My appologies for introducing a competing design theory.
I had this on Reddit.
But see what you think:
Personally, I'm not entirely for this. To exclude a "I don't want to grind yet another skill that high" reason. Part of the problem in my Point of View is that Jagex would need to create at least 20 distinct new Summoining Familiars.
Also, I'm not sure where balancing would come in. Players won't get behind a massive jump in requirements only to get skilling familiars that only increase efficiency by 1%, combat familiars that only up dps by 2%, and beasts of burden that are only +4 inventory spaces over the Pack Mammoth.
In addition, we are currently lacking in alternative training methods for directly gaining Summoning XP. Pretty much: make pouches, weekly capping if in a clan citadel, xp rewards (ie: quests, TH), and scant/trace amounts for using movement scrolls.
Flaws aside, Jagex mentioned doing something like "Ancient Summoning" or splicing together familiars. If you think about it, they are kinda taking a page from what they did in Invention.
So what are some of the changes?
Familiars
Rather than creating 30 (or more) unique designs, developers could focus on 3 or 4 core designs with minor differences between then.
Combat - melee, range, magic, and hybrid variants
Skilling - Passive and active boosts/support variants
Support - Beast of Burden, Healer, etc variants
Misc - for those familiars that kinda fall in the oddball category (ie: forager)
The number of models would be cut down, but would still be distinctive enough to know what each one does.
07-Nov-2018 23:44:23