I envision tougher bosses getting lots of Dung-style bosses where there is nothing you can do to gain. While some bosses are less effective than others (Lexicus is one that comes to mind), I think that changing the methods used to take down bosses is an excellent method to make more exciting boss fights.
Jagex and the Dangers of a Half Assed Wildy
In light of the recent controversy about the rebirth of the wild, I'll take a more indepth look into what it would actually mean to the game, and how the new rules that have been introduced over the last few years would be in conflict with what we refer to as "the wildy" and the problems this brings up.
First let's talk about the wilderness boundaries, before 07 there was no safe zone and, as the most fundamental of the current design for wilderness, it has safe zones included. While you may argue that these should stay in place, they can interfere with the flow of currently PvP fights. The idea is to move into a secure zone, and it also concentrates on fighting them.
This makes it impossible to preserve what was a lawless zone. This raises another issue: The current activities that occur in the wilderness aren't permitted. Is it better to stay or go? What impact will this impact?
Personally, I'm open to moving the minigames (Clan Wars and FOG, sealing off Deamonhiem) in different places. However, the 3 quests are where things get difficult. Defender of Varrock as well as Summer quests both contain significant wilderness areas. In my opinion, the best solution would be to instill the entire quest. What exactly does this mean? This means that you will be on your feet alone after you've reached the point of beginning your quest and have entered the wilderness in the defender varrack tale. Although this could change the quest it wouldn't affect it in any way. If you want to know more information about OSRS Gold , please lock on RSorder.com https://www.rsorder.com/