I ran out of room above, but as a summary, the road from 99 to 120 needs to feel well balanced to provide an engaging experience, without being a daunting grind of low exp/hr for little extra gain. I found slayer to be a culprit for that and it took me a long time, even though I do enjoy the skill and combat. If a skill was modelled after slayer to 120, I would NOT be a fan. If a skill pathway to 120 was modelled more on dungeoneering or Archeology (pick archeology) in terms of balancing new content with increased experience rates, I would be a fan.
In terms of impact on the game, I think expansions of skills to 120 can come alongside some modifications to the existing structure of skills. I think a promising 120 would be construction, which everyone knows needs a revamp, and which would really benefit from further benefits and also new styles.
Going to say right now. If agility or divination or runecrafting are increased to 120 without a (MAJOR) corresponding increase in experience per hour, that will be a FAIL.
Finally, here is how I rated the current 120s, training from 99-120, in terms of enjoyability and usefulness (best to worst):
Enjoyability:
1. Archaeology (10/10) - Nice variety
2. Farming (9.5/10) - Liked the breeding logs, although the RNG is a bit much
3. Herblore (9/10) - Just so quick
4. Dungeoneering (8/10) -Again, very fast and. enjoyed the group aspect
5. Slayer (7/10) - Grindy at times, but good money
6. Invention (7/10) - Meh.
Usefulness:
1. Herblore (10/10) - Elder overloads, elder prayers, 120 cape ability. Bonus: sexy 120 cape.
2. Farming (9/10) - Decent money-making, spirit tree, money tree.
3. Slayer (8/10) - Access to Magister, 120 cape ability is useful and the reason I still do slayer.
4. Archeology (7.5/10) - Some useful abilities to unlock, access to money making.
5. Dungeoneering (7/10) - Edimmu dungeon (without this, I would rate this like 1.5/10)
6. Invention (6/10) - Meh.
24-Jul-2020 14:33:29
- Last edited on
24-Jul-2020 14:44:00
by
Ekimike