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