I realize the Artisan skill isn't 100% finished as it's explained in this post, but here are some of my thoughts.
We, as a community, will obviously think of Artisan as the skilling equivalent to slayer. Therefore, as slayer is such a popular skill and loved by so many (including myself), it's my favorite suggestion.
However, it must be sidelined with slayer in terms of how important it is. What would combat be without slayer? Monotonous/repetitive, lacking rewards, lacking high level equipment.
What I mean by that is you'd find your favorite monster and kill it over and over again. You wouldn't benefit from the reward system. You wouldn't use slayer mask, you wouldn't train with a whip, slayer dart and whatnot.
What Artisan needs, in my opinion, is this:
- lower experience rates (on average, it shouldn't be possible to achieve >40k per hour.
- "loot" that are important and high level/end game (unlock a new ore, a new tree, get a new tool). It needs to recreate that feeling you get from a whip drop while slaying - and it needs to be as important as the whip is for combat training.
- a reworked reward points shop.
I also think it would be great with a new set of trees, fish, ores etc. Like you have a totally new set of monsters for slayer. That you can access at a given slayer (artisan) level.
Lastly, if you train 1-99 slayer and save the valuable, stackable drops (essence, gems, rune items, slayer special drops (whips, staffs and whatnot)) you'll have an awesome looking - and valuable - bank tab. This should be included in Artisan.
22-May-2014 23:29:46