TOB Rework | Overhaul
On this thread I'm just going to suggest some changes that I think would benefit TOB, and would encourage more people than the people who basically live there as of right now. I'm sorry if any of this seems odd to those who haven't done TOB though, but this is mostly to bring up issues that myself and many other raiders have had. Also to note that most of these are basically reflecting how it is on OSRS. I have watched multiple videos on TOB, and I've read up on multiple guides making this thread.
First Room: The Maiden Of Sanguinesti
Now my complete honest opinion this is the only room in TOB that I believe is perfectly fine. Seeing as how the Nylos spawn at the correct HP, and that the blood puddles aren't broken or anything I don't see any issues with this boss. I will say that the defence on the boss seems low considering how shredded it gets when she's being hit with Tbow, scythe, or even a blowpipe.
Second Room: Pestilent Bloat
So the biggest issue with this boss, is that the walking phase is a huge joke. You can literally avoid any damage taken at times if you're lucky with only 3-4 clicks. Click off the boss to stop attack and another time to click to pass the corner once Bloat has passed it. So to fix this, I suggest adding the correct Bloat walk. During this Bloat is able to walk any direction, and it has the ability to have a sudden change in direction. So instead of doing the same clockwise motion around the room, it could walk half way, then turn around and be able to attacked on different spots. In addition to this, I believe adding the running phase to Bloat would be another good addition. Bloat will have a phase in which it will run ~60% hp-20% hp (I may be wrong, but this is what I've read up on), and all it does is speed up the speed it turns corners etc. With this players would have to pray range to avoid taking as much damage from bloatflies when they are on the same side as bloat.
As a last suggestion, I think that being able to use your salve amulet at the chest at the end and sending it to the bank would be AMAZING. This would help free up an inventory slot, and has no cons at all.
Third Room: Nylocas Vasilias
This room is in need of some changes as well. The biggest pet peeve of mine in this room, is that you can't attack the nylos until they are on the platform of the arena, and you only have a few seconds before they attack the pillars. I would like to see us be able to attack the nylo as soon as they appear form the den that they come from. When the nylos are on the platform their goal is to destroy all four pillars in the room. If a pillar is destroyed, the players in the room will take upwards of ~35 damage. This isn't really a needed mechanic, but I think it should be added due to the fact nylos is still a laid back room unless you're doing 1-3 man TOB. Lastly I'd like to see the boss do its proper attacks. The boss itself is supposed to attack twice, then change to a random phase, and not be in any particular order. This would really increase the amount of attention you need to have when facing this boss.
Fourth Room: Sotetseg
So for Sotetseg I don't think too much change or any change at all is really needed. The mechanics are correct for the most part, apart from the maze which isn't too big of a deal. The main issue I have with this room is the being stacked out by the mage and range ball attacks. Majority of the time theses aren't a big issue, but it's very very annoying when you're sitting at a comfy HP of ~60 and next thing you know 3 balls come at you 1 of mage 2 of range, and even though you can pray either mage or range, they will all still hit you. Other than that I don't see an issue with adding a melee attack to sotetseg as well.. Mostly because it is in OSRS, but isn't necessarily needed.
Fifth Room: Xarpus
Xarpus is another boss that doesn't necessarily need much change, but this is all my personal opinion so please keep that in mind. If I were to change anything about Xarpus it would be to fix two things. First thing is adding the correct first phase to the boss. At the beginning of the fight Xarpus will heal itself using the skeleton piles that appear on the ground for 6HP for each ball of poison absorbed. This would be a handy mechanic to add because if done correctly, Xarpus would start the second phase of the boss fight with ~70% HP rather than the original 100 each time. Lastly for Xarpus I get that the most annoying thing is getting your cheeks clapped when you're not paying attention or when Xarpus looks at you the last tick of your attack and you get one banged, unless you know how to tick eat. Either way I believe adding the correct hit mechanic would be a great addition. The way the attack should work is as follows: 50+1/2(Player's Attack) Majority of the time if you're using something like a Tbow or Scythe this would end in a one hit, but I still do believe that this mechanic should be added.
Final Room: Lady Thiccums Verzik
I'm just going to give a brief summary of each phase and what they're like in OSRS. I will miss some details like I have above, but cut some slack please!
Phase I: Dawning is actually something I enjoy doing in TOB. Mostly because I can do it fast and do it the correct way without error, but there's also the opposite in which people don't enjoy doing it at all or don't know how to do it. In my opinion dawning should reflect on here as it is on OSRS. This means the strategy of dumping your spec on dawnbringer, then dropping it to the next player so they can do the same. At the same time someone is dawning players would gather behind the same pillar, and would be able to attack Verzik and deal slight amounts of damage. If anything were to be changed about dawning though, I would like to see the spec be useful because as of right now it is useless and I would also like to see players have to stay with the team behind a pillar rather than chill at the back of the room and wait.
Phase II: Phase II on Alora isn't too drastically different from OSRS, but the mechanics are slightly different. To start off I'd like to say that Verzik is weak to slash, and melee should be the primary attack style used on her, but TBow and Blowpipe absolutely demolish her either way. The next thing to bring up is the attacks she uses. Verzik should use three different attacks in this phase. She has the purple bomb, the electric mage attack, and the smash attack. The only attack that isn't in Alora as of right now is the Smash attack which is basically Verzik will occasionally smash down and will knock back a player a few tiles dealing some damage and leaving the player stunned, but this is only dealt if the player is adjacent to Verzik. The purple bomb attack needs no adjustments as I see it, but the blue electric attack does only ~6 damage even off prayer in this phase. That being said the damage shouldn't deal as much on this phase. Lastly I want to go over the nylos for this phase. Verzik will occasionally spawn a purple orb that will hit the ground which will spawn a purple nylos along with four of the standard nylos (mager, melee, range) if the purple nylo is attacked with poison then it will deal ~70 poison damage to Verzik, and I believe that would be a nice QOL. Lastly at 35% HP she should spawn 2 red nylos that heal her.
Phase III: So during this phase I will make it as short as I can because this phase is basically non existent in Alora.
Verzik will do a melee, mage, or range attack. She will only focus one player with melee, but the attack is an AOE and does ~60 damage. During the third phase Verzik will use four different special attacks.
1st: Nylos- This is the same as it is on the second phase, but there are no healing nylos.
2nd: Green Web Attack: Verzik will start spreading green webs around the arena and if caught in the the player can be dealt 50 damage, unless another player attacks the web and frees the player.
3rd: Yellow Spike Attack: Verzik will open her back up and launch spikes into the air one for each player, and each player has to stand on their own yellow portal/tile that is in the arena. If not done correctly the player may be dealt ~70 damage.
4th: Green Bomb Attack: Verzik will spawn a green bomb and it will be focused on one player. There's two options either the player can tank the bomb for 70 damage, or the player can take 5-10 damage and bounce it to the next player if they're adjacent, and repeat this 4 times so the damage is dealt to four players, but each player is only dealt at most 10 damage.
Verzik will cycle through these attacks the entire third phase. Once she reaches 20% she is supposed to spawn a purple tornado for each player. Each player can only be hit by one tornado, but they also have to deal with the same phases listed above, while dodging the tornado now. Ultimately if any of the changes listed above were to be added/ adjusted, PLEASE do the Verzik fight, because I think it would be a great experience actually doing this.
Extra Thoughts
So I waited till the end for this, so people wouldn't just think that I'm making this thread for one reason, and that is.... Drop rates. Everyone has their own personal opinion of the drop rates, and I will just state it like this. The people who did TOB in the past near release date etc had much better rates than the ones there are now. You can argue with me on that one, but I have plenty of supporting evidence that says otherwise. I'm not going to go too in depth on this, but please just fix the fucking rates. I don't want to have an average time of 20 hours game time per purple for this raid. I get that it is all RNG, but it's more than RNG with this situation. Also to add that I see more people get drops with deaths. This is just personal experience, but when someone dies in a raid 1-3 times and they get the purple that's kind of awkward, and it's not a one time thing it's an on going trend.
Thank you everyone for reading through this thread, I rushed the end a bit because I typed this out earlier, but the website wanted to log me out and not auto save my progress. Please leave some civil responses down below or some toxic ones because I'm all for that too!