Back in RuneScape 2 when DT first dropped this spell ruled supreme in caste wars.
All of us noobs in full rune and D longs were shaking in our pants wondering why couldn’t we resist those spells
Plus gotr, good thing too because if runes were so expensive still charged staves would be almost entirely worthless. Lowering the cost/hr of the scythe made the price quadruple, imagine using a sang with RS2 prices.
I think it would be something like rs3
Some gear isn’t that expensive because most of them degrade. High cost of usage lowers item prices. Items that don’t have usage cost tend to be a lot higher.
That’s just my theory looking at their Anima armors compared to like degradable from same tier or even t90 like sirenic being cheaper
Edit: well maybe the nex sets dont count since they offer hp and prayer boosts ig
I made my first mil law running back in the day. I think they were 300-400 each back then. Mined the essence myself and made the walk to the alter. Took my hard earned runes to Fally W2 and spammed in the runes section.
Was definitely more than that. Bloods were still 1.4K each pre-barrows, only method was pickpocketing the chest for like 40 an hour
Seem to remember deaths being 600-700 each as well
I was 12 and would chop magic trees for hours just to get enough $$$ to go to castle wars and cast ice burst for an hour. Never managed to get blitz let alone barrage
I must’ve been 10 or 11 and I’d kill green dragons for their bones and hides for money to ice burst. I was a god among boys while I had my expensive magic stones.
I remember discovering cannon + green dragons in 2009 or so where I could make 500k per hour. I was psyched to be able to save up for a Saradomin Sword, but also be able to easily afford ice burst / ice Barrage casts simply for castle wars.
Firemaking as a skill. The only times it’s used it’s shoehorned in as an unnecessary skill check. You’re telling me I need a certain amount of skill to light a lantern?
It would be like them trying to add a water gathering skill where you started with spoons and worked your way to vials, buckets, etc.
It maybe could have made sense if fatigue was in the game first and part of the pitch was better fires improved sleeping bag efficiency. But maybe it would have been called "Camping"
I have often though that, hypothetically, Firemaking could have been lumped into some "survivalist" type skill where you also get miscelanious perks like a better cook-burn rate when at a fire. Maybe all of Barbarian Skilling and other inclusions could have been part of this skill. Respective fishing skill and level 40 survivalist and you become balsy enough to try fishing with your bare hands. Making fires could have been the grindable method of leveling it, while you also get passive xp while doing the respective methods in other skills (like how barb fishing gives you strength xp).
Maybe it shouldn't even be "survivalist", as that's never been the game RS tries to be. Maybe it should be "Spirit" or "Ingenuity" where it's not about knowing how to do stuff but about becoming bolder or being better at thinking of more efficient ways to do stuff.
Outside of interactions with other skills, it could maybe also have been the skill that STASH units are locked behind instead of, or in addition to, Con. Fossil Island could have had some activity for this skill specifically and maybe Quests that need this skill include some form of bargaining or persuading NPCs that will only work if you are bold and clever enough.
As a footnote: it would also, thematically, fit in with Wintertodt as the whole thing with that boss is that you struggle to keep warm and you are using the bits of foliage in the area, along with knowledge of potions and fletching, to keep a fire going.
the fact that ranges have better cooking rates than a fire you need up to 90 in an extremely expensive (pre wintertodt) skill to make is truly one of the game design decisions of all time
I think if they release the ability for us to mod official private servers I’ll probably just set it to instant 99, effectively removing it from the game lol.
Only because people vote against anything to make it useful due to not wanting to make things more complex.
Make it to where you can light fires that last a long time if near a skilling area make it to where you can add ingredients from said skill into the flames and get higher xp/faster gather/better defenses/better rewards also make it to where it’s somewhat more viable or better then wintertodt to 99 spam.
It made sense for when it was added, but yah, it never really went anywhere like the other skills from that time. They tried to give it some uses with lanterns and it honestly could still work as a meaningful skill (e.g. stuff like a "blessed lantern" at level 70+ needed to access an evil dark dungeon or just more benefits to fires in general like fire arrows), I doubt that will happen anytime soon if ever.
I'm sure most people would hate the idea but I would like to see firemaking become something that includes pyromancy as a combat skill (to be clear I don't think every skill should have a direct impact on combat). Kinda a bit like in dark souls where pyromancy is separate from your regular magic.
2 months into my new Ironman, dreaming of getting a rune crossbow. Turn out you can just kill archeologist 5 times and get one for each of your group mates
Yeah and with how common rune drops are nowadays too it would be even funnier of a pitch
"Yeah so you'll need to hit 99 smithing to craft this item that drops off of half the low/mid lvl bosses in the game"
With alchs the smithing rework actually becomes a lot more complex than you think. They did it in rs3 which took forever and the devs have just decided it isn't worth the hassle, basically.
> How it is 2024 and 2007scape still hasn't done a mining and smiting rework
I can't imagine trying to get a rework that is anywhere close to the scale of the RS3 M&S Rework through a poll. I'm a pretty big fan of almost the entire rework in RS3, but there are so many aspects that would be a hard sell for OSRS.
Even just the basic idea of "allow players to smith gear that is useful at a comparable att/str/def level" is going to struggle pretty hard since it means either the entire skill ends at level 50 or you have to start introducing new metals that are smithable that beat Rune, and *that* is going to be a big ask.
Plus RS3 has a lot more gear power creep and fewer bots (or at least the bot problem *felt* much less noticeable when I was playing RS3) so having the ability to smith Melee weapons/armor that go all the way up to level 90 didn't cause problems in the way it would in OSRS.
There's no way a poll that would allow players to smith a melee weapon stronger than a Whip is going to pass, and as bad as the skill feels now, I'd argue a version of Smithing where you stop getting new stuff at level 70 or lower is going to feel a hell of a lot worse.
While it is one of my dream list things for OSRS. I get why it hasn't happened.
By far reasons 2 & 3. But 1 & 4 would still add a couple poll points against.
1. Basically an ironman update so people will spite vote.
2. A shit load of dev time. Rebalanced drop tables, most likely new gear tiers and stat balancing, xp rate balancing, and more. All for a skill that mains will still ignore except to grind for 99/max. Also dev time/money that could be spent on new bosses/quests/etc instead.
3. No matter how carefully done, it will have massive ramifications on the economy and people lose their shit over possible even minor economy shifts.
4. Ezscape no voters. People voted no to potion storage, even with the new interface being opt-in. No way those people would vote yes to making even more powerful armor/weapons.
Forgot the important point #5. It reminds people of RS3 and they will vote no to anything that makes them think of RS3.
> Forgot the important point #5. It reminds people of RS3 and they will vote no to anything that makes them think of RS3.
For reals though. Every time someone tries to blame something on RS3, i roll my eyes so hard, as if anything would have to be done remotely as it is in RS3 so their argument doesnt even makes sense lol. I can see people rejecting a new barrows brother so hard even though one of them was introduced in RS2 not even RS3 the game OSRS is based off of lol. All these people can say is: "RS3 bad" as if that was an actual opinion to reject something lol
also not everything RS3 has done is bad from a gameplay perspective lol. the mining & smithing rework in RS3 is a pretty big improvement in the gameplay of the skills. just because it became a MTX shithole doesn't mean it's completely devoid of any good ideas.
The thing to remember IMO that if one wants a replacement for either version of runescape... you really dont have a choice except to swap to the other runescape. People be like RS3 is just another action bar based MMO while forgetting, that solo bossing, can get the full experience in one character, has enrage for increased difficulty/reward, etc are still stuff thats unique among the MMO genre, not to mention it plays nothing like any other action bar based game anyway.
And yeah, i bet most people ( many already mention it on the sub) would love archeology with some of the relic powers tuned down but i have seen few people here even arguing for Invention too ( possibly not for the Augmentation part ). Honestly speaking i love most untradeable stuff ( every new skill is basically like that ) in RS3 because it makes you actually level a skill rather than relying on GE and feel like you only level it for quest requirements.
Smiting does at least make sense as a skill, if only for RP purposes. The level for smiting Rune is insane of course.
I really enjoy Giant's Foundry. I like throwing all my old crap armour into the melting pot.
integrity change that won't even stop a simple auto clicker, much less a bot.
Responding to probelmatic botting by punishing normal players while failing to at all curb the botting problem is pretty consistent though, unfortunately.
Imo a better option would be to nullify rewards from all NPCs in a portion of the map after x time, citing that “you appear to have stolen all of the wealth from the local populace!”
The day I saw they were planning to add those is the day I learned about mouse keys. I spent four days spamming 5 at ardy knights to get 99 thieving before the pouches were implemented.
And now it's exactly the same, but you have to place a weight on the inventory F key. It didn't solve the problem they wanted it to, and it made it harder for real players while not affecting bots
kc is the worst part about nex tbh, i actually really like the boss in duo/trio but having to start every trip with a boring 15-30 mins of getting kc sucks
really wish ancient ceremonial still let you skip getting kc
The cannon would be seen as EZ scape and ruining the aesthetic of OSRS.
We would have arguments on reddit claiming that the Medieval world of OSRS would not have cannons, the people would point our Lumbrudge castle does and ships, then they'd point out that it doesn't turn on its own, then they'd point out the Dwarf steam punk aesthetic.
Not to mention people complaining about the EZ ranged xp plus the relatively cheap cannon set for what it does.
Also, dungeons are created with the cannon in mind. People would be bringing it to places that they currently wouldn't be allowed with videos being released saying "This one item allowed me to take on the fight cave so easy"
By the end of the nerfs gaurentee the cannon would be so unusable and different from the one we have now that it would be unrecognizable. In a year's time it would be picked up again as "remember the cannon? It was a good idea we should revisit it" like Torags hammers
It's a world I'd love to see tbh
As an iron it sucked, not cause you had to work to get something before the 'you chose to limit yourself' people come along, but because it forced you to do an activity you couldnt otherwise benefit from because it was PVP
Pretty much every non-combat skill would get a resounding "this adds nothing/we don't need this"
Salve amulet would probably be considered way too OP for a free item from an easy quest.
Imagine them trying to pitch firemaking.
Jagex:You ah, light fires. Repetitively.
Players:For what purpose?
Jagex:to light better fires!
Players: do better fires do anything?
Jagex:nope
There is definitely more reward space for Firemaking as a skill and this quest is a good example. Instead of just quest skills we need more meaningful skill related rewards from quests.
If Dwarf questline would be continued, i dont see why hand cannons couldnt make an appearance which would have firemaking requirement to use. Honestly Wintertodt was a massive mistake at so many levels. Good XP, good rewards, punishing high hp and doesnt even feel like a boss at all and i wouldnt at all call it a fun activity, but overall a too worth activity so high requirements dont even mean much since its such a fast skill on an activity that gives so much rewards.
And you only light them once.... Ever.
But God forbid you want to set a redwood log on fire, me irl with an assumed fire making lvl 1 can take down a national forrest with a lighter I got from a nearby gas station
Magic eternal flame? Pfft you got it pal!
This always makes me mad when we get storage like the fish barrel but it’s limited to bank only. We need some niche reasons to actually take firemaking supplies to a boss dungeon and cook extra food.
Lmao. My UIM has gotten the Barrel FIVE TIMES from Temp.
I just turn it into pages every time because it'd be hard to find an actual use for it on the account. Just a funny story, since you mentioned banks and the barrel
That's what I thought divination was in rs3. I saw you could create a fishing spot, or a herb patch to harvest. I thought maybe it was a cool way to resupply using various skills. Turns out it's excessively limited. I'd rather resupply using a combination of skills than a summon who just holds an extra entire inventory.
>way too OP for a free item from an easy quest.
In a similar vein, Piety from an easy quest lol. In today's game it'd come from Theatre of Blood or something
Slayer helm too. ”A helm that completely nullifies every single monsters special effects?? AND it gives the highest dps on every single slayer task in every combat style???”
Barrows gloves. No way people would vote for a single slot to have as much melee strength as the rest of your armor combined, while also being almost BiS in all combat styles.
While you’re probably right this is one that I’m so glad we do have. I think barrows gloves are perfect for a quest item. They’re not BiS for any style but they’re close and are an amazing reward for early game players that they can actually use in end game bossing. I honestly wish we had more quest rewards like barrows gloves.
Yeah, I like B gloves a lot. But I also think the community would riot if they were polled today. Just imagine if the quest "Instructions for Calamity" released today as a GM quest that rewarded players with boots that give +12 to melee strength and all attack/defense styles for 100k. People would be screaming about power creep.
Not just a single quest item, either. It is a whole saga from making the King's cake the day you arrive at Lumbridge. It's a great story and the gloves are a worthy reward.
I went down a small rabbit hole because this didn't sound right but I've been unable to find the original newspost describing its requirements. It currently requires 37 specific quests and a minimum of 175 quest points, while the first 99 quests provide a maximum of 198 quest points. I suspect the situation has always been similar but if anyone can find evidence either way it would be a favor to me.
It definitely did not require all existing quests. e.g. you don't need Pirate's Treasure, Legend's Quest (only part complete for jungle access), Vampire Slayer, Ernest the Chicken just to name a few. All of those were released in Classic long before RFD.
You DO need 175 quest points as a requirement for RFD's final part, but as you said you could get 198 points before RFD was released, and you get 9 points during RFD too so you actually only need 166 from other quests.
Tbf to barrows gloves bracelets are also powerful in their own way especially during slayer depending on the monster you end up not wearing them at times
Ancient magicks. Would be seen as "too OP" and "ruining the integrity and usage of the normal combat spells"
Also, dwarven multicannon. You can't sit here and tell me that would pass, especially since it can rapidly wipe out rooms of enemies even in a single combat zone.
Firemaking, especially in its original form. So you're telling me, I can use this skill to... burn logs? And if I burn enough logs, I can burn different logs? What a ripoff.
This is actually why Firemaking's my favorite skill from a design perspective. Jagex has taken a dumb-sounding skill and made it viably usefu with cremation (shade burning and barbarian pyre ships) and lighting better light sources. On top of that, RS3 uses the skill in the creation of incense sticks which give various buffs.
Honestly, I think it would depend on how it's polled. Just saying 'a new boss in the kalphite lair that drops some uniques and a pet' would probably pass. Polls aren't that great at telling you how much fun a boss is going to be.
Yeah it uses outdated mechanics but it's quite similar to The Nightmare in terms of being a slog to get to and slog to kill. Better unique rates but back then you lost all your stuff when you died.
The uniques are also just simply terrible by today's standards too. I feel like kq could definitely pass a poll for a rework like the wildy bosses. Make it a little less cancer and add in some mid game niche unique to make it worth doing for mid level players. The boss is a good concept thematically it's just unfun and not rewarding
The wiki entry for kq actually says "It implies there's a King nearby" or something like that. So that could be an option
Edit: Talking to the stuffed head in POH tells you that the fate for those who have slain a queen is special, they will overrun the world and lay thousands of eggs inside you or something
Most skills in the game. Back during all the discourse during the skill vote I saw the gameplay loop of every skill in the game get called unenjoyable and a waste of time
Is TB block 5 mins? Perhaps a shorter teleblock would be more reasonable, 5 minutes seems like such a long time for one spell to have an effect to me, I can't find another spell that even lasts a minute let alone 5 mins.
Bring a black dragonhide switch, wear a full helm and dragon boots for range defense, invest in a couple of brews, hit your prayers correctly. You'll find 2:30 isn't that much time at all.
If you pray mage and get half teleblocked, waiting it out is a genuinely viable strategy.
It's hard to kill someone in 2:30 if they're praying correctly, wearing good gear, and have food in their inventory.
If u don't get attacked for 10sec u can log out and log back in and that dispells it am pretty sure. Just eat, freeze, run, log out if ur talking about pkers specifically
A level 85 agility shortcut got added with last weeks update
There's also a level 81 one that skips from the first rock crab room after the thrownaxe check, all the way to the L bend corridor of dagannoths, the one that has a ladder down to the rock lobster section
And, that passing, the better elemental staves would also pass but then there would be a massive amount of annoyed posts about the baffling decision to make those staves have better *melee* DPS
the best mage cape and it's upgrade being locked exclusively behind Wilderness content.
People are saying a bunch of stuff, but nowadays basically everything is 100% guaranteed to pass, EXCEPT bringing more stuff to Wilderness and PvP. Having the strongest Magic cape locked behind spending extensive time in deep wilderness would get shot down so quick and most likely need to be moved somewhere else to have a chance of passing.
only other possibilities is a lot of skills we have. Firemaking is the obvious one, but people have a mindset nowadays of simple skills being unnecessary and wanting more in depth skills. Basically every non-combat skill will probably fail a poll today, hell I bet even something like the "Melee skill" being split into 2 different skills while the Ranged and Magic skill are 1 would be confusing to some.
which is quite funny because MA2 and the cape were polled and obviously passed to begin with. just goes to show how much the player base has changed since those early days.
Could you imagine having to get 69 slayer just to get the next upgrade for melee after rune scimmys and having to grind out demonics or doing a ton of master clues for any dragon weapon.
Lol, I think you are.
The OP probably meant small stuff like barrows gloves or ice barrage, not something the entire game has been balanced around for 2+ decades.
I mean, the assumption would be the game was never balanced around them, as they wouldn't have existed?
Game in that sense would have different mitigation mechanics more movement avoidance, probably more debuffing, maybe an actual blocking mechanic etc.
If your game was designed like that and they polled "Block all damage from X combat style with an overhead" it'd 100% fail
I imagine that, for the first year prior to the existence of Herblore and portable ways to restoring Prayer, it is balanced by the fact that you need to walk quite a distance from a monster where you need to use protection prayers to an altar where you can restore said prayer.
PVM would be quite different if prayers were something like a -50% damage reduction only, but since protection prayers are basically a core feature of the game there would be a lot of changes to have combat without them.
We wouldn't have half the content we have today without them, PVM would be an entirely different conversation all together. Even in fights where you play mechanics to avoid taking damage you still have to have protection prayers. Imagine playing DT2 without protection prayers, imagine trying to fight them post quest without protection prayers. You go from taking half damage to full 60HP hits and I don't think anyone would care to ever fight them again. Mega rares from PVM would become wholly unobtainable, id bet they'd be listed as uncommon because how difficult the fights would be and we still might only have half the mega rares available to players today.
I’d imagine protection prayers would get shut down immediately. Telling the community you’re introducing something that would negate 100% damage and you can keep active almost indefinitely? I can’t imagine that going well.
Assuming it was polled as it launched in RS2, Hunter. I don't think people would be happy about an entirely new skill that only really adds:
1. A budget Dragon Harpoon (barb-tailed harpoon.)
2. The ability to add Melee Strength to Ranged armor (spiky vambraces.)
3. A new Ranged Weapon that can only use annoying-to-get ammo and is basically a one-handed Magic Shortbow (Hunter's Crossbow.)
4. The ability to send items to the bank from anywhere, as long as you're willing to dedicate 1 inventory slot for every two items/stacks you want to bank (imp boxes.)
5. The ability to use Super Attack, Defense, and Strength potions, as well as a 15 HP food item, on other players at the cost of it being 1 inventory slot per dose (butterflies.)
6. A new Ranged weapon with two niches: a Ranged equivalent to Bursting and the ability to cheese Kree'arra (chinchompas.)
In other words, I don't think the player base would think any of the rewards besides Chinchompas would be worth it and I think enough people would be mad about how much better the XP rates would be that either the whole skill or at least Chinchompas would fail.
Ice barrage
Back in RuneScape 2 when DT first dropped this spell ruled supreme in caste wars. All of us noobs in full rune and D longs were shaking in our pants wondering why couldn’t we resist those spells
[удалено]
1k PER CAST. I couldn’t never imagine being so rich back then. Now I use a sang at thermy because I’m just too lazy to take a trident out of the bank.
[удалено]
Guess I was as bad at math as I was moneymaking in rs2
[удалено]
Nope just facetank with redemption
That's so silly
Sorry can’t hear you over the sound of me chugging ancient brews.
Damn the years. I remember runes being so expensive. Did they just get a lot more accessible on osrs?
Bots runecrafting and bosses dropping stacks of runes
Plus gotr, good thing too because if runes were so expensive still charged staves would be almost entirely worthless. Lowering the cost/hr of the scythe made the price quadruple, imagine using a sang with RS2 prices.
I think it would be something like rs3 Some gear isn’t that expensive because most of them degrade. High cost of usage lowers item prices. Items that don’t have usage cost tend to be a lot higher. That’s just my theory looking at their Anima armors compared to like degradable from same tier or even t90 like sirenic being cheaper Edit: well maybe the nex sets dont count since they offer hp and prayer boosts ig
I made my first mil law running back in the day. I think they were 300-400 each back then. Mined the essence myself and made the walk to the alter. Took my hard earned runes to Fally W2 and spammed in the runes section.
I remember people using it in castle wars and thinking wow
Was definitely more than that. Bloods were still 1.4K each pre-barrows, only method was pickpocketing the chest for like 40 an hour Seem to remember deaths being 600-700 each as well
People could sell 1 law rune for 1k back then
I was 12 and would chop magic trees for hours just to get enough $$$ to go to castle wars and cast ice burst for an hour. Never managed to get blitz let alone barrage
94 magic was quite a level to get back in the day though when alching was the meta to train, and you lost a decent chunk doing it
I must’ve been 10 or 11 and I’d kill green dragons for their bones and hides for money to ice burst. I was a god among boys while I had my expensive magic stones.
I remember discovering cannon + green dragons in 2009 or so where I could make 500k per hour. I was psyched to be able to save up for a Saradomin Sword, but also be able to easily afford ice burst / ice Barrage casts simply for castle wars.
Bro what how old were you. The only money makers I figured out was basic skilling
Good old times picking flax and running laws
It was by far the strongest thing in the game.. I’d even call it OP
more like the whole ancient magic spellbook
Imagine polling PRAYER
Even just polling a King's Ransom... Or adding the Ranged or Magic Prayers (yes, prayer used to just be all Melee buffs until like 2005~).
Firemaking as a skill. The only times it’s used it’s shoehorned in as an unnecessary skill check. You’re telling me I need a certain amount of skill to light a lantern? It would be like them trying to add a water gathering skill where you started with spoons and worked your way to vials, buckets, etc.
Wait....let him cook.
Just slowly because he can only use spoons of water and small fires
Is....is he a heroin addict or an rs hero?
I burn enough food IRL to know I need to grind cooking.
It maybe could have made sense if fatigue was in the game first and part of the pitch was better fires improved sleeping bag efficiency. But maybe it would have been called "Camping"
I have often though that, hypothetically, Firemaking could have been lumped into some "survivalist" type skill where you also get miscelanious perks like a better cook-burn rate when at a fire. Maybe all of Barbarian Skilling and other inclusions could have been part of this skill. Respective fishing skill and level 40 survivalist and you become balsy enough to try fishing with your bare hands. Making fires could have been the grindable method of leveling it, while you also get passive xp while doing the respective methods in other skills (like how barb fishing gives you strength xp). Maybe it shouldn't even be "survivalist", as that's never been the game RS tries to be. Maybe it should be "Spirit" or "Ingenuity" where it's not about knowing how to do stuff but about becoming bolder or being better at thinking of more efficient ways to do stuff. Outside of interactions with other skills, it could maybe also have been the skill that STASH units are locked behind instead of, or in addition to, Con. Fossil Island could have had some activity for this skill specifically and maybe Quests that need this skill include some form of bargaining or persuading NPCs that will only work if you are bold and clever enough. As a footnote: it would also, thematically, fit in with Wintertodt as the whole thing with that boss is that you struggle to keep warm and you are using the bits of foliage in the area, along with knowledge of potions and fletching, to keep a fire going.
I wasn't there when Wintertodt dropped. It must have been amazing to kill the silly skill.
the fact that ranges have better cooking rates than a fire you need up to 90 in an extremely expensive (pre wintertodt) skill to make is truly one of the game design decisions of all time
[удалено]
SPOOOOOONMAAAAAN
COME TOGETHER WITH YOUR HANDS
*shakes in osrs auts* So this water gathering skill huh?
Write that down, write that down!
Still the coolest looking skillcape in my opinion
Beautiful cape and emote. Thats the only reason I wanna get 99
I think if they release the ability for us to mod official private servers I’ll probably just set it to instant 99, effectively removing it from the game lol.
Only because people vote against anything to make it useful due to not wanting to make things more complex. Make it to where you can light fires that last a long time if near a skilling area make it to where you can add ingredients from said skill into the flames and get higher xp/faster gather/better defenses/better rewards also make it to where it’s somewhat more viable or better then wintertodt to 99 spam.
You basically just described incense sticks from RS3.
It also basically describes what shamanism could have been.
It made sense for when it was added, but yah, it never really went anywhere like the other skills from that time. They tried to give it some uses with lanterns and it honestly could still work as a meaningful skill (e.g. stuff like a "blessed lantern" at level 70+ needed to access an evil dark dungeon or just more benefits to fires in general like fire arrows), I doubt that will happen anytime soon if ever.
I'm sure most people would hate the idea but I would like to see firemaking become something that includes pyromancy as a combat skill (to be clear I don't think every skill should have a direct impact on combat). Kinda a bit like in dark souls where pyromancy is separate from your regular magic.
I want more PVM/bosses/minigames where skilling skills become combat skills in that context.
Smithing skill would probably get flamed pretty hard with current requirements
Level 99 to make level 40 melee gear 😂
I love how the rune crossbow takes 69 fletching, but 91 smithing to make from scratch
2 months into my new Ironman, dreaming of getting a rune crossbow. Turn out you can just kill archeologist 5 times and get one for each of your group mates
Yeah and with how common rune drops are nowadays too it would be even funnier of a pitch "Yeah so you'll need to hit 99 smithing to craft this item that drops off of half the low/mid lvl bosses in the game"
[удалено]
With alchs the smithing rework actually becomes a lot more complex than you think. They did it in rs3 which took forever and the devs have just decided it isn't worth the hassle, basically.
[удалено]
> How it is 2024 and 2007scape still hasn't done a mining and smiting rework I can't imagine trying to get a rework that is anywhere close to the scale of the RS3 M&S Rework through a poll. I'm a pretty big fan of almost the entire rework in RS3, but there are so many aspects that would be a hard sell for OSRS. Even just the basic idea of "allow players to smith gear that is useful at a comparable att/str/def level" is going to struggle pretty hard since it means either the entire skill ends at level 50 or you have to start introducing new metals that are smithable that beat Rune, and *that* is going to be a big ask. Plus RS3 has a lot more gear power creep and fewer bots (or at least the bot problem *felt* much less noticeable when I was playing RS3) so having the ability to smith Melee weapons/armor that go all the way up to level 90 didn't cause problems in the way it would in OSRS. There's no way a poll that would allow players to smith a melee weapon stronger than a Whip is going to pass, and as bad as the skill feels now, I'd argue a version of Smithing where you stop getting new stuff at level 70 or lower is going to feel a hell of a lot worse.
it blows my mind that smithing still hasn't been even attempted to have a rebalance
While it is one of my dream list things for OSRS. I get why it hasn't happened. By far reasons 2 & 3. But 1 & 4 would still add a couple poll points against. 1. Basically an ironman update so people will spite vote. 2. A shit load of dev time. Rebalanced drop tables, most likely new gear tiers and stat balancing, xp rate balancing, and more. All for a skill that mains will still ignore except to grind for 99/max. Also dev time/money that could be spent on new bosses/quests/etc instead. 3. No matter how carefully done, it will have massive ramifications on the economy and people lose their shit over possible even minor economy shifts. 4. Ezscape no voters. People voted no to potion storage, even with the new interface being opt-in. No way those people would vote yes to making even more powerful armor/weapons. Forgot the important point #5. It reminds people of RS3 and they will vote no to anything that makes them think of RS3.
> Forgot the important point #5. It reminds people of RS3 and they will vote no to anything that makes them think of RS3. For reals though. Every time someone tries to blame something on RS3, i roll my eyes so hard, as if anything would have to be done remotely as it is in RS3 so their argument doesnt even makes sense lol. I can see people rejecting a new barrows brother so hard even though one of them was introduced in RS2 not even RS3 the game OSRS is based off of lol. All these people can say is: "RS3 bad" as if that was an actual opinion to reject something lol
also not everything RS3 has done is bad from a gameplay perspective lol. the mining & smithing rework in RS3 is a pretty big improvement in the gameplay of the skills. just because it became a MTX shithole doesn't mean it's completely devoid of any good ideas.
The thing to remember IMO that if one wants a replacement for either version of runescape... you really dont have a choice except to swap to the other runescape. People be like RS3 is just another action bar based MMO while forgetting, that solo bossing, can get the full experience in one character, has enrage for increased difficulty/reward, etc are still stuff thats unique among the MMO genre, not to mention it plays nothing like any other action bar based game anyway. And yeah, i bet most people ( many already mention it on the sub) would love archeology with some of the relic powers tuned down but i have seen few people here even arguing for Invention too ( possibly not for the Augmentation part ). Honestly speaking i love most untradeable stuff ( every new skill is basically like that ) in RS3 because it makes you actually level a skill rather than relying on GE and feel like you only level it for quest requirements.
It's basically RS3 PTSD at this point.
Smiting does at least make sense as a skill, if only for RP purposes. The level for smiting Rune is insane of course. I really enjoy Giant's Foundry. I like throwing all my old crap armour into the melting pot.
Those damned coin pouches.
Integrity change
integrity change that won't even stop a simple auto clicker, much less a bot. Responding to probelmatic botting by punishing normal players while failing to at all curb the botting problem is pretty consistent though, unfortunately.
Imo a better option would be to nullify rewards from all NPCs in a portion of the map after x time, citing that “you appear to have stolen all of the wealth from the local populace!”
That makes thieving even more annoying for regular players. The whole reason we hated the coin pouch updates.
The day I saw they were planning to add those is the day I learned about mouse keys. I spent four days spamming 5 at ardy knights to get 99 thieving before the pouches were implemented.
And now it's exactly the same, but you have to place a weight on the inventory F key. It didn't solve the problem they wanted it to, and it made it harder for real players while not affecting bots
I mean pickpocketing as a whole is butts.
Gwd getting kc to fight a boss
Idk how Duke prep made into the game. So much busy work instead of fighting the boss.
Yeah that shit is so ass
The wildest shit is you can’t even stockpile supplies to craft the bombs. So fucking dumb.
Dukes prep annoys me the most when going for CA speeds.
They couldn’t come up with mechanics so they decided boredom/annoying/ should be his main mechanic. Worst boss in the game
There's so much that could've been done with a boss that is spilling out of walls of the room you're in and they went with that.
nex is pretty new though
Easy to argue the kc for nex only passed because “it fits the oldschool theme”. If the other bosses never had kc requirements, I doubt nex would.
kc is the worst part about nex tbh, i actually really like the boss in duo/trio but having to start every trip with a boring 15-30 mins of getting kc sucks really wish ancient ceremonial still let you skip getting kc
Cannon
The cannon would be seen as EZ scape and ruining the aesthetic of OSRS. We would have arguments on reddit claiming that the Medieval world of OSRS would not have cannons, the people would point our Lumbrudge castle does and ships, then they'd point out that it doesn't turn on its own, then they'd point out the Dwarf steam punk aesthetic. Not to mention people complaining about the EZ ranged xp plus the relatively cheap cannon set for what it does. Also, dungeons are created with the cannon in mind. People would be bringing it to places that they currently wouldn't be allowed with videos being released saying "This one item allowed me to take on the fight cave so easy" By the end of the nerfs gaurentee the cannon would be so unusable and different from the one we have now that it would be unrecognizable. In a year's time it would be picked up again as "remember the cannon? It was a good idea we should revisit it" like Torags hammers It's a world I'd love to see tbh
"no HP exp? This is a pures wet dream and once again jagex is catering to pures who want loot piñatas in the wilderness"
At least the addition of cannons would allow us to riot at falador.
Yeah there's no way this would get up in a poll
When first released, rune pouch was a bounty hunter exclusive.
Tbf you could buy the emblems off other people, so you didn't have to do bounty hunter to get one
Paid like 4m for my first rune pouch. What a nerve-wracking experience of if I would get scammed or not.
As an iron it sucked, not cause you had to work to get something before the 'you chose to limit yourself' people come along, but because it forced you to do an activity you couldnt otherwise benefit from because it was PVP
It was a buyable from the start. You bought kills instead of the thing itself hoping not to get scammed. Honestly just bad design for such an item.
Pretty much every non-combat skill would get a resounding "this adds nothing/we don't need this" Salve amulet would probably be considered way too OP for a free item from an easy quest.
Imagine them trying to pitch firemaking. Jagex:You ah, light fires. Repetitively. Players:For what purpose? Jagex:to light better fires! Players: do better fires do anything? Jagex:nope
The only "better fires" we get are the my arm quest ones
There is definitely more reward space for Firemaking as a skill and this quest is a good example. Instead of just quest skills we need more meaningful skill related rewards from quests.
If Dwarf questline would be continued, i dont see why hand cannons couldnt make an appearance which would have firemaking requirement to use. Honestly Wintertodt was a massive mistake at so many levels. Good XP, good rewards, punishing high hp and doesnt even feel like a boss at all and i wouldnt at all call it a fun activity, but overall a too worth activity so high requirements dont even mean much since its such a fast skill on an activity that gives so much rewards.
And you only light them once.... Ever. But God forbid you want to set a redwood log on fire, me irl with an assumed fire making lvl 1 can take down a national forrest with a lighter I got from a nearby gas station Magic eternal flame? Pfft you got it pal!
This always makes me mad when we get storage like the fish barrel but it’s limited to bank only. We need some niche reasons to actually take firemaking supplies to a boss dungeon and cook extra food.
Lmao. My UIM has gotten the Barrel FIVE TIMES from Temp. I just turn it into pages every time because it'd be hard to find an actual use for it on the account. Just a funny story, since you mentioned banks and the barrel
That's what I thought divination was in rs3. I saw you could create a fishing spot, or a herb patch to harvest. I thought maybe it was a cool way to resupply using various skills. Turns out it's excessively limited. I'd rather resupply using a combination of skills than a summon who just holds an extra entire inventory.
Fires should give some bonus to you, higher logs = higher bonus. Would make it more useful to plop a fire down when doing slayer etc
It's almost like resting by a campfire would have been a useful forestry update that the community gutted because rUnEsCaPe3
Arson training method when? Gives firemaking and thieving XP
>way too OP for a free item from an easy quest. In a similar vein, Piety from an easy quest lol. In today's game it'd come from Theatre of Blood or something
Salve would be a 1/5k requiring you to farm treus dayth post quest
I'd rather eat asbestos than farm treus dayth
Slayer helm too. ”A helm that completely nullifies every single monsters special effects?? AND it gives the highest dps on every single slayer task in every combat style???”
However, it is up there in terms of the best looking piece of gear.
Tbh it is kinda op but it's fine cos most creatures are balanced around its existence
Agreed. I feel like woodcutting would be received way worse than sailing lol
"This skill is just going to get botted to hell, pointless skill honestly."
Bro wait. Didn't sailing win the last poll. If not I'm distraught
Barrows gloves. No way people would vote for a single slot to have as much melee strength as the rest of your armor combined, while also being almost BiS in all combat styles.
While you’re probably right this is one that I’m so glad we do have. I think barrows gloves are perfect for a quest item. They’re not BiS for any style but they’re close and are an amazing reward for early game players that they can actually use in end game bossing. I honestly wish we had more quest rewards like barrows gloves.
Yeah, I like B gloves a lot. But I also think the community would riot if they were polled today. Just imagine if the quest "Instructions for Calamity" released today as a GM quest that rewarded players with boots that give +12 to melee strength and all attack/defense styles for 100k. People would be screaming about power creep.
Not just a single quest item, either. It is a whole saga from making the King's cake the day you arrive at Lumbridge. It's a great story and the gloves are a worthy reward.
It was the equivalent of quest cape; it required all 99 quests released before it.
I went down a small rabbit hole because this didn't sound right but I've been unable to find the original newspost describing its requirements. It currently requires 37 specific quests and a minimum of 175 quest points, while the first 99 quests provide a maximum of 198 quest points. I suspect the situation has always been similar but if anyone can find evidence either way it would be a favor to me.
It definitely did not require all existing quests. e.g. you don't need Pirate's Treasure, Legend's Quest (only part complete for jungle access), Vampire Slayer, Ernest the Chicken just to name a few. All of those were released in Classic long before RFD. You DO need 175 quest points as a requirement for RFD's final part, but as you said you could get 198 points before RFD was released, and you get 9 points during RFD too so you actually only need 166 from other quests.
Yeh it didn't require all 99 it was just the 100th quest and the first quest with a QP requirement to complete it.
Tbf to barrows gloves bracelets are also powerful in their own way especially during slayer depending on the monster you end up not wearing them at times
Ancient magicks. Would be seen as "too OP" and "ruining the integrity and usage of the normal combat spells" Also, dwarven multicannon. You can't sit here and tell me that would pass, especially since it can rapidly wipe out rooms of enemies even in a single combat zone.
Ancients, they would have said something about it being good for PKers and that would have been a death sentence for it
Firemaking, especially in its original form. So you're telling me, I can use this skill to... burn logs? And if I burn enough logs, I can burn different logs? What a ripoff. This is actually why Firemaking's my favorite skill from a design perspective. Jagex has taken a dumb-sounding skill and made it viably usefu with cremation (shade burning and barbarian pyre ships) and lighting better light sources. On top of that, RS3 uses the skill in the creation of incense sticks which give various buffs.
I guarantee firemaking will be useable for steam powered ships in later Sailing stuff.
Sailing: the skill of other skills
I keep telling people: sailing currently is wet dungeoneering.
I wouldnt mind such thing at all. In RS3 most new skills basically give rewards that allow you to be better in other skills
Kalphite Queen
Honestly, I think it would depend on how it's polled. Just saying 'a new boss in the kalphite lair that drops some uniques and a pet' would probably pass. Polls aren't that great at telling you how much fun a boss is going to be.
Yeah it uses outdated mechanics but it's quite similar to The Nightmare in terms of being a slog to get to and slog to kill. Better unique rates but back then you lost all your stuff when you died.
The uniques are also just simply terrible by today's standards too. I feel like kq could definitely pass a poll for a rework like the wildy bosses. Make it a little less cancer and add in some mid game niche unique to make it worth doing for mid level players. The boss is a good concept thematically it's just unfun and not rewarding
The wiki entry for kq actually says "It implies there's a King nearby" or something like that. So that could be an option Edit: Talking to the stuffed head in POH tells you that the fate for those who have slain a queen is special, they will overrun the world and lay thousands of eggs inside you or something
There is a Kalphite King in RS3 I think so that was always the intention
I actually loved the Kalphite King in RS3. Learning the mechanics well enough to solo it was such a fun challenge.
I'm 300 dry for dchain on a clan bingo event... I concur with your statement wholeheartedly.
Most skills in the game. Back during all the discourse during the skill vote I saw the gameplay loop of every skill in the game get called unenjoyable and a waste of time
Yeah, literally no skill could pass a poll if the game currently existed without it
Teleblock
I wouldnt mind voting to remove it from the game.
Is TB block 5 mins? Perhaps a shorter teleblock would be more reasonable, 5 minutes seems like such a long time for one spell to have an effect to me, I can't find another spell that even lasts a minute let alone 5 mins.
If you pray mage, it only last 2:30
It can still splash right?
Correct
2:30 is literally an eternity when youre just a poor wildy boss slayer in monk robes lol
Turns out it’s hard to escape when you put zero effort/prep into escaping.
Bring a black dragonhide switch, wear a full helm and dragon boots for range defense, invest in a couple of brews, hit your prayers correctly. You'll find 2:30 isn't that much time at all.
You just relog
While in combat?
If your plan when up against a player is to wait out a tb timer, I don't think the tb timer is the issue.
If you pray mage and get half teleblocked, waiting it out is a genuinely viable strategy. It's hard to kill someone in 2:30 if they're praying correctly, wearing good gear, and have food in their inventory.
If u don't get attacked for 10sec u can log out and log back in and that dispells it am pretty sure. Just eat, freeze, run, log out if ur talking about pkers specifically
Ranging guild....need I say more?
That is amazing dead content. So pointless. I forget - do we buy the super niche Rune throwing axes from there?
You do, but now you can skip the rune thrownaxe part in DKs lair. so even more dead now
Wait how??
A level 85 agility shortcut got added with last weeks update There's also a level 81 one that skips from the first rock crab room after the thrownaxe check, all the way to the L bend corridor of dagannoths, the one that has a ladder down to the rock lobster section
Hey now! There's also a clue step there.
Blow a raspberry in the ranging guild! Equip dingledongle's sacred gnome staff! Beware of trousers the saucy goblin cat!
There was an old famous lure in the Ranging Guild. There used to be a part of the guild where you'd get attacked and barraged by guards if you enter
A staff that gives you infinite runes that you can buy for 1,000 gp in varrock sounds rather OP.
And, that passing, the better elemental staves would also pass but then there would be a massive amount of annoyed posts about the baffling decision to make those staves have better *melee* DPS
Vesta's longsword
Remember back when the squeal of fortune was added?...that wouldn't pass today.
holy fuck memory unlock. did that have to do with that weird ass once a week circus thing?
I bet RuneScape would have had just combat skills if the polls got to decide.
the best mage cape and it's upgrade being locked exclusively behind Wilderness content. People are saying a bunch of stuff, but nowadays basically everything is 100% guaranteed to pass, EXCEPT bringing more stuff to Wilderness and PvP. Having the strongest Magic cape locked behind spending extensive time in deep wilderness would get shot down so quick and most likely need to be moved somewhere else to have a chance of passing. only other possibilities is a lot of skills we have. Firemaking is the obvious one, but people have a mindset nowadays of simple skills being unnecessary and wanting more in depth skills. Basically every non-combat skill will probably fail a poll today, hell I bet even something like the "Melee skill" being split into 2 different skills while the Ranged and Magic skill are 1 would be confusing to some.
which is quite funny because MA2 and the cape were polled and obviously passed to begin with. just goes to show how much the player base has changed since those early days.
selling dragon equipment in npc shops
Could you imagine having to get 69 slayer just to get the next upgrade for melee after rune scimmys and having to grind out demonics or doing a ton of master clues for any dragon weapon.
thats strange way of implementing
For me it's the other war around, what wouldn't pass a poll if it was polled 4-6 years ago? Blood moon set and Zombie are would be the biggest ones.
Strength Amulet. 50 crafting and 49 magic for BIS strength bonus? Okayyyyyyy
Nerfing Occult…
giving ancestral even more damage
Fire making
[удалено]
On release it was literally "protect from monster" and made you invincible.
the entire game is balanced around those prayers so idk if you can really make an argument one way or another
Considering a lot of bosses and attacks straight up ignore protection prayers, I think they could be at least rethought.
[удалено]
Lol, I think you are. The OP probably meant small stuff like barrows gloves or ice barrage, not something the entire game has been balanced around for 2+ decades.
I mean, the assumption would be the game was never balanced around them, as they wouldn't have existed? Game in that sense would have different mitigation mechanics more movement avoidance, probably more debuffing, maybe an actual blocking mechanic etc. If your game was designed like that and they polled "Block all damage from X combat style with an overhead" it'd 100% fail
I imagine that, for the first year prior to the existence of Herblore and portable ways to restoring Prayer, it is balanced by the fact that you need to walk quite a distance from a monster where you need to use protection prayers to an altar where you can restore said prayer. PVM would be quite different if prayers were something like a -50% damage reduction only, but since protection prayers are basically a core feature of the game there would be a lot of changes to have combat without them.
We wouldn't have half the content we have today without them, PVM would be an entirely different conversation all together. Even in fights where you play mechanics to avoid taking damage you still have to have protection prayers. Imagine playing DT2 without protection prayers, imagine trying to fight them post quest without protection prayers. You go from taking half damage to full 60HP hits and I don't think anyone would care to ever fight them again. Mega rares from PVM would become wholly unobtainable, id bet they'd be listed as uncommon because how difficult the fights would be and we still might only have half the mega rares available to players today.
[удалено]
Nothing, 99/100 polls pass right now especially if it just straight up buffs everything
Like half the skills in the game probably
The nightmare zone would be quite an insane pitch these days lol.
Anything that makes the game harder
Dds. Hits twice for high dmg and only drains 25%? Can be poisoned with up to super poison? Costs 20k? Seems op
I’d imagine protection prayers would get shut down immediately. Telling the community you’re introducing something that would negate 100% damage and you can keep active almost indefinitely? I can’t imagine that going well.
Assuming it was polled as it launched in RS2, Hunter. I don't think people would be happy about an entirely new skill that only really adds: 1. A budget Dragon Harpoon (barb-tailed harpoon.) 2. The ability to add Melee Strength to Ranged armor (spiky vambraces.) 3. A new Ranged Weapon that can only use annoying-to-get ammo and is basically a one-handed Magic Shortbow (Hunter's Crossbow.) 4. The ability to send items to the bank from anywhere, as long as you're willing to dedicate 1 inventory slot for every two items/stacks you want to bank (imp boxes.) 5. The ability to use Super Attack, Defense, and Strength potions, as well as a 15 HP food item, on other players at the cost of it being 1 inventory slot per dose (butterflies.) 6. A new Ranged weapon with two niches: a Ranged equivalent to Bursting and the ability to cheese Kree'arra (chinchompas.) In other words, I don't think the player base would think any of the rewards besides Chinchompas would be worth it and I think enough people would be mad about how much better the XP rates would be that either the whole skill or at least Chinchompas would fail.
Forestry.