I think the disabling idea is a great idea and would fit in with the idea that we require collaboration. For example, they could make To'kash's deep freezer attack only one player at a time. Then it would melt slowly (not infinite, so if in a situation that is not protected, it could be escaped). This could make players form a group of at least two.
In the future, bosses with more difficult bosses are likely throw in many bosses in the Dung style. They will have nothing to lose. Although some bosses are less efficient in comparison to others (Lexicus is a prime instance) I think that varying the methods required to kill bosses could make for more exciting boss battles.
Jagex And The Dangers Of A Half Assed Wildy
In light of all the debate surrounding the revival and expansion of the wilderness This article will offer an in-depth look at how it might affect the game. I'll also go over how the new mechanics developed over the years could be in conflict with the "wildy" we now call it, as well as the potential problems.
Let's begin with the wilderness boundaries. Prior to 2007 there was no safe zone. This is the most important element of the current wilderness design. It has safe zones. They could be considered to be indefinite, however they can disrupt the current battles. This is done to promote safe zones and focus on fighting within them.
This makes it impossible to protect what was a lawless zone. Another problem is the current events which are happening within the wilderness. What is their choice and what effect will this have on the wilderness?