What they did with slayer was so that they could add more mobs with more mechanics, even though the new slayer mobs slowly reach the same difficulty level as like the lower tier in game bosses and even GWD1 bosses.
Afterall, your T85+ Slayer creatures before the update included Dark Beasts, Abyssal Demons, and Airut. The T95 "elite mobs" from Runelabs weren't quite what players were expecting.
I'm for rebalancing the existing Summoning content somehow rather than just upping it to 120.
Plus raising Summoning has a similar argument to raising 120 combat: we don't have much in game right now that warrants the raise.
Yes, we've steadily seen stronger combat mobs and bosses added into the game.
But players who have "mastered" some of the higher end bosses are having an easier and easier time with Telos, Arraxi, Vorago, etc ... even virtually soloing some of the "group bosses" ... and that is with T90-92 gear.
You can imagine how much easier it would be for them with T99 or higher.
Adding in higher tier summoning familiars would have a similar issue.
More DPS or more storage for food for bosses.
Higher efficiency rate for gathering skills when we've had so much added in that between Invention, Outfits, potions, and auras, you're already at a decent rate.
Yet at the same time, how many variants of familiars are completely ignored?
How many familiars have redundant or useless abilities?
We have gaps for skilling familiars (ie: several mining and fishing, but only 1 for woodcutting).
We need to have the existing familiars rebalanced, and even a few be considered for removal (or at least useless effects removed).
Or having something done to make it so players aren't using just the same 5-6 familairs.
09-Feb-2019 23:03:17