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120 for Skills not needed.

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Legions Rise
Sep Member 2018

Legions Rise

Posts: 585 Steel Posts by user Forum Profile RuneMetrics Profile
Support Skills
Agility - 99
Thieving - 99
Slayer - 120
Dungeoneering - 120.

Artisan
Herblore -120
Crafting - 99
Fletching - 99
Smithing - 99
Cooking - 99
Firemaking - 99
Runecrafting - 99
Construction – 99

Gathering
Mining- 99
Fishing - 99
Woodcutting - 99
Farming - 120
Hunter - 99
Divination - 99
Archaeology - 120

Combat
Attack - 99
Strength – 99
Defence – 99
Ranged – 99
Prayer – 99
Magic - 99
Constitution - 99
Summoning - 99

I listed the skills and their max levels here. I see Combat Skills to 120 but want to see the content of the game adjusted to where all is used and is fun. Balance is crucial. Where is the fun in bossing when you can kill something and not use any inventory.

Combat - balance is critical
Gathering - make this an elite skills that require the skills in this area
Artisan - make this an elite skill that require the skills in this area
Support Skills - not a need to raise these to 120.

Keep virtual levels
Create new training methods such as rebuilding West Ardy and Burgh De Rhott.
Make mini-games more fun and rewarding.
Make mini-games solo-able. The programming is there from the world events and temple trekking.

19-Jul-2020 13:33:44

Cute Brat
Jul Member 2023

Cute Brat

Posts: 126 Iron Posts by user Forum Profile RuneMetrics Profile
Marcin K said :
Konota said :
You realise that a gold sink can be a good thing right? Best not to post when you're drunk mate.


What needs to be considered are needs of the WHOLE community not just the "top" max cash max levels players. and in my personal opinion forcefully dragging skills to 120 is a very very BAD idea.



Agree
Princess of World 98 =p~

20-Jul-2020 05:02:15

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
I don't want to see a level extension solely for the sake of a level extension, but if they can give us meaningful features it shouldn't be prevented by nostalgia or 'I don't want to level this skill' mentality. Of course fixing poorly designed skills should be a top priority first - that doesn't just imply unfitting level requirements (for a lot of older artisans and gathering things), that also should mean a skill should be meaningful and enjoyable to skill (especially looking at construction in that aspect).

If they can't make use of 99 levels, they should rebalance it first (while crafting, fletching and woodcutting aren't closely as broken as mining and smithing still were two years ago, they still are quite off for lots of things) and fill it up with features, so we wouldn't have too many empty levels (ideally none of course).

If a skill makes good use of its 99 levels (i.e. crafting offers something for every single level), that still wouldn't qualify it for an extension, since you need a lot of relevant features past 100. Herblore and Farming did a great job in that aspect, Archaeology is good (and as soon as Orthen is there it will be great as well, but for now the skill obviously is incomplete), Slayer is fairly meh (especially considering how few new slayer monsters we've gotten ever since - the higher levelled abyssals should've been released in 2017/2018 for instance), Invention and especially dungeoneering (ironically the skill, which introduced the concept of 120 levels has the least justfication of having it). Mining and smithing are perfectly using their 99 levels now - but how useful would be metals for level 100 and 110 for instance?
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

23-Jul-2020 06:30:55 - Last edited on 23-Jul-2020 06:33:26 by Rikornak

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
They mentioned summoning and hunter (as well as mining/smithing as part of the rework, which for aforementioned reasons never came to be) in the past for extensions. If they were to revamp a lot of the existing familiars (both levelwise and in terms of usefulness), the former would be a great candidate - the latter not so much.

It's a tad bit outdated by it shows fairly decently, how well skills make use of their respective level caps: https://www.reddit.com/r/runescape/comments/bx8l5m/max_level_of_skills_if_we_only_went_up_a_level_on/
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

23-Jul-2020 06:31:00 - Last edited on 23-Jul-2020 06:32:06 by Rikornak

youreuptight
Nov Member 2019

youreuptight

Posts: 393 Silver Posts by user Forum Profile RuneMetrics Profile
Raising skills to 120 is fine with me. My skill preferences to raise to 120 are Mining (Archaeology has created more potential to raise Mining up imo), Runecrafting, Construction, Divination and Thieving Where there's smoke, there's fire. Where there's fire, there's Bluewalker25.

23-Jul-2020 17:28:28

Vengeance of
Mar Member 2018

Vengeance of

Posts: 2,372 Mithril Posts by user Forum Profile RuneMetrics Profile
youreuptight said :
Raising skills to 120 is fine with me. My skill preferences to raise to 120 are Mining (Archaeology has created more potential to raise Mining up imo), Runecrafting, Construction, Divination and Thieving


Mining and Runecrafting probably won't get increased to 120 for a while, because they're tied into making Combat gear.

I suspect that Mining, Smithing, Woodcutting, Fletching, Crafting, and Runecrafting are all going to get raised to 120 as part of a batch update several years from now, after Woodcutting/Fletching and Crafting/Runecrafting have had their own version of the Mining/Smithing rework. In order to keep any semblance of parity in the combat triangle, they can't raise one style of combat gear to 120 without raising the others, so doing it as the mother of all 120 updates is the only move that makes sense. It would also make sense to raise Attack, Strength, Defense, Ranged, and Magic to 120 in the process (assuming they have any intention of going that far), so... yeah.

Even if I'm wrong about that, I don't imagine Mining and Runecrafting getting the 120 treatment in the near future. Two to three years at bare minimum.

23-Jul-2020 19:26:34 - Last edited on 23-Jul-2020 19:28:28 by Vengeance of

youreuptight
Nov Member 2019

youreuptight

Posts: 393 Silver Posts by user Forum Profile RuneMetrics Profile
Vengeance of said :
youreuptight said :
Raising skills to 120 is fine with me. My skill preferences to raise to 120 are Mining (Archaeology has created more potential to raise Mining up imo), Runecrafting, Construction, Divination and Thieving


Mining and Runecrafting probably won't get increased to 120 for a while, because they're tied into making Combat gear.

I suspect that Mining, Smithing, Woodcutting, Fletching, Crafting, and Runecrafting are all going to get raised to 120 as part of a batch update several years from now, after Woodcutting/Fletching and Crafting/Runecrafting have had their own version of the Mining/Smithing rework. In order to keep any semblance of parity in the combat triangle, they can't raise one style of combat gear to 120 without raising the others, so doing it as the mother of all 120 updates is the only move that makes sense. It would also make sense to raise Attack, Strength, Defense, Ranged, and Magic to 120 in the process (assuming they have any intention of going that far), so... yeah.

Even if I'm wrong about that, I don't imagine Mining and Runecrafting getting the 120 treatment in the near future. Two to three years at bare minimum.


Good comment, and I think you are probably right about Mining + Runecrafting, even though Mining is my favourite skill. Hopefully the next 120 is a gathering skill but I guess we'll see how it plays out

Which skill do you think will become the next 120, if you don't mind me asking?
Where there's smoke, there's fire. Where there's fire, there's Bluewalker25.

23-Jul-2020 21:19:07 - Last edited on 23-Jul-2020 22:17:36 by youreuptight

Vengeance of
Mar Member 2018

Vengeance of

Posts: 2,372 Mithril Posts by user Forum Profile RuneMetrics Profile
youreuptight said :

Which skill do you think will become the next 120, if you don't mind me asking?


As mentioned on the previous page, I think it's quite possible that 120 Summoning is next (alongside a mini-rework that Jagex has talked about in the past where the focus will be taken away from making pouches and more in using familiars), and soon, although I fully admit that it's nothing more than an educated guess on my part and that it's entirely possible that I'm forcing a few pieces of the metaphorical puzzle together because I think they might fit.

Other than that? Cooking feels like it's filled enough level gaps to justify it, possibly Fishing too. Back when it was revealed that two skills (later revealed to be Farming and Herblore) were getting raised to 120 about this time last year, I felt confident it would be Fishing/Cooking; obviously I turned out to be completely wrong, but I feel like they're possibly the only remaining skills that are ready be raised to 120 without any changes to the rest of the skill.

As for the skills I haven't mentioned in this thread;
- Agility and Construction feel like they're likely to get complete reworks alongside 120 for various reasons, so are probably a few years off yet.
- Firemaking could possibly happen alongside Woodcutting/Fletching, but considering that it's really only just recently felt like a complete skill with Incense last year, I wouldn't be surprised if it comes much later, if at all.
- Divination will probably be the last gathering skill to get 120, because going to 120 before there's level 100+ materials to gather from Divine Locations would make 120 Div fairly pointless.
- Hunter and Thieving are in a weird place, because they're very "top-heavy"; they could go to 120 whenever, but will probably need to fill out their mid-game first.
- Prayer needs a lot more high-level Prayers/Curses before it gets raised to 120.
- Constitution might get raised when other Combat skills do?

24-Jul-2020 02:46:35

Vengeance of
Mar Member 2018

Vengeance of

Posts: 2,372 Mithril Posts by user Forum Profile RuneMetrics Profile
Constitution is a really weird skill to gauge, for obvious reasons. On one hand, it'll feel really weird if the combat triangle skills go to 120 without a matching 120 Constitution. On the other, I don't know how willing Jagex would be to let players have effectively 2100 more HP for free, especially alongside better defensive gear (can you imagine what 120 Constitution in Tier 110+ Tank Armour would look like against today's Slayer monsters and bosses?). I can't imagine it'll be a decision Jagex will make lightly if/when they decide to do it; it'll probably be the skill they'll be the most hesitant to raise.

24-Jul-2020 03:01:25

Ekimike
Feb Member 2018

Ekimike

Posts: 345 Silver Posts by user Forum Profile RuneMetrics Profile
I think putting skills to 120 is generally a good idea. When I maxed (all 99s), I never thought I would try for any 120, but I now have 5 of the non-virtual 120s and about to get archeology (partially for comp, which I got this spring).

I think the key to a successful launch or expansion of a skill to 120 has two key elements:

1. Balanced experience gains
2. Content

Let's look at a few examples, taken from my experiences.

Slayer: This skill to 120 was a mixed experience for me. In terms of both the experience gained and the content between 99 and 120, it was like 6/10. The experience from 99-120 is obviously much greater, and I felt that progression of the skill did not reward much additional experience, so each level felt more and more grindy, without a balanced experience reward. This is especially so since you keep doing many different tasks that were unlocked well below current levels. And, in terms of content, there was basically soul devourers, dinosaurs/vileblooms, and lost grove monsters. This lack of content was really crappy, because there was never anything to look forward to really. And while slayer was profitable for me, there was no noticeable difference between level 99 slayer and 115 or 120 slayer for me in terms of gp/hr. The 120 cape ability is decent and does provide a nice incentive, although I think the chance at task choice should be higher (30-50%).

Dungeoneering: Let's be serious. Content is technically there, and I love the Edimmu dungeon, but it was just recycling the same thing from lvl 1-99 - more dungeons. However, experience gains matched well with the increased levels, and I looked forward to progressing to higher (lower) floors because of increased experience gains. One of the fastest skills to train at higher levels, especially with an experienced team and with cards. The 99 and 120 cape abilities suck, other than being able to wear it during floors.

Cont'd...

24-Jul-2020 14:08:14

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