Image 1 — Bramblemead Castle Build Updates (WIP)
Image 2 — Bramblemead Castle Build Updates (WIP)
Image 3 — Bramblemead Castle Build Updates (WIP)
Image 4 — Bramblemead Castle Build Updates (WIP)
Image 5 — Bramblemead Castle Build Updates (WIP)
Image 6 — Bramblemead Castle Build Updates (WIP)
Image 7 — Bramblemead Castle Build Updates (WIP)
Image 8 — Bramblemead Castle Build Updates (WIP)
Image 9 — Bramblemead Castle Build Updates (WIP)
Image 10 — Bramblemead Castle Build Updates (WIP)
Image 11 — Bramblemead Castle Build Updates (WIP)

Bramblemead Castle Build Updates (WIP)

Well I had originally set out to make some small updates to my castle and ended with a major renovation to the back haha. Still a work in progress, but I think the back feels far more "complete" than the "before" build... what do you all think?

u/thepathway123 — 2 days ago

Bird Nests Drop Table

Jagex, please add all tree seeds to the Bird Nest's drop table and increase the chances... For any mid to late game player, bird nests are currently just an annoyance and opening them doesn't even feel worth it. However, if all tree seeds were added, and the rate and number of seeds received was increased, this would be a great item for woodcutters! Adding an additional way to get tree seeds is very needed as it currently requires far too much deforestation to gain enough seeds to plant your own forests or tree farms...

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u/thepathway123 — 8 days ago

Death's Shop: Imaru Heads issue

It is quite annoying that if you have killed Imaru multiple times and therefore have multiple Imaru heads in your inventory, when you try to talk to Death to access the shop, you have to click through dialogue to trade in the head to get another visage over and over and over and over until he has taken every head from you, before you can access the Soul Fragment shop... They should just add an option to the conversation menu as #3 to "give head to Death" (Heh), so that you can access the shop without having to do that if you don't want... Also, when I am farming Imaru for Shards or whatever, stacking the heads up was a fun way to see how many times I've killed it, so being forced to trade all the heads in was also a bit of a bummer.

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u/thepathway123 — 12 days ago

Gear/Item Descriptions

Will 1.0 include updates to gear/item descriptions? I feel like there are so many items that have unclear descriptions and don't clearly quantify their buffs/stats... this makes it hard to compare gear or know what you are actually getting. Is the damage increase 5%? 25%?

For example:

  • Dorgeshuun Crossbow has a 25% reload reduction but this isn't listed at all
  • Ulv's Longbow say "increased Damage" but doesn't say what percentage or how much
  • Hunter's Stagbow says "+10% Draw Time" as opposed to "-10% Draw Time" so is it slower or faster?
  • Zammy staff says "increase burning damage" but lists no amount
  • Obby Staff says "Increased crit chance" and reduced durability, but again, lists no amount (to make this one even worse, the Draconic Staff clearly states the +15% Crit Hit Chance and -15% durability... but Obby staff doesn't? Inconsistency between two item descriptions, made worse by the fact that Obby staff came out months later...)

There are tons of example of this, where an item just says it does more or less of a thing, but doesn't quantify it. Also, Items that have unique effects or properties like fire damage, reload speed, faster attack speed, etc., should have these things listed in their descriptions. Effects and qualities of gear shouldn't be a secret or a guessing game...

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u/thepathway123 — 15 days ago

Skillcape Perks Rework...

The Skillcape perks feel incredibly underwhelming and need a rework. I'm of the opinion that maxing a skill should result in a legitimate buff and benefit, especially in a single player/co-op game where you are far less worried about players having an unbalanced advantage. I listed some ideas below which I feel would make getting level 99 feel like a real accomplishment and something really worth grinding. I'd love to hear all of your ideas for perk changes!

EDIT: Some people think some of the buffs below are too strong; however, my view was, once you get level 99 there is no point in abusing a low or non-existent cooldown on a skill spell for xp (you're already maxed), so it just makes resource gathering for that skill much faster, which makes sense for a "Master" of that skill...

A couple ideas for each skill for new Skillcape Perks (remember, you have to be wearing the cape to gain the perk):

  1. Attack:
    • 50% Increased Crit Chance; OR
    • Attacks cost 50% less stamina.
  2. Magic:
    • Spell Combos cannot be interrupted; OR
    • Spells ignore element resistances.
  3. Ranged:
    • 50% reduced bow draw time and 25% reduced crossbow reload time; OR
    • Player can move at normal speed and dodge while drawing a bow.
    • In any case, add Ava's looting effect to this cape.
  4. Mining:
    • Receive Double Ore/Rocks/Minerals from all nodes; OR
    • Explosion Spell has 50% reduced cooldown (or no cooldown).
  5. Woodcutting:
    • Greatly increased range and width of Axtral Projection, Splinter, and Trunk Totem; OR
    • Trunk Totem and Splinter have no cooldown.
  6. Farming:
    • Plots never disease and seeds are auto composted; OR
    • 50% increase harvest yield.
  7. Fishing:
    • Always receive double fish, including bonus fish (so 4x); OR
    • Greater Fishnado has no cooldown.
  8. Runecraft:
    • Teleporting requires no law runes (or 50%); OR
    • Runes to Rune Essence gives 125% essence back.
  9. Construction:
    • 25% chance to not use any materials when constructing a build item/furniture/decoration; OR
    • All build items/decorations/furniture use 50% less materials (rounded down).
  10. Artisan:
  • 50% increased processing time for all processing stations (works with superheat spell); OR
  • Superheat spell can be used on any processing station to the same effect.
  1. Cooking:
    • 25% chance to create an extra food/drink when cooking at stone range or cooking range; OR
    • Campfire/Grill cook ingredients twice as fast (works with superheat spell).
  2. Agility:
    • Jumping and dashing use 50% less stamina and windstep has no cast time; OR
    • Sprinting does not consume stamina.
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u/thepathway123 — 18 days ago

99 Agility! What a great skill! My Thoughts:

A million laps later, 99 Agility! My Thoughts:

Pros:

  • The first level-based unlocks for Dragonwilds (besides runes in RC)! This is a Runescape staple and feels really good to unlock more content based on your level. I hope they do more of this!
  • I love the movement changes a lot. The double jump and dash make moving around the map so much faster and more enjoyable. Also the carry weight increase is such a welcome addition!
  • The courses are really well done and tons of fun to do
  • The retry option at the end of a lap to immediate jump into a new lap is great
  • The XP Rates feel really good for this skill and ramp up well
  • It was a ton of fun to try to improve my times with little tweaks

"Cons" (I don't really have cons for this skill haha):

  • How well this skill was done just really shines an even brighter light on how poor fishing is... I'm surprised we still haven't seen changes to that skill (fingers crossed for 1.0 changes!)
  • It would be great to see a "number of laps completed" for each course
  • Not really a "con" at all, but I would love to see an additional time goal for each course that gives a true challenge time and provides unique reward for each course, such as completing all "platinum" or "diamond" times gives a unique gear reward like a "leggings of speed" version of the leggings of lightness, or an additional boost to carry weight, or maybe just a unique cosmetic or decoration to show off the achievement.

Overall this was a 99 I achieved purely by how much I enjoyed the courses and loved running the laps! I cannot wait for more skills to be added with this level of love from the devs and fun in the gameplay!

u/thepathway123 — 19 days ago

Spell Quick Cast? (Patch Notes)

The patch notes included a bullet about adding a quick cast shortcut, but I have not been able to figure out how to do this. Did this actually make it into the game?

u/thepathway123 — 19 days ago

Platinum Times for Agility? Graceful Outfit?

I would love to see an additional Platinum Time for the courses, similar to Crash Bandicoot's time trials. Beating the Platinum Times could unlock a Platinum Medal decoration, Platinum Capes, and Graceful? Some might feel this is too challenging to unlock Graceful, so maybe the Gold Medals could grant marks of grace to unlock Graceful and each Platinum Medal would unlock a Graceful recolor for that region?

Other reward options: Beating all Platinum Times could unlock legs or an amulet that lets you run faster? Or a Baton off-hand item that increases running speed could be funny?

My recommended Platinum Times:

  • Chasm Dash: 48.50
  • Fracture Ruins: 52.50
  • Thunder Assault: 56.00
  • Grave Run: 59:00
  • Tower Climb: 1:00
  • Lava Fields: 55.50
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u/thepathway123 — 21 days ago

New Farming Spells!

In case you didn't notice like I did, there are two new really good farming spells! A composting spell and a growth acceleration spell!

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u/thepathway123 — 21 days ago

Agility Skill

I know it's been out for like 14 seconds, but I just have to give a shout to the Devs. Training the agility skill is already so enjoyable. As an avid Crash Bandicoot fan, adding a platformer aspect is a ton of fun. (in the crash bandicoot-style, it would be fun if they added some type of Platinum time that requires an absolute perfect run and gives some unique cosmetic reward, or something)

https://preview.redd.it/ipnm2xleu7gh1.jpg?width=1920&format=pjpg&auto=webp&s=7046ec1dc7fe1e8e98d15c1cde6ceb4bd93fb328

EDIT: Was proud of this sub 1 minute fellhollow run haha

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u/thepathway123 — 22 days ago

The Fishing Skill... (a bit of a rant)

I love this game so much, having played over 700 hours, but man... what is up with the fishing skill? The XP rates, node spawns, skill cooldowns, and collection mechanism are quite bad when compared to the other skills in this game. I'm really surprised there has not been any update yet to address the many issues... I understand RS players enjoy grinds (I've played RS since '04), but the skill is so "off" when compared to the others (which feel like way more reasonable grinds). Fishing is one of my favorite skills in RS and I was so excited for it to be added to Dragonwilds, but its current state is disappointing.

Every skill in this game is part of the core gameplay loop, combat, artisan, woodcutting, cooking, mining, runecrafting, etc. are core gameplay requirements. While you certainly don't have to level all these skills very high if you don't want to, you consistently train and interact with them simply by playing the game and collecting the required materials. Conversely, fishing (and arguably Farming) are not at all required and can be completely ignored; but at least with Farming you get large amounts of food and materials, the skill can be done very passively at your base, has extremely useful spells, and has great xp rates... Fishing, however, is very inconvenient, time consuming, has awful xp rates, and food can be obtain from way easier and faster methods..

Let's compare Fishing to Mining (using Umbral Sands as the highest xp):

  1. Nodes
    1. There are over 50 Addy nodes in Umbral sands (in addition to stone and gypsum)
    2. There are 7 rod fishing nodes
  2. XP
    1. One Addy ore gives 151xp and there are at times 10-15 ores on one single node, with multiple nodes within a few feet. You can get 1500-2000xp from a single node in like 30 seconds without the spell (much more with xp boosts).
    2. Beltfish, for example, give 60xp each, require a crafted bait, take like 30 seconds per fish, and you can only catch like 8 of them before the node disappears... You can get less than 500 xp in like 4-5 minutes...
  3. Spells
    1. Mining has an explosion spell that lets you destroy 20+ addy ores at once on a 60 second cooldown (you can get well over 3k xp in one click every 60 seconds)
    2. Even when leveled up, Fishnado has a 200 second cooldown, only catches like 8 fish, and then the node is on a long cooldown alongside the spell
  4. Collection mechanism
    1. Mining is fast and gives xp every single click (24+ xp per click, more on a crit)... even when your explosion spell is on cooldown, you can get thousands of xp per minute hitting multiple ore at once, and ore is plentiful and everywhere
    2. Fishing requires a slow-ish minigame for 60 xp... its so bad that net fishing (which should just be used for bait collection), provides significantly better xp rates than rod fishing.

I'm just venting at this point but it is really confusing how completely different fishing is from the rest of the skills in terms of material collection, spell cooldowns, and xp rates. The irony with the above list is, mining has a significantly better xp rate and collection method and availability, but is so integral to the core gameplay loop (especially if you like building) that I have over 1.6M xp in it... over 600K xp over 99. Meanwhile, I have no real incentive to fish due to the availability of other food options, so the issues above just make fishing really a non-starter. You would think the really inconvenient skill that you won't 99 naturally in the gameplay loop would be the skill with the much better xp rate...

Recommendations:

Jagex could easily correct these issues by increasing rod fishing xp by like 5x, increasing the number of fishing nodes significantly, increasing their spawn rate, letting you catch 2, 3,4 fish at a time for 2x, 3x, 4x XP, introducing some kind of trap and leave mechanic to introduce a passing "farming-esque" method, and reducing the fishnado and frenzy spell cooldown to like 1/5 the current cooldown... I really hope before 1.0 they make some changes to fishing.

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u/thepathway123 — 29 days ago
▲ 63 r/RSDragonwilds+1 crossposts

Umbral Sands Caverns | Complete! (+Video Tour)

My Umbral Caverns build is complete! All the buildings you see have completed interiors. The Video Tour linked below shows the interiors of all buildings if you are interested! I hope you like it!

u/thepathway123 — 1 month ago

Ava's Accumulator...

It seems lot of people agree that, in a game with an auto-loot/magentize function, adding Ava's Accumulator was a massively negative QoL change (prior to this, you auto-looted ammo...) but, if it's going to exist, at least PLEASE let us combine it with capes to add the functionality to them or something... I want to be able to wear my skillcapes or fire cape or whatever without all my arrows/bolts being left behind...

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u/thepathway123 — 1 month ago

Skillcape Perks

Is anyone else having an issue with Skillcape Perks? For example, the Artisan cape says "repairing gears costs no materials while wearing this cape" but when I go to repair gear, it definitely still using resources... is there a catch I'm missing or is this a bug?

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u/thepathway123 — 1 month ago

Lukewarm Take: Buying Vestiges from a shop is a bummer

In my opinion, buying vestiges in shops in Fellhollow, Dowdun Reach, and Umbral Sands was a bit of a bummer to me. The melee, ranged, and mage vestiges from the last three regions are just bought in shops... In the earlier regions, finding vestiges in vaults, as drops from enemies, or as quest rewards, made them much more exciting and rewarding to obtain (finding a statue in a vault to get a new vestige recipe was awesome as a new player haha)... I understand they are just cosmetic (hopefully this changes!!) but just obtaining some currency and buying them wasn't nearly as enjoyable. what do you all think?

EDIT: To clarify, I am not saying all vestiges should be drop rate items... grinding for the smoke sword from Zogre's, for example, was painful. haha but I would like to see more content like in the early vaults where you had to find the dragonkin statues to unlock the sets (which made vaults feel more rewarding) or have more quests with vestiges as rewards, or content like getting the Keris from beating KQ. More stuff like that would be great! For example, there could've been more KotHaar quests that unlocked obsidian and more Moon garou quests to unlock the robes, and quests involving the kalphites to unlock the ranged set... It would've introduced more quests, which is always welcome, and granted a cool reward! Instead, you could just chit exploit leather or whatever and buy them all...

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u/thepathway123 — 1 month ago

KQ Vault Bug

I assume this is a well known bug that is being addressed but I wanted to highlight anyway. I 100% missed this chest on my first pass because of this weird sand glitch which hid this chest. I was very confused why this vault seemingly had no reward. Makes sense now haha in the end room after the boss there are these sand side walls with no "top" that you can walk through and which hide the chest and gypsum rocks behind them. I assume this is a bug or glitch and not intended.

u/thepathway123 — 1 month ago

Discussions about Ranged...

I've seen a lot of complaints on this page about the issues with ranged... while I agree it needs some adjustments and updates, I feel like it is not in as bad of a spot as some people imply... however, that may just be because it is very end-game weighted... Using Crossbows has been one of my favorite things once you unlock the quick reload as it allows you to constantly dodge and move while firing, letting you take on very strong enemies or large mobs while staying entirely out of hit range.... I've also found the crossbow really effective for bosses... for bows, I think the draw time is a bit too slow as you level and there should be a bigger difference between bow damage and crossbow damage (bows should feel much stronger as they force you to basically stand still and use a ton of stamina)... but that said, in Red D-hide, with glory ammy, I'm hitting 400+ damage head shots on tier 7 Kothaar... that feels strong and pretty good... I'd love to hear everyone's thoughts on the status of the ranged skill!

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u/thepathway123 — 1 month ago

Mage Head Gear Bonus...Armor bonuses...

I'll preface this by saying this is one of the best games I've played in years, but... Are we all in agreement that the mage armor having a 50% stamina regen buff is really annoying... the bonus itself is great and very needed, but it being attached to the mage set bonus is goofy... it just shines an even bigger light on the massive set bonuses issue... all sets having the same bonuses, useless cosmetic sets, no unique bonuses/buffs, etc... this issue has been beaten into the ground by so many people that I'm very surprised, with all their amazing updates, that Jagex hasn't addressed armor set bonuses as a top priority issue...

EDIT: To clarify, the bonus is tied to any one piece of mage armor, I think most tend to use the had piece to get the most armor bonus from whatever melee or ranged armor they are wearing otherwise.

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u/thepathway123 — 1 month ago