You have went from faceroll +25% XP increases to flat +0% increases - I think you have missed the point.
Maximum runecrafting xp/h can be increased by 0.5-2% no problem. Had the xp increases been in that margin there would never have been any outcries of RS2-RS3 becoming easier. But many times you increased the XP rates by way more than +25%. Note: This is why players like Zezima and Suomi and thousands of others complained. Xp/h rates must be increased when releasing updates but you don't have to destroy old methods with the new updates. Bottom line: the increases can be marginal and still get people interested.
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Some questionable xp/h increases in OSRS:
Nightmare Zone berserker ring upgrade from +4 str to +8 str
Why was it to +8 instead of +6? People would have bought it just aswell with +6, hell, even +5 would have sufficed for BiS item.
Infernal Axe chopped off 40m (20%) off of 200m firemaking
That's huge game changer for firemaking.
So, in my opinion you still have a lot to learn about balancing game content even after all these years. You should take actual max xp/h values (NUMBERS) into consideration and also add approximate gp/h and APM (actions per minute). If you compare the APM of new OSRS methods the difference is huge - way above +25% (or rather: -25%) in some skills. If you kept all increases to XP/h and APM in the margin of +/- 5% there would never be any outcry of any method.
The problem is you have to know the rates to release the updates. Hopefully you do know that lava runes are over 67k runecrafting experience per hour. So
runecrafting soul and blood runes can be up to 67k xp/h
- is that what the developer blog says??
10-Nov-2015 20:02:35
- Last edited on
10-Nov-2015 20:37:26
by
Disziple