I feel that there is definitely an appetite for Warding in the community, but that certain key features hold it back from passing. I personally believe the one feature that holds it back the most is recycling, as I addressed in my previous post(s).
Old School RuneScape is, at the end of the day, an MMO, and every good MMORPG needs content updates or it'll fall into stagnation. Like has been stated multiple times over, Warding is the missing link in the creation of magical equipment, and has been presented to function similarly to existing skills, but with slight alterations in its core gameplay loop to set it apart and make it feel fresh while still retaining the old school feel we all know and love.
I see the argument that one could simply add the creation of magical robes to Crafting, and while I acknowledge the logic in that argument, Crafting is already
crammed
with content. Have you looked at all the things you can do with Crafting recently? Crafting has by far the greatest amount of content in it, and already feels like a jack-of-all-trades skill
without
adding crafting magical equipment to the mix.
As such, tying the creation of magical equipment to Warding serves not only to keep Crafting from becoming even more bloated, but creates a venue of opportunity to add exciting new content to the game while helping to distinguish Magic from the other two styles.
It is not Summoning, a skill that introduced an entirely new mechanic to the game which, in turn, changed the way we engage with existing and new mid- to high-level content.
It is not an Evolution of Combat, a system that completely changed the way we play the game - not just combat.
It is not Dungeoneering, a skill that feels and operates less like a skill and more like a glorified mini-game with a unique progression system.
Warding seeks to do something that existing skills do by filling a gap while also introducing new elements that still retains that familiar old school feel.
28-Jul-2019 00:30:50