History YMMV / RuneScape

26th Jul '17 12:46:53 AM SCPIhpkmn
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* SugarWiki/AwesomeMusic: See AwesomeMusic.{{Runescape}}.

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* SugarWiki/AwesomeMusic: Despite the game's BrokenBase, one thing that can generally be agreed on is that the music and sound design are excellent; excellent enough that it needs its own page. See AwesomeMusic.{{Runescape}}.
24th Jul '17 5:23:01 AM Tenma-Yuuki
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* DemonicSpiders:
** Revenants, powerful Wilderness-dwelling ghosts that can attack from all three corners of the combat triangle. They will ZergRush you as soon as you enter their lair, the Forinthry Dungeon, which can be deadly considering they can hit almost as hard as (and in some cases harder than) players of similar combat level (though there is an item you can use to make them non-aggressive). They also have the ability to rapidly heal themselves when their health drops low, so you'll probably spend more time killing them than you would want to, particularly with the possibility of [[PlayerKilling PKers]] attacking (and likely killing) you.
*** They were worse when they were originally introduced into the Wilderness as a replacement for [=PKers=] following the infamous 12-10-07 update to remove PvP in the Wilderness. Not only did they roam all around the Wilderness, but they could teleblock and bind you in addition to their healing powers and high damage output, not to mention they had horrible drops if you could succesfully kill them. Thankfully, when PlayerKilling returned about three years later, they were contained in the aforementioned Forinthry Dungeon, and also lost their bind and teleblock powers.
** Lava strykewyrms are considerably harder than any of the other three types of strykewyrm, and have much more difficult mechanics to deal with, such as dragging you towards them. Like revenants, these monsters are also exclusive to the Wilderness, [[ParanoiaFuel putting you at constant risk of PKers attacking.]] On top of that, there is also a [[EliteMook stronger version]], the [=WildyWyrm=], that can appear at complete random, but hits much higher and has ''a million'' life points. Killing them, especially the [=WildyWyrm=], is a very risky gamble no matter what your approach - if you use cheap gear, you will struggle just to get one kill, but if you wear stronger gear, you become a tempting target for [=PKers=].
** Pretty much any monster that can use abilities in combat, but in particular are the Iorwerth and Cadarn elves in Prifddinas. Their adrenaline meter is constantly locked at 50%, enabling them to use threshold abilities [[TheComputerIsACheatingBastard without having to build it up]], whereas you do not have that luxury (unless you've been building it up off of other sources, like combat dummies). It's not terribly uncommon to attack a Cadarn Magus and have him immediately stunlock you into an Asphyxiate combo.
** The [[EliteMooks elite Slayer monsters]] introduced as part of the Raptor's Challenge in November 2015 are all DemonicSpiders to some extent.
*** The first elite Slayer monster, Living Wyverns, are the bane of even the best players. They are aggressive, inflict gobsmacking amounts of damage with their attacks (even more if you do not apply a special potion to protect you from their breath), can inflict a very damaging [[PoisonousPerson poison status]], and are accompanied by a very annoying environmental mechanic. See, the underground cave they reside in is incredibly cold. If you allow yourself to become too cold, you start getting stunned for 8-10 seconds at a time, preventing you from attacking, healing, or teleporting. This can be countered temporarily by lighting the fires in the cave and using anti-stun abilities, but if you are caught off guard you may have no choice but to watch your helpless character get [[CurbStompBattle murdered]].
*** The second elite Slayer monster [[WolverineClaws Ripper]] [[LightningBruiser Demons]], mainly for their ability to [[OneHitKill instakill you]], but for other reasons as well. They telegraph their DeathFromAbove attack and it is avoidable, but if you don't get right back into their melee reach after avoiding it, they will ''[[YouWillNotEvadeMe drag you towards them]]'' and hit you with a very painful melee bleed. It's bad enough in and of itself, but if your health drops below half, all of the other demons in the cave will ZergRush you, likely [[CurbStompBattle dropping you in seconds]] unless you can teleport out. On top of that, even if you do manage to kill one, it will start spinning around wildly [[LastDitchMove in a final effort to try and kill you]], causing rapid melee damage as it dies.
*** The third elite Slayer monster, Camel warriors, are not as extreme as the first two, but they can definitely be a challenge no matter what your approach. Almost immediately after you attack one, it [[AsteroidsMonster splits into three "mirages"]] which can use Ancient Magicks spells against you to freeze you, lower your stats, and leech your health. In additon, the mirages also have a special attack that can either massively drain your prayer points or heal the other mirages, depending on which mirage cast it. Once the mirages are killed, you must fight the original camel warrior itself, who now gains an area-of-effect sandstorm attack in addition to the prayer-draining attack. To top all of this off, the area they live in is affected by desert heat, forcing you to either tank the extra damage or waste inventory space on waterskins [[note]]unless you've completed a certain quest that makes you immune to the heat effect[[/note]].
*** The last elite Slayer monster, Acheron mammoths, are probably the toughest of the four. Though somewhat slow to move, [[MightyGlacier they have a truckload of health and high defence]], and can use heavy hitting melee and ranged attacks, including a selection of combat abilities. They also have a [[ThatOneAttack special charge attack]] that can deal upwards of 7500 damage, ''multiple times in a row'' (though it is telegraphed and avoidable). To make matters worse, they have an "honour" mechanic while you're fighting them: if you try running out of the reach of their melee attacks, they will disable your prayers, and if you try ranging or maging them, their ranged attacks will gain a secondary effect that constantly stunlocks you, effectively mandating the use of melee to kill them.
** To those without at least level 90 gear and/or overloads, Airuts can also be this. No weakness, high defence that ''increases'' as they take damage, and powerful melee and ranged attacks already make this monster's case. However, what really makes them dangerous is their special attacks, where they pound their chest, then hit you for rapid, heavy damage. The only way to stop their special attack? You have to ''counter'' it with a specific threshold ability Flurry for melee, Rapid Fire for ranged and it only works ''while'' they're using their special attack, and ''only'' if you successfully damage them. Worst of all, they can use this special attack ''at any time'', meaning you could be stuck without a way to stop it (though you can fortunately reduce it with the correct protection prayers).
** The crystal shapeshifters on Tarddiad. Don't let the deceptively low combat level fool you, these guys mean business. They can attack with all three attack styles, and will change styles to whatever your armor's weakness is. Their basic auto-attacks are hard-hitting and accurate, and they can use a huge variety of abilities, including ultimate abilities. In addition to all this, melee shapeshifters can shut off your prayers, and all types can roll into a spiked ball and smash into you, dealing heavy melee damage.
** The [[FlunkyBoss spider minions]] occasionally summoned during the fight against Araxxor and Araxxi can sometimes be literal DemonicSpiders, but the one in particular that stands out the most is the Mirrorback spider. Attacking Araxxor or Araxxi while one of these nasties is alive will result in the entire attack being [[AttackReflector reflected back onto you at full power]]. Needless to say, you can [[HoistByHisOwnPetard easily kill yourself]] if you use a heavy-damage attack as a mirrorback spawns. It certainly doesn't help that they tend to hide themselves underneath Araxxor or Araxxi most of the time, meaning you often won't even know it's there until you start receiving heavy, and sometimes fatal, deflection damage from your attacks.

to:

* DemonicSpiders:
** Revenants, powerful Wilderness-dwelling ghosts that can attack from all three corners of the combat triangle. They will ZergRush you as soon as you enter their lair, the Forinthry Dungeon, which can be deadly considering they can hit almost as hard as (and in some cases harder than) players of similar combat level (though there is an item you can use to make them non-aggressive). They also have the ability to rapidly heal themselves when their health drops low, so you'll probably spend more time killing them than you would want to, particularly with the possibility of [[PlayerKilling PKers]] attacking (and likely killing) you.
*** They were worse when they were originally introduced into the Wilderness as a replacement for [=PKers=] following the infamous 12-10-07 update to remove PvP in the Wilderness. Not only did they roam all around the Wilderness, but they could teleblock and bind you in addition to their healing powers and high damage output, not to mention they had horrible drops if you could succesfully kill them. Thankfully, when PlayerKilling returned about three years later, they were contained in the aforementioned Forinthry Dungeon, and also lost their bind and teleblock powers.
** Lava strykewyrms are considerably harder than any of the other three types of strykewyrm, and have much more difficult mechanics to deal with, such as dragging you towards them. Like revenants, these monsters are also exclusive to the Wilderness, [[ParanoiaFuel putting you at constant risk of PKers attacking.]] On top of that, there is also a [[EliteMook stronger version]], the [=WildyWyrm=], that can appear at complete random, but hits much higher and has ''a million'' life points. Killing them, especially the [=WildyWyrm=], is a very risky gamble no matter what your approach - if you use cheap gear, you will struggle just to get one kill, but if you wear stronger gear, you become a tempting target for [=PKers=].
** Pretty much any monster that can use abilities in combat, but in particular are the Iorwerth and Cadarn elves in Prifddinas. Their adrenaline meter is constantly locked at 50%, enabling them to use threshold abilities [[TheComputerIsACheatingBastard without having to build it up]], whereas you do not have that luxury (unless you've been building it up off of other sources, like combat dummies). It's not terribly uncommon to attack a Cadarn Magus and have him immediately stunlock you into an Asphyxiate combo.
** The [[EliteMooks elite Slayer monsters]] introduced as part of the Raptor's Challenge in November 2015 are all DemonicSpiders to some extent.
*** The first elite Slayer monster, Living Wyverns, are the bane of even the best players. They are aggressive, inflict gobsmacking amounts of damage with their attacks (even more if you do not apply a special potion to protect you from their breath), can inflict a very damaging [[PoisonousPerson poison status]], and are accompanied by a very annoying environmental mechanic. See, the underground cave they reside in is incredibly cold. If you allow yourself to become too cold, you start getting stunned for 8-10 seconds at a time, preventing you from attacking, healing, or teleporting. This can be countered temporarily by lighting the fires in the cave and using anti-stun abilities, but if you are caught off guard you may have no choice but to watch your helpless character get [[CurbStompBattle murdered]].
*** The second elite Slayer monster [[WolverineClaws Ripper]] [[LightningBruiser Demons]], mainly for their ability to [[OneHitKill instakill you]], but for other reasons as well. They telegraph their DeathFromAbove attack and it is avoidable, but if you don't get right back into their melee reach after avoiding it, they will ''[[YouWillNotEvadeMe drag you towards them]]'' and hit you with a very painful melee bleed. It's bad enough in and of itself, but if your health drops below half, all of the other demons in the cave will ZergRush you, likely [[CurbStompBattle dropping you in seconds]] unless you can teleport out. On top of that, even if you do manage to kill one, it will start spinning around wildly [[LastDitchMove in a final effort to try and kill you]], causing rapid melee damage as it dies.
*** The third elite Slayer monster, Camel warriors, are not as extreme as the first two, but they can definitely be a challenge no matter what your approach. Almost immediately after you attack one, it [[AsteroidsMonster splits into three "mirages"]] which can use Ancient Magicks spells against you to freeze you, lower your stats, and leech your health. In additon, the mirages also have a special attack that can either massively drain your prayer points or heal the other mirages, depending on which mirage cast it. Once the mirages are killed, you must fight the original camel warrior itself, who now gains an area-of-effect sandstorm attack in addition to the prayer-draining attack. To top all of this off, the area they live in is affected by desert heat, forcing you to either tank the extra damage or waste inventory space on waterskins [[note]]unless you've completed a certain quest that makes you immune to the heat effect[[/note]].
*** The last elite Slayer monster, Acheron mammoths, are probably the toughest of the four. Though somewhat slow to move, [[MightyGlacier they have a truckload of health and high defence]], and can use heavy hitting melee and ranged attacks, including a selection of combat abilities. They also have a [[ThatOneAttack special charge attack]] that can deal upwards of 7500 damage, ''multiple times in a row'' (though it is telegraphed and avoidable). To make matters worse, they have an "honour" mechanic while you're fighting them: if you try running out of the reach of their melee attacks, they will disable your prayers, and if you try ranging or maging them, their ranged attacks will gain a secondary effect that constantly stunlocks you, effectively mandating the use of melee to kill them.
** To those without at least level 90 gear and/or overloads, Airuts can also be this. No weakness, high defence that ''increases'' as they take damage, and powerful melee and ranged attacks already make this monster's case. However, what really makes them dangerous is their special attacks, where they pound their chest, then hit you for rapid, heavy damage. The only way to stop their special attack? You have to ''counter'' it with a specific threshold ability Flurry for melee, Rapid Fire for ranged and it only works ''while'' they're using their special attack, and ''only'' if you successfully damage them. Worst of all, they can use this special attack ''at any time'', meaning you could be stuck without a way to stop it (though you can fortunately reduce it with the correct protection prayers).
** The crystal shapeshifters on Tarddiad. Don't let the deceptively low combat level fool you, these guys mean business. They can attack with all three attack styles, and will change styles to whatever your armor's weakness is. Their basic auto-attacks are hard-hitting and accurate, and they can use a huge variety of abilities, including ultimate abilities. In addition to all this, melee shapeshifters can shut off your prayers, and all types can roll into a spiked ball and smash into you, dealing heavy melee damage.
** The [[FlunkyBoss spider minions]] occasionally summoned during the fight against Araxxor and Araxxi can sometimes be literal DemonicSpiders, but the one in particular that stands out the most is the Mirrorback spider. Attacking Araxxor or Araxxi while one of these nasties is alive will result in the entire attack being [[AttackReflector reflected back onto you at full power]]. Needless to say, you can [[HoistByHisOwnPetard easily kill yourself]] if you use a heavy-damage attack as a mirrorback spawns. It certainly doesn't help that they tend to hide themselves underneath Araxxor or Araxxi most of the time, meaning you often won't even know it's there until you start receiving heavy, and sometimes fatal, deflection damage from your attacks.
DemonicSpiders: Has its own page [[DemonicSpiders/RuneScape here]].
22nd Jul '17 4:57:48 PM ChilledXSocks
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** Halberds, for one main reason - their longer reach compared to other melee weapons. Impressive in its own right, but when you take into account that the extra reach applies to abilities as well, including the many area-of-effect abilities available to two-handed melee weapons, you have a weapon class that, with the right setups, can result in ''hundreds of thousands'' of melee experience per hour in places with large amounts of monsters, such as the Abyss. There's a very good reason why the strongest of these halberd-type weapons, the level 90 Noxious Scythe, is much more expensive compared to similar level 90 weaponry.

to:

** Halberds, for one main reason - their longer reach compared to other melee weapons. Impressive in its own right, but when you take into account that the extra reach applies to abilities as well, including the many area-of-effect abilities available to two-handed melee weapons, you have a weapon class that, with the right setups, can result in ''hundreds of thousands'' of to '''over a million''' melee experience per hour in places with large amounts of monsters, such as the Abyss.Abyss or Mazcab. There's a very good reason why the strongest of these halberd-type weapons, the level 90 Noxious Scythe, is much more expensive compared to similar level 90 weaponry.
22nd Jul '17 10:27:20 AM ChilledXSocks
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** Pretty much any monster that can use abilities in combat, but in particular are the Iorwerth and Cadarn elves in Prifddinas. Their adrenaline meter is constantly locked at 50%, enabling them to use threshold abilities [[TheComputerIsACheatingBastard without having to build it up]], whereas you do not have that luxury. It's not terribly uncommon to attack a Cadarn Magus and have him immediately stunlock you into an Asphyxiate.
** The first of the [[EliteMooks elite slayer monsters]] introduced in November 2015, Wyverns, are the bane of even the best players. They are aggressive, inflict gobsmacking amounts of damage with their attacks (even more if you do not apply a special potion to protect you from their breath), can inflict a very damaging [[PoisonousPerson poison status]], and are accompanied by a very annoying environmental mechanic. See, the underground cave they reside in is incredibly cold. If you allow yourself to become too cold, you start getting stunned for 8-10 seconds at a time, preventing you from attacking, healing, or teleporting. This can be countered temporarily by lighting the fires in the cave and using anti-stun abilities, but if you are caught off guard you may have no choice but to watch your helpless character get [[CurbStompBattle murdered]].
** The second elite slayer monster [[WolverineClaws Ripper]] [[LightningBruiser Demons]], mainly for their ability to [[OneHitKill instakill you]], but for other reasons as well. They telegraph their DeathFromAbove attack and it is avoidable, but if you don't get right back into their melee reach after avoiding it, they will [[YouWillNotEvadeMe drag you towards them]] and hit you with heavy damage over time. It's bad enough in and of itself, but if your health drops below half, all of the other demons in the cave will ZergRush you, likely [[CurbStompBattle dropping you in seconds]] unless you can teleport out. On top of that, even if you do manage to kill one, it will start spinning around wildly [[LastDitchMove in a final effort to try and kill you]], causing rapid melee damage as it dies.
** The crystal shapeshifters on Tarddiad. Don't let the deceptively low combat level fool you, these guys mean business. They can attack with all three attack styles, and will change styles to whatever your armor's weakness is. Their basic auto-attacks are hard-hitting and accurate, and they can use a huge variety of abilities, including ultimate abilities. In addition to all this, melee shapeshifters can shut off your prayers, and all types can roll into a spiked ball and smash into you, dealing up to 3000 melee damage.

to:

** Pretty much any monster that can use abilities in combat, but in particular are the Iorwerth and Cadarn elves in Prifddinas. Their adrenaline meter is constantly locked at 50%, enabling them to use threshold abilities [[TheComputerIsACheatingBastard without having to build it up]], whereas you do not have that luxury. luxury (unless you've been building it up off of other sources, like combat dummies). It's not terribly uncommon to attack a Cadarn Magus and have him immediately stunlock you into an Asphyxiate.
Asphyxiate combo.
** The first of the [[EliteMooks elite slayer Slayer monsters]] introduced as part of the Raptor's Challenge in November 2015, 2015 are all DemonicSpiders to some extent.
*** The first elite Slayer monster, Living
Wyverns, are the bane of even the best players. They are aggressive, inflict gobsmacking amounts of damage with their attacks (even more if you do not apply a special potion to protect you from their breath), can inflict a very damaging [[PoisonousPerson poison status]], and are accompanied by a very annoying environmental mechanic. See, the underground cave they reside in is incredibly cold. If you allow yourself to become too cold, you start getting stunned for 8-10 seconds at a time, preventing you from attacking, healing, or teleporting. This can be countered temporarily by lighting the fires in the cave and using anti-stun abilities, but if you are caught off guard you may have no choice but to watch your helpless character get [[CurbStompBattle murdered]].
** *** The second elite slayer Slayer monster [[WolverineClaws Ripper]] [[LightningBruiser Demons]], mainly for their ability to [[OneHitKill instakill you]], but for other reasons as well. They telegraph their DeathFromAbove attack and it is avoidable, but if you don't get right back into their melee reach after avoiding it, they will [[YouWillNotEvadeMe ''[[YouWillNotEvadeMe drag you towards them]] them]]'' and hit you with heavy damage over time.a very painful melee bleed. It's bad enough in and of itself, but if your health drops below half, all of the other demons in the cave will ZergRush you, likely [[CurbStompBattle dropping you in seconds]] unless you can teleport out. On top of that, even if you do manage to kill one, it will start spinning around wildly [[LastDitchMove in a final effort to try and kill you]], causing rapid melee damage as it dies.
*** The third elite Slayer monster, Camel warriors, are not as extreme as the first two, but they can definitely be a challenge no matter what your approach. Almost immediately after you attack one, it [[AsteroidsMonster splits into three "mirages"]] which can use Ancient Magicks spells against you to freeze you, lower your stats, and leech your health. In additon, the mirages also have a special attack that can either massively drain your prayer points or heal the other mirages, depending on which mirage cast it. Once the mirages are killed, you must fight the original camel warrior itself, who now gains an area-of-effect sandstorm attack in addition to the prayer-draining attack. To top all of this off, the area they live in is affected by desert heat, forcing you to either tank the extra damage or waste inventory space on waterskins [[note]]unless you've completed a certain quest that makes you immune to the heat effect[[/note]].
*** The last elite Slayer monster, Acheron mammoths, are probably the toughest of the four. Though somewhat slow to move, [[MightyGlacier they have a truckload of health and high defence]], and can use heavy hitting melee and ranged attacks, including a selection of combat abilities. They also have a [[ThatOneAttack special charge attack]] that can deal upwards of 7500 damage, ''multiple times in a row'' (though it is telegraphed and avoidable). To make matters worse, they have an "honour" mechanic while you're fighting them: if you try running out of the reach of their melee attacks, they will disable your prayers, and if you try ranging or maging them, their ranged attacks will gain a secondary effect that constantly stunlocks you, effectively mandating the use of melee to kill them.
** To those without at least level 90 gear and/or overloads, Airuts can also be this. No weakness, high defence that ''increases'' as they take damage, and powerful melee and ranged attacks already make this monster's case. However, what really makes them dangerous is their special attacks, where they pound their chest, then hit you for rapid, heavy damage. The only way to stop their special attack? You have to ''counter'' it with a specific threshold ability Flurry for melee, Rapid Fire for ranged and it only works ''while'' they're using their special attack, and ''only'' if you successfully damage them. Worst of all, they can use this special attack ''at any time'', meaning you could be stuck without a way to stop it (though you can fortunately reduce it with the correct protection prayers).
** The crystal shapeshifters on Tarddiad. Don't let the deceptively low combat level fool you, these guys mean business. They can attack with all three attack styles, and will change styles to whatever your armor's weakness is. Their basic auto-attacks are hard-hitting and accurate, and they can use a huge variety of abilities, including ultimate abilities. In addition to all this, melee shapeshifters can shut off your prayers, and all types can roll into a spiked ball and smash into you, dealing up to 3000 heavy melee damage.
20th Jul '17 12:19:00 PM SCPIhpkmn
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Added DiffLines:

* WhatAnIdiot: You, the player, can be one if you decide to [[spoiler: insult Jas]] at the end of Sliske's Endgame. This instantly kills you, and counts as an unsafe death; Jagex actually intended for an event to occur for the first [[FinalDeathMode Hardcore Ironman]] [[KilledOffForReal to die to this]], where everyone on the server would turn to face the Heart of Gilenor and simultaneously {{facepalm}}, but this sadly never came to fruition.
19th Jul '17 6:55:14 AM Tenma-Yuuki
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* IAmNotShazam: The bosses in the God Wars Dungeon are commonly misreferred to as Saradomin, Zamorak, Bandos, and Armadyl, after the gods they worship. Their real names are Commander Zilyana, K'ril Tsutsaroth, General Graardor, and Kree'arra.
* IKnewIt:
** The Rewards Trader is Marmaros.
** [[spoiler:Koschei the Deathless]] revealed to be Kharshai, which was correctly theorized by a large part of the fanbase.
18th Jul '17 5:47:05 AM Tenma-Yuuki
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* HypeBacklash: Some GrandFinale quests suffer from this:
** "Plague's End", the GrandFinale to the Elf series, was released after twelve years of buildup, and the end result might seem to some as if Jagex just released the quest for the sake of getting it over with as hastily as possible so that they can go back to pushing their latest MythArc about [[CosmicHorrorStory about the Elder Artifacts and Elder Gods]]. However, Prifddinas was very well-received, which helped mitigate a lot of the backlash.
** "Birthright of the Dwarves" is just a final attack on the Red Axe base that requires some fetching before doing it, reveals mostly trivial things, and then the player is hit with the fact that even the BigBad had actually given up on his plans a long time ago and that you are just killing him because he is still there. It's then followed by one of the most brutal and unfair boss fights ever to be released.
** "Salt in the Wound" is just a long trek through a dungeon to kill Mother Mallum after first fetching something to kill her, contains no big reveals, introduces characters that are just there to form the party, leaves Mallum (infamously) as TheUnfought at the big confrontation, is filled with PlotHoles -- is there any wonder why this is considered FanonDiscontinuity by a sizable subset of players?
** An odd case with the Cave Goblin quest line: the first finale, The Chosen Commander, was actively praised by some players as being one of the best quests made, and even had merchandise sold to celebrate it (partly due to the fact that this was the 150th quest released). However, Jagex decided to release a sequel to the quest, The Mighty Fall, in which the deurotagonist of the original quest line is made absolutely hideous by new graphics, the boss fights are incredibly unfair, and [[spoiler: you get a choice to kill off Zanik, who was at one point the most popular NPC in the game. And people did it, some actively blaming the unnecessary graphical update she received, and saying things along the lines of "This isn't Zanik, this is another monster.".]]
** "River of Blood," the Vampyre finale, was received much better than the preceding examples, but still ran into some criticism for [[RiddleForTheAges leaving several plot points ambiguous]] and [[spoiler: having a SurprisinglyHappyEnding]]. [[WordOfGod The post-update Q&A]] stated that both these things were intended from the beginning.
** "Sliske's Endgame" was hyped for three years real-time and contained well-received lore reveals, a brutal three-on-one FinalBoss fight, and a face-to-face meeting with [[spoiler: [[TopGod Jas Herself]]]]... all of which was [[OvershadowedByControversy overshadowed]] by an extremely long, difficult, and dull maze puzzle that, much like the block puzzle in "Elemental Workshop III" and the light beam puzzle in "Mourning's End," many considered to be nearly impossible [[GuideDangIt without a guide]].

to:

* HypeBacklash: HypeBacklash:
**
Some GrandFinale quests suffer from this:
** *** "Plague's End", the GrandFinale to the Elf series, was released after twelve years of buildup, and the end result might seem to some as if Jagex just released the quest for the sake of getting it over with as hastily as possible so that they can go back to pushing their latest MythArc about [[CosmicHorrorStory about the Elder Artifacts and Elder Gods]]. However, Prifddinas was very well-received, which helped mitigate a lot of the backlash.
** *** "Birthright of the Dwarves" is just a final attack on the Red Axe base that requires some fetching before doing it, reveals mostly trivial things, and then the player is hit with the fact that even the BigBad had actually given up on his plans a long time ago and that you are just killing him because he is still there. It's then followed by one of the most brutal and unfair boss fights ever to be released.
** *** "Salt in the Wound" is just a long trek through a dungeon to kill Mother Mallum after first fetching something to kill her, contains no big reveals, introduces characters that are just there to form the party, leaves Mallum (infamously) as TheUnfought at the big confrontation, is filled with PlotHoles -- is there any wonder why this is considered FanonDiscontinuity by a sizable subset of players?
** *** An odd case with the Cave Goblin quest line: the first finale, The Chosen Commander, was actively praised by some players as being one of the best quests made, and even had merchandise sold to celebrate it (partly due to the fact that this was the 150th quest released). However, Jagex decided to release a sequel to the quest, The Mighty Fall, in which the deurotagonist of the original quest line is made absolutely hideous by new graphics, the boss fights are incredibly unfair, and [[spoiler: you get a choice to kill off Zanik, who was at one point the most popular NPC in the game. And people did it, some actively blaming the unnecessary graphical update she received, and saying things along the lines of "This isn't Zanik, this is another monster.".]]
** *** "River of Blood," the Vampyre finale, was received much better than the preceding examples, but still ran into some criticism for [[RiddleForTheAges leaving several plot points ambiguous]] and [[spoiler: having a SurprisinglyHappyEnding]]. [[WordOfGod The post-update Q&A]] stated that both these things were intended from the beginning.
** *** "Sliske's Endgame" was hyped for three years real-time and contained well-received lore reveals, a brutal three-on-one FinalBoss fight, and a face-to-face meeting with [[spoiler: [[TopGod Jas Herself]]]]... all of which was [[OvershadowedByControversy overshadowed]] by an extremely long, difficult, and dull maze puzzle that, much like the block puzzle in "Elemental Workshop III" and the light beam puzzle in "Mourning's End," many considered to be nearly impossible [[GuideDangIt without a guide]].guide]].
** The gemstone dragons were overall poorly received, owing to their unprofitable drop tables and the costs required to kill them outside of a slayer task... in the form of uncut dragonstones for two kills, uncut onyxes for 400 kills, and incomplete hydrixes for 4000 kills.



** The gemstone dragons were overall poorly received, owing to their unprofitable drop tables and the costs required to kill them outside of a slayer task... in the form of uncut dragonstones for two kills, uncut onyxes for 400 kills, and incomplete hydrixes for 4000 kills.
13th Jul '17 12:19:21 PM ChilledXSocks
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*** They were worse when they were originally introduced into the Wilderness as a replacement for [=PKers=]following the 12-10-07 update to remove PvP in the Wilderness. Not only did they roam all around the Wilderness, but they could teleblock and bind you in addition to their healing powers and high damage output. Thankfully, when PlayerKilling returned about three years later, they were thankfully contained in the aforementioned Forinthry Dungeon.

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*** They were worse when they were originally introduced into the Wilderness as a replacement for [=PKers=]following [=PKers=] following the infamous 12-10-07 update to remove PvP in the Wilderness. Not only did they roam all around the Wilderness, but they could teleblock and bind you in addition to their healing powers and high damage output. output, not to mention they had horrible drops if you could succesfully kill them. Thankfully, when PlayerKilling returned about three years later, they were thankfully contained in the aforementioned Forinthry Dungeon.Dungeon, and also lost their bind and teleblock powers.
13th Jul '17 12:17:14 PM ChilledXSocks
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** Revenants, powerful ghosts that can attack from all three corners of the combat triangle. They will ZergRush you as soon as you enter their lair, which can be deadly considering they can hit almost as hard as (and in some cases harder than) players of similar combat level (though there is an item you can use to make them non-aggressive). They also have the ability to rapidly heal themselves when their health drops low, so you'll probably spend more time killing them than you would want to. They were introduced into the Wilderness following the 12-10-07 update to remove PvP in the Wilderness as a replacement to player killers; when PlayerKilling returned about three years later, they were thankfully contained in a dungeon.

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** Revenants, powerful Wilderness-dwelling ghosts that can attack from all three corners of the combat triangle. They will ZergRush you as soon as you enter their lair, the Forinthry Dungeon, which can be deadly considering they can hit almost as hard as (and in some cases harder than) players of similar combat level (though there is an item you can use to make them non-aggressive). They also have the ability to rapidly heal themselves when their health drops low, so you'll probably spend more time killing them than you would want to. to, particularly with the possibility of [[PlayerKilling PKers]] attacking (and likely killing) you.
***
They were worse when they were originally introduced into the Wilderness following as a replacement for [=PKers=]following the 12-10-07 update to remove PvP in the Wilderness as a replacement Wilderness. Not only did they roam all around the Wilderness, but they could teleblock and bind you in addition to player killers; their healing powers and high damage output. Thankfully, when PlayerKilling returned about three years later, they were thankfully contained in a dungeon.the aforementioned Forinthry Dungeon.
8th Jul '17 2:23:27 PM SCPIhpkmn
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** Nomad's Elegy is the payoff for half a dozen NPC deaths over the course of the game's story. An entire EnsembleDarkhorse herd, consisting of [[spoiler: Zanik, Xenia, Hazelmere, Brand or Astrid, and Jessika or Korasi]] join up with the player character to stop Nomad from trying to take over the underworld. Unlike several Nomad encounters, this is far less of a GoddamnBoss, and gameplay is changed up [[spoiler: through you taking control of Xenia, Death and Icthlarin to defeat an artificial god]]! In [[spoiler: Zanik's]] case, her HappyEndingOverride turns into a much-deserved EarnYourHappyEnding, with [[spoiler: players being able to choose whether she can go to her deserved afterlife, or come back to life, as it was not her time]].

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** Nomad's Elegy is the payoff for half a dozen NPC deaths over the course of the game's story. An entire EnsembleDarkhorse herd, consisting of [[spoiler: Zanik, Xenia, Hazelmere, Brand or Astrid, and Jessika or Korasi]] join up with the player character to stop Nomad from trying to take over the underworld. Unlike several Nomad encounters, this is far less of a GoddamnBoss, GoddamnedBoss, and gameplay is changed up [[spoiler: through you taking control of Xenia, Death and Icthlarin to defeat an artificial god]]! In [[spoiler: Zanik's]] case, her HappyEndingOverride turns into a much-deserved EarnYourHappyEnding, with [[spoiler: players being able to choose whether she can go to her deserved afterlife, or come back to life, as it was not her time]].
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http://tvtropes.org/pmwiki/article_history.php?article=YMMV.RuneScape