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** The Dragon Scimitar fell into ScrappyWeapon territory once the Evolution of Combat dropped, which only worsened once its historically-reviled special attack got added back in 2014, making it inferior to literally all other dragon weapons (which had the same or similar stats, but better special attacks). This all changed in 2022, when dragon weapons had their special attacks rebalanced across the board. The scimitar got one of the biggest buffs, with its attack going from a vastly inferior version of the Havoc ability that cost 55% adrenaline, to a more utility-oriented special attack — in addition to having a much lower cost of 25% adrenaline, it now gives a 25% accuracy bonus to slashing weapons for a minute. Combine this with the fact that many of the best melee weapons in the game are slashing weapons, and you have a highly useful special attack for fighting targets with high defence. While it might not have restored the beloved Dragon Scimitar to its former glory, it at least gives players a reason to keep it in their arsenal even for endgame combat.
** ''Old School'' had an equipment rebalance in 2021 that rescued several weapons from the heap, but the most significantly affected among them were warhammers. Once one of the worst weapon types in ''Old School'', warhammers got a significant buff that not only increased their damage output, but also changed them to have ''Strength'' level requirements instead of the typical Attack requirements of other weapons. This would be a significant change to the PlayerKilling scene, as it not only introduced Strength pures to the free-to-play game, it also gave members pures access to the powerful special attack of the Dragon warhammer.

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** The Dragon Scimitar fell into ScrappyWeapon territory once the Evolution of Combat dropped, which only worsened once its historically-reviled special attack got added back in 2014, making it inferior to literally all other dragon weapons (which had the same or similar stats, but better special attacks). This all changed in 2022, when dragon weapons had their special attacks rebalanced across the board. The scimitar got one of the biggest buffs, with its attack going from a vastly inferior version of the Havoc ability that cost 55% adrenaline, to a more utility-oriented special attack — in addition to having a much lower cost of 25% adrenaline, it now gives a 25% accuracy bonus to slashing weapons for a one minute. Combine this with the fact that many of the best melee weapons in the game — most notably halberds and ''both'' tier 95 melee weapons — are slashing weapons, and you have a highly useful special attack for fighting targets with high defence. While it might not have restored the beloved Dragon Scimitar to its former glory, it at least gives players a reason to keep it in their arsenal even for endgame combat.
** ''Old School'' had an equipment rebalance in 2021 that rescued several weapons from the heap, but the most significantly affected among them were warhammers. Once one of the worst weapon types in ''Old School'', warhammers got a significant buff that not only increased their damage output, output to be roughly the same as battleaxes, but also changed them to have ''Strength'' level requirements instead of the typical Attack requirements of other weapons. This would be a significant change to the PlayerKilling scene, as it not only introduced Strength pures to the free-to-play game, it also gave members pures access to the powerful special attack of the Dragon warhammer.
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** Two from the ''Old School''-exclusive quest Monkey Madness II:
*** You get a choice of paths when going through Kruk's Dungeon, either tanking or agility. The tanking path requires you to run through hordes of hard-hitting maniacal monkeys, while the agility path makes you go through a maze of obstacles. Both of them engage heavily in TrialAndErrorGameplay; the correct path through is randomized, and the only way to tell is to attempt to advance is to try and fail. Unfortunately, failure often involves running through the aforementioned maniacal monkey hordes. Even worse, there's a boss fight at the end of the dungeon, and the checkpoint is hidden in an inconspicuous wall nearby - meaning that unless you find it, you'll have to run through the dungeon every time the boss kills you.
*** The goddamn airship platform is a forced stealth level from hell. You have a series of narrow hallways patrolled by monkey guards, and you have to find six satchels, fill them with gunpowder, and set them at different points on the platforms to blow them up. ''The game does not tell you this.'' Even when you figure this out, it's still a very long stealth level, with nothing else to break it up - and every time you get caught, your gunpowder gets ruined, meaning that you have to go to the gunpowder barrel to refill your satchels. It's better than the Ratcatchers stealth level, but not by much.
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* SelfImposedChallenge: Ironman Mode forbids any kind of trading with or recieving aide from other players. You must be entirely self sufficient, which puts a unique spin of the game. But this mode is entirely optional.

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* SelfImposedChallenge: Ironman Mode forbids any kind of trading with or recieving receiving aide from other players. You must be entirely self sufficient, which puts a unique spin of the game. But this mode is entirely optional.
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* SelfImposedChallenge: Ironman Mode forbids any kind of trading with or recieving aide from other players. You must be entirely self sufficient, which puts a unique spin of the game. But this mode is entirely optional.
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** After the Evolution of Combat dropped, Jagex entertained the idea of bringing back an older version of the game for players who were dissatisifed. They polled the playerbase to see if there was any interest in this older version, which was responsed with an overwhelming "Yes". Had interest not been high enough, ''Old School'' may have never been revived.
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*** "Desert Treasure II" ups the ante with [[spoiler: the mysterious figure, who packs a lot more of a punch than the stranger does. She can ambush you anywhere at anytime, even inside the comforts of your own home. She'll also sometimes disguise herself as the sandwich lady.]]

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*** "Desert Treasure II" ups the ante with [[spoiler: the mysterious figure, Mysterious Figure, who packs a lot more of a punch than the stranger does. She can ambush you anywhere at anytime, even inside the comforts of your own home. Once she appears she will tele-block you, and occasionally uses Ice Barrage if you try to leg it. If you didn't have a weapon switch prepared, she will protect against the damage type you last used. And to top it all off, you ''can't bank'' the "Desert Treasure II" medallions, meaning you have to book it to the Ancient Vault basically as soon as you get one of them. She'll also sometimes disguise herself as the sandwich lady.]]
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** In general, there sometimes seems to be an undercurrent of resentment in free-to-play (f2p) players against pay-to-play (p2p) members. Part of it was that members have hundreds of extra hours of content, with a game world several times the volume of the free-to-play zone. Several years back, there was even a page on [[TheWikiRule the RuneScape wiki]] about ''free-to-play versus pay-to-play wars'', all about how f2p tried to revolt to get more content.

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** In general, there sometimes seems to be an undercurrent of resentment in free-to-play (f2p) players against pay-to-play (p2p) members. Part of it was that members have hundreds of extra hours of content, with a game world several times the volume of the free-to-play zone. Several years back, there was even a page on [[TheWikiRule the RuneScape wiki]] [=RuneScape=] wiki about ''free-to-play versus pay-to-play wars'', all about how f2p tried to revolt to get more content.

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*** Zulrah is also occasionally called the "[[MemeticMutation Danger Noodle]]" or the "'''B'''ig '''J'''iant '''S'''nake" (the latter being a helpful mnemonic for the Zul-Andra [[FunWithAcronyms Fairy Ring code]])



** "Curse of the Empty Lord" (renamed "Curse of Zaros" in later versions) is particularly notorious for requiring you to stand for long amounts of time in high-level Wilderness listening to [=NPCs=] give you a lore dump, hoping some [=PKer=] doesn't show up just to ruin your day. It's better in RS3, where [=PvP=] is opt-in only, but in ''Old School'' [=PvP=] is always on in the Wilderness.

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** "Curse of the Empty Lord" (renamed "Curse of Zaros" in later versions) is particularly notorious for requiring you to stand for long amounts of time in high-level Wilderness listening to [=NPCs=] give you a lore dump, hoping some [=PKer=] doesn't show up just to ruin your day. It's better in RS3, [=RS3=], where [=PvP=] is opt-in only, but in ''Old School'' [=PvP=] is always on in the Wilderness.
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** "Curse of the Empty Lord" (renamed "Curse of Zaros" in later versions) is particularly notorious for requiring you to stand for long amounts of time in high-level Wilderness listening to [=NPCs=] give you a lore dump, hoping some PKer doesn't show up just to ruin your day. It's better in RS3, where PvP is opt-out, but in ''Old School'' PvP is always on in the Wilderness.

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** "Curse of the Empty Lord" (renamed "Curse of Zaros" in later versions) is particularly notorious for requiring you to stand for long amounts of time in high-level Wilderness listening to [=NPCs=] give you a lore dump, hoping some PKer [=PKer=] doesn't show up just to ruin your day. It's better in RS3, where PvP [=PvP=] is opt-out, opt-in only, but in ''Old School'' PvP [=PvP=] is always on in the Wilderness.
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** "Curse of the Empty Lord" (renamed "Curse of Zaros" in later versions) is particularly notorious for requiring you to stand for long amounts of time in high-level Wilderness listening to NPCs give you a lore dump, hoping some PKer doesn't show up just to ruin your day. It's better in RS3, where PvP is opt-out, but in ''Old School'' PvP is always on in the Wilderness.

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** "Curse of the Empty Lord" (renamed "Curse of Zaros" in later versions) is particularly notorious for requiring you to stand for long amounts of time in high-level Wilderness listening to NPCs [=NPCs=] give you a lore dump, hoping some PKer doesn't show up just to ruin your day. It's better in RS3, where PvP is opt-out, but in ''Old School'' PvP is always on in the Wilderness.

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* MorePopularSpinOff: ''Old School'' was released as a way to pacify those who were dissatisfied with the Evolution of Combat. Jagex initially treated it as more of a companion to the main game, and they didn’t even expect it to last more than six months. However, ''Old School'' went on to eclipse the main game.

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* MorePopularSpinOff: ''Old School'' was released as a way to pacify those who were dissatisfied with the Evolution of Combat. Jagex initially treated it as more of a companion to the main game, and they didn’t even expect it to last more than six months. However, ''Old School'' went on to eclipse the main game.game, and remains popular ten years after it launched.



*** "Desert Treasure II" ups the ante with [[spoiler: the mysterious figure, who packs a lot more of a punch than the stranger does. She can ambush you anytime, anywhere, even in the comforts of your own home. She'll also sometimes disguise herself as the sandwich lady.]]

to:

*** "Desert Treasure II" ups the ante with [[spoiler: the mysterious figure, who packs a lot more of a punch than the stranger does. She can ambush you anywhere at anytime, anywhere, even in inside the comforts of your own home. She'll also sometimes disguise herself as the sandwich lady.]]



** Coordinate clues require you to use a very clunky navigation interface to find a spot to dig. What's worse, some of them send you to dangerous places like the Wilderness where stopping to use said interface would be problematic. Many players regard these as de facto GuideDangIt moments.

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** Coordinate clues require you to use a very clunky navigation interface to find a spot to dig. What's worse, some of them send you to dangerous places like the Wilderness where stopping to use said interface would be problematic. Many players regard these as de facto GuideDangIt moments. ''Old School'' would eventually remove the requirement to carry a sextant and watch, so you only have to know where to dig.



** Recipe for Disaster, which at the time of its release was the game's longest and most difficult quest, is the sequel to Cook's Assistant, a ''tutorial'' quest.

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** Recipe for Disaster, which at the time of its release was the game's longest and most difficult quest, is the sequel to Cook's Assistant, a ''tutorial'' quest. The quest was designed so that pretty much anyone could start it, but only the most accomplished could actually finish it.


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** ''Desert Treasure II'' is billed as the most challenging quest in ''Old School'', which is saying a lot as the first quest was challenging in its own right.
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** "Desert Treasure II" ups the ante with [[spoiler: the mysterious figure, who packs a lot more of a punch than the stranger does. She can ambush you anytime, anywhere, even in the comforts of your own home. She'll also sometimes disguise herself as the sandwich lady.]]

to:

** *** "Desert Treasure II" ups the ante with [[spoiler: the mysterious figure, who packs a lot more of a punch than the stranger does. She can ambush you anytime, anywhere, even in the comforts of your own home. She'll also sometimes disguise herself as the sandwich lady.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** "Desert Treasure II" ups the ante with [[spoiler: the mysterious figure, who packs a lot more of a punch than the stranger does. She can ambush you anytime, anywhere, even in the comforts of your own home. She'll also sometimes disguise herself as the sandwich lady.]]
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** The eighth Barrows wight, [[spoiler:Linza]] the Disgraced. It's similar to the other Barrows wights, but for whatever reason, it has over ''twelve times'' as much HP as they do, at ''150,000'' HP. Furthermore, the wight's special power can randomly reflect damage done back onto you, making it a hellish fight of attrition. Even worse, for whatever reason, Barrows amulets don't work on it. Thankfully, you never have to deal with her in the actual crypts by the loot chest.

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** The eighth Barrows wight, [[spoiler:Linza]] the Disgraced. It's similar to the other Barrows wights, but for whatever reason, it has over ''twelve times'' as much HP as they do, at ''150,000'' HP. Furthermore, the wight's special power can randomly reflect damage done back onto you, making it a hellish fight of attrition. Even worse, for whatever reason, Barrows amulets don't work on it. Thankfully, you never have to deal with her this particular wight in the actual crypts by the loot chest.
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** Night-Gazer Khighorahk. Its room has four torches at the corner that must be lit in order for the boss to become vulnerable. Keeping them lit is a chore, and you'll spend the brunt of the first phase relighting them over and over, only having enough time to get maybe a few attacks in. On top of this, if you get within melee distance of the boss, it uses a special attack that can deal well over 8,000 damage if you don't get out of the way. The second phase thankfully eliminates the need to light the torches, but the boss's regular attacks hit harder and it has a stun attack that it just ''loves'' to spam. Getting hit by the stun just before it prepares a special attack is almost guaranteed death unless you use Freedom.

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** Night-Gazer Khighorahk. Its room has four torches at the corner that must be lit in order for the boss to become vulnerable. Keeping them lit is a chore, and you'll spend the brunt of the first phase relighting them over and over, only having enough time to get maybe a few attacks in. On top of this, if you get within melee distance of the boss, it uses a special attack that can deal well over 8,000 damage if you don't get out of the way. The second phase thankfully eliminates the need to light the torches, but the boss's regular attacks hit harder and it has gains a stun attack that it just ''loves'' to spam. Getting hit by the said stun just before it prepares a special attack is almost guaranteed death unless you use Freedom.
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None

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* RescuedFromTheScrappyHeap:
** The Dragon Scimitar fell into ScrappyWeapon territory once the Evolution of Combat dropped, which only worsened once its historically-reviled special attack got added back in 2014, making it inferior to literally all other dragon weapons (which had the same or similar stats, but better special attacks). This all changed in 2022, when dragon weapons had their special attacks rebalanced across the board. The scimitar got one of the biggest buffs, with its attack going from a vastly inferior version of the Havoc ability that cost 55% adrenaline, to a more utility-oriented special attack — in addition to having a much lower cost of 25% adrenaline, it now gives a 25% accuracy bonus to slashing weapons for a minute. Combine this with the fact that many of the best melee weapons in the game are slashing weapons, and you have a highly useful special attack for fighting targets with high defence. While it might not have restored the beloved Dragon Scimitar to its former glory, it at least gives players a reason to keep it in their arsenal even for endgame combat.
** ''Old School'' had an equipment rebalance in 2021 that rescued several weapons from the heap, but the most significantly affected among them were warhammers. Once one of the worst weapon types in ''Old School'', warhammers got a significant buff that not only increased their damage output, but also changed them to have ''Strength'' level requirements instead of the typical Attack requirements of other weapons. This would be a significant change to the PlayerKilling scene, as it not only introduced Strength pures to the free-to-play game, it also gave members pures access to the powerful special attack of the Dragon warhammer.
Is there an issue? Send a MessageReason:
None


* MorePopularSpinOff: ''Old School'' was released as a way to pacify those who were dissatisfied with the Evolution of Combat. Jagex initially treated it as more of a companion to the main game. They didn’t even expect it to last more than six months. However, ''Old School'' went on to eclipse the main game.

to:

* MorePopularSpinOff: ''Old School'' was released as a way to pacify those who were dissatisfied with the Evolution of Combat. Jagex initially treated it as more of a companion to the main game. They game, and they didn’t even expect it to last more than six months. However, ''Old School'' went on to eclipse the main game.
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** ''Old School'''s "Song of the Elves" surprised players with its plot taking a hefty departure from ''[=RuneScape=]'''s "Within the Light" and "Plague's End", including [[spoiler:reviving King Baxtorian in the Waterfall Dungeon, turning Lord Iorwerth into an AntiVillain, Arianwyn's [[HeelFaceRevolvingDoor betrayal and then redemption]], the true nature of the "Dark Lord", and a hefty ShipTease between the player and [[TheBusCameBack Elena]]]]. While some players might be frustrated by some of the puzzles and [[spoiler:the Grand Library]], almost everyone agrees that both the [[SceneryPorn visuals]] and [[AwesomeMusic soundtrack]] are ''stunning'', especially at the end when you finally unlock access to Prifddinas.

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** ''Old School'''s "Song of the Elves" surprised players with its plot taking a hefty departure from ''[=RuneScape=]'''s ''[=RuneScape's=]'' "Within the Light" and "Plague's End", including [[spoiler:reviving King Baxtorian in the Waterfall Dungeon, turning Lord Iorwerth into an AntiVillain, Arianwyn's [[HeelFaceRevolvingDoor betrayal and then redemption]], the true nature of the "Dark Lord", and a hefty big ShipTease between the player and [[TheBusCameBack Elena]]]]. Elena]], all leading to a final showdown in the Underground Pass]]. While some players might be frustrated by some of the puzzles and (especially those in [[spoiler:the Grand Library]], Library]]), almost everyone agrees that both the [[SceneryPorn visuals]] and [[AwesomeMusic [[SugarWiki/AwesomeMusic soundtrack]] are ''stunning'', especially at the end when you finally unlock access to Prifddinas.
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** ''Old School'''s "Song of the Elves" surprised players with its plot taking a hefty departure from ''[=RuneScape=]'''s "Within the Light" and "Plague's End", including [[spoiler:reviving King Baxtorian in the Waterfall Dungeon, turning Lord Iorwerth into an AntiVillain, Arianwyn's [[HeelFaceRevolvingDoor betrayal and then redemption]], the true nature of the "Dark Lord", and a hefty ShipTease between the player and [[TheBusCameBack Elena]]]]. While some players might be frustrated by some of the puzzles and [[spoiler:the Grand Library]], almost everyone agrees that both the [[SceneryPorn visuals]] and [[AwesomeMusic soundtrack]] are ''stunning'', especially at the end when you finally unlock access to Prifddinas.
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** Tuska, the AlmightyIdiot ApocalypseHow-causing boar god. Her arrival on Gilenor was the basis for the third World Event... and it just plain stunk. Tuska was supposed to be this massive apocalyptic threat, but her event was scaled far back from what the original vision was, and it ended up being a repetitive minigame that you had to do for a single faction. Combine that with the LikeYouWouldReallyDoIt factor of the claims that Tuska would destroy Gilenor if she wasn't stopped, it's little wonder that she's been swept under the rug, with nary a mention of her since 2015; what's worse, she may have killed the concept of World Events in Runescape entirely.
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** Night-Gazer Khighorahk. Its room has four torches at the corner that must be lit in order for the boss to become vulnerable. Keeping them lit is a chore, and you'll spend the brunt of the first phase relighting them over and over, only having enough time to get maybe a few attacks in. On top of this, if you get within melee distance of the boss, it uses a special attack that can deal well over 8,000 damage if you don't get out of the way. The second phase thankfully eliminates the need to light the torches, but the boss's regular attacks hit harder and it has a stun attack that it just ''loves'' to spam. Getting hit by the stun just before it prepares a special attack is almost guaranteed death unless you use Freedom.
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** Ghasts. When just crossing the Myre they sometimes destroy your food, and during Temple Trekking they have annoyingly high HP and drop little loot. You can kill them, and you'll actually get a small amount of Prayer experience for it, but doing so requires druid pouches, which can be annoying to acquire. Thankfully a permanent version of the druid pouch can be earned as a Temple Trekking reward, but it doesn't make them any less annoying to kill.

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** Ghasts. When just crossing the Myre they sometimes destroy turn your food into inedible rotten food, and during Temple Trekking they have annoyingly high HP and drop little loot. You can kill them, and you'll actually get a small amount of Prayer experience for it, but doing so requires druid pouches, which can be annoying to acquire. Thankfully a permanent version of the druid pouch can be earned as a Temple Trekking reward, reward in ''3'', and a special structure can be built in ''Old School'' that permanently stops them from rotting your food, but it doesn't make them any less annoying to kill.deal with.



** Pretty much every normal monster encountered in Daemonheim while Dungeoneering counts, particularly when you're trying to do a puzzle at the same time. And yes, on some floors there are even literal bats.
** The Tz-Kihs, flaming bats that dwell inside the Fight Cave. While they're the weakest enemy inside the cave, they drain your prayer, even if their attacks deal no damage. A group of them can quickly drain your prayer if they're not dealt with.

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** Pretty much every normal monster encountered in Daemonheim while Dungeoneering counts, particularly when you're trying to do a puzzle at the same time.time, or if there's a guardian door in the room, thus requiring every monster in that room to be killed. Doubly so in Hard Mode, where ''every'' door counts as a guardian door, and the monsters are almost always at their maximum level. And yes, on some floors there are even literal bats.
** The Tz-Kihs, literal flaming bats that dwell inside the Fight Cave. While they're the weakest enemy inside the cave, they drain your prayer, even if their attacks deal no damage. A group of them can quickly drain your prayer if they're not dealt with.
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** Speaking of ''Old School'', two weapons stand out there: the Scythe of Vitur, and the Twisted Bow. The scythe because it hits in an arc like ''[=RS3=]'''s halberds listed above, but it does it with its basic attack, and hits targets bigger than one tile more than once, which can only be done with the dragon and crystal halberd's special attacks, the magic shortbow's special attack, or the dark bow. The Twisted Bow, however, takes the cake: it gains '''power and accuracy''' based on its target's Magic stat, which anything worth its salt has a very high level in because of how magic defence is calculated. With very few exceptions (made specifically to nerf the bow's ability against them, because it just shreds through them otherwise), anything that isn't very weak to magic is very weak to the twisted bow. The cherry on top is that while the scythe requires constant recharging with consumable materials that are used on each attack (~1250 coins per swing), the bow doesn't require ''any'' charging at all. Instead, its upkeep is the arrows it uses — while the cost per arrow is actually slightly ''more'' expensive than the scythe[[note]]assuming the use of dragon arrows, the bow's intended ammo, at about 1500 coins each[[/note]], they can at least be conserved by using an Ava's device as with any other ranged weapon, resulting in lower upkeep costs in the long run.

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** Speaking of ''Old School'', two weapons stand out there: the Scythe of Vitur, and the Twisted Bow. The scythe because it hits in an arc like ''[=RS3=]'''s ''[=RS3=]''[='=]s halberds listed above, but it does it with its basic attack, and hits targets bigger than one tile more than once, which can only be done with the dragon and crystal halberd's special attacks, the magic shortbow's special attack, or the dark bow. The Twisted Bow, however, takes the cake: it gains '''power and accuracy''' based on its target's Magic stat, which anything worth its salt has a very high level in because of how magic defence is calculated. With very few exceptions (made specifically to nerf the bow's ability against them, because it just shreds through them otherwise), anything that isn't very weak to magic is very weak to the twisted bow. The cherry on top is that while the scythe requires constant recharging with consumable materials that are used on each attack (~1250 coins per swing), the bow doesn't require ''any'' charging at all. Instead, its upkeep is the arrows it uses — while the cost per arrow is actually slightly ''more'' expensive than the scythe[[note]]assuming the use of dragon arrows, the bow's intended ammo, at about 1500 coins each[[/note]], they can at least be conserved by using an Ava's device as with any other ranged weapon, resulting in lower upkeep costs in the long run.
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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'' to '''over a million''' melee experience per hour in places with large amounts of monsters, such as the 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.
** A few other combat weapons and spells also came to mind, some eventually getting nerfed. Ice Barrage is one of the most memorable in its glory days for making any [[PlayerVersusPlayer PvP]] game laughably easy, and Dragon Claws once went for ''hundreds'' of millions due to their special attack being essentially a one-hit kill if the user [[{{Minmaxing}} uses a setup focused on maximum strength]].
** For ''Old School'', two weapons stand out: the scythe of vitur, and the twisted bow. The scythe because it hits in an arc like halberds listed above, but it does it with its basic attack, and hits targets bigger than one tile more than once, which can only be done with the dragon and crystal halberd's, the magic shortbow's special attack, or the dark bow. The twisted bow, however, takes the cake: it gains '''power and accuracy''' based on its target's Magic stat, which anything worth its salt has a very high level in because of how magic defence is calculated. With very few exceptions (made specifically to nerf the bow's ability against them, because it just shreds through them otherwise), anything that isn't very weak to magic is very weak to the twisted bow. The cherry on top is that while the scythe requires constant recharging with consumable materials that are used on each attack (~1250 coins per swing), the bow does ''not'' require charging; instead, its upkeep is the arrows it uses, which can be conserved by using an Ava's device as with any other ranged weapon.

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** Halberds, Halberds are this for melee warriors in ''3'', 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'' to '''over a million''' melee experience per hour in places with large amounts of monsters, such as the 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 melee weaponry.
** A few other combat weapons and spells also came to mind, some eventually getting nerfed. Ice Barrage is one of the most memorable in its glory days for making any [[PlayerVersusPlayer PvP]] game laughably easy, easy (unless your opponents are also using it), and Dragon Claws once went for ''hundreds'' of millions due to their special attack being essentially a one-hit kill if the user [[{{Minmaxing}} uses a setup focused on maximum strength]].
strength]]. Both of these are still possible in ''Old School''.
** For Speaking of ''Old School'', two weapons stand out: out there: the scythe Scythe of vitur, Vitur, and the twisted bow. Twisted Bow. The scythe because it hits in an arc like ''[=RS3=]'''s halberds listed above, but it does it with its basic attack, and hits targets bigger than one tile more than once, which can only be done with the dragon and crystal halberd's, halberd's special attacks, the magic shortbow's special attack, or the dark bow. The twisted bow, Twisted Bow, however, takes the cake: it gains '''power and accuracy''' based on its target's Magic stat, which anything worth its salt has a very high level in because of how magic defence is calculated. With very few exceptions (made specifically to nerf the bow's ability against them, because it just shreds through them otherwise), anything that isn't very weak to magic is very weak to the twisted bow. The cherry on top is that while the scythe requires constant recharging with consumable materials that are used on each attack (~1250 coins per swing), the bow does ''not'' doesn't require charging; instead, ''any'' charging at all. Instead, its upkeep is the arrows it uses, which uses — while the cost per arrow is actually slightly ''more'' expensive than the scythe[[note]]assuming the use of dragon arrows, the bow's intended ammo, at about 1500 coins each[[/note]], they can at least be conserved by using an Ava's device as with any other ranged weapon.weapon, resulting in lower upkeep costs in the long run.
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** "Curse of the Empty Lord" (renamed "Curse of Zaros" in later versions) is particularly notorious for requiring you to stand for long amounts of time in high-level Wilderness listening to NPCs give you a lore dump, hoping some PKer doesn't show up just to ruin your day. It's better in RS3, where PvP is opt-out, but in ''Old School'' PvP is always on in the Wilderness.
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* OvershadowedByControversy: Most press around ''Runescape 3'' centers around the predatory microtransactions in the game, rather than major updates such as new skills; people who follow ''Old School'' but not ''3'' are probably apathetic to developments in Runescape 3, but will gladly let you know about the time that Jagex executives got called before the British Parliament due to concerns about monetization.
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* PopularWithFurries:
** Mr. Mordaut, intelligent red dragon, former Random Event NPC and current head of the outpost on Anachronia, has some devotees among the scalie crowd.
** Bird-loving furries have displayed some affection for Armadyl, being that he is both an aviansie and canonically gay.

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* LowTierLetdown: Among Slayer masters, Duradel is the least popular. Not only is he one of the masters with the highest requirements (at level 100 combat and 50 Slayer, he has the fourth highest requirements in [=RS3=] and the highest ones in [=OSRS=]), but he's out of the way unless you have Karamja gloves 3 or 4, and Sumona or Nieve (depending on which version you're playing, with them being ''[=RS3=]'' and ''Old School'', respectively) are very similar in the tasks they give out while having lower requirements (90 Combat and 35 Slayer/85 Combat and no Slayer prerequisite respectively). While Sumona is also out of the way and requires you to complete Smoking Kills, Nieve is both near the spirit tree in the Gnome Stronghold and can be teleported to directly with a slayer ring.



* TierInducedScrappy: Among Slayer masters, Duradel is the least popular. Not only is he one of the masters with the highest requirements (at level 100 combat and 50 Slayer, he has the fourth highest requirements in [=RS3=] and the highest ones in [=OSRS=]), but he's out of the way unless you have Karamja gloves 3 or 4, and Sumona or Nieve (depending on which version you're playing, with them being ''[=RS3=]'' and ''Old School'', respectively) are very similar in the tasks they give out while having lower requirements (90 Combat and 35 Slayer/85 Combat and no Slayer prerequisite respectively). While Sumona is also out of the way and requires you to complete Smoking Kills, Nieve is both near the spirit tree in the Gnome Stronghold and can be teleported to directly with a slayer ring.
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** The six-hour logout timer. While ostensibly to prevent macros or bots, most players simply find it annoying at best, and infuriating at worst. If you get logged out, say, thirty minutes into a raid, you will lose all your progress on the raid and will have to start over. Even worse is if you get logged out in the wilderness or while there is loot on the floor, which is on a timer and may despawn in the time it takes to log back in.
** Failable agility obstacles. While players may concede that they are fine in agility training courses, and will at most grumble about failable agility shortcuts, most find them inexcusable if a quest requires passing multiple failable agility obstacles. Particular offenders are Underground Pass, Mourning's End part II, Icthlarin's Little Helper, Monkey Madness II, and Dragon Slayer II.
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* MorePopularSpinOff: Old School was released as a way to pacify those who were dissatisfied with the Evolution of Combat. Jagex initially treated it as more of a companion to the main game. They didn’t even expect it to last more than six months. However, Old School went on to eclipse the main game.

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* MorePopularSpinOff: Old School ''Old School'' was released as a way to pacify those who were dissatisfied with the Evolution of Combat. Jagex initially treated it as more of a companion to the main game. They didn’t even expect it to last more than six months. However, Old School ''Old School'' went on to eclipse the main game.

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