I'd suggest that the gear progression within the gauntlet is not even
existent. You are given a weapon that is of a chosen attack style, you do not
choose the weapon however, you're forced to go find and take down a monster
that is always created in the same location to RuneScape Gold obtain a different one and the
boss is always obligated to force players to have more than one type of
weapon. The armor is just crystal armor getting updated over and over using an
universal style of fighting.
In dungeoneering, the equipment progression was more akin to overworld
RuneScape. Find ores/logs of your tier that you could wear for your level (or
obtain them through unintentional drops by mobs) create the weapon you'd like
to use of any type that's available within rs, prepare the runes that are
required to cast the spell. cast, and equip yourself with armor to match each
style of combat in case you need it. See what the final boss is so you know if
you need to change your game plan. Also, you had to survive on whatever
food/potions the game gave you. However, it wasn't always bouldebass.
Sometimes, you had to survive on small eels.
Rammernaut as an example, was weak to magic, Lexus was ineffective against
melee and ranged, but melee reflected damage back to you. Sagittarius had
range immunity and was highly resistant to magic, while being an experienced
ranger on a range-oriented map where you had to fight. Necro bosses in the
occult floors had a physical wall that prevented you from engaging in combat
with melee, and an ice stalker boss was weak to range and stabbing melee,
however, he was in an ice skating rink that he would drag you around so
meleeing was more difficult, astea would swap prayers while as well as using
ice barrages to you , so you had to have different combat styles. The skeleton
Horde was a boss based on waves which had three different combat styles
attacking you, kal-ger literally switches weapons mid-fight as well as stole
your prayer buffs and disabled your defenses. He also shifts arena sides so
that you had to face him head-on or he would carry you into a lava-filled pool
However, confronting him head-on meant taking extra injury unless you were in
a mage/range phase where you could range or maze him back.
What does gauntlet have? A huge boss with offensive motion mechanics that
could get you into trouble due to poor attacks, and pinging/pathing and prayer
switches designed to be more predictable than astea for instance. Are you
aware of anyone else who had offensive movement mechanics? The pummeler. But
the difference was that it wasn't a consistent bullshit, it was less regular
and was an element to stop the player from increasing his defense to become
near-unkillable, rather than annoy the player with obnoxious movement within
the box.
There's a certain merit to "how will you fare by preparing yourself in this
particular instance" in the gauntlet. If the result is a hard-fought triumph
or utter fail, in comparison to being dungeoneering, that is, either a
successful outcome or a hard-fought one with a few losses, I'd rather take the
one that is the latter. Every failure is wasted time. Every death was a minor
setback towards eventually osrs account buy completing and progressing.
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