Controversa de navigație explicată

Controversa de navigație explicată



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32 thoughts on “Controversa de navigație explicată

  1. It’s fucking bullshit, all the players who sweated their ass off the first 2 weeks got better experience rates. It’s unfair that they won’t let us use xp lamps, but they can change the experience gain whenever they feel like it. You guys actually did a good job then you went ahead and fucked it

  2. Tick manipulation outside pvm is relevant to like 1% of the player base, no one does it and the boost that relevant for 1% by making the game worse for the rest 99% is just bad game design.

  3. They’re forcing people that don’t like barracuda trials to tick manip? Don’t get me wrong, I love tick manipulation but I’ve always known it’s more of a niche method. Forcing players to go that route doesn’t seem right and I can’t believe they missed the mark by THIS MUCH

  4. It took me about 7 months maybe 8 I almost gave up on the infernal I was gone be cheese cape ): but my buddy got it and it was like dude! You can do it I did it we from the same block my boy lock in kept trying got it I got my quiver in about 3 months and now I’m working on blood torva this iron man is a absolute animal for what he did and everybody that plays this game is a legend

  5. When they said they would redistribute the crystal extractor exp = lie. How can dropping your salvage makes for a better gameplay? Tell me jagex, because I really want to know how the fuck you nerf sorting from 95 to 35. Do you actually play the game you develop or are you too busy on test servers?

    I have no idea how the LAUNCH of a huge skill and had less problems and complaints than a patch for "BALANCING".

    As in WORLD OF WARCRAFT, Blizzard started leaning towards an approach to develop the game around the 0.001% (content that requires 1000 plugins/world first race etc.), not minding the casual player. Years of such approach to balancing game mechanics ultimately lead to a dead game. We CANNOT balance exp around TICK MANIPULATION.

  6. Im personally a huge fan of everything theyve done with Sailing so far.
    Who wouldnt love Dungeoneering+Agility paired with constantly shifting XP/ loot rates?

  7. Thing about Inferno is that the wr could theoretically always be improved up to the point of someone getting the absolute perfect run, max hit on every attack, never missing, etc.
    I know the chances of a run such as this is practically imparting, kudos to those who are finding net and faster ways to break the game. Keep up the good work

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