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Reduce or increase spawn timers for Revenants monsters



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Posted 15 June 2021 - 03:42 AM #1

West LDN
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What is your suggestion?: To either increase or decrease spawn timers for revenants 

Is this in OSRS?: No
Has this suggestion been accepted already?: No

How would this benefit Alora?: It's evident the revenant imp have a shorter spawn timer compared to the other monsters in the cave. You find a lot of players camp the x2 rev spots which leaves all the other revs spots to be empty. You can see there are players with 20k+ imp kills that camp the only available spots as it is more viable to kill than the other monsters.

 

The suggestion could be to leave the spawn timer on the imp but decrease drop rate or effectively increase/decrease spawn timers on other monsters and/or imps. 

You make more money from a level 7 imp in wildy than you do bossing or raids. Revs should be a great start up method but not the best money maker on the game. 


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Posted 15 June 2021 - 03:47 AM #2

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maybe move the imps to a more dangerous part of the cave even?  sitting at 19 wild and camping imps 24/7 just seems too easy



Posted 15 June 2021 - 03:48 AM #3

GIM mata
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id say the risk reward for killing revs is not in balance at the moment. The imps are most populair atm for making money so im supporting this topic to make the imps less good gp/hour.


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Posted 15 June 2021 - 03:53 AM #4

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I support this 100% it's stupid that one of the better money makers is camping an imp you can instantly teleport out of if you see a pker. And to say you only need 60 combat + 750k risk for something you can make 1m+ within 5/6 kills is kinda stupid.



Posted 15 June 2021 - 03:54 AM #5

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Before people start crying on here....

To put it in simple terms, a balance of the drops or spawn time is what is needed. 


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Posted 15 June 2021 - 03:55 AM #6

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Nerf one of the biggest hotspots in the game for pvp activity? No thanks..

 

Imps are already highly contested and if someone has 20k+ kc at them then maybe instead of nerfing them someone should build accounts to kill them. There's already pures out and about that pk on a daily basis, why not build something to specifically kill imp hunters?

 

Move them a little deeper in the cave maybe, but nerf the table? Nah.



Posted 15 June 2021 - 03:56 AM #7

GIM Bryan98
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i support this topic because i believe the imp is very over powered in terms of gp/hour. I support increasing the drop rate on the imp. Another soloution could be having just one imp and increasing the spawn time.



Posted 15 June 2021 - 03:57 AM #8

Pain
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Yes I agree,


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Posted 15 June 2021 - 03:59 AM #9

AmrH420
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 I'm not sure how id like the rework to be done, but i agree with the point of imps are making too much money, if you compare most bosses in Alora with imps you make way more money by killing an NPC in one hit (imp) , rather then a boss that you have to actually try, so something definitely should change.



Posted 15 June 2021 - 03:59 AM #10

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No support.

 

Just keep it like the way it is.

imps are for low level combats, lvl 60 and 80 is already a huge difference in terms of pking

Just adjust the from drop rate slightly so higher lvl revs drop more loot


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Posted 15 June 2021 - 04:03 AM #11

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I think that moving all revs into a higher wildy level above 30 is better. Then the risk is actualy equal to the insane rewards the imps/revs give. 

 

The best setup in my opinion is the rev system as it was before, BUT without multi, just singles +.



Posted 15 June 2021 - 06:13 AM #12

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I am not against this, but definitely no point making it so all revenants to be moved 30+ wilderness as that isn't the way they are in Osrs either, but honestly I haven't tried any other revenant NPC's than the imp after the recent re-work of cave to know, whatever it is a lot of better money or just by small margin or change it what Funking mentioned above.



Posted 15 June 2021 - 02:20 PM #13

Realmungard
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As I mentioned when it was first suggested to improve the caves. 

I camped revs more than anyone on server.

 

Just make it a single revenant imp. You can still afk it and make decent gp/h. But that way atleast you cant kill 500 imps/H making 40-45m/H.

 

There is legit not a single reason to have 2 imps, just make it 1 imp and problem is solved, goblin is same now as imp before the rework which is fine. 

 

Just remove the second imp at lvl 19 wildy And problem is solved. 

 

 

Imp lvl 19 = 40-45m/h (dragon scimitar)

Dragon + imp at 35 wildy = 40m+/H (keys and so on but alot less total kills than just imp)(Rev weapon)

Demon + cyclops = 30-35m/h (Revenant weapon)

Goblin = 20-25m/h (Dragon scimitar)

Hellhound =20-25m/h (rev weapon)

Pyrefiend = 15-20m/h (Rev weapon)

 

This are my rates/info and they are tested (Yes I tested it properly 4+h ea, cus im a scientist)

It takes pvp weapons(zuriel/statius vesta) /bloody keys (5m ea) and Revenant weapons (7m ea)

As you can see, it makes no sense how it is now. The least risk is most rewarding. 

 

 

Edit: https://gyazo.com/a3...b3313d2c1c4f679

 

https://www.alora.io...2168-revs-cave/



Posted 15 June 2021 - 03:16 PM #14

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This suggestion is going to get accepted, mostly because the fact that revenant imps respawn after ~10 seconds is a bug. Their respawn time will be increased to match the Revenant goblins.


Your suggestion has been accepted.






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