I think a lot of people are missing what actually changed with Venenatis. Before, when there were a lot of players in the room, the boss could hit extremely hard (you’d see hits up to 63) That created real pressure in multi: Large teams weren’t automatically safe If you didn’t pray or position properly, you got punished hard Solo players could sometimes turn fights by letting the boss do damage to careless PKers It wasn’t broken either. Good players still avoided damage, and teams that played well were fine. Now with the changes: Venenatis’ max hit is much lower (~35) in those scenarios The overall pressure in big groups is reduced to the point where Jagex might as well have removed the whole boss. So what actually changed in practice? Teams are safer just by existing in numbers as low as 1 or 2 There’s less punishment for bad play One of the few natural equalizers in multi is gone This isn’t really about PvM difficulty. It’s about how the boss interacted with PvP. Before, the boss added chaos and risk to everyone in the room. Now it’s much more controlled, and that only punishes the pvmer. Feels like this removed a layer of skill expression and counterplay, especially for solo anti-PKing. Video on the topic for more context: https://www.youtube.com/watch?v=zZjy466Qy3c submitted by /u/CowGeneral5415
Originally posted by u/CowGeneral5415 on r/2007scape
