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Top Choice to buy rs 3 gold with Up to 8% off for OSRS Darkmeyer Until Jun 28
Posted: Jun 24, 2020
They've been keeping a close eye on Darkmeyer since release, tweaking and changing the content in response to your feedback. Recently some changes and improvements have been made to Darkmeyer OSRS and Hallowed Sepulchre. Read the details below to learn what has happened in-game.
New changes of Darkmeyer
- Fixed an issue in the Hallowed Sepulchre where bolts that are supposed to fire simultaneously would fire one after the other.
- The fire trap animations in the Hallowed Sepulchre will now appear at the same time you take damage from them.
- Some missing level up messages has been added for the treasure encounters within the Hallowed Sepulchre.
- All treasure encounters in the Hallowed Sepulchre will now award a small amount of Agility experience when completed. This will happen twice per encounter.
- Stationary sword traps will no longer hit from further away than they should.
- You can no longer use barbarian training methods to light fires in the Hallowed Sepulchre.
- The south path on Floor 4 of the Hallowed Sepulchre will now load the entire section, instead of showing a 'Loading, please wait' message at inopportune moments.
- The fire trap on the north path of Floor 4 has reverted back to it's original rotation on release.
- If a ghost spawns when looting the grand coffin it will now always be the archpriest of the unicorn instead of the knights.
- The active node in the daeyalt mine will now move slightly slower.
- The chance to succeed while pickpocketing vyres has been improved from 40% at 99 Thieving to 50%.
- The Hallowed grapple now has a 100% chance to grapple successfully.
- Navigating through the prayer barrier with a Hallowed symbol has been sped up slightly.
- The Hallowed hammer now has a 100% chance to not bend nails regardless of the plank and nail combination used.
- The bridge for the Construction encounter is now traversed much faster.
- The Magic XP from activities in the Hallowed Sepulchre has been increased to 200.
- The Prayer XP from activities, regardless of the amount of dust used, in the Hallowed Sepulchre has been increased to 200.
- The portals should now be slightly more helpful by attempting to put you in-range of them instead of saying "You can't reach that from here."
Hallowed Sepulchre Rebalancing
In the weeks since release, there have two contrasting opinions about the Hallowed Sepulchre's XP rates. Some players believe it doesn't reward enough XP; some players think it rewards too much.
The truth is that both groups of players are using very different playstyles, and seeing discrepancies in their XP rates as a result. If you play through the Sepulchre while taking time to get treasure on every floor, you'll see less XP - but this is balanced by the amount of loot you'll receive. Conversely, if you ignore the treasure completely and focus on completing the floors, it's possible to boost the XP rate exponentially.
Ideally, we want everyone's experience of the Sepulchre to feel rewarding, but balanced. This week, we've added a small amount of Agility XP to the treasure encounters, in an attempt to shift a balance a little bit. We do however realise that this won't completely address your concerns, and in the coming weeks we'll continue to work on rebalancing.
The real question is: what kind of skill level do we balance for? Right now, our goal is to balance the content so that the amount of XP received is just right for an 'above average' player. This hypothetical tomb raider makes a few mistakes, but never runs out of time, and only collects treasure on the most valuable floors. They get a balanced amount of both XP and treasure.
With this assumption in place, a truly skilled player, who's put both time and effort into mastering the Sepulchre, will get better XP rates. We're happy with that, because we believe that taking the time to master a skill should be rewarded.
But where does that leave the vast majority of players, who will play through the Hallowed Sepulchre according to their own playstyle? As you've seen, balancing the minigame for two entirely different playstyles is a difficult task.
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