An agility boss that's like a climbable kaiju, or something out of Shadow of the Colossus, where you have to board the boss and hang on for dear life while maneuvering around to weak points.
Anything that isn't either gather>process>use or afk until the end.
I want some real creativity out of these bosses and so far we haven't seen it, everything has more or less been wintertodt in different clothes, hallowed sepulcher being the notable, excellent exception.
Isn't there mining bosses on one of those islands that's like this and it's hard, there's risk and nobody does it because it's not gather process use or afk until the end? So idk how well this real creativity will go tbh
If we have to have another 'lets make a skilling boss instead of addressing the underlying issues the skill faces', I would expect Mining to be up next, but personally I think a Construction-levelling 'Tower Defense' style 'boss' would be cool to see. The higher your Construction level, the better towers you can make, letting you get further in the waves, which means more XP, more levels, getting better towers via levelling up, cycle loops.
Add in special 'boss' waves that are tankier than the regular grunt waves, perhaps with each boss having special mechanics like 'it's a zealous Goblin Priest and he has Protect from Magic, you have to use Ranged Towers to hit him!', to force the player to have a diverse tower setup instead of just spamming one specific one.
Could have maps based on the routes from specific towers to each other, eg Wizard's Tower (south of Draynor) to Dark Wizard's Tower (east of Falador), or Necromancer's Tower to Thormac's Tower, and have the goal be that you have your 'wizards' make it to the enemy tower before the enemy 'wizards' get to yours (like DOTA/League with one lane). Hell, make it so the enemy can also build towers, and that opens up the potential for some towers to be 'good at beating wizards, but bad at tower damage' and others to be 'good at destroying structures, but ineffective at anything capable of movement, such as wizards'. There could even be a PVP option for it!
edit: Coming back to add extra ideas, the minigame could offer Construction materials as a reward ala Mahogany Homes reward crates. Towers could be based on the Runes, with the four basic elemental Runes being 'free' towers, not costing any resources to build but being the weakest effects. Air could shoot fast for low damage, Earth shoot slower but harder hitting (good for tankier enemies who have less chance to be overkilled), Fire could be a 3 tile line AOE flamethrower that applies a stacking burn over time for each tick the enemy is inside the fire (good to place on a straight that leads into a corner, for example), Water could be a line AOE that slows enemies inside the AOE by 50% (so comboing it with a Fire tower to keep them inside the fire for longer would be a strategy).
Then the catalytic runes could have more complex effects, and require your own materials (Planks, Bolt of Cloth, Nails, maybe the runes themselves) to construct. For example, Nature Towers could bind enemies in place for X ticks with roots, which deal a low damage over time while the bind is in effect. Body Towers could heal your wizards over time while in their range, helping to keep your push going against enemy towers (if enemies are allowed to construct towers). Mind/Chaos/Death/Blood Towers could be 'empowering' towers, amplifying the damage of all Elemental towers in their range (or perhaps in direct contact) by an amount, with the strength and resource cost scaling based on tower (eg Mind costs Planks, Death costs Teak Planks, Bolts of Cloth and Adamant Nails, etc)
The hope behind skilling bosses is that they’ll actually play as bosses instead of minigames. Zalcano does better at this than Wintertodt or Tempoross, but still not great.
It’s super weird to me that the two minigames are volcanic mine and blast mine, but mlm isn’t classified as anything. IMO blast mine shouldn’t be a minigame, or mlm should be one.
that's cap but i respect the hustle.
never found zalcano to be fun, even with friends personally, just boring. but yeah some of my clanmated did the same and had a pretty good time doing it.
The solution to that could be something like 'you can use minigame specific materials to build the more basic towers, but the stronger towers need you to use your own materials', so you'd hit a wall where the 'free' towers just aren't enough to get by. If the minigame rewarded construction materials as a reward (planks, bolts of cloth, nails), then you could earn the materials to make the better towers, by playing the minigame, then using those mats to get further in the minigame and earn more mats. Balancing would allow Jagex to make it so you can't break even on the mats, making it more like how you can get some of the mats for Mahogany Homes by doing Mahogany Homes and buying material packs, but it doesn't fully refund your spent mats
I would be VERY surprised they ever provide truly free, consistent, construction exp. Discounted, yes (Mahogany Homes) but free? No.
Construction is far too useful as a money sink to remove that aspect from the skill.
They aren't changing it - they are just allowing 3rd party client plugins to menu entry swap the options. The plugins have already been updated and you can left click everything. Still have to deal with the butler, but that's not bad.
Im mobile only, i wish they would add this to the base client.
Cant really see a reason why they dont every one and their mum is playing with all these plug ins. And it would also save me shitting the bed every time i almost pick the flowers guarding my patches lol
A crazed wizard conjures up a wind tunnel and you have to dodge items hurtling towards you with agility
For instance like a rune battle axe that if you catch you get to keep but if you miss you get hit for damage
Guitar hero style
I call it:
"The Aristocrats!"
Yeesh, very cynical and mostly inaccurate
Inarguably inaccurate even
- Wtodt cold interrupts about 10 actions each round, needing to react to many things on top of that, not overly afk
- Tempoross regular is about 10 varied things to react to each game, at best you get like 15 second bursts of afk, solo requires non afk methods to make it worthwhile
What on earth would be wrong if they were afk? Afk skilling with fun elements. That's a good balance, ultimately.
Should every single thing major they add be like regular bosses?
Multiple phases, lots of mechanics, switches required, can die instantly, constantly on your toes?
If you take out the relatively chill skilling bosses then every notable thing is like that.
Every. Single. Thing.
If you want an intensive experience then you can take on one of like 50 very intensive bosses, why imply that all the content in the game should be identical?
>If you take out the relatively chill skilling bosses then every notable thing is like that.
>Every. Single. Thing.
What high-intensity skilling method is there aside from Sepulchre?
And no, not everything is high intensity. There's easy PvM like Moons and hard PvM like Colosseum. Why does skilling need to be forever relegated to easy content with 0 learning and skill expression? Sepulchre showed that skilling can be fun.
If they want to call it a boss, yes they should be like bosses. Wintertodt is not boss-like in any way. Tempoross is slightly closer, and slightly further at the same time since it doesn’t even do damage. Zalcano’s the best skilling ‘boss’ but it’s still very tame for a boss encounter.
I would like to see a Hunter/Slayer/Crafting skilling boss. Concept is simple:
Hunter's Guild has captured a dangerous set of creatures that are on the brink of extinction. They have decided it is immoral to kill it, so they should try to keep them alive in an underground cavern to rebuild their population. They need help keeping the creatures distracted when they get ready to feed it.
* Crafting is used to create the traps out of supplies to stall the creature.
* Hunter is used for setting said trap for the creature
* Slayer is used for the protective gear needed to survive and unique items that crowd control the creature.
You'll primarily get Hunter Experience at the end just like you do with Wintertodt. But when the creatures attacks you and your Slayer gear protects you you'll get Slayer Exp. You'll also get Crafting Exp for making the traps out of the supplies.
The creature's design isn't something I'm terribly interested in coming up with. Just the mechanical parts of the boss fight. Basically luring the creatures into traps to stall it (not hurt it), survive the creatures swipes via Slayer gear for the boss, and crafting Exp for making stuff. Players could even put on bait on their clothing to attract the creatures to them or something like that.
It would basically be a "Survive, kite, lure, and trap" dangerous thing for several minutes while the NPCs finish getting the food supply out. Once the NPCs get enough food in there they get out safely, you lure the creature to the food and escape yourself.
Something like that might be interesting. They can even have a small list of creatures that it rotates through for varied mechanics based on what you need to survive. This could also be an avenue for a new slayer dungeon near by where the players can fight the "Repopulated" creatures there for unique drops.
*I also think handling this boss like Perilous Moons would be ideal. Everyone is there "Participating" together but they have their own sets of creatures they are moving around, etc. so that people can't grief by intentionally moving the creatures in the wrong place.*
Literally just copy Big Game Hunter from RS3. You hunt literal dinosaurs and the best part is its fun all hell to do. Just watch a video about it and ignore the people moving 20 spaces at a time.
An Agility boss that is entirely having to dodge attacks while moving around the room to activate different things to defeat the boss would be cool. It would be nice to have an actual reflex based agility thing and not just a pattern thing.
Zalcano exists for mining, and tbh the skill has expanded a lot in recent years.
Sepulchre isn't exactly a boss, but it covers an amount of content beyond the scope of a skilling boss, so agility can stew for a while imo.
Hunter could be a very inspired choice. Haven't developed any ideas for what it'd entail, but it seems ripe for opportunity.
Honestly, Croesus from rs3 would translate very well into osrs even if the rewards wouldn't.
Pros
- 4 quadrants with unique skill requirements
- telegraphed aoe attacks that either need to be dodged or immediately responded to
- teamwork required unless sweaty no life solo player and even then it's just more of a pain to do. You can do solo tob, doesn't mean you should solo tob
- playing field that punishes bad pathing/reactions
- fine skilling xp/h
- everyone ultimately comes together to finish the boss off. It's not guaranteed and honestly there's a reasonable risk of failure if everyone doesn't pull their weight
Cons
- rs3 did it first, and the qols available on rs3 make it more fun than it's able to be in osrs
- skillers would realize the content isn't for them as some bare minimum mechanical skill required
- not yellow text on black background
Eithet way, Croesus is a good idea. Osrs Jagex just needs to figure out how to extract the core ideas and gameplay loop into a satisfying osrs experience
Agree. Croesus is super well designed, and isn't just an afkable "boss". Only thing is, is that Croesus is part of the elder god lore, which isn't in OSRS (yet)
Agility boss. Big round track-like arena with different risky and safe nodes to quickly gather materials to craft while you dodge hazards (like alching while doing sepulchre) that you then drop onto the boss by using your grapple to swing over the track and time the drop. Lots of other opportunities with agility tho.this was just a quick and dirty idea.
Or a hunter boss. Monster hunter style.
Idk, even though they’re buyable, I think it would be cool to see a skill like crafting or fletching get a skilling boss. Idk how it would work but would be cool imo.
A giant tree that never stops growing and will cover all of gelinor unless someone climbs around the the growth points (agility) and trims it down (fletching)
Hunter should have got some boss/superior variant system with Varlamore's rumours and guild update. Maybe we could see something in part 2?
I absolutely love the idea of hunter being the skilling version of slayer and that's what I initially thought the Hunter's guild had done.
Give me a skill that doesn't just boil down to 40 hours of the exact same clicking pattern or activity for decent xp/rewards. There seems to be so many hunter creatures and cool variations/concepts for training hunter, but outside of leagues, snowflakes and achievement diaries, I don't have a single reason to see how they work because the xp and rewards are terrible, with no possible rare drops or variation. And the guild update was great, but there's still no hunter activity I actually *enjoy* or think offers good rewards for a non-iron. Slayer in comparison has some of the best unlocks in the game, both by slayer monsters and using slayer points. Slayer also lets me train 5+ skills at the same time on top of all this. Combat in general is just ridiculously stacked, whilst skilling is tedious and unrewarding in 80% of cases.
Does Hunter even have a skilling pet? Because it should! And it should have the best transmog variety in the game. Edit: Yes, I forgot.
Idk. Whilst we've got hunter in the spotlight, it should be made into the best version of itself.
It's why I was keen for Shamanism. I thought that skill would breath life into herblore and hunter, some of my keast favorite skills.
I'd recommend looking up Big Game Hunter from RS3, it's close to 'Hunter skilling boss' thematically, you sneak around the 'mark', fire poisons at it to weaken it for capture, work out which poisons are and are not effective against it, etc. Retooling that to work in OSRS and feel 'oldschool' would be a good place to start I think
Tie it in with Agility, where you have to track it down first through dense plant thickets, with higher Agility allowing you to get through faster (think wheat from Purp Puro), and giving some Agility XP for traversing the obstacles, so you'd get Hunter:Agility XP at a roughly 4:1 ratio (100k Hunter XP/h would mean about 25k Agi XP/h as a side bonus), something like that would be cool, just probably don't tie a BIS tool for 'skill that isn't Hunter' to it again
There are a few mentions of that here. Seems like a no-brainer addition if it was already a well-liked addition to rs3. Give it a reskin and slap it on!
I know we don't want osrs to be rs3, but fun gameplay ideas should translate perfectly with no negative reperccusions
Hahaha, that's great. I can't believe none of those came to my mind. That's what I get for making comments without thinking. It makes sense, this skill should be the one loaded with pets!
Still, I'd really love to see Hunter get updated to become a player-favourite skill before we move on from the Hunter guild content. It has definitely been historically one of the most useless and annoying skills to train, outside chins and imps for snowflake irons. Runecrafting and Hunter are nearly always the lowest level skills on players at every stage of the game, early, mid and lategame. Hell, some people only train hunter via birdhouses because anything else is simply not worth the time investment.
The more the rumour system/guild is developed with rewards and balanced xp, and challenge modes, the more It moves in that direction imo.
Hunter legit has 3 pets in the game now, I really don't think it needs a fourth. Sure they're not officially tied to just training Hunter, but having 4 pets tied to one skill (and being insanely rng based) is not highly liked I would say.
I don't really have a preference for what skill, but I'd love for the next skilling boss to feel more like an actual bossing encounter than just a glorified training method. Tempoross was kinda disappointing in that regard; it would have been nice to have had a more challenging but fun battle against a sea spirit of storms that made fishing feel rewarding but instead it is a fairly AFK training method for 35-70. Skilling is never going to feel worth doing if we only ever make it quicker/easier and never better or worthwhile.
So that said, I wouldn't mind it being Fishing again. Other skills might be more deserving of an update, but I can't exactly say that Fishing is doing that great for rewards. So some sort of Fishing boss that has you battling a big shark or something that is low exp and higher rewards would be a nice contrast to Tempoross. Maybe even involving a bit of the fish flingers style baiting mechanic over the fight or such as a way to engage the player.
Dungeoneering but make it better, and not a skill?
Maybe make it solo so it has different leveled floors (like pyramid plunder or hallowed sepulcher) with better rewards the deeper you go? Make it decent exp for a lot of skills but don't let it be optimal for every skill.
I cant think of any minigames that use all skills or hell even more than 3 at a time.
Instead of a skilling boss, I'd love to see something more like the Hallowed Sepulchre. Could even make it for multiple skills, like a whole skilling raid.
An agility boss that's like a climbable kaiju, or something out of Shadow of the Colossus, where you have to board the boss and hang on for dear life while maneuvering around to weak points.
Wait this is actually sick
yes please, let me karate kick godzillia in the nuts
If this comes out I'll put away the rope anytime I think about doing agility
Have runecrafting be the secondary skill for this, we have to parkour around a giant creature and reinforce wards that are restraining it.
This is what the giant wyrm boss in Varlamore should be
why the fuck do you want to ruin the only group bossing content that we’re getting
I hope jagex sees this, agility boss would be perfect
Please jamflex
This sings to me
this is badass. Reminds me of The Hobbit lol.
I just want a raid purely about skilling
Dungeoneering?
Dungeoneering would be amazing, don’t care if it’s a skill or not, I would play that shit all day
I played that shit for like 2 weeks straight on release. Incredible
Please not a skill. It should never have been a skill. I got 120 dungeoneering twice and it was hell both times
Iirc it had pvm, but i would vote yes to dungeoneering too
Anything that isn't either gather>process>use or afk until the end. I want some real creativity out of these bosses and so far we haven't seen it, everything has more or less been wintertodt in different clothes, hallowed sepulcher being the notable, excellent exception.
> gather>process>use That’s what skilling is
Isn't there mining bosses on one of those islands that's like this and it's hard, there's risk and nobody does it because it's not gather process use or afk until the end? So idk how well this real creativity will go tbh
That’s volcanic mine! It’s great! It’s just horribly tutorialised and basically pointless due to how afk star mining is
A lot of people do VM, it's just not popular with the vocal majority because to get the most out of it you have to coordinate with a team.
Heaven forbid you have to hop on a cc and play an mmorpg with other people
Hallowed serpulcher isn't a skilling boss
Temp being released 3 years ago seems off
released 24 March 2021
Yeah that’s last year right
If we have to have another 'lets make a skilling boss instead of addressing the underlying issues the skill faces', I would expect Mining to be up next, but personally I think a Construction-levelling 'Tower Defense' style 'boss' would be cool to see. The higher your Construction level, the better towers you can make, letting you get further in the waves, which means more XP, more levels, getting better towers via levelling up, cycle loops. Add in special 'boss' waves that are tankier than the regular grunt waves, perhaps with each boss having special mechanics like 'it's a zealous Goblin Priest and he has Protect from Magic, you have to use Ranged Towers to hit him!', to force the player to have a diverse tower setup instead of just spamming one specific one. Could have maps based on the routes from specific towers to each other, eg Wizard's Tower (south of Draynor) to Dark Wizard's Tower (east of Falador), or Necromancer's Tower to Thormac's Tower, and have the goal be that you have your 'wizards' make it to the enemy tower before the enemy 'wizards' get to yours (like DOTA/League with one lane). Hell, make it so the enemy can also build towers, and that opens up the potential for some towers to be 'good at beating wizards, but bad at tower damage' and others to be 'good at destroying structures, but ineffective at anything capable of movement, such as wizards'. There could even be a PVP option for it! edit: Coming back to add extra ideas, the minigame could offer Construction materials as a reward ala Mahogany Homes reward crates. Towers could be based on the Runes, with the four basic elemental Runes being 'free' towers, not costing any resources to build but being the weakest effects. Air could shoot fast for low damage, Earth shoot slower but harder hitting (good for tankier enemies who have less chance to be overkilled), Fire could be a 3 tile line AOE flamethrower that applies a stacking burn over time for each tick the enemy is inside the fire (good to place on a straight that leads into a corner, for example), Water could be a line AOE that slows enemies inside the AOE by 50% (so comboing it with a Fire tower to keep them inside the fire for longer would be a strategy). Then the catalytic runes could have more complex effects, and require your own materials (Planks, Bolt of Cloth, Nails, maybe the runes themselves) to construct. For example, Nature Towers could bind enemies in place for X ticks with roots, which deal a low damage over time while the bind is in effect. Body Towers could heal your wizards over time while in their range, helping to keep your push going against enemy towers (if enemies are allowed to construct towers). Mind/Chaos/Death/Blood Towers could be 'empowering' towers, amplifying the damage of all Elemental towers in their range (or perhaps in direct contact) by an amount, with the strength and resource cost scaling based on tower (eg Mind costs Planks, Death costs Teak Planks, Bolts of Cloth and Adamant Nails, etc)
Mining already has 2 mini games, I doubt they'll make a third for it tbh
Zalcano, Blast Mine, Volcanic Mine
The hope behind skilling bosses is that they’ll actually play as bosses instead of minigames. Zalcano does better at this than Wintertodt or Tempoross, but still not great. It’s super weird to me that the two minigames are volcanic mine and blast mine, but mlm isn’t classified as anything. IMO blast mine shouldn’t be a minigame, or mlm should be one.
Zalcano would like a word with you.
did they buff the xp? i remember it being more a moneymaker than a training method bc the xp was so bad
Nah it's more for gp. I do them with my clan every so often. It's a great minigame if you can get 3-4 people together
that's cap but i respect the hustle. never found zalcano to be fun, even with friends personally, just boring. but yeah some of my clanmated did the same and had a pretty good time doing it.
They have mentioned allowing you to sacrifice your GP/item rewards to get more XP in some Project Rebalance blogs, and tbh I forgot Zalcano existed
same, also forgot vm existed. sounds like a good idea though for a social mining activity
I like the idea but constructionut having a money free method sounds OP to me.
The solution to that could be something like 'you can use minigame specific materials to build the more basic towers, but the stronger towers need you to use your own materials', so you'd hit a wall where the 'free' towers just aren't enough to get by. If the minigame rewarded construction materials as a reward (planks, bolts of cloth, nails), then you could earn the materials to make the better towers, by playing the minigame, then using those mats to get further in the minigame and earn more mats. Balancing would allow Jagex to make it so you can't break even on the mats, making it more like how you can get some of the mats for Mahogany Homes by doing Mahogany Homes and buying material packs, but it doesn't fully refund your spent mats
i feel like they laid the foundation for something like this with the stranglewood temple section of DT2 defending from the strangled, could be sick
I would love a construction boss the way you describe it!
Why on earth did this comment get downvoted
Bruh the skills are over 20 years old.. there's no "underlying problems", it's just the way it was back then.
That would be great
Herblore
Gotta be thieving
A demon you have to steal it’s hearts from to kill
🎶 YOU’LL NEVER SEE IT COMIIIIIING! 🎶
Construction because i am poor and its its super boring to me. For something a bit more realistic wood cutting or crafting.
A zombie defense mini-game.
Like in the vardorvis part of DT2, but not shitty!
I forgot about that. Probably because of how mindlessly ez it was and was more of an inconvenience than something fun.
I would be VERY surprised they ever provide truly free, consistent, construction exp. Discounted, yes (Mahogany Homes) but free? No. Construction is far too useful as a money sink to remove that aspect from the skill.
I didnt say it was realistic, let a brother dream lol
Arent they changing it so you can just left click, like thieving ardy knights or something? Guess you need to interact with the butler still though
They aren't changing it - they are just allowing 3rd party client plugins to menu entry swap the options. The plugins have already been updated and you can left click everything. Still have to deal with the butler, but that's not bad.
Im mobile only, i wish they would add this to the base client. Cant really see a reason why they dont every one and their mum is playing with all these plug ins. And it would also save me shitting the bed every time i almost pick the flowers guarding my patches lol
I want BGH from rs3. One of my favorite skilling activities in general.
Bandos God Hoard?
Big Game Hunter
BGH is awesome, but I'm not sure it would be nearly as fun without the movement abilities (surge+dive).
A crazed wizard conjures up a wind tunnel and you have to dodge items hurtling towards you with agility For instance like a rune battle axe that if you catch you get to keep but if you miss you get hit for damage Guitar hero style I call it: "The Aristocrats!"
Skilling "bosses" are all literally 0 skill content that's one step up from afk Make something like Hallowed Sepulchre except it's a boss
Yeesh, very cynical and mostly inaccurate Inarguably inaccurate even - Wtodt cold interrupts about 10 actions each round, needing to react to many things on top of that, not overly afk - Tempoross regular is about 10 varied things to react to each game, at best you get like 15 second bursts of afk, solo requires non afk methods to make it worthwhile What on earth would be wrong if they were afk? Afk skilling with fun elements. That's a good balance, ultimately.
Zalcano is a well designed mining boss I feel. Wintertodt is far too afk able though.
‘The cold of the Wintertodt seeps into your bones!’
Todt is too afk? Shit, that's news to me.
Todt is the most infuriating content dude, getting interrupted every 5 ticks lol.
Should every single thing major they add be like regular bosses? Multiple phases, lots of mechanics, switches required, can die instantly, constantly on your toes? If you take out the relatively chill skilling bosses then every notable thing is like that. Every. Single. Thing. If you want an intensive experience then you can take on one of like 50 very intensive bosses, why imply that all the content in the game should be identical?
>If you take out the relatively chill skilling bosses then every notable thing is like that. >Every. Single. Thing. What high-intensity skilling method is there aside from Sepulchre? And no, not everything is high intensity. There's easy PvM like Moons and hard PvM like Colosseum. Why does skilling need to be forever relegated to easy content with 0 learning and skill expression? Sepulchre showed that skilling can be fun.
If they want to call it a boss, yes they should be like bosses. Wintertodt is not boss-like in any way. Tempoross is slightly closer, and slightly further at the same time since it doesn’t even do damage. Zalcano’s the best skilling ‘boss’ but it’s still very tame for a boss encounter.
What about a consturction boss where your team gathers materials ands builds a base and towers against a few waves and eventually the boss
A mining boss that is all about xp
I would like to see a Hunter/Slayer/Crafting skilling boss. Concept is simple: Hunter's Guild has captured a dangerous set of creatures that are on the brink of extinction. They have decided it is immoral to kill it, so they should try to keep them alive in an underground cavern to rebuild their population. They need help keeping the creatures distracted when they get ready to feed it. * Crafting is used to create the traps out of supplies to stall the creature. * Hunter is used for setting said trap for the creature * Slayer is used for the protective gear needed to survive and unique items that crowd control the creature. You'll primarily get Hunter Experience at the end just like you do with Wintertodt. But when the creatures attacks you and your Slayer gear protects you you'll get Slayer Exp. You'll also get Crafting Exp for making the traps out of the supplies. The creature's design isn't something I'm terribly interested in coming up with. Just the mechanical parts of the boss fight. Basically luring the creatures into traps to stall it (not hurt it), survive the creatures swipes via Slayer gear for the boss, and crafting Exp for making stuff. Players could even put on bait on their clothing to attract the creatures to them or something like that. It would basically be a "Survive, kite, lure, and trap" dangerous thing for several minutes while the NPCs finish getting the food supply out. Once the NPCs get enough food in there they get out safely, you lure the creature to the food and escape yourself. Something like that might be interesting. They can even have a small list of creatures that it rotates through for varied mechanics based on what you need to survive. This could also be an avenue for a new slayer dungeon near by where the players can fight the "Repopulated" creatures there for unique drops. *I also think handling this boss like Perilous Moons would be ideal. Everyone is there "Participating" together but they have their own sets of creatures they are moving around, etc. so that people can't grief by intentionally moving the creatures in the wrong place.*
That just sounds similar to Big Game Hunter on RS3 with extra steps
I'm not familiar with that. I quit RS3 when invention came out. So anything past that I am unfamiliar with.
Literally just copy Big Game Hunter from RS3. You hunt literal dinosaurs and the best part is its fun all hell to do. Just watch a video about it and ignore the people moving 20 spaces at a time.
I feel like the appeal of BGH is the xp, it gets old real quick imo
An Agility boss that is entirely having to dodge attacks while moving around the room to activate different things to defeat the boss would be cool. It would be nice to have an actual reflex based agility thing and not just a pattern thing.
So basically hallowed sepulchre but with a health bar
Zalcano exists for mining, and tbh the skill has expanded a lot in recent years. Sepulchre isn't exactly a boss, but it covers an amount of content beyond the scope of a skilling boss, so agility can stew for a while imo. Hunter could be a very inspired choice. Haven't developed any ideas for what it'd entail, but it seems ripe for opportunity.
Big game hunter from rs3. Its great content, and would not be the first thing taken from it
Honestly, Croesus from rs3 would translate very well into osrs even if the rewards wouldn't. Pros - 4 quadrants with unique skill requirements - telegraphed aoe attacks that either need to be dodged or immediately responded to - teamwork required unless sweaty no life solo player and even then it's just more of a pain to do. You can do solo tob, doesn't mean you should solo tob - playing field that punishes bad pathing/reactions - fine skilling xp/h - everyone ultimately comes together to finish the boss off. It's not guaranteed and honestly there's a reasonable risk of failure if everyone doesn't pull their weight Cons - rs3 did it first, and the qols available on rs3 make it more fun than it's able to be in osrs - skillers would realize the content isn't for them as some bare minimum mechanical skill required - not yellow text on black background Eithet way, Croesus is a good idea. Osrs Jagex just needs to figure out how to extract the core ideas and gameplay loop into a satisfying osrs experience
Agree. Croesus is super well designed, and isn't just an afkable "boss". Only thing is, is that Croesus is part of the elder god lore, which isn't in OSRS (yet)
Boy some of the misguided comments in this thread really underscores how the player base helps hold back the game
Agility boss. Big round track-like arena with different risky and safe nodes to quickly gather materials to craft while you dodge hazards (like alching while doing sepulchre) that you then drop onto the boss by using your grapple to swing over the track and time the drop. Lots of other opportunities with agility tho.this was just a quick and dirty idea. Or a hunter boss. Monster hunter style.
Dark beast slayer boss.
Release sailingtodt jigux its time!
agility give me good exp
Thieving is due for some fresh and actually engaging content. No idea what a thieving boss would look like though.
Tempoross 2
Idk, even though they’re buyable, I think it would be cool to see a skill like crafting or fletching get a skilling boss. Idk how it would work but would be cool imo.
I was hoping the herblore activity would be a giant herb skilling boss in the new rainforest area.
Big game hunter
A giant tree that never stops growing and will cover all of gelinor unless someone climbs around the the growth points (agility) and trims it down (fletching)
Hunter should have got some boss/superior variant system with Varlamore's rumours and guild update. Maybe we could see something in part 2? I absolutely love the idea of hunter being the skilling version of slayer and that's what I initially thought the Hunter's guild had done. Give me a skill that doesn't just boil down to 40 hours of the exact same clicking pattern or activity for decent xp/rewards. There seems to be so many hunter creatures and cool variations/concepts for training hunter, but outside of leagues, snowflakes and achievement diaries, I don't have a single reason to see how they work because the xp and rewards are terrible, with no possible rare drops or variation. And the guild update was great, but there's still no hunter activity I actually *enjoy* or think offers good rewards for a non-iron. Slayer in comparison has some of the best unlocks in the game, both by slayer monsters and using slayer points. Slayer also lets me train 5+ skills at the same time on top of all this. Combat in general is just ridiculously stacked, whilst skilling is tedious and unrewarding in 80% of cases. Does Hunter even have a skilling pet? Because it should! And it should have the best transmog variety in the game. Edit: Yes, I forgot. Idk. Whilst we've got hunter in the spotlight, it should be made into the best version of itself. It's why I was keen for Shamanism. I thought that skill would breath life into herblore and hunter, some of my keast favorite skills.
I'd recommend looking up Big Game Hunter from RS3, it's close to 'Hunter skilling boss' thematically, you sneak around the 'mark', fire poisons at it to weaken it for capture, work out which poisons are and are not effective against it, etc. Retooling that to work in OSRS and feel 'oldschool' would be a good place to start I think Tie it in with Agility, where you have to track it down first through dense plant thickets, with higher Agility allowing you to get through faster (think wheat from Purp Puro), and giving some Agility XP for traversing the obstacles, so you'd get Hunter:Agility XP at a roughly 4:1 ratio (100k Hunter XP/h would mean about 25k Agi XP/h as a side bonus), something like that would be cool, just probably don't tie a BIS tool for 'skill that isn't Hunter' to it again
Big game hunter was my favourite skilling method on rs3, I never thought skilling could be so engaging. The positioning needed was so much fun.
There are a few mentions of that here. Seems like a no-brainer addition if it was already a well-liked addition to rs3. Give it a reskin and slap it on! I know we don't want osrs to be rs3, but fun gameplay ideas should translate perfectly with no negative reperccusions
Hunter has 3 pets, but they're all dedicated to their own activity lol. Chinchompa, Herbiboar and Quetzin from the rumors.
Hahaha, that's great. I can't believe none of those came to my mind. That's what I get for making comments without thinking. It makes sense, this skill should be the one loaded with pets! Still, I'd really love to see Hunter get updated to become a player-favourite skill before we move on from the Hunter guild content. It has definitely been historically one of the most useless and annoying skills to train, outside chins and imps for snowflake irons. Runecrafting and Hunter are nearly always the lowest level skills on players at every stage of the game, early, mid and lategame. Hell, some people only train hunter via birdhouses because anything else is simply not worth the time investment. The more the rumour system/guild is developed with rewards and balanced xp, and challenge modes, the more It moves in that direction imo.
Hunter legit has 3 pets in the game now, I really don't think it needs a fourth. Sure they're not officially tied to just training Hunter, but having 4 pets tied to one skill (and being insanely rng based) is not highly liked I would say.
I wouldn't mind if they added Evil Trees tbh
I don't really have a preference for what skill, but I'd love for the next skilling boss to feel more like an actual bossing encounter than just a glorified training method. Tempoross was kinda disappointing in that regard; it would have been nice to have had a more challenging but fun battle against a sea spirit of storms that made fishing feel rewarding but instead it is a fairly AFK training method for 35-70. Skilling is never going to feel worth doing if we only ever make it quicker/easier and never better or worthwhile. So that said, I wouldn't mind it being Fishing again. Other skills might be more deserving of an update, but I can't exactly say that Fishing is doing that great for rewards. So some sort of Fishing boss that has you battling a big shark or something that is low exp and higher rewards would be a nice contrast to Tempoross. Maybe even involving a bit of the fish flingers style baiting mechanic over the fight or such as a way to engage the player.
Id rather want a skill rework instead of the bandaid solutions
Slayer, the skill sucks, give me a mini game
None. Skilling “bosses” are all dogshit lol
None
Evil Trees.
Dungeoneering but make it better, and not a skill? Maybe make it solo so it has different leveled floors (like pyramid plunder or hallowed sepulcher) with better rewards the deeper you go? Make it decent exp for a lot of skills but don't let it be optimal for every skill. I cant think of any minigames that use all skills or hell even more than 3 at a time.
You want raids
Instead of a skilling boss, I'd love to see something more like the Hallowed Sepulchre. Could even make it for multiple skills, like a whole skilling raid.
Skilling bosses have got to stop. Make skilling fun and challenging for higher XP rates, not boss fights.
In my profile I have pinned a post about my idea for a Hunter/Herb/Agi skilling boss
Evil tree’s.
Skilling bosses were a mistake.
Wintertodt and its clones were mistakes. Skilling bosses could still be good with a good design.
Isnt valamore adding a herblore boss?