#Suggestions for Mod Breezy
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Skill prestiging
Having a universal collection log would be nice. It wouldn't be very game changing but having a consolidated place for all collection logs would be a great update.
Strength reworked to no longer be a melee-only skill
Copy/paste of my comment from the main channel:
I'll throw it out there, Agility right now I feel like is one of the most "irrelevant" skills in the game, it doesn't do much, and its primary training method is "wear boots while doing something else entirely", that'd be my target, something with the agility skill, my problem is, I don't know what
Just Completely overhaul the cooking skill.
Move food back to giving set values not tied to your constitution level. Remove healing from potions. Remove adrenaline drain from food. In essence create a defined separation where food and cooking is for healing, while potions provide lot of different buffs. Cause right now herb is just better cooking.
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Make agility grant a dodge chance that improves as you level it.
Make it so agility just works like silverhawks by default. Running around passively levels the skill and gets you exp. Overhaul agility courses so they give drastically more exp for their more active play
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Add a Herb Storage, a seed storage, and a log storage to the game that can be accessed from the bank.
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Rework Auras directly into the game. Make greenfingers come from the PoF store, fishing come from deep sea fishing, mining from shooting stars, etc… I don’t really have the particulars really on where they should be so I leave that to you, but auras are a fantastic reward space to earn and it gets further away from time gated loyalty point system. You can also revitalize dead content that way like maybe give us the lumberjack aura from the tai Bo wanna clean up game or something.
Reworking invention would be nice, easier way of swapping perks, more items being augmentable, better ways to obtain perks instead of having a 20% chance etc
I frequently swap between both skilling and pvm, and having to pay to swap relics every time is too expensive. I'd like to have two sets of relic setups to swap between without cost.
Food reworked so more effort = better, more desirable food
Clues reorganized into regions so that theres room to add more sets of clues without always escalating
3 main areas as personal preference for RC improvements
- Find a way for Runespan to give runes
- Skilling loop of Altars to Essence Mine and back (maybe something they maximizes runes compared to abyss maximizing XP?)
- General XP improvement to skill
Dungeoneering integrated into all dungeons
The grouping system sucks. It's not that great to use for finding and making groups with people. A rework of the grouping system would be nice.
Rework clue scrolls so there is more puzzle variety early in instead of nothing > a million sliders > everything else like it currently is.
Remove coordinate clues. No one is using the sextant to do them. Alternatively rework the sextant so it shows the coordinates on screen without right clicking from tool belt.
Add bad luck protection to puzzle encounters so you can’t get the same puzzle type back to back. So no back to back to back to back sliders.
fletching and runecrafting overhauls in the same vein as smithing
Rs3 leagues - I don't know how it hasn't happened yet, especially after FSW. OSRS leagues always are so enjoyable and create so much popularity for the game, as well as being a space for jagex to truly push the limits of what pvm/other aspects of the game could be without having to rely on people using a beta server and test things there.
Universal collection log - Might not change the game per se but it would 100% change how the game is played by people and is probably the most sought after update in recent times
Grouping system - It currently sucks finding groups in game and most of the time using other discords is p much necessary unless you're already in a clan/fc that bosses
Finish the gnome storyline
Add necromancy to dungeoneering
PVM Timewalking - Tldr timewalking in wow makes you go back to a previous expansion with content there being relevant to your level. This idea would make it so you could fight bosses in instances that are set to release date, so for example you could timewalk to telos and fight him with gear that was available june 27th 2016, or even back to 2002 to take on the king black dragon when he was at his strongest - This could also be applied to old events (battle for lumbridge etc)
Remove the lumbridge crater and the nexus - no offence but it is ugly as hell and nobody really likes the beach, they just abuse it for free exp, and idk what the nexus is but it really doesn't deserve to be where it is making lumby swamp look awful
Remove Summoning points entirely, the only reason they exist is because of technical reasons from when Summoning first launched back in January 2008 (they were worried about everyone having familiars out all the time would cause too much server load). Obviously, that's no longer an issue.
Small obelisks would either need a new purpose (recharging special move points, healing familiars?) or would also need removing, which would mean Familiarisation would require a new start method.
big ideas that are MOSTLY numbers and processes rather than graphics/assets.
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Split stats off from tierscape and equality. Instead of a merged "armor" stat with affinities, freedom to do things like +150 melee defense +50 mage defense. If keeping the number system itself the same, just break things off from "X level is the same for all styles", like melee SHOULD have higher base stats due to its reach issues instead of always needing workarounds, and you can nerf overtuned necromancy with lower equipment stats so you don't have to do huge overhauls to all its ability %'s
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Cooking/Food rework.
Change fish roasting to the standard "just heals you and easy to get", and make the different food types their own specialties on buffs/adrenaline/etc. Maybe some new meals that have a bunch of steps but give a long lasting buff
-Rework magic's spells to be much more unique/impactful and an identity on how you approach it instead of minor numbers/hitchance for elements
- Revamp RC to merge more parts of the skill into viable states, like a new version of GOP (core mechanics) at the various altars for new rewards, siphoning runic energy a'la runespan for an alternative form of getting runes, and updating how essence and traversing to altars works. Perfect tie in for updating RC as a "crafting" skill too with new materials and things you can make
-Prayer revamp where you have more specialized prayers. IE a the normal book has basic stat prayers that are agnostic but some are sara/zam/guthix affiliated and can't be mixed. Then a lesser known god book (IE pantheons) and ancients with same rules
-Kind of out there since I feel like the general players would get mad at nerfs, but less lifesteal, coupled with new storage/kits for things campfires you can set up and rest at for recovery out of combat, special charge-based food storage that's very bad to use in combat but allows longer trips at places, loot bags for more materials so you don't need to bank so much early on
Rebalance the elite outfit fragments. Let us start gathering them way earlier and let us make them mid-way through the skill.
Also originally the different outfits were basically a bit of a money grub thing. At this point remove having to get the fragments for 3 different variant outfits to create the elite outfit. Just let us get fragments of the elite outfit from the get go.
I know you said no graphical but elite outfits really could use a visual overhaul to feel more RS-y. You probably wouldn’t need to make new assets, there are plenty of existing outfits on NPCs or what have you that could be used.
Universal bad luck mitigation
I'd add Duplicate mitigation to bad luck mitigation until first log completion
Lower drop rates for the first instance of you getting an item. So more people get to play with more new rewards, but grinding out more of them for money isnt much easier
Dominion tower is one of the most tedious and mismatched area tasks in the game. Remove it from the area task or….
Alternatively rework the bosses so they give different kill point values based on difficulty. Killing Char is not same as killing the Drauger Tree spirit for example and the effort should be reflected in the reward.
Fix weird issues where it’s selective in what it gives you. That is like to fight count Draynor you need a stake and it gives you it, but to fight fareed you really need the ice gloves but it doesn’t give you them, you have to remember to bring them. Go through the list of bosses and make sure if they need a specific item that item is dropped on the floor for pick up at the start.
Add more bosses, we‘ve had a lot of quest bosses added to the game and the tower is missing them.
Remove the rng on getting pages, just make it a floor cleared = a guaranteed page.
Degrade to dust feels awful, make the gloves degrade to broken and recharged through the tower. Also at this point the dominion gear isn’t all that amazing anyway but looks visibly cool. Let use earn some take out of the tower or at least a cosmetic variant.
Take a whack at the modifiers, we could probably have much more interesting negative and positive modifiers now.
Allow a third mode where you can freely choose to fight any boss you have unlocked to make those specific “kill XYZ boss” challenges less RNG hell.
Or again just remove it all, either way the dominion tower makes desert area tasks miserable.
Give back weapons that lost their special attacks, namely stuff like the rod of ivandis used to be a cool reward cause you could paralyze vyres with it, making them float so you pour a potion down their throat. Now it’s just a silver staff that is weak and does nothing.
So many annoyances with needing to right click or left click or right click and pick different options for items on ability bars. This project being revived would be insane. https://x.com/JagexSova/status/982204886296150017?s=20
I want a Dominion Tower hard mode and a Dominion Tower boss rush mode (Fight every boss in a row without banking, could track highscores for the fastest to beat it, too.). But probably not within scope.
Oh you know what to add to that customizable binds would be really nice. Like if I could change the order the options appear thus letting me adjust the keybind’s function since currently it just uses whatever is the first in the list.
Also reorganizing right click menus so gameplay stuff always appears at the top first. So like for energy gathering have the wisp and crater interactions always at the top and mountain of players below that. Or include a scroll bar so we don’t run into the issue of too many players preventing stuff from being interacted with.
Also tile markers, tile markers are an amazing runelite function that be great have to. Being able to mark titles to keep track of positions of stuff is so nice.
Modernize the daemonheim systems to be extendable / reuseable.
- add various new locations with it
- add shatterworlds style modifiers when streaking floors
- additional resource dungeons
I'd love to see a re-evaluation of shields in the game, they feel mostly worthless. I think you'll almost never be in a scenario currently use a shield as anything but a brief switch, and Necromancy made that even less necessary. Not really sure what can be done, might fall into the category of tank gear feeling useless in a lot of places, but it would be interesting to see if they could have a place in the game's meta
The smallish things that would make players jump off walls:
- Make the rare drop table dynamic so items are constantly rotating on fixed it's very outdated, sick of uncut diamonds, stone spirits
- Rejoin instances directly from war's portal through right click, adren crystal gives instant adren, increased bank healing area, bonfire gives boost from being close
- Recent traded prices in the GE, spelling suggestions in text box
- Search box in settings and achievements
- Faster spawn rate for boss instances - cost significantly higher
- Unified spellbook
- Share UIs with other players
- Let us open any interface in combat. I can't even report bugs or players in combat
- The report system needs to let players know if their bug is being worked on, viewed or fixed in some way. It might still be on its original system?
- More bank filters and automatic sorting, decant feature in bank
- Inverted skillcape returning
- More Clan citadel skill plots
- Smithing create X option for smithing items.
- Max guild improvements!
Runecrafting was my last 99, 120 and 200m. It truely is awful running back and forth filling pouches for like 300k+ XP. Then dealing with having to enter the wilderness. Having essence stack in your inventory would be amazing and I'm sure the you can integrate the optimal hotspot feature somehow. It needs an XP buff too.
Woodcutting would also benefit from the optimal hotspot feature, I was very surprised it wasn't added with the WC building with the fort considering it was added with construction within the fort. Fishing could also benefit from it this feature works well with the game.
I'll reproduce my early posts: focus development of new methods on fleshing out the meta of anything, but in particular skilling, rather than transforming it. At any given stage of progression, I should have a number of reasonable options to choose from, each with their upsides and downsides. In contrast, over the last 5-6 years a lot of releases have been too scared of being branded 'dead content' and outclassed everything else in every single way.
Likewise, understand the value of the content you're sitting on! Preserve the reasons to engage with content - not necessarily forever, but perhaps the last 10 years worth?
I would love to see the Gnome finale. It's the unfinished quest series that's been waiting the longest and still has so many open mysteries. I know what's holding it back is Arposandra being such a big commitment, but if you can make Senntisten, the Elite Dungeons, and Um, you can surely make Arposandra! And I know Shrike floated some ideas last year, too.
A quest and new city is very much not in scope for the kind of thing Mod Breezy is looking for.
Dang, overlooked the "non-content update" part. So sorry! In that case, would a Crafting/Fletching level rebalance along the lines of Mining/Smithing be a valid suggestion then?
Weapon diversity beta 2, let's go
Does this count as graphics? Otherwise send it to the jagex launcher team. 🐿️ The return of this masterpiece. https://youtu.be/9q--L1ceyTk?si=_RF6XXv1BgpMDGDa
The old RuneScape login screen from the 2008 HD update
If you're a fan of Old School RuneScape HD graphics, then be sure to check out this on www.hdos.dev. The client is fully approved by Jagex.
Taking a note from Melvor Idle and rather than just doing skill prestige, doing item or interaction mastery for every item. It's such an engaging part of Melvor Idle, adding a lot of interestion and interest back to earlier parts of skills you previously wouldn't, offers a chance to see a lot of new little perks added, and a new way to interact with the game through the mastery levels.
More storage like metal and arch material storage, e.g. seeds, logs, cooking mats, herb mats, etc. and all accessible from the bank. --- Anything to make agility more useful to get around Gielinor. --- Auras unlockable, at least the skilling auras. --- Tile markers. --- Better farming through seeds and patches, e.g. bigger allotment and berry yields, like we have for herblore. Or use more tree seeds to gain a lot of xp. --- Achievements for everything: talk to (or kill) every npc. harvest and craft anything possible, equip every item, step on every square (ok, maybe not that last one). --- Remove rerolls from clue scrolls (and just make dyes, 3rd age, and the other rare stuff 33% more common).
I'll suggest more later but,
a chat interface specifically for broadcasts
Make it so if you’re only holding a single seed, it skips the selection popup when planting, wait we’re talking bigger? Okay
Rebalance area task rewards, most of them are completely useless, or essentially useless. Make it so that having hard/elite tier unlocked gives you free (no vis wax) quick teleports to relevant lodestones. Perhaps make a spot in FF where you can claim all the X resource per day rewards. Having the tier unlocked that gives infinite teleports to X location one of those green teleports in the magic tab.
Ps: there is also a reddit thread now by someone: https://reddit.com/r/runescape/s/Y8tkpcYTQ6
I understand you said the univ coll log wasnt grand enough, but you could pair it with a rethinking of the achievement system as a whole.
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Adding in tons of new achievements (the true trim list is now at like 700 items if you include all the ones found that are waiting to be added to the official sheet). That sheet includes only things that are already tracked in game. Imagine if you also included just "fun achievements." The achievement help discord is one of the biggest discords out there, achievement hunting is very very popular
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releasing combat achievements akin to PVME. Use this as a way to teach players the bossing path and certain strategies to kill bosses. The biggest rs discord out there is pvme to my knowledge. This would impact tons of players
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releasing a combat hiscores (kill times / kc records). Sidenote, but for some reason the zamorak hiscores is much much laggier and unresponsive than the other hiscores.
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the universal coll log. A huge part of what content creators do is coll log chasing. In this game and in osrs. #1051858420602507325 already has most of the work of finding what to track written down. I would add runescore to getting a coll log item as well.
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Could even release a pvm ELO of sorts. Have it be on the hiscores as well. Figure out a way to have more "competitive pvm."
All of these together would give players of any level a way to feel rewarded and have tons of new content to interact with.
A Summoning rework built around having fewer familiars but allowing you to level them up from using them in order to get more unique benefits.
If you had like ~15 familiars that you could level up, bring with you from a level 1 noob all the way to high end PvM, leveling up the familiar and the skill by using them, it would feel a lot more connected to the game and the player than just pouch running to 96 so you can use rippers while ignoring the other 106 summons we have rn.
unify combat
It is well known that the combat styles are differnt from each other: melee is split into 2 styles, magic and ranged are dual-purpose, and now necromancy that works completely different from the classic 3; it is time to rework the entire system to bring some balance and unity.
necromancy-ification
The first and most obvious step is to necro-fy the 3 classic styles: use the "accuracy is damage potential" on everything, and give all styles a 'basic attack' with a limited number of basics with a clear purpose (a bleed and an AoE for example: melee would get, for example, dismember and either cleave or havoc, depending on 2h/dw).
Accuracy stat
It is not clear currently that your combat skill level is both accuracy and damage (except for melee, which has 2 separate stats)
To fix this: i suggest we change the 'attack' skill to 'accuracy', and use that for your hitchance: accuracy level plus half your 'style' level, compared to the enemies defence rating.
along these lines, the 'strength' stat would be changed to 'melee', and serve as item/ability requirements, as well as your damage calculations. ranged/magic/necromancy will get the same treatment: changed to primarily a damage stat, with a lesser effect on your to-hit.
this makes sense, since your accuracy is your base chance to hit, and if you are better with swords than with bows, your melee chances would still be better than ranged.
on the other hand, if you are very accurate with swords (99 accuracy and melee), some of it sould translate to bows if you are only now starting to branch out (10 ranged, say). you'd still be more accurate than a new character with 10's across the board.
if adding together would be too much work: using the averager of accuracy+style will have a similar effect, and will result in an accuracy that is the same as it is in Live (th eaverage of 99 accuracy and 99 ranged is 99, which is the same input number as a flat 99 ranged is in live after all) ( 🧵 1/2)
unify combat p2
styled defence rating
in a similar vein, i would add your 'style' level to your defence level tto defend against it.
if i'm good with archery, i can predict where my opponent is aiming at, and try to block it better, so my ranged level will increase my defence versus ranged attacks; and my magic level would provide me with an "magical aura" that absorbs part of incoming spells for the same end result
this way, a mage has a reason to train ranged too; the defence aspect.
combined: your damage potential will be calculated with something like "your accuracy+specific style+weapon stats against their defence+relevant style+armor stats"
as with accuracy: making your base defence stat the average of defence and style instead of the sum will have the same "your style level matters" effect, without changing the end resulting input in the backend calculations
basic dodge
as an added effect: i would give characters a dodging ability, based off of their agility level (and perhaps also partially defence), which has a chance of reducing any single incoming hit by an amount.
probarbly something like 0.1% chance to dodge per 'rank',a with your dodge rank being the average level of your defence and agility (ending up at just under 10% dodge at max), with a dodge halving incoming damage.
the current necromancy tank armor could be a bonus added on top of this: either a higher chance or a bigger reduction (or both) ( 🧵 2/2: end)
1 big collection log like in osrs and add true trim achievements into the game (could combine it with collection log, for example minigame collection log) as many true trim achievements would be covered with universal collection log
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daemonheim has the potential to be revitalized as beautifully as clues if it gets some consistent tradeable rewards and some chaseable tradeable rares, maybe some more meta-progression or alternate modes too
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potions should be overhauled so that you’re able to auto-decant into one dose when depositing into a bank and into max doses when withdrawing, and there should be a way to have them auto renew in combat
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in general the various buffs and doodads that we activate before fights (auras, pocket slot, potions, 12 min defensive buff, so on) should be made to just drain charges in combat like other equipment, it would be silly to have to activate your chestplate before you can fight and have to deactivate it when you’re done fighting
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smartcast should be implemented (option to have an ability or spell cast immediately with a button press instead of having you click the target after), this should be also applied to surge so that you don’t have to click walk a tick before surging, and on all abilities when you don’t have a target to grab the target nearest to the mouse
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pls take inspiration from my better action bar 😉 or generally overhaul how the action bar, queueing, and revolution works to give it better ux and visual clarity and fix bugs
#1091776013932961812 message
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replace the style icon on hitsplats with ability or item icons that display the source of the damage
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let us use a keybind to pick an option from the right click menu, add a loot-all-now to items on the ground, add a load-preset-1/2 to the right click of banks, and rework diango’s storage to load into presets and auto take items without an existing placeholder when depositing to bank
Overhaul keybinds. I would like for any action I could get by right clicking on something and choosing an option from the menu to be bindable by dragging it onto a bar. I should be able to keybind "Drop Raw Cod" instead of the only possible bound action being the default "Grind Cod". The ideal would be being able to bind npc actions, for example, "Trade Aubrey" and if he's rendered on screen, the player will run up and trade exactly the same as if they had input right clicking on Aubrey and trading. The extreme of this idea would be this also working for other npcs and "Pickpocket Man" and "Attack Chicken" would be bindable.
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rework archaeology relics to allow all of them to be enabled, but with a fair, repeated chronote cost every time the relic activates/benefits you
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put in an ultra-rare drop from doing anything in the game that is untradeable, can’t hold more than 1, that turns into a guaranteed rare unique when completing a casket or boss, this item would have luck mitigation so that people are consistently getting at least one but no more than a few per year
- Let us move the mesbox in the middle of the screen as an interface element (it negatively affects a hundred pieces of content).
- Increase the range of public chat or turn it into a server-wide chat so that people on low population worlds don't feel the world is so empty.
- Add an option to right-click a chat broadcast (server/global) and message the person with congratz.
- Fundamentally change how Proteans work - make them be consumed while using regular resources instead of substituting for them; essentially turning proteans into physical bonus XP.
- Add a possibility to select an A/B set of Arch relics you can switch between.
- Make Agility relevant again by rebalancing Agility course XP rates and adding a mark of grace type of system.
- Add a bag for Summoning charms (how the heck doesn't Summoning/Slayer have that already?)
- Let us combine all rune essence pouches into one for easier Runecrafting.
- Add an optional day/night cycle in the game.
- Disconnect glasses & monocles from the head slot in customisations, allowing players to wear them with another head slot item.
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Universal Collection log. Kilsa has already compiled the items in suggestions.
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Rework auras, move all solomon auras to appropriate game locations. Rebalance mahjarrat reaper point price, allow irons to access the last tiers of dwarven instinct, remove the option to buy desert/dwarven/mahjarrat with bonds.
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UI scaling for dialogue, books, tooltips. Seperate from general UI scaling.
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Rework Invention perks/UI. UI is tiny and often cuts off part way through message. We have a lot of negative perks that make early invention very unfun. Have the interface show chance of combos. Move single ability modifying perks to instead be modifications of the ability itself, with a new workbench for modifying abilities (can still cost the same components). That, and reconsider level reqs for various things. Compact Jewelry should be early game, not right before Passage of the Abyss. If invention is 80+ stats, perhaps make it so you need 80 for relevant tools. Or maybe 70/60 req to match gear.
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Guild reworks for various skills, to make them be hubs for their relevant skill similar to artisans workshop. Cooking, Crafting immediately comes to mind as artisan skill hubs. Warriors/Magic/Ranged guild could get a talent tree system similar to Necro.
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Agility rework similar to OSRS' rooftop system.
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Shift click drop
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Rework farming reputation rewards, why is the first reward a level 114 ability to grow a tree when you'd unlock it at like level 30.
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Reduce threshold to start minigames to minimum viable to start, which would be 2 for most team based, 4 for barb assault, and 1 for things like Pest Control. Also allow ironmen to play these minigames like they can in OSRS, plus wildy strykewyrm and demon flashmobs.
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Daemonheim rebalance. Mobs, QoL fixes, add necromancy to it. I think Mod Ryan and Mod Daze has already taken in a mountain of feedback on this.
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Stop combat/bleeds/prayer from cancelling interfaces. Hurts a lot of quests and is just generally annoying.
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Looping back to the invention point, Dungeoneering Party Simulator is currently completely non-functional and the wc/fish/mining accumulators are practically useless. These should be reworked into anything worthwhile, perhaps accumulators unlock a small "Buff window" when you reach 100% where you're do the activity better? There are also several skills that could have invention tools that don't. Fletching knives and construction saws come to mind. It would also be nice to be able to turn off an invention machine, so you can build multiple types and turn on/off to fit your power limit based on what you need.
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Summoning. just... all of summoning. It badly needs a rebalance for its familiars.
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Fletching/Crafting rebalance where level to make matches level to wield
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Elite clues getting any new steps that isn't scan or arrow, and not have 2/3rd chance of every step being puzzle. Elites are very monotonous and its a shame considering how master/hard are in comparison.
I don't think anyone suggested this, but have you considered addon integration?
Dungeoneering rework: rebalance Daemonheim mobs and bosses to be more in line with their pre-EoC difficulty. Increase xp and add new rewards (preferably consumable, so people have a reason to go back) to make the rebalance not seem like a nerf. EoC nuked Dungeoneering balancing and it would be great to see this finally fixed, since imo Dungeoneering was one of the best updates on release with a huge amount of fun content inside it.
Invention rework-make it cheaper to change perks between gear. For example, make the equipment separator have 100% chance of working without item level requirement. The cost of perking new gear greatly reduces the practicality of niche or situational gear, which is a cornerstone element for any RPG. Make aftershock’s stored damage not clear immediately upon switching weapons that don’t have aftershock on it, and introduce more competitive perks to aftershock (7 years of Vindicta tax is long enough!).
A more radical change would be to make it so that your invention perks are independent of gear equipped, and instead changed at Invention’s workbench using a new interface almost like Arch relics. I’m not sure people would prefer this though.
Normal prayerbook expansion: Expand the regular prayer book to fill in different niches or situational uses, e.g. high level protect prayers that protect more damage but at the expense of no soul split. Higher version of Piety/Rigour/Augury. New prayers that are aligned with different (junior) gods. e.g. Saradomin prayers that increase tankiness when using melee, Armadyl prayer that increases bolt proc chance, and Zamorak prayer that increases effectiveness of fire spells (including flames of zamorak special), etc.
Spell rework: Spells in the standard spellbook should also get passive effects, including the regular 4 elemental spells (e.g. fire surge), as well as Storm of Armadyl. Disruption shield should just be made available in all spellbooks, and untied from livid farm.
More radically, and this depends how you want to rework autoattacks/spells for magic (like in the vein of Necromancy). The way I see it, there should be two basic attacks for magic, one single target and one AoE, and they both have no cooldown and get the full effect of the spell you’re using. E.g. a Blitz ability that does say 150% average damage, and becomes Ice blitz if you select an Ice spell, and a Barrage ability that becomes AoE (3x3) 100% average damage, that becomes Ice Barrage if you select an Ice spell. This would essentially change spells to be like the Necro auto but highly customisable through changing element. However, this would remove 4taa, so I think there should be another skill expression mechanic that replaces it (e.g. one that encourages you to swap between your spells frequently, like you gain an air/water/earth/fire stack for each ability you use with that element of spell, and you gain a damage boost proportional to the product of all 4 stacks).
Rework of old Special attack-Many of the pre-EoC special attacks have numbers that are very undertuned. Mod Sponge did a rework for the dragon weapons specs in a Gamejam last year and I would like to see this expanded to more iconic special attacks (e.g. godswords, Korasi, ancient warrior) to make them reasonably strong, but not necessarily as good as T92+ specs. Magic should get a better spammable spec than guthix staff at this point.
Consider expanding the EoF spec effect to more amulets, or even all amulets above a certain tier. More radically, considering changing the EoF ability to 3 special attack abilities, which you can customise special attacks for using an interface (at War’s Retreat perhaps), instead of tying specs to individual EoFs. Within this interface you can store a special attack weapon per style to each of the 3 special attack ability slots, and they change dynamically depending on the style of the weapon equipped. For example, suppose I store dragon claws, dragon 2h and EZK spec for melee, and Darkbow, SGB and ECB for range. If I equip a melee weapon my 3 special attack abilities become dragon claws, dragon 2h and EZK. If I equip a range weapon they become Darkbow, SGB and ECB. These 3 special attack abilities all scale with your equipped weapon stats like EoF. One of the special attack slots can be unlocked by buying an EoF like currently, but others can be tied to other content like completing certain combat challenges. If this change is made, you will be able to take out weapons currently stored in EoFs, to store in the new interface system if you wish.
if you right click an empty herb patch, there is a option to "Configure Herb patch". from there, you can set a number of seeds to plant by default without being asked
this is amazing, thank you so much 
Lets update and modernize woodcutting and fletching!
And the most blasphemous idea
||Let's completely rework runecrafting. Right now training runecrafting is miserable. As a new account. Why can't we stack "inert" essense to mine it, and then it becomes active after banking it?||
Big idea:
Lots of skills like buyables are focused on creating tons and tons of the same thing to train the skill. For example you’ll see people make a few million darts, cut a few hundred thousand gemstones etc.
What if the idea was more focused on continuously upgrading a single thing? For example I only made a few hundred elder rune burial sets to get 120 smithing
Add an ED chest/boat to wars - possibly as a marks of war unlockable. Before ED4 came out it was a bit awkward getting there if you didn't want to reattune a portal just for one quick run. It will be a shame to lose this direct free teleport when the next boss comes out.
Wider collection logs like OSRS.
Miscellania rework - spotted this a while ago on a roadmap, it was deprioritised but it sounded like a great idea.
Possibly achievements for filling the POH wardrobes etc, there's a mechanic there that could scratch a completionist's itch if there were a driver.
As an extension revisit POHs. There's a lot of content there that I don't see much engagement in.
Mod Ryan suggested merging the boost prayers as a possible improvement in a passing comment on a stream. This would be incredible for pvm learners - IE; switching your mainhand to a melee weapon changes the boost to melee.
Get rid of stone spirits/seeds from some of the higher tier bosses. Primarily thinking Nex as somebody that uses a fair few supplies for a kill its a kick in the teeth when most of the hours gains are those.
Revise the chaos elemental. It's not a difficult fight (and that's fine) but the respawn times are quite long including death animations and it's one of the lower rewarding boss pet grinds.
The Thok event was great, it got me back into PVM and made me try some new bosses. I'm not great at the potion management and the 1 hour ovls were really useful especially for content that requires juggling multiple pots.
I'd like to suggest removing the aura cooldowns but they're there for a reason. Thok made me actively use auras i'd otherwise hold out on incase I needed them.
Hey Breezy! Thanks for asking the community about suggestions. Here are a few that I feel like would revolutionize the game and make it more fun!
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Archaeology storage for damaged/restored artifacts. They've been cluttering up our bank for so long, especially when trying to go for comp and hoarding ones I might 'need' in the future!
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Aura Cooldown. Thok's event was eye opening for how much fun the game could be if we didn't have to wait for a cooldown on our combat auras! I understand War sells cooldowns and that's viable to an extent, but we need Skilling Auras to be looked into, PLEASE.
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This one is personal, but please let Iron accounts do Dungeoneering with non irons! The dungeoneering pool is so scarce, it's even harder trying to get clannies who want to do the skill AND are irons.
-The ability to hide entities or other players. I'm not sure if you've ever gone into the community divination world at the incandescent energy location and tried to find a seren spirit. Good luck 🙂
-Combining Brawling Gloves. You can't spell Brawling Glove without Love, and the only thing I don't love about them is the bank space they take up. Having an item or unlock that would make omni gloves would be fantastic.
-More Bank Spaces. It's been a common theme throughout these suggestions, and I'm a hoarder. Please haha
Meaningfully rework practice mode with buffs that can be toggled on that allow you to actually practice. Some potential ideas:
- unlimited prayer
- consumables not being consumed when used
- consumables being restored after dying in practice mode
- being restored to life after dying (and being told how many times you died at the end)
- unlimited adrenaline
- choosing a phase to start in
I'm sure there are plenty of other things that could also work.
Rework the herblore skilling loop to remove the grimy herb step, and allow ALL vials to be stackable, so you can make potions in one step like you do for powerbursts and bombs.
Somehow make it so when you open a door in Dungeoneering, it stays open! No more clicking the door to get into every single room.
Rework parts of Runecrafting.
Currently base altar running which many would consider the "core" of the skill is terrible for xp. The Abyss "supplements" this by adding a 250% (350% with demonic skull) bonus to the skill. Due to this, using the Abyss becomes a "requirement" for using runecrafting altars and afaik no other skill has such a hard requirement on a single training method/item.
Instead the base xp for altars should ideally be raised to 350% to match that of the Abyss so it is no longer a "requirement" in training the skill as it wouldn't provide additional experience. To compensate the Abyss, using the Abyss would continue to give magical thread (which it currently does) with either an increased rate or yield slightly higher amounts of runes (eg. 5%) so that training via the Abyss increases profit so still has a reason to use it, but without shifting all focus from altar running without it. (The demonic skull was also added for PvP reasons and has no reason to continue to interact with runecrafting).
Ideally the RuneSpan would also be updated to provide an amount of runes as currently despite being a huge part of the "runecrafting" skill (with content going from 1-95), no runes are created from this method. The amount of runes gained this way would be vastly lower than more traditional methods due to the AFK nature of the content.
Rename Necromancy damage to Undead damage, make other undead creatures use Undead damage, such as zombies, skeletons, terror dogs. Gives more versatility to the protection prayers, and gets players more used to seeing a 4th combat style implemented into the game. Right now Necromancy damage is so niche to protect against and doesn't feel fluid.
Edit: The current purple damage can still be called Necromancy, but conjure damage which is the teal colour could be undead. The protect prayer would still protect against both and it would make necromancers stand out from undead still
As a long-time player who absolutely sucks at modern PvM, it feelsbadman when I lose adrenaline for eating food.
Again, I'm trash at the game. In bossing terms that means I take a lot of hits. It feels overly punishing that making the choice to heal myself means giving up some of my ability to continue doing damage.
Also the Thok's cauldron event...I think having 1 or 2 potion cauldrons available for the player to use is a great idea. They don't even have to be overloads, or last a full hour. 30 minutes would be fine.
Just gate it behind a large up-front cost (e.g. player can "build" a cauldron for the cost of 4000 doses of the potion they want in the cauldron), and maybe some quests or something. See the superior garden pools that OS players can build in their POH.
I'd love to have the POH capabilities that OS has (pools, jewelry box, all teleports available for portal nexus, etc).
The POH Costume Room is also incredibly outdated and inconsistent, and would be a great way to help save players some bank space. (To name a few examples...Superior void gloves are needed twice - has its own slot & is included in the superior void armor set; can store Dragon Rider, Ghost Hunter, and Demon Slayer sets, but not gemstone/dragonstone armor?; can store Fisherman's, Lumberjack's, Builder's, Black Ibis, Master RC - but not Blacksmith, First Age, etc. ) The skilling outfits are all held at Diango anyway, but it feels messy that they're in different spots.
If you heed any piece of my feedback, please let it be this one.
One of the biggest problems with this game is the default UI and system for customizing the UI. It's messy and confusing, and feels like an afterthought or something that was just ignored as the game evolved. This one affects literally every player in the game.
A super lazy one - the ability to cure a diseased plant just by clicking on it if the tool leprechaun is holding a plant cure instead of having to retrieve the cure from them.