Disabling the idea would be awesome. It also fits in with the notion of collaboration. For example it could be possible to make To'kash's deep freezer attack only one player at a moment. It would then melt slowly (not infinite so if caught unprotected it can escape). This could force players to work together.
I can imagine bosses introducing Dung-style bosses for more difficult bosses. There are very few things you have to do in order to win. Certain bosses will likely be less efficient than others (Lexicus is one that comes to my mind) however I believe that varying the methods needed to take down bosses is an excellent step towards creating more exciting boss fights.
In light of all the debate surrounding the revival and expansion of the wilderness, this piece will offer a more thorough analysis into the implications of the game. I will also discuss the ways in which the new game mechanics that were developed over the years would be in conflict with the "wildy" that we are now referring to, as well as the possible issues.
Let's first talk about wilderness boundaries. Prior to 07 there was not a safe area. The most basic wilderness design includes safe zones. They could be considered to be indefinite, however they disrupt current pvp fights. It promotes the safe zone, and it also focuses on fighting around them.
This makes it impossible to preserve the lawless area. This raises another issue that is the current activity within the wilderness which were not there prior to. Do they stay or go, and what effect will this have.
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