On the main game I am a PVM’er. I used to PK back in the day (mainly north of Edgeville with a Whip/Dharoks) but haven’t really done so in years aside from the occasional LMS game. I started DMM mainly looking to play for points by skilling and PvM but also buy Sigils and have fun at bosses with OP Sigils and equipment. I played a lot (ended with 126k points) and found myself coming up with a ton of feedback so I wrote it down. Skullshop doesn’t show which sigils you already have This is really annoying. I have to manually write down which ones I already bought and which ones I didn’t yet. Quite the unnecessary hassle in my opinion. Placeholder for sigils, DMM skull and starting items. It is really annoying to lose your sigils and DMM-skulls in your bank because they don’t leave behind a placeholder. I hope this can be fixed for next DMM. If you die you should keep all items you didn’t lose When you die you spawn at the GE but you also get a gravestone. The gravestone has untradeables you didn’t lose. Stuff like a Royal Seed Pod is kept in the gravestone. This is unnecessary and should simply be retained after death in DMM. 3 ticks immunity after tping I was doing Vorkath in ~2M risk (red skull due to mismatched GE prices) and got literally one-shot after teleporting to Relekka with a house tab. I got hit for a 101 by a dude with full Dharoks camping the Relekka house portal. Nearly made me quit the game because of how stupid it was to die that way. I barely even registered that someone was there due to the loading screen and needing a second to even register what is actually happening. I think a 3 game-tick immunity after teleporting solves issues like these. It isn’t fun to die to someone camping a teleport spot before you can even react. I now always protect melee while teleporting somewhere but if you somehow forget you shouldn’t be instantly killed. I don’t mind seeing stuff like this not exist anymore. World should help with escaping: banks, fairy rings, etc. Playing around in DMM I started to get the feeling that Pkers have too many advantages. You logically cannot teleport while being attacked. That’s pretty much the point of the gamemode. What I do not understand is that you can’t use what the game world is giving you. You can’t use a bank to deposit your items if you somehow happen to be near a bank in a dangerous area. You can withdraw food for some reason though. You can’t use fairy rings or spirit trees to escape. I think this is a missed opportunity to give players a fun and intuitive way to try and escape the pker attacking them. Which brings me to my next point: Too many weird rules There are way too many weird rules in DMM. For example the above mentioned banking issue while being attacked. I actually died to that because I planned to use the bank as my escape plan. How was I supposed to know that doesn’t work on DMM? Apparently Anglerfish, both blighted and normal, do not overheal while in combat. You can use Archaic Emblems on your DMM skull to instantly cash them in. Raid instances can be entered while in combat while others can’t (for example Grotesque Guardians is an instance but you can’t enter while in combat). The trinket of Fortuity causes your teleports to behave as if you were skulled meaning you cannot instantly teleport anymore but have to wait 6 seconds. These are just some examples(admittedly the fortuity one is in the examine text but who reads that?) There are many unwritten rules in DMM and you only find out about them when it’s (usually) too late. I think if there are going to be special rules, they need to be written down somewhere so all players can have knowledge of them. Jagex actually made a large “Everything you need to know” page regarding DMM yet these rules were missing for some reason. You also can’t immediately log out if you’re not in a safezone. You have to wait 6 seconds before you can do that. That makes no sense, if you’re unskulled, because you can teleport instantly without having the delay. If possible I’d change this to be able to log-out immediately if not having engaged in pvp combat within the last minute and having no skull. Damage was really high Playing around a bit, getting killed quite a bit and watching streams it seemed that damage was a bit high. People getting KO’d because they simply get stacked out is weird. It basically felt like you either get KO’d or if you fight back hope you can stack enough damage to KO someone. Doesn’t help that everyone was extremely accurate due to Sigils. If you didn’t get KO’d people would simply escape by freezing and walking under/away and teleporting away. Not sure what the solution to this is because if there is no KO potential no one would die. Maybe sigils like Pious Protection are the way to go: If you pray correctly you get extra damage reduction but if you’re wrong you take extra damage. Something like that awards skill while still maintaining KO potential without people melting. Mechanics of pvp The constant walking under, being unlucky and freezes not hitting, spazzing around (running all over the place). They make it all very frustrating to deal with fights. If someone is walking under you and attack then immediately walking under again there is not much you can do about it if they have PID. It feels extremely frustrating spamclicking someone and yet they can attack + walk under without you being able to retaliate. You shouldn’t be able to walk under someone, attack and immediately walk back under. If you do that there should be a 1 tick delay so the person being frozen can actually retaliate. Ice Barrage/freezes This spell is completely broken. Not only does it freeze the opponent for 19,2 seconds it also does a lot of damage. It’s so incredibly overpowered that you basically must run it or you will not win a fight. Taking vengeance is an option but that means either you kill them or you die because you won’t be able to escape. And you won’t have a good source of magic damage either making it easier for your opponent to pray correctly against you. I think freezes and how they work needs a rework. It’s incredibly frustrating splashing one someone while they hit their freezes. You just know you lost the fight because you got unlucky. Also freezing someone for 19,2 seconds is incredibly long. Especially since the damage is already high + there are almost no natural escapes. You can also be refrozen for 19,2 seconds very quickly making escaping almost impossible unless you freeze someone or happen to be near a ladder, safezone or something like that. DMM skull based on DMM GE price while that is off with a lot of items This one is actually quite annoying. I take specific items to a slayer task – risking about ~500 to 1M – yet the skull above my head isn’t silver or green but blue or red. For example if you go in rag gear + a Vesta Spear (~500k to buy one) you get a red skull because Vesta’s Spear is worth 10M on the GE in DMM. This completely negates the point of different skull tiers. In the higher tier brackets you usually (not always) get left alone if you only have a bronze or silver skull, sometimes even green gets left alone. By having a blue or red tier skull you become a target even though the actual risk is silver or green tier skull. This makes some very unique items not very viable at certain places because you are simply going to be targeted a lot. If you want to do a Gargoyle task with a Vesta Spear you have about 2 minutes before you get attacked while with a dragon scimitar you will probably be left alone. I am not sure how to fix this (maybe the GE price in DMM = the average price of the prices the item traded for in the last 24h?) but it needs to be fixed to have the different tier skulls work properly. This also ties into my next point: Raids 800k req + scouting Raid lobbies require you have at least a 800k risk to enter them. Somewhat understandable because if you want the most expensive items you need to risk something. The problem is that a Rune Pouch Note (costing 100k points from the Embler Trader – which is nothing. After a couple breaches you’ll have millions of points) trades for ~6,8M. That means you can enter the raid lobbies while not really risking anything. This means you go there without risk, scan the area for pkers and scouts and if it’s empty quickly gear up and enter the raid. Especially at COX you’re safe because once inside and after finishing the raid you can bank all your items and return later to get your banked items back from the special chest. Raids is, at least to me, a minigame of scouting first and quickly gearing while staying vigilant. It’s not fun. Scouts are also part of the problem. Seeing a naked person hanging around a raid lobby simply meant I wasn’t going to gear up and do a raid. It didn’t mean a pker had a chance to kill me. If you ask me this is a frustrating gameplay loop for both pker and raider. Pkers find no one because no one is going to gear up with people around and raiders can’t do what they want to do because the risk is too high. Also due to the 800k risk the game is checking every ~10 seconds if you have that risk. That interrupts what you’re doing, including banking, which makes gearing up extremely annoying. DMM chest interruptions + Zemouragal While I think the DMM chest spawning every 30 minutes is a fun addition to the gamemode I also think the 60s wait in single and 30s wait in multi is too long. It’s way too easy for someone to come by and attack you and thus making you unable to loot the chest. Even if you kill someone they have ample time to run back and rag you off the chest. On top of that Zemouragal also spawns meaning you have to deal with him and his minions first. That adds valuable seconds to minutes to looting the chest. It gets really frustrating really fast being constantly interrupted/killed Admittedly I’m not a big Pvp’er. I like to kill monsters. It’s fine to be interrupted once in a while but it becomes really annoying having to run every 5 minutes. I had a Gargoyle task where I had to run roughly 20 times in the course of 1 task. Understandable somewhat given Granite Mauls are ~900k-1M each but it happens everywhere. Doing Demonic Gorillas you have the same few people hopping continuously making it near impossible to kill them. I even got killed repeatedly by a guy in max at Hellhounds under Witchhaven while risking 200k. Like what’s the point of doing that? What I think would be a possible solution is to give people 30 minutes immunity after dying and losing 500k or more. This incentivizes people to risk at least a little bit while also giving said person some time to recuperate their loses. Problem obviously is people intentionally dying to a friend and abusing said mechanic. Maybe have that death-immunity only once a day or only once per account you died to but there has to be a better way to claw your way back in. I bet this is exactly how DMM dies. Everyone has fun in the beginning, maybe dies a couple times but it’s ok since it’s not that much anyway. Then after a few days, due to natural progression, the risk starts becoming significant. It only takes one big death for people to log out of DMM and not return. Especially if they reached their point goal. Another thing I would like to see is that the skull system changes a bit. The current system works as follows: Bronze skull 0-200k risk Silver skull 200-800k risk Green skull 800k-2M risk Blue skull 2M – 8M risk Red skull 8M+ risk What I would like to change is: Bronze skull 0-50k risk – you cannot be attacked if having a bronze skull. Silver skull 50k-500k risk Gold skull 500k-1M risk Green skull 1M-3M risk Blue skull 3M-10M risk Red skull 10M+ risk The logic being you give people some leeway to do quests, skill or even train without being attacked if they aren’t risking anything. Any skilling or monster activity will quickly increase the risk to above 50k and thus mean they can be attacked. The addition of the Gold skull tier gives a bit more clarity what someone is risking. There is quite a bit of difference between 200k and 800k. It also helps with certain thresholds and gives a bit more leeway given using DMM Grand Exchange prices isn’t as accurate as it should be. Sigils were designed to keep pvmers full inventory food + pray + hp The Sigil of Titanium gave 60% damage reduction against monsters. The Sigil of restoration restores 10% of the damage you deal to monsters and the Sigil of Eternal Believes didn’t drain your prayer. This meant Pvm’ers were not draining their supplies doing slayer or bossing. Together with the Looting Bag it gave Pvm’ers a chance to fight back without being massively handicapped by having less supplies. I think this was really well done giving players a chance to fight back. Progression was very fast. Xp-rates felt fast and progression was very easily achievable. Breaches They were really fun and interesting. The downside was that hundreds of people were all standing in a small area killing breach monsters. This meant that the Entity Hider plug-in was a must. That also meant if someone somehow attacks you, you can’t really fight back because either you see no one or you see 200 people all with skulls and prayers. It’s just not feasible to fight back amidst the chaos. Conclusion Even though I had a ton of feedback I actually enjoyed DMM. It was fun going for points and unlocking more Sigils. In the final week I started dipping a little bit in pking. Figuring I had enough gold to risk a couple millions and not be bothered by dying. That quickly changed when I got destroyed in multiple fights. Definitely a skill issue but it did sour me a bit on DMM. It didn’t feel fun to pk. It felt frustrating and made me question why I even bother. I’m definitely not going to be pking in the main game because it simply isn’t fun to me, at least the NH-bridding that mainly happens in DMM. Overal though I had fun even though DMM soured on me in the end. I think I’d definitely play future DMM’s. But probably not has hard as I’ve done this time. What I found fun was getting points. What I disliked was the pking aspect. It was fun at first dodging the pkers but in the end it was frustrating. I can stomach it for a bit but in the end it soured what was otherwise a fun DMM. Definitely replayable but to me it’s not worth getting invested as much as I did this time. submitted by /u/superfire444
Originally posted by u/superfire444 on r/2007scape
