I actually really like that different monsters have different ways to deal damage - some you “react” to by changing prayers when you see the attack so you’re using the right prayer when it lands (Jad, Doom, Yama), some you have to be praying correctly when the attack is launched (Vorkath, Gauntlet, Araxxor). I think this is great - it opens up a lot of design space in bosses: CG would become braindead if you could react to attacks, and Doom would be impossible if damage was calculated on launch. Both are pretty much perfect PVM encounters (IMO) as is. In the last few years there’s been a great shift towards a better early game experience with less reliance on guides. I think pretty much everyone supports this, as it makes the game more approachable and has given us some great content like Madseasonshow and Alien Food’s series (highly recommend both). One of the really good updates here was making the Monster Examine spell more accessible, which gives a lot of information like a monster’s stats, elemental weaknesses, etc… The one thing it lacks, which would be frustrating for a new player if they’re not aware, is an explanation of when/how the boss’s attacks deal damage. Madseasonshow figured out that he can react to Scurrius’s attacks with prayer through trial and error; it’d be perfectly understandable for him to assume that extends to other bosses too, which it may not. Giving him a way to figure that out (not to mention just understanding that there’s a difference to begin with) without dying over and over would only be a good thing. Small suggestion, just something that occurred to me while playing today, but I think it’d improve the new player experience even further and that’s something we can all get behind. submitted by /u/FlightJumper
Originally posted by u/FlightJumper on r/2007scape
