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120 for Skills not needed.

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Ekimike
Feb Member 2018

Ekimike

Posts: 345 Silver Posts by user Forum Profile RuneMetrics Profile
Invention: This elite skill is a bit different, and I found that there seemed to be a fair amount of content in between 99 and 120, although most of the useful stuff was under 99 anyway. Invention experience really is steady, but it is fairly steady, ad because it is trained alongside most other skills instead of standalone, this was not really noticeable. The 120 cape ability is nice and useful.

Farming: Content wise, there is a decent amount of stuff from 99-120, although I basically did exclusively the player owned farm and Dino farm from 99 onwards. I liked the access to the money tree and another spirit tree as stand alone content unlocked above 99, and I found that generally, dinosaurs gave good experience rates. I actually did lower level Dinos (because I am trying to get all shiny breeds for log) and still found that experience great. Like invention, it was fairly steady experience gains, but for the effort required (like 5 minutes a day), I did not mind at all. I also made a decent amount of money from the Dino produce. The 120 farming cape ability is meh. Would have been nice to modify the 99 cape ability to always note produce, no matter what. The chance at noting (from 99 cape) is lame.

Herblore: This skill is a weird one for me. I thought that the content was there from 99-120, and I liked the ability to improve quality of potion making (using less ingredients). I thought elder overloads should have been a bit higher level requirement, but there are some very useful potions to make. Elder prayers and elder overloads should have been switched in my opinion. This skill is very fast to train from 99-120 (especially during DXP), and there are alternative means to training it cheaply. 120 cape ability is great.

Archeology: I am at level 119 now, and I found this skill was the most balanced of all the 120s. The experience rates above 99 are great, and there was a lot of content (although there were both gaps and clusters of content).

24-Jul-2020 14:08:23 - Last edited on 24-Jul-2020 14:21:12 by Ekimike

Ekimike
Feb Member 2018

Ekimike

Posts: 345 Silver Posts by user Forum Profile RuneMetrics Profile
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

Vengeance of
Mar Member 2018

Vengeance of

Posts: 2,372 Mithril Posts by user Forum Profile RuneMetrics Profile
^ In my opinion, Archaeology, Herblore, and Invention (if nothing else, Alchemical Onyx, the enhanced Machines, and the XP capacitor are huge boons) are the only current 120 skills to take full advantage of the extra levels.

- Farming is close, but not quite there yet; ROoT is a solid expansion but it needs more crops (the various fruits that serve no purpose but [getting turned into/pay for bushes that produce fruit that turns into] marginally more pulp don't count; I'm hoping that the "Ancient Herblore" that's been teased to come with Orthen helps on this front by giving these fruits alternative uses like the ones used for Primal Feasts, and some new Allotment crops)

- Slayer is self-explanatory. There's only a handful of tasks that go above 100. Anachronia has helped, but there's still plenty of room to grow.

- Dungeoneering is... *sigh* Dungeoneering. I genuinely think the entire skill needs to be taken apart and rebuilt from the ground up to be something more than a glorified minigame, but even if it didn't, it absolutely did not deserve to go to 120 at launch, and still doesn't ten years later. I don't even know where to start with this one, other than giving us more than two Resource Dungeons above level 100.

24-Jul-2020 17:46:19 - Last edited on 24-Jul-2020 17:49:22 by Vengeance of

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Dungeoneering wouldn't be *that* hard to fix. It's currently, that the final non-cosmetic reward is available at level 90, seeing cosmetics it's level 101. The skill cape is an awesome teleport item and master cape would be something that could help you getting the MQC, but I really do not want to see it as the main feature to be honest. They genuinely should try and add more stuff needing levels past 100 - and if it's just 'greater scrolls', that improve the effects of the various skill scrolls you already could obtain. More resource dungeons always would be nice as well - but those also should be extras - not the main incentives...

Ever since Invention batch 2 the skill greatly utilizes the levels above 100, but it sorta doesn't change the fact, that something around half of the levels are useless, empty levels. Not really given due to a lack of features, but like so often features are clustered on a single level, while their surroundings do not fulfill any purpose.

Certainly farming should make use of the new fruits for other purposes than being squished to pulp - I would be totally fine if the tier 1 fruits would stay for that, but the higher levelled ones should fulfill some additional purpose. Mango and the regular dragonfruit are used for the primal feast. Some animals also might deserve other/better perks - why is a farming only reputation bonus given to the level 118 dinosaur - a new player never would be able to make use of it. Either change it to a global reputation bonus - especially one that could be used for future content - or swap traits with one of the lower levelled dinosaurs.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

25-Jul-2020 06:19:06 - Last edited on 25-Jul-2020 06:32:19 by Rikornak

Rikornak
Oct Member 2013

Rikornak

Posts: 9,169 Rune Posts by user Forum Profile RuneMetrics Profile
Slayer was supposed to get more creatures. Higher levelled abyssals for levels 95, 105 and 115 for instance - dunno if they'll ever be released, but they were mentioned again in february this year. Generally I think though slayer wouldn't need more, but more relevant creatures. Why does every creature in the sophanem dungeon drop the unique drops with the same odds for instance? In that aspect - they wanted to make elite spawns more relevant - what happened to it? Shelved? Cancelled? Dunno...

What generally is done well nowadays - mining, smithing, herblore, archaeology and farming give passive unlocks on certain levels, that would be empty levels otherwise. That generally should be used more globally
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

25-Jul-2020 06:31:14

Legions Rise
Sep Member 2018

Legions Rise

Posts: 585 Steel Posts by user Forum Profile RuneMetrics Profile
If all skills are going to 120, then methods to train need to be explored. For example Big Game Hunter is fun for me. The hunter experience is pretty good imo as it went to several levels pretty quick.

Revisit mini games and give experience adjustments
Create new games - what I would like to see is rebuilding of West Ardy or Burgh. This can give construction and crafting.

I think these would fun and eliminate the grind if 120 is the goal.

Any skill raised to 120 needs to be thoughtful, needs to avoid grinding, needs to be fun.

26-Jul-2020 12:09:40

Vengeance of
Mar Member 2018

Vengeance of

Posts: 2,372 Mithril Posts by user Forum Profile RuneMetrics Profile
youreuptight said :
If Hunter is bumped up to 120 I'd like to see Impetous Impulses get a fresh update


Agreed. To be honest, I think there would be grounds to update Implings before a hypothetical 120 Hunting update; I know people have suggested Implings that drop Archaeology materials, which would be a nice little addition, and even some of the existing ones could stand to get a little refresh on their drop tables.

I must admit, I'm very curious to know what level 100+ Implings would be allowed to drop. Crystal Implings can drop. To throw a couple of ideas out there, would a Prehistoric Impling be allowed to drop BGH meat? Could a Warped Impling drop items from the Dungeoneering reward shop? Would we see high-level versions of existing Implings with appropriately levelled drops, like an enhanced Essence Impling that's considerably more likely to drop Blood/Soul runes and could also drop high level cloth for a post-M/S-rework-style Runecrafting?

Definitely a lot of possibilities.

27-Jul-2020 19:05:28 - Last edited on 27-Jul-2020 19:06:31 by Vengeance of

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