- Phone:1(210) 591-8277
Jagex has announced that they want gear progression to be more important to the average player. Future mobs will become more powerful, wielding level-appropriate gear will become a necessity, and weapon drops from bossing and slaying will have more relevancy.
And what about skillers?
The Tombs of Menaphos will be a skill-based activity, designed to test not only our skill levels, but our proficiency with skilling techniques and knowledge of efficient methods. It will be timed, and it will have risk - something that has thus far been missing from skilling.
The rewards? RS Items that are "useful for skillers."
This is a problem.
Skilling today is mainly a method of raising one's skill level. Not of making money or feeding into further endgame content. And rewarding skillers by flooding the market with more worthless rs tems that would otherwise be produced by gatherers does not help them with anything but raising their skill levels.
If gear is going to become more important, skillers need to be an integral part of that equation.
Much of our newer pvm content is designed to reward the persistent slayer/bosser with untradeable rare drops that can eventually be combined into a high profit runescape item. Kill one boss and the reward might be negligible. Kill 1000 and it's vast.
What if we moved some of this reward over to skillers?
The Tombs of Menaphos, with their focus on luck and player ability, are the perfect opportunity for this. What if highly successful runs of the tomb had a chance to drop high level weapon components? Components that could be combined with component drops from bosses or high level slayer monsters to produce our next tier of weapon?
The process of high level crafting itself should also be meaningful. Not like Ports gear, where the 'difficulty' all comes from the time investment of materials gathering, and the moment of craftsmanship is pressing a button and waiting 2 seconds.
Ceremonial Swords are a good prototype for what Jagex should aspire to in high level crafting. Crafting the best gear in the game should be an intricate process, taking a few hours, not a few minutes. Something on the order of ceremonial swords, incorporating a lot of player judgement and a little bit of RNG, but more complex. Each piece of a weapon should be crafted separately - an expertly made pommel, a good grip, a perfect blade, etc. And, there should be room for gradations in quality for each tier. A sword made of a good grip, excellent pommel, and perfect blade may be merely excellent, but a sword made of all perfect components would be perfect - the highest level.
This is not to put all profit for gear progression in skillers' hands. There could still be untradeable sub-components from pvm that eventually combine into a tradeable component sold to skillers making finished weapons. There could be untradeable catch-up gear in loot tables.
The point is, however Jagex implements gear drops and new skiller content, they should be integrated. Skillers should have a place in creation of the most desirable items, that relies not only on their levels, but on luck and player skill.
When I say RNG based, I don't mean that the creation of top-tier components is completely random. But, like a pvmer's ability to profit is based on player skill, persistence, and luck, high level skilling should be the same. A skilled player can make a majority of their ceremonial swords perfect. But there's still some luck involved - not every action has a 1:1 correlation with results.
Perhaps this is down to personal judgement, but I think the system for crafting tier 90 power armour - press one button, wait a few seconds - is flawed. There's no player skill, no accomplishment there. The process doesn't necessarily need to take hours. But crafting the game's best gear should involve more than pressing one button.
In case I'm unclear, when I say 'skiller' and 'pvmer,' I don't mean skill pure and combat pure. I'm just referring to players who train skills and players who do combat. A skiller can be a pvmer. Most are. The point is, skills should be more involved in gearing. Top level items should not be purely combat drops.