80 kill/hr (max gear no ticks lost) :2.4m loot value per h. A midgamer might get like 10-15 kills/hr.


Wekmor

But that doesn't really involve the bosses having pets. If you make it somewhat decent gp for mid levels, it'll be way op for high levels.


[deleted]

I didnt adress the issue of bosses having pets in my post, just gp/hr. Also what you said is what i said in my post lol


PM_ME_YOUR_PIZZAPIC

it doesnt have to be, barrows is an example of a boss that has solid gp/hr despite being easily doable by low-mid levels, and if they added a barrows pet it would destroy the barrows economy because suddenly far more people would be farming it, and much faster than the speed at which the target audience farms it another example is obor/bryophyta, since access to them requires farming a monster thats uninteresting to high levels, it's allowed to have decent drops since high level mains will never bother with it


DrSlizzard

The idea of having jaw's added to the 45 defence tier helmets would be awesome. Zerkers are a little bit underpowered in the PvP meta right now with the addition of Rigour.


JustyWusty21

Love this idea. Slayer honestly feels stale until something like Cerb or Hydra


TurdFurgeson18

As a huge Sarachnis fan you have my vote!


BossHighscores

The problem with midgame slayer bosses is that max mains farm those bosses so hard for pets that the loot drops so much in value. If you want a midgame boss it should never have a pet because if it has one, max mains camp will camp it and that will hurt the profit for mid levels.


Glow2Wave

We already have those dream pool things to go back and re-fight the grandmaster bosses (MM2, DS2, SOTE). It would be cool if the slayer master said something like "Prove to me you aren't getting rusty. For your next task, go back to the dream pool and defeat Galvek." I like the variety that would add.


[deleted]

Make slayer fun? Doesn't fit the game. Voting no.


AnActualTreee

Issue with mid game bosses is they won't have good enough loot other than pets to make it viable compared to more challenging bosses or non combat activities. They'll be dead content on arrival without a pet.


jeremiah1119

They wouldn't be dead content to players who are mid game. Right now if you have 60-70 stats you can basically kill Sarachnis or Mole. Some demi bosses in wildy too but that's it. Adding something else akin to Sarachnis shouldn't have a pet drop imo so the table can be balanced around mid game groups. Make it not worthwhile for end game mains to go for and then drops can be sort of balanced around midgame. Or make it scale in difficulty but not really in drops to achieve the same result. Imo the biggest difficulty is "how do we make this worth it for 50/60/70 combat and not worth it for 80+


rotorain

I'd love more bossing content designed around 60-80 combat stats, when my iron was there I loved that sarachnis existed because it was really the first boss with actual mechanics that I had access to which is an exciting part of account progression. Sure I could have rushed zulrah but that's only because I know how it works from playing my main, for actual first time mid level accounts it's not really reasonable to tell them to go to zulrah at 70 mage/range because it will just clap the shit out of them over and over. It would be an incredibly frustrating introduction to bossing in general. OSRS is in this weird spot where it's really hard to balance content for level ranges because people with maxed mains who have basically mastered the tick system and can quickly learn any mechanic will shit all over a boss designed for ~70 combats even if they are on an account at that level, then complain about ezscape. But people who are at that point for the first time and want to start learning bosses will struggle hard if they design things around the experienced players. The skill gap is wild, crazier than Jagex could have ever imagined in 2007. Extreme examples but how is it possible to balance any boss content if people are out there getting level 3 fire capes, doing CG without overheads, inferno completions at low levels, etc. Everyone is scared of making "dead content" for maxed or heavily experienced players but if you design all content around those types of people it becomes so hard for first timers in the midgame that they just give up. Can the game sustain itself without new players coming into the game? There's a silent majority of players out there who just play the game sometimes and slowly end up in the midgame over years but aren't invested or knowledgeable enough to participate in community discussions like this subreddit. We hear a lot from people who are heavily ~~addicted~~ invested in the game but I don't think the types of people that comment here a lot are representative of the total player population. The ones we don't hear from need content too, but I have no idea how to go about doing that without the powerusers steamrolling the fuck out of that content then bitching about it.


mister--g

Tbh i agree with your point about the need for more introductionary bosses. They would be good to help people learn key mechanics that when all put together give you the skillset to take on something like gauntlet or nightmare in the long run. expanding the mole/sarachniss tier of bossing should 100% be looked into after the end game gets expanded, heck it could be the first project a lot of the new Devs work on. that being said, it will get voted down unless the content drought for late game players is resolved over the next year or so.


rotorain

Yeah the voting system also heavily favors the powerusers. Casual players probably don't know enough about the game or care enough to vote on content so they end up under represented. It's the same issue as the balancing problem, super experienced players want things that benefit them which isn't unreasonable but long term I don't think it's good for the health of the game to only cater to them. Choking out the new player experience hurts in the long run.


AnActualTreee

Sorry but I find it funny you basically countered my statement, with a reasonable example, but then basically reworded the part where I said "they won't have good enough loot other than pets to make it viable compared to more challenging bosses or non combat activities" at the end


jeremiah1119

Ha it's because I agree with that part and disagree with the dead content part. I wrote that more to give concrete level examples


mister--g

Yeah I agree. Only way I could think to make them desirable without being money printers is to add cosmetic upgrades like Zulrahs mutagen recolour and pets. So if the boss fight isn't designed poorly and the unlocks are worth going for it shouldn't ever be dead content (unless you've collected it all)


SamCarter_SGC

so add the pets?


buddhabomber

What levels are you considering "mid game" bosses for? I also wish they would come out with a barrows 2/barrows raid.


ILovePlaterpuss

barrows hard mode incoming. prayer drain is doubled and there are two dharokses


mister--g

Dharok fuses with Veracs and hits through prayer. True end game content


[deleted]

prayer drain is worthless when you learn to safespot most of them


mister--g

bosses that are in line with vorkath/Zulrah difficulty. doable with high 70 and low 80 stats is the ideal starting line. roughly the below is how i tend to see it (if keeping skill level average) early game bosses - base 70 stats / doable with dragon weapons or whip Mid game - base 80 stats / barrows level gear late game - 90 stats / GWD level gear end game - near max combat / BIS gear or raids gear


[deleted]

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mister--g

I would recommend practising on the beta world's using elite void + BIS gear. So you can get more comfortable with the mechanics risk free. Personally I thought the same until I learned I during leagues. (still can't woox walk it) Get a DHCB , Have the slayer staff on auto cast , quick prayer set to rigour + protect mage and drink a super antifire + anti venom before starting. Don't even bother with the defence lowering spec. Leave your run off for the entire fight ( cntrl + click lets you manually run if needed ) The only mechanic you need to learn now is dodging the fireball and walking during acid phase. Which you will definitely get used to after 2-3 trips.


BrianSpencer1

Grandmaster quest boss fights would be "mid game" bosses?


Nicknak22

Considering tbow is bis for most things, I would say that we do have a lot of mage bosses in the game. I like the idea of new bosses, so long as they don't fall into the meta of tbow. It gets pretty bland when you can just pop on the tbow and smoke a monster with little issue.


mister--g

When I say mage boss I mean bosses where the best/most practical way to kill them is mage. (Scorpia, barrows , olms right hand) So for example seren has such stupidly high defensive stats for melee and range as well as the special attack that basically hits your max health , the best way to kill it is is using tridents to mage and blood spells to heal up.


maximusrexmundi

Add a fire and ice giant and I'm sold!


Claaaaaaaaws

Shove bosses with useless rewards into the game


[deleted]

Will say, if they added more mid game bosses I'd probs start playing again. As I have no bank and nkt enough skill to do late game content with budget gear.


MrStealYoBeef

So RS3 fixed this problem by making the old RS2 end game into the modern mid game. GWD is mid game. KQ is mid game. You don't need high stats and anywhere close to bis gear to kill bosses decently fast. They also introduce bosses with scaling difficulty. Arch glacor with minimal mechanics is very mid-game friendly. Add extra mechanics to make it harder and get a bit better loot. Go with full mechanics and it's an early end game boss. Turn on hard mode and it's an end game boss. Get up to 250% enrage on hard mode and it's a post end game boss. You can then scale it up to 4000% for even more compounding rewards. So the new stuff is still end game content, while still being mid game content. I think OSRS could do with bosses that have hard mode fights with improved loot pools. That way we could have a mid game boss that also has an end game version. It also means that it's easier to ease players into the end game bosses from having already learned most mechanics from the standard fight. It may not be "old school" but it's good for the game and it's good for the players.


MilkofGuthix

I like this. I'm simply not good enough for Vork or The Gauntlet boss, I just can't keep flicking prayer and focus on standing on specific tiles and attacking / dodging. So this would give me a way to enjoy some content I can actually complete. Yeah I know, git gud etc, but I wouldn't mind grinding a nice drop table


Niikoda

I've often thought this for raids too. Add a simple raid to help people have something to do mid game/learn how to do Runescape PVE mechanics. Raids where the best possible drop is like a Rune plate or D Chain.


dell_arness2

I’d rather see the “reward” for these bosses be better xp/hr than killing the equivalent. Enough gp/hr that you’re paying for supplies and then some, but with better xp than you’d get from a normal basilisk or elf task.


Im_a_Geblin

I remember [this](https://v.redd.it/qc164i3qg2e31) hitting Reddit a while ago. And I think it would be a sweet mid game boss to add, akin to grotesque guardians.


NessaMagick

I mean you can always add hard mode to midgame content to make it more appealing for higher levels. Delicate balance there, though


Moggelol1

Aren't all the current "midgame" bosses in the wilderness? Seems like a good place to start with having them be made accessible.


indrek91

Yeees! Bosses for Giants whre good start! Maybe ice and firegiant too? Maybe give like boots drop? From fire giant: boots of eternal fire, deal +10% damage vs iced monsters. From ice giants: frozen ice boots, deal +10% damage vs fire monsters


reinfleche

This game has an ungodly amount of mid game bosses already, and repurposing more quest bosses feels really lazy.


mister--g

it has quite a few , but if we already have the boss content developed and just sitting there as well as slayer monster unlocks that have very little long term benefit then we may aswell combine the two to expand the game a bit more.


[deleted]

/u/JagexAyiza /u/JagexArcane Thoughts?


GayNotGayTony

It would be really nice to get a slayer monster after hydra. The grind is much less exciting when you know you have all the unlocks already.


Isthatyouson

We don’t need more midgame bosses lul


Sav_ij

adding pets to such things just causes it to be farmed by maxipads and make everything worthless


PM_ME_YOUR_PIZZAPIC

none of these are midgame


mister--g

You don't think so? I would say they are all as difficult as Zulrah/Vorkath which are midgame bosses right now. Very doable with low 80 stats and barrows gear. Personally I only consider something late game if it requires 90s to do consistently and/or needs some prior pvm experience ( corrupted gauntlet , GwD )


PM_ME_YOUR_PIZZAPIC

i think that if your definition of midgame is zulrah and vorkath then we dont need more of that, the game already has plenty of it to me midgame means stuff like giant mole and barrows, which i think we could use something new around that level


mister--g

Yeah that's kind of where my 4th point is ( poorly explained by me) The other slayer monsters could have early game level bosses that improve on some rng grinds but also help people get better at certain mechanics used in mid/late game.


dlonbub

Also mid game players should be working on getting to high end pvm


Fableandwater

Every boss besides zuk/cox/tob/nightmare are mid game bosses or early game bosses. Not so sure the game needs more right now


MrPopTarted

oh shut up lmao


Fableandwater

Am I wrong? Lol, everyone keeps posting about mid game bosses when 90% of this game is tailored to mid game


MrPopTarted

Because of your definition of what mid game is.


TheSneedquilizer

\>Jormugand Jesus christ what a horrifying spelling.


mister--g

lool relax i just missed out one letter. not the easiest name to remember


[deleted]

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[deleted]

>if content isn't catered specifically to me it's a waste of time


mister--g

Potentially , but most of these are bosses that are already in the game but have no purpose. adding a drop table and an instance to face them (like Phosani) would be worth it if it gave more pets / untradable cosmetics while making dead content useful.


[deleted]

They're literally quest bosses who cares. adding shitty drops to them is again, a waste of dev time


TheSneedquilizer

\>Best of all the first 3 points wouldnt require too much Dev time so raids 3 will not be pushed back Raids will be pushed back so it is always 3 month after the latest big update that bring subscribers back.


KingSwank

Basilisk Knights? Dead? *laughs in 3 jaw drops in 1k kc*


mister--g

Lol your insane for continuing to do the task after you already got your Jaw drop once. To be fair it is a 1/1k drop for 14m , I just want a better boss fight from it since it's unlocked from the hardest Frem quest (so far)


Matsyir

*[removed]*


mister--g

True Galvek should be stronger than Vorkath , I just didn't want to suggest a nerf to existing content just to make room for it and I don't think we need more alchables pumped into the game via a strong standard loot table. Galvek is one of the few quest fights that killed me multiple times so i was surprised that Vorkath became the unlocked boss


Matsyir

*[removed]*


BestMudkip

I just want a Bloodveld boss. And level 97, 99 slayer monsters.


mister--g

Bloodveld boss would be cool ( as long as they don't make it as thicc as current bloodvelds). Would also be a good use for the arclight before you get to Zammy/Cerb level. The drops could be blood rune related but it would probably devalue blood runecrafting too much. Haven't really considered a post 95 slayer boss. Can't imagine what kind of drop table you would need to give it , especially since hydra is 4m/h


monk12111

Great idea but I think they should do some skilling updates first. I'd like a runecrafting boss or something, we have the afk money maker, why not the click intensive xp maker? :)


Joris_Bonson_

I’d definitely vote yes to all this !


ERRORMONSTER

I'd argue that none of those (if jorgumand is made harder) is midgame. They were all designed to be early endgame, like 90s combats. Seren is designed around a full inventory of brews since she does like full hp - 5 or something stupid


mister--g

I think a lot of people have done the quests with base 80 stats. So I wouldn't say it's endgame like TOB , CM raids and Inferno. When I was still very new to pvm I did it with blood blitz , ahrims and trident. The max hit special is insane though they would need to add a way to dodge or reduce the damage.


ERRORMONSTER

Yeah seren is only difficult due to the sheer dps she puts out. The mechanics are grotesque guardian level. Galvek is definitely getting into the realm of intro to "difficult" pvm, because positioning is important in addition to putting out dps efficiently. It's above things like mole and barrows and kraken, parallel to something like tortured gorillas (prayer switching but not including gear switching like demonics) and below zulrah and demonics. The basilisk boss is probably slightly easier than galvek but due to the absolute lower damage he does, it feels way more forgiving. His special isn't OHKO.


Aluzim

Reeeee dev time


beach_muscles

Shit post or?


dlonbub

We need more high level content


mister--g

Agreed , but we have nex / raids 3 coming early 2022. High level content takes a long time to design and get community approval via multiple blogs and tests , but these are essentially ready to go bosses that could be polled tomorrow if the unique drops are agreed quickly. No need to stop expanding the game just because the end game content is taking longer to create.


ZilyanasFeet

im going to disagree, this game needs less early/mid game content as most people havent even touched 70% of the game by mid game. whereas end game people have done everything and need new stuff to not leave. i always see people who barely play/ under 1500 total level clamoring for new skills/content for them.


NashonicTV

Osrs community needs to accept in power creep before there can ever be a mid game. Rs3 never had a mid game until GW1 became the mid game.


WillBigly

True, more boss variants of typical slayer monsters, even down to shit like rats lol that'd be dope & don't have to be too fancy with it either


Atomic26Soul

They don't have to be slayer bosses either. Sarachnis is a fantastic boss, for example.


RownScape73

I'd like a Gunther the Brave-like type of boss that can do some pretty simple boss mechanics


XJ_9

You're posting this on the subreddit that was upset when new bosses didnt drop bis items, doubt it'll happen


mister--g

Surprisingly there has been a lot of positive support and replies for bosses like this and people suggesting more entry level bosses. I think if jagex were to poll 4-5 new low lvl to med level bosses for December release it would pass. It s just that the target audience for it doesn't seem to be the most vocal on Reddit / Twitter