#110 Crafting RCE - Lv90 Armor
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Wait, does normal primeval even have a set effect?
at this point you're willingly dismissing my point so I have no will to continue
He's not, he's explaining his point to you
I'm telling you that there is no reasonable situation where perked gano is worse than unperked t90
mayhaps, but the premise is flawed from the get
your premise is not my premise so your argument doesn't mean anything to me
It doesn't really matter if it's tank or power, let's be honest.
It's only uses are going to be as a new (maybe) bis crafting method, or as keepsake key fillers for fashionscapers.
it's tank
circling back, yes people want crafted armor to be useful but that's not happening now, maybe later
Well okay, if that's been fully admitted by the devs then okay, that's awesome, new tank armour.
The useful crafted armor is going to be the masterwork
*through pure skilling
Even t90 tank armour is gonna be pretty good bc there's far fewer options for magic armours
You can with necro, but that's a different combat skill
necro armor requires pvm tasks to be completed
just like masterwork requires essence from pvm drops
Yeah, it will he interesting to see what ones are needed for the magic armour
Anyways. This is just the craftable junk so pick a design that won't make you think "wow I wish the armor was actually good"
id rather have things that look good in the game
when it comes to an actual useful armorset I actually wouldnt choose any of the proposed designs
they're all far too simple
I am a full on fashionscaper, the look of stuff is very important
ancestral is decent as basic magic armor but it kind of veers close to being an outfit, that bloodbark just screams cosmetic override to me
If keepsake keys and transmog wasn't a thing is wear shit armour just to look good, I do it in all games without transmog
I fully agree, I'm not a fan of the bloodbark
I think it makes exactly zero sense to waste bloodbark on this when we literally are going to vampyrium in two years
And I think it's important for the best gear/equipment to look good enough that you'd actually want to be seen wearing it
That's a good point tbh
the best gear shouldnt look like an outfit
it should look like you're about to handle some business
They're robes
See if that's the case then the boss drop gear should look better, like some are okay, but I'd rather wear my overrides
You can be wearing robes and still look like you're about to mess someone's shit up
Yes and i think that's a problem. Why should the junk you make skilling look better than the actual endgame gear
it doesnt
Oh it shouldn't and I agree
'cause the endgame gear was made 12 years ago and looks like ass
Unfortunately very true
tectonic was ass from the beginning so it doesn't count
amascut robes will look better than any of these
virtus already does
I will say it again,the middle option was always the best imo
Tectonic looks awful. Literally any of the pitched designs would be better
Vestments look awful. Primal looks better. Even the primal 2h looks better than ezk
Don't have a craftable comparison but sirenic and edraco look horrible
Middle was never on the table sadly
I really hope the Amascut robes look awesome
sirenic is literally one of the best armors in the game
opinion invalidated
blocked reported called the cops
Sirenic actually does look pretty nice
sending missiles to your location
I think sirenic is maybe the only armour 90+ that doesn't look bad (also ignoring necro)
Sirenic looked amazing before, especially when dyed, then they changed it and my dyes looked like crap
shouldve used a better dye
I'll admit i have bias against the deep blue. At least in sirenic it makes sense. I hate it being on edraco. The t90 draco looks so much better it's not even funny
I have full shadow and Third Age sirenic
i figured shadow, they made the black into grey
Yeah agreed
soul is the new shadow
Yeah it was an awful change
also normal draco looks GREAT it has built in claws, elite ruined it by being monocolor with what rolled horns
now if only they were dyeable

thats probably just the preview, shots i see look way more white
's cause they updated it (again)
Dyed Edraco would be cool
so they fixed it
it's gone through like 4 revisions
They didn't fix it, but it is more white now
looks fine to me
Meh, I will always miss the old style lol
But yeah the shadow version on the change was so damn grey, they darkened it a little so it is better
It would be cool if the masterwork gear could be dyed
Tmw, the mage gear and all the weapons, we still have a backlog though
Masterwork
Undead dragonhide looks good to
Yeah mw and tmw does look cool
We need the mage and range sets to have the same wow factor
any way there's no reason for jagex to go out of their way to make sure the crafted armor looks bad
Totally agree
Everything can be matched with something for fashion, even of its not its original purpose
Oh yeah you got me there... I guess primal is also level 90 now and also looks pretty good
I honestly think they have been on a role with T90 armor designs post EGW
The graphical update dod primal justice IMHO
Which is why I’m sure any T90 armor will look good it’s just a matter of which design we are sacrificing to the “not really intended to be meaningfully used as armor” section.
I don't want ancestral to drop from a boss
Yeah they have been getting a lit better recently, the main thing recently that I feel they messed up compared to the concept art is the Masterwork Staff.
Like the design was so sleek and awesome and then it was on game the head of the staff was fkn huge, like an anime staff.
I also dont want it to be the base of masterwork without a LOT of changes
maybe the general shape
Ancestral is too good to waste, Dagon’hai is just weird to even consider, bloodbark has much better relevant content sources coming up in the new future. So for me it’s between mystic and infinity
And you aren’t getting the recolors with infinity as cool as it be
I think the initial design of Ancestral would be perfect for the Masterwork robes, they'd just need to add stuff to it to make it look more high class
If it’s like melee masterwork will need two stages, a more simple one and then a frills one
I feel like Mystic would also be great for an upgrade as the base, amd wouldn't be too hard to put on the Magic Skillcape seller after release
doubt it, more likely to be just the one
Having 2 stages would be cool, to keep it like tmw, but they'd have to make tmw t100 for consistency
as much as I would like there to be t90 and t100 because they seem intent on the t100 stuff costing several hundreds of mill if they can help it
Agree with all this, as much as I've wanted it to be infinity, infinity would really need the elemental recolours. If we pass on infinity now it can be used years from now for 120 crafting and come with infinity runes
Nothing wrong with that, several hundred mil is good for skillers to make a profit
I wouldn't mind this
they're only making profit now because they're being inflated by speculation
I feel like tying an infinity robe upgrade to a mage training arena update would make more sense
otherwise it's just an afk activity so there is no barrier, they will all eventually fall to 10m/hr max or something
an afk skiller's time is worthless
Yeah I had a cool plan for hot to make it and the steps that I put in an older post
Infinity robes cost hundreds of mills atm because how bad MTA is, I wouldn't want any "GM Infinity" to touch that
They are trying to revamp skilling for money in the future, could be a good way
Yeah that's a good point, but still o think it would make more sense game wise to add ot as a part of an update there
I don't know if that's still on the cards, they stopped talking about it and it was replaced on the roadmap with an invention update
Maybe to make olit an actual viable mage training method
Well at this point no news is good news, if they come out and say it's scrapped then fair enough, but until then we can hold out hope.
It wouldn't affect me as my skiller is an iron sad times and I do high level bossing on my main. But skillers do need some kind of love when it comes to money making, the best method they have that I know about is making urns and that's annoying as fuck lol 😆
right now it's runecrafting i believe
All they have to do is make some areas blacker tbh. The older version stands out more cause it has better contrast, current has too much white
Time runes? Or something else?
whatever the highest profit rune is through the abyss with skull for magic thread
Yeah true, no point making the game darker just for dyes though 😂 unfortunately
Oh yeah of course, I know that you can go through the abyss once and then the ability to get thread sticks with you for a minute, so you then use teleport tabs or wicked hood teleports to the astral altar, as clicking to enter the area where an altar sits removes the effect, but as the astral altar has no such entrance mechanic you still get thread.
They confirmed invention update is this skilling profit update
Oh okay that's cool then, at least it's happening one way or another
dont know how runecrafting and theiving tools are going to fix skilling profitability
It all depends on their effects i spose, I have no idea what I would add for it if I was designing them
Maybe a chance to increase the yield of runes?
But thieving is the one that stumps me
that doesnt fix skilling profitability is the thing
runecrafting is not a skill in need of more profit
Well it technically does as more runes equals out to more gp/hr
"skilling profitability" means all skills
Yeah I know, maybe they're doing two skills at a time with new invention stuff
Like the batches of 110s
the initial pitch was about addressing the fact that the majority of skills don't make any notable amount of money and it was named a rebalance
I think in batches is conjecture, I don't recall them saying anything about it
Yeah I know, but of this is what were getting then we will just have to wait and see
Yeah neither do i
and even then again, runecrafting is the most profitable skilling skill
I feel like divination was up there but the prices of energy tanked due to the offhand
divination was always like 10-15m per hour because it's afk
That's still very good for skillers though
crafting runes is upwards of 60m per hour
Oh damn, is that due to thead?
That's pretty cool though, get a bad hour at a good boss and you aren't making 60m/hr.
I don't think you can really complain about 10/15m an hour though
skillers want to make 20, 30, 40m per hour
10-15m means taking months to progress anywhere late game
Like if you limit yourself to a self-imposed game mode then you don't really get to complain when you can't get the best rates/drops/content etc.
skiller does not mean skilling pure for clarification
most players are skillers, and I doubt they're all pures haha
Yeah my bad, but still then they can go and kill bosses for better gp/hr if they decide to
but they don't want to
Then they can run runes for 60m/hr 😂
for whatever reason that may be, the point is that skilling content should exist that makes a lot of profit
instead of it being almost entirely pvm, that doesn't make for a very diverse game
I agree skilling should be more profitable, but to a certain extent, they can't expect to make the same amount as people doing the big bossing content
why not?
the majority of bossing is extremely easy, most "pvmers" are afking vindicta
slayer involves mowing down trash mobs, only being arguably not afk because you kill them so fast it's time to get a new task
on top of that a lot of monster and boss drops parisitize several skills keeping their value down and bossing value up
I'm saying a lot but these are all the things that people started thinking of when jagex put forward "skilling rebalance" so seeing it replaced with an invention update with two new tools and new skilling perks is super weird lol
Because contrary to the name skilling requires no skill to do, it's just click and wait or some methods like runes are a lot more profitable due to their click intensity.
Yeah that's true, okay how about this. More skilling methods like BGH that have mechanics where you can actually fail, and give them rewards that are essential for combat giving skillers that production line effect.
And of course we need more skilling bosses.
just the scope of what the initial pitch seemed to imply compared to what it has revealed itself to be
yeah that's a big part of the solution, new skilling content with actual mechanics, no afking, and even risk
they even said the update could turn out to be a skilling boss, but instead it's invention
I feel like a skilling method/boss with an enrage system would go pretty hard
At the end of the day they may have just added the invention stuff for now in place, as they have a lot of stuff on their hands with rs3 leagues, Havenhythe, etc. and may have just pushed a full skilling rebalance back to the 2nd half of next year, after the whole part with vampyrium is done
Plus the fact that a new skill is in the works, they could be waiting to release a skill rebalance around the same time to include it
But I do feel like this could be an amazing game changer
I absolutely love the look of the Ancestral Armor here!
Ancestral and Bloodbark look awesome
I'd rather save them for armors that people are actually gonna wear, rather than the lv90 tank armor. Like the MWK mage armor, or future t110 armor.
If following the formula used in Masterwork and Primal of using tons of different materials, infinity makes sense with it's rainbow fabric colors, could easily come from ~10 different woven fabrics
This section is about the t90, masterwork section is a different place 🙂
the opposite actually, there is one plant
i know, i'm voting against ancestral and bloodbark, not because i don't like them, but because I like them so much that it'd be wasteful to put them on t90 plant/armor
I do agree that Ancestral should be used for Masterwork Magic armour, which is why I think the best choice for this is 100% Mystic.
It's a armour set that everyone that plays the game has heard of or used at least some point in their experience with the game, it looks pretty interesting already and it would also be a great option to get the Magic Skillcape seller to wear it on release as he already wears normal mystic.
I feel like infinity just doesn't hold the same weight as mystic to players and the mages of the world.
I'd actually save mystic for an eventual t85 crafted mage, the peer of Elder Rune. Elder mystic, serves that iconic callback, and then the higher tier infinity can be the t90 equivalent to primal
While I see your point I still feel like mystic is the best option here, an upgraded infinity could be tied to an update with the mage training arena, making it a viable way of training Magic and giving upgraded robes in the process.
this is probably the only way i would agree to "elder mystic" or other "grandmastered" armors being added if its in direct parallel with elder rune, otherwise it sets an unhealthy precedent that new content can just be old stuff but with more bling, and i don't want that, not one bit
its either ancestral or something entirely new for me
Primal was already an existing iconic armour we can now make, the precedent has been set
that's different
Yeah I get that, i do feel like Ancestral is too good for these armours though, that needs to be in the masterwork area.
i could see that yeah, although masterwork gear has a very specific aethestic to it that would take it away from the ancenstral vibes a bit
Okay what about the Staff of Darkness being a staff of light "but with more bling"?
There's going to be tons of examples, old thing getting an upgrade/new version is not a new thing at all
That's why it wouldn't be just straight Ancestral, it would be Ancestral with a more gilded and regal aesthetic.
I wont hold my breath for a MTA rework. Breezy & team are already fine with pitching infinity without such a rework anyways as that would be out of scope of 110 crafting.
So of the remaining choices, infinity is what I consider most runescapey, and fits the most for t90 tank armor
but i guess that just means none of the known examples are gonna be the ideal choice, so i wanna see something new instead
I don't play it personally, but isn't that how everything is done in osrs? Item comes out to upgrade an old thing into a new thing
Some things yes, others nope
you either upgrade the item, or you break it into an ingredient for the new thing. Otherwise it's just a new drop entirely
yeah, it seems like this armor is meant to operate entirely on its own resources, calling it mystic demands mystic cloth to be involved in some way just like rune bars are involved in elder rune
otherwise why is it even mystic
i don't mind the look of it per se, you just really can't call it mystic
not without opening some doors that are better left closed
It really doesn't
It's meant mainly ad a skilling method to train crafting, the rest is just fluff tbh
But is it going to be good looking fluff, nostalgic fluff, or just fluff
The new primal didn't need anything to do with the old primal, achto armours didn't need the lesser versions (same with ports armours), more recently the primed Keris didn't require the original Keris
Having something new entirely could also be a good play here, but I would like to see them poll some options of it goes that direction
It dodnt need the old keris? What did they just give us an entirely new item? I didn't notice that, strange
do the items even need to be what they're named after in their inspiration?
like you can just use this design (if you like it) and not give it a name that implies a specific tie to an existing armor
If they're supposed to be based on something then I would say yes, if they aren't based on anything ingame currently then no
instead of being locked in on "Grandmaster mystic"
They could always go that route if they wanted to, nothing stopping them
Sometimes less is more. I disagree with ancestral needing to be more regal/gilded than shown.
i want to avoid this kind of attitude as it feels very defeatist and stay focused on the repercussions of choosing primarily a name, but also a design, getting anywhere near existing sets is not something i want, which entirely rules out the "grandmaster" options for me
and it seems like we're in agreement that bloodbark is boring as hell and ancestral shouldn't be tank armor
so something entirely new is required
I do agree, I meant by regal/gilded, simply adding some kind of golden or enchanted trim, making it stand out and look like a Trimmed Masterwork type thing.
I like bloodbark, personally. Not necessarily for this use case but it's a reliable set for me in OSRS and it doesn't make me groan to look at there or in this concept art.
but the concept art looks a bit more range-y and not "high level magic armor"
It's a bit defeatist, but it's still true. The design matters almost entirely due to keepsake purposes, which is not nothing!
I like bloodbark in osrs more than the design that was shown, but I like it still
This chat has been pretty much all about the looks, but how are people feeling on the crafting method described?
I get what you're saying, but this is going to apparently be unaugmentable T90 tank armour, do it isn't really going to have a lot of use outside of the crafting method or fashionscape.
Yeah for sure, if Bloodbark is going to be released, tie it to something with Vampyrium in the future, but I personally don't like it.
Yeah Ancestral definitely shouldn't be tank or used for something like this that isn't going to be anything special.
Having something completely new is definitely an idea I would be on board with.
Also a bunch of those designs are viable in other ways, like the Dagon set's shape looks good and it could easily be a different color if it was meant to be something else
The crafting method seems pretty much like the upgrading process for Fletching and Runecrafting, which sounds perfect to me, those methods are already great.
The biggest issue for now is the aesthetic of the outfit.
I do like that theyve worked in a reactionary mechanic, felt that was missing from magic weapon making
Good point.
I'm not sure, the crafting process seems fine, I cannot for the life of me give constructive feedback on "smithing but a bit different" not in a bad way, it's just perfectly fine as is I guess?
Sourcing the materials are more interesting. Dungeoneering was referenced, those cloths are usually pre-grown, similar to foraging mushrooms, or het's flowers. I am turned off by this training method if it requires time-gated-style farm runs
See i do kind of like it, but it doesn't scream Dagon-Hai to me without the oversized hat and bottom.
Yeah having something able to go wrong will be interesting, we will just have to wait and see if its interesting in actual play or just annoying.
Also I think level 100 robes should look armoured if it's going to be tank. Otherwise, a more cloth-like appearance for power.
I can agree there, if we have to wait for it to grow that would completely change the usefulness of the crafting method, especially in the beginning.
These are only going to be up to T90, only the masterwork robes will be T100
But I do agree with you, tank gear at high level should have some kind of armoured plating
Yeah agreed, having Ancestral as the base for the Masterwork Robes is the best option imo
I very much enjoy the theming! A drafting table and a dress form, with lots of thread use, definitely make it feel like we’re making clothing here. The friction with XP/progress potentially slowing feels like it’ll add some texture to the gameplay. Not full afk and not the constant clicking of banking/crafting dragonhide.
Yeah I feel like the reason most people have just skipped talking about it is because it sounds like a pretty good way of doing it so there isn't really much to debate on it
for the materials used you mention farming, and mostly plant based fiber. but how about silkworms? surely silk would be among the "finest" cloth to make magical robes out of?
That’d be cool. We’ve not had any POF animals added for a while, and it’d maybe be a good higher-level small animal
I think there’s some focus on making crop farming better compared to POF/ROOT, but I definitely don’t want to have to do repeated farm runs to train Crafting
I’d prefer something more like Het’s Oasis, personally. Harvest star flower bushes in Zanaris or something
That's a rather interesting idea tbh, and it's not something I've seen anyone else being up
It’s really good, I look forward to it becoming more expanded in the game long term because it adds a lot of room to make crafting have that unique flavor it’s missing.
Originally i had suggested using the Vilebloom plants in the Ranch Out of Time setting, but none of the concepts that came out in the RCE really scream “vilebloom” to me
Like right away I imagine the idea is levels offering incremental buffs to your chance to not make mistakes…or maybe make more mistakes if that actually gets more exp
Yeah i agree its a great base for the future
they don't have to "look vilebloom" for using their vines and stuff as materials to make weaves and cloth
I think because making mistakes more or less active could both be interesting, levelling benefits should prob improve like the xp you get from fixing a mistake. Increased/decreased chance of making a mistake should prob come from a gear piece or jewelerry so you can choose whether you want to be more or less afk
Using vileblokms would be rather interesting as well, I feel like using Livid plants for the masterwork gear would be a really cool way to include lunar in the mix, but I have no idea for the t90s
Vileblooms for masterwork is prob more likely at this point
What makes you say that?
At the very least they should be green!
Because none of the lv90 gear concepts are green!
And people seem to like ancestral and infinity and mystic
there we go
Lol
Yeah it just looks like it's unwell
Don't get me wrong I've had bright green hair for years so I have nothing against the colour, green to me says range, I feel like blue/white and brown for leather sections is the way to go
I'm going to be disappointed when it doesn't happen but I'm still hung up on the idea of high level robes being elementally imbued at altars to specialize in an element/customize the look like infinity had since (ignoring tech jank) it feels like a slam dunk for design and use purposes
(the picture's just an aside from the green comments)
Tailoring robes to elemental altars and having them count as runes would be a very interesting concept, I quite like it tbh
vaporwave robes
the more i look at it the first infinity set probably wouldnt look bad at all if it didnt have 8k different colors on it
put the dagon'hai/mystic/ancestral/bloodbark colors on the first infinity set and i bet it looks the best, probably make the robe bottoms a bit bigger too
I could see it
I think ive been talked out of anything red cause we should save that for vampyrium as much as possible
makes sense
And then probably blood(ichor?) themed necro stuff too
We’ll be rolling in red robes
current selections
I would love to talk more about the kind of plants we'll be making it from but it's hard to do without knowing what the robes will actually be!
flexing flax, it's made of muscle fibre
finally they release flax 2
flux flax, it shimmers between realities
Long awaited sequel
flossing flax, it's insufferable to look at
flaxing flax
let's not get too crazy now
Plant ideas I have had:
- Starflowers for a Lunar or Celestial-inspired set
- Porazdir, Zachariah, and Derwen themed plants for a Mage Arena/Kolodion inspired set - I'm fond of this one because Zachariah is already associated with lilies and Derwen is literally a tree!
- Some kind of Light, Dark and uh, "Standard" plants for Grandmaster Mystic? Could overlap with the Mage Arena stuff.
If they go with grandmaster mystic
you kinda can make two plants that are related
since we don't know what normal mystic come from
flax that grows near animica might share some of the qualities with that mineral
What IS mystic cloth
skin peeled from old mystics
why is it blue
do old humans just naturally become blue
see Saradomin and probably Elidinis
supercharged humans just stop breathing unconsciously, without dying
so they become blue
I would have had Mystic cloth be made from mystic sheep, to parallel how standard wizard robe cloth is made
those are the sheep from worms right?
Grandmaster Mystic Robes
Essence: Tectonic, 3rd Age or Cryptbloom
Effects: Protective dome over player for 5 secs. to eat...
Pushes melee attacker back 2 surges
Able to connect you armour with your weapon for more power (permanently or just for a certain amount of time)
TANK = regular without connecting weapon with armour
POWER= connected armour with weapon
Cool Effects: glows, sparkles, puts off stars, or an aura around player which can change color either by player or automatically.
Oh, how's this for a new robe idea pitch
Otherworldly robes!
(Which could still get a hat instead of a hood in reference to the original model)
The t90 armours won't use essence
And people have already said this will be t90 unaugmentable tank armour
Looks like it'd be better suited to necromancy tbh
They're explicitly magical beings and not necromancers
it still looks undead/necro themed as a creature. Hooded face, dark and faded colors, pale and deformed limbs that look held together by exposed bones
with context you can know they're not, but if you just plopped that in front of someone they'd probably think "undead" the way people assume that about ghouls
THat's more the creature wearing the robes, tbf. And presumably they would be updated at the same time to look more magical.
Plants that could be used to make it, I guess:
- Starflowers
- Tanglebush (based on the tanglefoot, seeds dropped by baby tanglefeet)
- Puro-Puro wheat
I feel like the ideas that were put forward are the best ones so far, this doesn't top any of them
grandmaster ganodermic. boost the damage of poly pore staff to level 90 while worn. grandmaster lunar armor 50% of not using any runes while using lunar spells while at livid farm. grand master infinity a 50% chance to not use any runes while casting magic spells at mage training arena.
Actual flax is woven into linen, so perhaps a new fabric woven from flax could be an item. Maybe enchanted flax seeds to make enchanted flax
The level 90 armour is just a core craftable armour, level 90 tank armour with no abilities or effects
its only one set that's being released, we told you this is the other chat, and they've already said these are going to be t90 unaugmentable with no effects
stop making things up, where did it say that?
I mean at this point you're tripling down? They are making an equivalent to smithed primal, t90 tank unaugmentable mage armor
okay an even better spot, ty vad
😦
that's a bold assumption, primal was a singular Armour being release, this is 6 different sets of armor being released and it didn't bother saying it doesn't have a set effect. why have 6 different sets of armour with no set effects, if its cosmetics why not release over rides.
my guy you're not getting 6 sets
its concept art and ONE is happening
the picture shows several concept arts for one armor
It's implied at least 5 times in the post that it's gonna be 1 armor set. Choose which design you like best
There's 2 set, 1 for training purposes, and 1 masterwork. that's it. maybe there'll be masterwork and trimmed masterwork, 3 at most
the question is "which of these do you want for the armor, or do you want us to try something else"
they explicitly say "one" multiple times
they're not even doing +1 +2 +3 +4 equippable variants of it, it's going to be base 85 and finished upgrading at 90
That does seem pretty lazy to just release one, that does seem like a jagex thing to do.
vs going through a whole process to make "save runes at mage training arena" armor sets

its explicitly a primal equivalent, what the concept art is for isn't getting a passive
Alright, blocking this guy. It has to be baiting.
Masterwork is the set that will get a passive
what i said before were just alternet set ability for those armor if they decided to implement any of the given sets.
There is no set ability on what will be made from the concept art. Its primal, but for mage. They just showed us a few ideas for what it could look like, and then asked people which one they liked the most.
It wont be anything more than primal but for mage
He just has to be trolling, no ones reading comprehension is that bad
maybe non-english speaker
could be tbh, if thats the case then it would make sense
i still think they should relase all 6 and give them tier 90 tank abiliies with set effects, that would add diversity to the game, but i have noticed that jagex has gotten lazy over the years, so I wouldn't be surprised if they do just limit themselves to just one armor set. they are asking what the player thinks and thats my thoughts. they also said nothing is final.
it's not lazy to not do 6 variants of things no one's going to use or go out of their way to sabotage each other
One of the 6 is literally a shadow saying NEW
in case the community dont like any design
We've been waiting years for 1 set effect on 1 armor. Years for an EZK rework. We're not getting 6 new unaugmentable armors complete with set effects
its not being lazy at all, you're just being an ass now, we didn't get 6 types of bow for wcing/fletching did we
Here's the deal, if Jagex are to implement set effect
It makes no sense to do it on the accessible craftable armors
and instead it makes more sense to add to the various boss drops that are harder to get
@jade pelicanyou need to chill
set effect's gonna be on masterwork, and the craftable armor's gonna get to use animate dead which makes it probably the most useful accessible craftable armor we're seeing out of these
did i do something wrong?
Calling it lazy because they're not releasing 6 t90 craftable armors with set effects is a bit much
if so i apologise
agreed

@halcyon crestyou need to chill and cut it out
Lol, its all good, i was a bit confused 😂
i am pretty chill
was gonna say del saying "ass" in response to "everyone is making things up and jagex is lazy" wasn't that rude
i guess a little bit i guess everyone standards are different. if it was my game it would fix any issues immediately and id go above and beyond player expectations.
When it becomes "actually the developer is lazy" it very quickly devolves into just unrealistic expectations that don't know the pipeline for content making it into the game
I really dig the thematic look of the ancestral robes, i think the farming plant should be related to the edicts being put back in place, like a long lost plant has re-emerged and is teeming with magical potential.
I have complaints about some of the update paces and design choices when it comes to things like balancing or afk stuff, and I'd love more variety in gear and don't want to see etect merged straight into MW robes, but some of these demands are just not realistic
you were putting down the devs for not doing what you thought was going to happen after reading the post wrong, thats being an ass lol
Its fine to consider things a mistake, to think that there is wrong things prioritised, but if it hinges on the idea that devs are just lazy thats pretty easy to dispell as a notion
then go make a game
We've had devs spend a lot of extra hours purely because they want to make stuff and there just isn't enough time for all they want to do
Just have any convo with any dev, in particular around gamejam time
Its actually wild some of the things they've got done before
This update is slated for... may, isn't it?
you really don't see how it's worse to double down into "they're just deciding not to do anything to make the game better" as your argument?
@halcyon crestlast warning
Ultimately you wont have enough dev hours for something to go from concept stage and balancing to made to QA'd to live game in those months if you increase the workload for the armor sets sixfold
while i fully agree that the ancestral robes do look the best on the list, like others have said, using that for these t90 armours that are essentially a skilling method for training crafting/fashionscape slots would be a waste.
Using the ancestral robes as the basis for the masterwork robes would do them justice.
Like, there was no room for the fletching rebalance in the 110 wc&fletch update.
I know for a fact that the devs that did that update has spent several gamejams trying to get that rebalance done, and I'm certain it will arrive at some point. But we have to have realistic expectations for what can actually be delivered in a given timeframe.
June it said in the post
masterwork effect stuff was aimed at may iirc
These are the devs for this project.
Of which Alex is environmental, DBarker is concept art, and I dont know most of the rest other than Stu and Breezy
That is fair, I'd assume the masterwork would follow the silver red and gold theme of other masterwork things though. I guess the skilling one the upgraded mystic robes would be my second choice
wow that team has gotten large
You can probably expect there being one artist making all the armors for the update. Maybe two idk.
lynx's name seemed familiar, shes localisation
thats why its normally a different set of names with each rce
was
she's a producer now!
woo!
im hoping for a blue/white with brown leather and a golden trim, but following the theme for the masterwork robes could look cool, for the skilling robes i agree, mystic would be a cool one to have for t90
I trusted the wiki side panel blindly!
Tell her congratulations 🥳
Mod Stu is narrative designer now right?
oo nice, gotta love a promotion
Well while Breezy is here... Do any of the topics need more sharply answered questions? Avernic tried to get us to discuss stuff other than the graphics earlier.. anything else that would help?
just tryin to spice it up
We like the spice!
🔥
dude is all in that urn lore now
Good. He urned it.
oh god
I really dig the ancestral armor. I would say something about the infinity robes but Im afraid they'll update them. Ive been rocking the blue infinity set since like 2017.
I WAS .. damit too slow
anything else to do with the armours from the blog, like the farming angle and all that
personally i think the rest of the stuff related to the armour creation is fine and doesnt need any changes, the only thing i can see that may need to be tailored is the mistake chance, but that would have to wait till playtesting, the only thing on this side that is any relevance for debate is the look of the t90 gear
Think of it along the lines of fletching's stamina or smithing's heat
Well the sourcing of materials remains my primary concern, the actual method of crafting sounds rad!
Breezy, is there a specific brand standard for masterwork items, or is it more of a general description for a tier/classn of equipment. Like do they all need to have the same color palate?
We got a masterwork staff already so I'm expecting robes to match
the choice of plants and stuff depends on which theme the armor has, so not sure what to recommend specifically
then it would be fine, as its already got versions in the game that can be refered to. Everything other than the actual outfit design is perfect already imo
but if the seeds are in game before the update hits like discussed prior, whatever it ends up being will probably be fine in practice
it does, but that doesn't mean there's not other stuff to consider
Renewed edicts cotton, a magical plant thought to have long gone extinct has begun "cropping up" all over. It can be spun into a new magical robe set...
could be harvest and have to replant, or maybe it regenerates back over time
it could be a blood flower that you harvest the blood sap into a bucket and use that bucket to dye a different flower completely, or something
completely random thought^
or what it looks like based on what armour choice you like most
could be a couple of different plants you need the fibers from to make a composite cloth
I do stand by renaming it from Plant Thread to Plant Fiber, seeing the amount of people being confused at the thread terminology
If you like ancestral, what thing do you plant that you can turn into "ancestral cloth"
yeah I get what you mean, but it feels like something that might be something you work on backwards. "What armor set do we like? Okay this one, so what plants would end up looking like that"
is it a flower, tree, herb etc
like the 4 vilebloom plants cough cough
Evil turnips
Good Turnips
it is, that doesn't mean we aren't looking for ideas though
Just harvest witchwood bark and paint it red, bloodbark ezpz
It all comes back to witchwood
which wood?
I feel the patch would depend on the type of armour chosen, for example if we had a "mystic flower" for grandmaster mystic then obviously a flower patch would be best, if say we was using the Livid plants, then that would make more sense to go in the allotment patch.
I honestly thing using the allotment patch would be a best choice.
i dont even care for witchwood, but I like a good meme 😛
yeah sorry I'm a little more attuned to the functionality side of things
Livid plants is jade vine
although the livid mention just gave me an idea, if the masterwork set required a plant that had to be planted in the livid farm reward patch 
What about being able to plant the new trees from woodcutting? that'll give a new resource like a flower or a magical fiber.
it was more of a difference between the two kind of thing but i get what you mean
I would prefer staying away from (existing) minigames for a core training method, dont need to step foot in MTA and livid farm, or vinesweeper for a single second ever again. (keep those for MWK)
maybe for the MW we need to grow a plant in Heedi's soil
I just meant canonically livid plant is jade vine
I'm just saying a magical plant that needs to be in a magical patch could work for masterwork
super down for that for MWK.
Not for the t90 tank stuff
Honestly this is the wrong thread for suggesting anything minigame or overly elaborate, those will be ignored for t90 armor
I guess if i stick with edicts cotton (tied to either ancestral or mystic robe upgrade) would make sense in an allotment patch? Like where we'd plant corn in the early levels, i feel like i don't use those patches enough anymore
Masterwork gets to be overly elaborate and you can do whatever
We know that for the core loop sets, they want clear, predictable, not specific activity tied
yeah, get seeds from something, plant, process
we could still use it for the cloth though, that was my original idea for the masterwork cloth, but would get imbued with more magic after, and could use special compost made from mixing super/ultra compost and a special type of imbued pure essence
it will be a seed that we plant and then harvest plant fiber from
I agree with allotment patch, i was looking up the name when i was typing and missed your comment haha
no worries lol
I mean fundamentally if there's not going to be minigame involvement Infinity shouldn't be an option
Most of the proposed options suffer from being inherently activity tied.
I do agree, the infinity set should be tied to a mage training arena update
which means we don't go with that look
due to everything people have said i do feel like Mystic is the best option, and either use Ancestral for masterwork, or save it for another higher level armour
Bloodbark could be saved for Vampyrium, and while i do like the og Dagon Hai, i dont feel like it would work for this thematically/from a lore perspective
mystic by far is the one that makes most sense from a thematic standpoint
and not by a small margin
agreed
either that or we hit the (NEW) and go some other direction than the 5 things shown
shame we'll only get blue mystic if so
or it doesn't need to be the OG color, if you like the shape
blue mystic i feel is the best, but thats each to their own
I'd be totally fine with armor looking like the mystic or dagon concepts but with different color schemes
blue is fine, but its gotta be something more than just mystic to figure out an interesting plant i think
while I think Ancestral is good aesthetically, personally it feels off as a craftable core armor
going down the new route is also a cool option, no idea what way though
Frankly if it was an option I'd take celestial over the 5 shown
Ideal for me would be something that looks like watchtower wizards let me be gandalf
well it could be something along the lines of Mystic Lily
celestial would also be a good option as we already have primal as the smithing variant, but as someone said previously, its kind of locks the range armour, but i honestly wouldnt be upset with that
ancestral might work better as the masterwork, like it can be made from ancient/ancestral techniques and materials we find, not necessarily a "finished item from ages ago" the way it is in OSRS
I'd not be upset because frankly I think sagitarre is in the running for best looking range armor
it does have a loot of potential with a graphical rework i will admit
Ultimately, if we're going to take something from OSRS like ancestral, why are we implementing it in a way thats... kinda lesser
It goes from powerful late game armor to craftable armor you use before you can afford the meaty sets
yeah i said this earlier, the old wizards tower could have a new section opened up by mages tower archaeologists and we find an old archwizards notes on how to imbue cloth with a huge level of magic
Which is why I jump off the ancestral train even if I think its the best looking of the 5 sets
Not the place for ancestral
Masterwork maybe, not t90 generic craft
i feel like it would work for masterwork, just not the crafting training robes
would just need some gilded trim, and a more fine tuned look
I know people are bringing it up but I think masterwork will look different from that and they probably already have a distinct design in mind
yeah i think they may do aswell, but one can only hope i spose, as long as they make it look good it'll be fine
also herblore habitat
and the jade vine at handlemort mansion
i assume they're gonna want the armours between all sets to look similar like they're trying to do with the weapons
it's funny because with some extra flair, the coloration and general shape of ancestral would probably look fine with the masterwork staff
i wouldn't be opposed to the colour scheme of the masterwork gear so far, itd just be the overall design
oh, actually, for infinity, maybe peach blossoms? since we get the bones to peaches spell from the mage training arena
yeah i know right, when i close my eyes and think mage robes, what i see is very similar to ancestrals design
dont say things like this!!!! they might actually do it
that would be kinda hilarious ngl
i still think tying the infinity set to a mage training arena rework would be the way to go though
Personally I would like current flowers like mairgolds, Nasturtiums, and mor eot be used in the construction of this t90 magic armor and masterwork, it could be a fabric made of a combination of different flowers, new and old.
could do that with a 110 magic update
harvest potion could allow you to harvest white lillies without them turning to ash and that's what we use for mystic!
i like that a lot
would involve farming and herblore
Another thing I could like to see is the possbility of wielding these flowers.
the more skills involved the merrier lol
while using those kinds of flowers isnt a "bad" idea, it would lose out on the ability to introduce a new magical flower/method that would make more sense, like the white lily idea above
taking a flower thats usually inaccessible (whereas the others all have uses) and using a new method to cultivate/harvest sounds more like what youd expect from a master crafting level piece of gear
which is why we all agree it should be celestial robes, clearly
do platinum items need to be locked to one kind of gemstone, why not have it be the new gold bar and just add a few effects with whatever gem feels right for it in the update then add more later on down the line
I do feel like they should definitely be added to the running
That's not a bad idea tbh, having platinum start at 100 crafting and then adding the various gems could take all the way from 102 (sapphire) - 120 (alchemical moonstone platinum gear)
doesnt have to!
i was pushing for some multi-gem stuff
just various configurations, saphires and diamonds for one, ruby emerald and dragonstone for another
whatever feels good
yeah but those'd be from the dungeoneering plants surfacing, and then we'd have mastyxes up here too
the mastyxes will migrate after the flora has had time to settle
(I kid we can have it be a different plant)
That could be interesting, but I'd honestly save that for like 120, imagine having a necklace that uses a platinum bar and then a mix of alchemical moonstone, hydrixes and onyxs
I mean that's a good point, but i would I assume a master crafting armor would consist of some masterful crafting method. Combining different materials together seems masterful. They can still do the lily thing and introduce new flowers
but then what about 130
Should just be celestial at this point imo too. but it can be whatever
It's definitely an option for sure
Skills can't go up to 130 unless they up the max xp
yes
I wouldnt be upset with celestial lol
I do think they should raise the cap at some point, but we are a hell of a long way from that lol
or they change the xp curve on all skills to the invention one and bump it to 150
i liked the answer from Runefest. You cant really ask the lv130 question until we get to 120 all
so lets focus on that
I feel like that would be a bad option personally
Yeah completely agree
i mean by the time we get to that anyone left playing would be 200mil all anyway
I'll hopefully be there this year lol, only 300m xp left to get lol
nice, i'm casually coasting to 120 all atm 4 left
Crafting is one of my remaining 200ms, so I hope this method works well for xp
Niice, what you got left
crafting 112, con 117, hunt 114, divi 111
Con and divi will be very easy ones, craft and hunter will be more annoying.
I have Agility, Crafting, Cooking, Dung, and Hunter. Might hold off on doing craft and hunter till their respective 110s come out and try the new methods.
i'm doing the same with crafting, dragonstone and royal dragonhide are tedious tbh
I've recently been buying 500k diamonds, cba to do dragonstones tbh lol
Got about 130k more to buy before I cut them all
Then I'll wait for 110 craft for the remaining xp
fairy nuff 😛
gonna try my hand at tailoring but mostly just focusing on 1 skill doing daily challenges and bxpws
con's been simple just been tossing whatever magic logs i get into the auto plank maker then converting them into frames for bxpw, though at the rate i'm going ill reach 120 before that
Yeah that's what i was doing, minus the daily challenges lol, had them turned off for years 😅 i did t3 kitchens at the Fort, 50m xp took no time at all, i had like 5m bxp and I was done very quickly, just afking in the doorway only following the optimal build if it swapped to the other side of the door
Just swinging by to voice support for the Ancestral set!
My 0,02
- it's a training armour so shouldn't be linked to a god
- don't play osrs but from what I've read ancestral shouldn't be a 'bulk training item'
- would be cool if the item required items/components from the 'regular set' (plz no infinity, thanks) > mystic seems the logical choice
- opens the door for 3 colour variations (regular blue, light and dark)
there's also a chance we can make mistakes while crafting our wonderful armour piece.
I'm confused by this feature and what it means for the process.
If it's just a make-x engagement like Smithing/Fletching but there's an RNG element then it would just be an annoyance. So this makes me think there's some sort of engagement metric which has me really concerned.
If the activity is skill expressive, having a mechanic which punishes you is fine. But if the idea is to discourage being afk, why not do what Smithing does where you encourage (not discourage) people to be engaged?
It honestly comes down to what the activity actually is, and there seems to be no mention or focus on that aspect, which imo is a crucial piece of information.
It sounds like a more thematic version of elven harps detuning
Elven harps is more inline of what Smithing does, but with Crafting it's different.
If you afk for too long at any moment on the initial piece, you have to use more material, get less xp, AND it takes longer.
With harps, you only lose xp whilst you are afk, same with smithing., but here you get punished for the entire product if you afk at all.
I think it’s probably to create room for growth. They can add incremental buffs that decrease mistake chance or gear the does it or they could add boosts that like increase the exp from mistakes or maybe adding material recovery or what not. It gives them more tools to play with creating a foundation to grow.
Furthermore it gives crafting a bit of flavor that it lacks which fits thematically. Smithing and mining are completely set, no rng, losing heat slows progress but that’s really it.
Fletching is similar but their martial fletching completely stops you if the bow loses all tension, while you can smith on non-existent heat. Woodcutting it’s companion very deliberately kept in exhausting resources and randomness to log obtainment.
With crafting it sounds like the idea is to change about the flow a bit. Mistakes don’t sound like they are tied to being afk at all but instead literally just random but probably specifically tied to crafting levels and other factors (not to mention again any gear they add in the future).
So you start by weaving the thread into clothes, and while doing this you can randomly get mistakes and when you wrack up enough mistakes your clothes become mishapen, which to me sounds more like a stack system, I imagine when clothing becomes mishapen it probably stops you so you can choose if you want to continue or go run over to the repair station, kind of like how archeology stops you when you get an artifact. If you choose to push forward with the misshapen clothing your progress is slowed and a little bit more thread is used. Essentially I believe it’s to break up the pure afk-ness of crafting with just a little bit of disturbance and create some mechanical space for them to play with while helping set apart crafting from smithing or fletching which also have their own flavors.
My vote for lv90 armor hands down goes to the "Grandmaster Infinity Robes". Probably some of the most iconic robes in Runescape's history and now considered a Fashionscape icon. Bringing along the cosmetic versions of the regular robes would b nice too (aka Elemental and Dragonbone Grandmaster Infinity Robes). Possibly a more appropriate name for the base version could be Eternal Infinity Robes (going by the recent usage of the word "eternal" in recent 110 updates) since both "eternal" and "infinity" r something that goes on forever.
if all that the t90 armour is gonna end up as fashion than function, at this point, just go with ethereal, since it's newer.
the others may end up in mtx or runecoin store somewhere down the line.
I really hope it isn't infinity robes for this, we would lose out on then having them included in a mage training arena update in the future, which while the area was kind of annoying having a rebalance and more content introduced with 110 Magic later down the line.
It could make it an actual viable training method outside of just kill shit to level up magic.
Do you mean create an entirely new robe called Ethereal?
What would be the base design of it?
Mod Breezy had this to say further up in the chat about it
naw. i meant just grandmaster ethereal, since it's not an "elite" version of the existing ones we already have (although bloodbark i guess can considered be new too? as it doesn't have an existing inferior version in rs3)
Is Ethereal a robe in osrs? I've tried to look and i can't find any robes called Ethereal on the wiki, so that's why I'm asking.
dumb me. it should be ancestral. my mind is on rc since i'm rcing now LOL
It won't impact Infinity Robes, it will only b themed around infinity robes, but these will b craftable unlike legit infinity robes.
No worries, just wanted to clarify lol
Yes i know that, i have read the post, i'm simply stating that any kind of content to do with infinity robes should either be tied to the mage training arena, or to do with an update/rebalance of the area.
But these aren't infinity robes, they r just themed around infinity robes. Prob won't even need them as material since we will b getting the cloth from farming. Doubt they would add a t90 armor to the Mage Training Arena rework any time soon either. Don't think any other minigame has gotten a T90 armor set so far even after a rework.
They are infinity robes thematically, and having a robe that is based on them have nothing to do with the history and in game lore of the robes, as well as how they are originally obtained seems out of place to me.
It would be like saying here is one small favour 2, and it's finished in 3 or 4 steps, it is loosely based on the design of the original but nothing outside of that.
The infinity robes are a pain in the ass to get because of the in game prestige that they carry and the convoluted methods to obtain them (outside of buying from other players).
It feels like doing their memory a disservice just being able to create a better version of them.
The point of my comment was to explain a couple things:
- RNG where engagement has no impact = Annoying gameplay
- Rewarding Engagement is better than Punishing AFK
- Smithing, Fletching do this, but the proposed Crafting does the opposite.
- This would be an exception if the functionality was revolved around skill expression.
It would be a unique take on Crafting compared to the other skills, but gameplay wise it will always feel bad to participate compared to alternatives. But as I said, it really just depends on implementation, which is something we lack info on and it's something we shouldn't if they are trying to go for a different design approach than Smithing/Fletching.
Did you read my reply to you with Mod Breezys response to the topic?
If the implementation is, you just take a miscut item, "repair it" in like 3 ticks, and it returns to the normal progress item, then it would be the same as Smithing/Fletching
Yeah
But Breezy didn't explain it
It was enough for me personally, if it works the same as mining stamina, where if you click every now and then you have a lower chance to make mistakes as when the bar empties you make one, I can see that being perfectly fine in it's design.
And it does look like you just take it to the repair section, click and wait for a few ticks then straight back to continue making the item.
However, throughout all this, there's also a chance we can make mistakes while crafting our wonderful armour piece. Mistakes on their own are no biggie, but make enough mistakes and we'll end up with a mis-cut magic robe top, which must be taken to a Repairs Table to fix. It is possible to simply continue skilling and progressing our mis-cut robe top without going to the Repairs Table, but we'll be working at a reduced progress rate, meaning less XP and less overall output over time.
If an item is mis-cut, we'll use 2 pieces of thread for every progress action.
That's not how it's described
Yeah, so if its not repaired you'll be working at a lower rate, so just repair and go back to it normally
I'm asking for clarification on what that process is.
Because as described the design is worse than Smithing/Fletching
Let me clarify, in Fletching and Smithing if you afk you just lose time. You don't use up more resources, you don't lose out on xp.
Well what I showed you from Mod Breezy is the main info we have on it currently, if we go @young dome then hopefully he can give you some more info 😊
And for the losing resources part are you talking about the thread cost?
Yeah
Because if you wear the crafting cape you won't use any thread 😅
then why have the punishment
No idea personally, unless it's a new type of thread, but i don't see that happening
if there was a mechanic where more thread consumption, or higher quality thread could speed up the process that's one thing, but yeah
Or if the cape effect doesn't work for some reason then I don't see the point of even having the perk on it
That's a good idea tbh, can make and use better thread to speed up the crafting process
But would it be worth it for the most part as normal thread would be free
Could be an interesting money sink
One thing I want to know, does using the Amulet of Crafter's Offerings work on the +5 option and would it be more beneficial than adornment?
If this was the implementation then I'd have no complaints compared to Smithing/Fletching:
You start creating it, mistakes happen at set intervals where their frequency increases for each mistake you make. If you click or interact with something those intervals reset. After enough mistakes, progress is slowed to the same speed as Smithing with no heat. To "restore heat" you click on the "repair station", and then return to tailor dummy/drafting table and continue till it's done.
It's not what I want in high level gameplay but it matches what we have in other skills.
From what I can tell that is how I suspect it to work, the "heat" bar over your head goes down and if it hits 0 you make a mistake, but you can click it to reset the bar, or repair if it hits 0
that's less my concern but more of the repair angle
The repair section, seems to be just click on the station, wait a few ticks and its done
does progress reset, is it basically instant repair, etc
I wouldnt think it's instant, more like filling an overhead bar and then it's repaired, I'm also guessing this would halt the progress of the overall item and wouldn't reset it as you can still continue if its got a mistake, just at slower progress
Filling a bar, taking 3 ticks, that's basically instant
What I wouldn't consider that is if I had to wait a minute engaging with something for example.
If that's how you see it then yes, i would see instant as you click and its done without any time
I wouldnt think it would take more than a few ticks to repair
But yeah if you're on say 47% and you make a mistake, i can see it then starting to give slower progress, or you can reapir and continue from where you left off
If it did do anything to your progress percentage like lowering it for example I think that would be kinda silly
I just want clarification that's all.
But unless there's a new type of thread I can't see it being a drain on resources due to the crafting cape passive, and if you are doing this method of training (100-110) without wearing the 99 cape it seems counter productive
Yeah makes sense, I tagged him for you so hopefully he can get back to you at some point when he's free
Slightly on topic but also off topic. I just wish we had a skill expression creation method which would take resources from slayer mobs, bosses, etc and then get used to create items.
And my hope was an update here would look to do that, but unfortunately we get another make x/afk activity which just makes skilling feel like a tool to do the "real content", PvM.
How would you implement something like that? I know the Mods read these chats so you could give them some ideas
Most of skilling is to either make money or to create better stuff for pvm, as pvm is the main focus of the game as I see it
The overall story and pvm
Especially recently anyway
But technically is that what we have with the masterwork process?
Using boss drops for their essence
Leather from vorky
And dinos
It would be better suited for #1352428784325886013 than here, but things like:
- Fishing Trawler
- Fish Flingers
- Ceremonial Swords
Are clean examples of skill expressive content. I'm not saying it should be as simple though. If we look at slayer mobs to bosses, those would be like slayer mobs.
Skilling atm, is like clicking a combat dummy, waiting 30 seconds, click another one, and repeat. Maybe you click less, maybe you click more.
BGH I'd also put alongside those 3
So you want more interactive mechanic based skilling?
Yes, skill expressive content
Ah fair, I think it was the term you used that confused me 😅
Yeah having more mechanics in high level skilling content, like bgh would be amazing ngl
That's alright then, anyone not using the cape for the method would just be shooting themselves in the foot
The new seeds should be either flower or hops seeds IMO. Hops preferably as hops patches are almost useless outside of god grapes
Trying to brainstorm some locations the new clothing skilling stations could be:
- Crafting Guild (duh)
- Thessalia's shop in Varrock
- Menaphos merchant district
- East Ardougne, by the market area
- And I want to say the Ithell district but its kinda crowded already... Maybe if they can open up that building by crystal singing bowl?
I think personally it would be better in the allotment patch as those are practically useless, at least god grapes are useful
Yeah I can see all these working from an in game logic standpoint, they already said that adornment will take place in the crafting guild
Maybe also the fancy dress shop in varrock too?
If they went with Mytsic robes, or Infinity Robes, would the recolor options that we currently have be considered as "Trim" versions of them? I personally never cared for the default color scheme of them.
I do like the OSRS armor sets, but I don't think master work crafting is where they should come from.
I doubt the other colours would be considered trim, but i would like to see them included somehow if it was the option picked, which i really hope it is.
Bloodbark could easily be brought out with something related to Vampyrium, and would make sense.
I feel like Ancestral would be a perfect design standpoint for the basis of the masterwork mage robes, but I think it's definitely too good for these t90 unaugmentable crafting fodder. Either that or have it released in a similar way to how it was introduced in osrs, I have no idea I don't play it.
I need to think about it, but for me it's Mystic or Ancestral
Infinity robes or dagon'hai don't feel like they need a greater version
Mystic sort of falls in line with the "Rune" -> "Elder Rune" idea almost
And Ancestral (idk anything about them in relation to OSRS), seem fine as a generic blanket theme high level gear
The way I see it is Ancestral looks the best but would be too good of a design for crafting training fodder, Bloodbark could be saved for something relating to Vampyrium, Dragon Hai has too much of a history with quests and specific npcs to just be a crafted set, and Infinity should be saved imo for a mage training arena rebalance/rework as it holds a high prestige in the world due to its convoluted methods of acquisition.
Yeah
my main thing with Ancestral is that it's a very iconic raid reward in osrs
Generic gear that's meant to be broad shouldn't have specific themes imo
and so making it just a thing you make to train crafting in rs3 would feel like a weird interpretation of osrs content
it would be like if osrs added Telos as like
a mid level slayer miniboss
That's fair then
Which is why I think it's better suited for a masterwork mage robes starting point or a future boss reward
I agree with this, which is why I was thinking to save mystic for the elder rune equivalent, instead of the primal equivalent
yeah exactly i was thinking like
DOES 'masterwork magic armour' have to be a robe set called 'masterwork magic armour' with similar design motifs to the masterwork armour?
If we want it to fit along the same theme then I would say so yes
or could it be that our 'masterwork magic armour' is just ancestral? that way having to get the high end pvm drops and go through the long crafting process to make it could lend it some of the prestige that people might expect
I think not at all imo
yeah
Or Mastercrafted Robe Top
So Ancestral is from osrs raids then? Is it the best mage gear in game?
yeah its the bis magic armour in osrs
comes from chambers of xeric
and very expensive
Ah okay, i haven't played osrs since rs3 was osrs, I've seen the robes before but know nothing about them
How much is a full set?
~270m on osrs which in rs3 terms would be like uh
i have no idea what swap rates are nowadays but at least 10x
so equivalent in rs3 would be a 2.7b armour set
Ah okay, is it power gear?
yeah
i dont believe so but it was the first magic gear in osrs to have a % based magic damage boost
3% per piece up to 9%
Oh okay that's interesting
Ancestral robes can be obtained as rare drops from the Chambers of Xeric. Equipping the robes requires level 75 Magic and 65 Defence.
They are the best-in-slot robes for magic attack, trading off some of the defensive bonuses that Ahrim's robes offer for benefits such as better magical accuracy and the highest magic damage bonus. However, when c...
If it was used as the overall design standpoint for the masterwork mage robes then the set effect it could be given could also be along the same lines to pay homage
I just don't think it pays respect to osrs, to have them as craftable gear in rs3.
For a set that's considered bis in osrs it's strange from a rs3 standpoint that it only needs 75 magic and 65 defence to wear
level requirments don't matter for osrs. it's stats, and effects that play a major role, and they can be more heavily adjusted then what we currently have in rs3.
I don't feel like it has to be the same level of gear (being bis) to pay respect to osrs, having it be a high prestige set with a set effect that is similar is kind of enough for me personally
Nothing requires higher than 80 to equip in any stat iirc
Oh wow, that's strange, from a rs3 standpoint ofc
Its like imagine when gwd1 was BiS? Then chaotics came out? They are around that point in power creep
I spose because in rs3 it's more the skill of the player over the buffs of the gear
Wow, didn't realise they were that far behind
Well they lost 6 years between 2007 amd 2013, and then another ~2 years of having only 3-4 devs, then a whille of people voting no to every powercreep at all
Yeah it makes sense when you put it like that, why did players turn down all the powercreep?
Well i was spitballing, i agree beyond chaotics, maybe areound the power of like, t85? Maybe the power of the hex weapons (inquis, maul)
the 3 megarares in osrs are the big outlier
I spose it must be harder for them to create challenging content (pvm, bosses) then in rs3 when you can look at more values
pre-eoc never had anything quite like them i think
Anyways, dont wanna derail. But effectively, ancestral is very powerful, probably similar to the difference between tank and power armor at any given tier. They had 0 power armor and then got some from mega rare lengthy raids
What do you mean by that? I don't understand the term
osrs has 3 raids and each one has a very powerful weapon as its rarest reward
Makes sense
theyre all a little niche but in that niche theyre very strong
No, they have an effect
Oh okay
twisted bow scales its damage up depending on the targets magic level
So hexhunter
yeah its like a hex but slower attacks bigger hits
scythe of vitur is a melee weapon that will hit multiple times vs larger enemies
Ah okay
so its useless vs a 1 tile sized Man or whatever but does insane damage vs anything that is 3x3
Thats the point, they're the only 3 weapons with any sort of noteworthy passive effect
Twisted bow deal more dmg the higher the enemy's magic lvl, scythe of vitur does multi hits on big enemies, and tumeken's shadow triples all power armor values
So they do seem like they're decent then
and shadow of tumeken is again pretty slow attack speed but it takes the magic damage % stat from all your gear and multiplies it by 3
Yeah, and the staff is what makes ancestral eveeeen stronger, cuz its rare % bonus gets tripled. Making ansetral even more worthwhile
Yeah makes sense
So if Ancestral was to come in the game, as players who play both games, in your opinion, does it have to have the same status, or would the graphical design be okay to use for something that doesn't have the same status?
I think it has to be power armor
yeah itd have to power armour and fairly high end
Yeah that makes sense
"look at the disrespect they did to my boi ancestral, making it a tranining method, tank armor" -osrs, probably
perhaps not necessarily bis because we have amascut robes coming but a viable bridge to that
So would masterwork mage gear be high status enough?
I agree it's too good for the crafting training level 90 gear
Probably, if it needs vorago and nex gear that's pretty big.
Ancestral as the MW base makes a lot of sense, it can be special but doesn’t need to touch on toes.
Yeah i fully agree
Maybe its not enough, but mage (and ranged) were always lacking in diversity. For example, melee, from gwd1 base bosses, got 6 weapons (4 god swords, zammy spear, sara swird). Magic got a shitty battlestaff, and ranged got 1 DW set of weapons.
So its harder to find more alternative stuff to break down for mwk in general
Yeah i was trying to think about what essences we could use for masterwork robes and the only t90 that would make sense is tectonic, as I feel it has to be power gear, I spose we could use zuriels, but virtus would just make more sense.
If it was tank then we could use primeval, and seasingers, I don't think Crypt would be a good option.
yes 100%
it'd be the first time since nex that there is anything resembling consistency in theme for a collection of gear across styles
That has value, compared to "it should be different just because" or "I don't like silver and gold"
My overall thoughts: Having a new t100 plant to farm the material for the armour is really nice and ties well with the dungeoneering background. The actual proccess sounds very nice as well in my opinion, giving more depth to crafting and allowing to both afk and active skilling (which I personally prefer). As to the theme of the armour, visually I prefer: 1.Bloodbark,2.Ancestral and 3.Dagonhai. I'd also prefer if the robes are made to look somewhat more tanky (since they're tank armour). I prefer Bloodbark because it combines new and old and makes sense as tank armour. However it doesn't make sense to me how bark would be made into some sort of cloth... but I guess it could be figured out. Alternatively, I wouldn't rule out having spiritbloom, given its history, but understand how the repeating theme (dungeoneering) and lack of pointy hat could make it not the best option. Other than that, something like the Flamtaer robe armour could be cool. Finally, I'd like to propose once more that these kinds of armours are made available as cosmetic unlocks somehow, like fully upgrading a full set.
Having them be more tanky in appearance could be cool, but it would fully depend on what one is picked as of how to do it, the fact that we're using just plant material and turning it into cloth doesn't really have any major ways to induce a feeling of tankiness though, I think more would need to be added (metal, leather, etc.).
It's one of the reasons I would vote against bloodbark, as the fact that we have Vampyrium upcoming gives a perfect setting to introduce a new type of bloodwood tree and thus the armour that that way.
Spiritbloom would be a rather nice option, I haven't heard that one yet, but as we already have Primal for smithing wouldn't Celestial make more sense? (It's an option i would also fully support) plus there's nothing to say we can't alter the look slightly and give it a pointy hat, it wouldn't bother me if they did.
This would also practically lock in the ranged armour from dungeoneering being the outfit we make through crafting/hunter in the future which is another thing I would give my full support to as seing that graphically remastered would be amazing, as it already looks cool.
Flamtaer robes could also be another good option, I did think about this previously, but I initially went against it as it would probably make more sense to have it be upgraded through some sort of quest related to morytania, perhaps also along the lines of the Vampyrium quest series, or something else to do with the Barrows.
Having cosmetic versions of the final choice would be a great idea, but I would say only if they end up looking the exact same (or if its celestial a retro version like they did with primal) as the difference between in game items and cosmetic gear releases is usually quite different, with the in game items usually looking a lot better.
Can we get 4 of them eventually at least. I genuinely love infinity, Dragon Hai, Mystic, and Ancestors of them and find it hard to choose 1 set over the others
Maybe we can go as far as making them interact with 1 element in some way as well as being awesome looking t90 tank armor
Ngl I would 100% pick up all 4 eventually
Can’t we do [[Celestial robes]] like how [[Melee]] has [[Primal armour]]?
no
i would actually prefer that, minus the 11 different materials needed to craft it.
talk about standardization, why keep tossing it aside every now and then at a whim?
I do feel like Celestial is cooler than any of the provided options tbh
If they do celestial, the ranged armour would have to be saggitarian and since that's delayed until Havenhythe I think they've already decided on the theme for that one
Inanna pelts
Weren't people already annoyed at primal being unaugmentable "junk gear" with reduced stats
Not that I ever saw
same people who were annoyed about elder rune 8 years ago or w/e
My vote is for blood bark.
Also please make the armor absolutely gobble up croesus flakes and God wars 3 energies. So either you need a ton of flakes to make it or have it consume entire pieces of cryptbloom.
this is a t85-t90 unaugmentable crafted armor sir
Cryptbloom is tier 90. 😉
This armor is for t85 to t90. I still hope jagex changes course on the whole unaugmentable direction they've been going. Nothing screams dead content like needing to train a skill to level 110 for items that are worse then previously existing items.
I guess my expectations might be to high though. Long gone are days where a single boss (Barrows) released 6 different gear sets that had different play styles.
I suppose wanting an update that would make me want to train to 110 for a reward would be silly at this point.
this the armor that's created at level 100 purely for training the skill
I think you're in the wrong channel
These designs are cool! I prefer the Mystic or Infinity robe.
So true. it not being augmentable makes the armor seems useless, its going to be outclassed by everything else. it just being a armor set with no ability similar to tectonic would had been fine. (Then jut proceed to give tectonic its own ability. i feel like its earned it. maybe it could boost earth spells or something? or its own version of aftershock that causes a tectonic eruption.) I still think it would had been cool to have gotten 6 different armor sets like you did back in the day with barrows. Maybe grand master Dagon'hai robe set could improve the power of god spells.(Divine Storm bumping it up to tier 90 when worn.) I would had preferred to had celestial extracted from daemonhiem and crafted on the surface. Grown from seeds that you buy from daemonheim with 110 farming. https://runescape.wiki/w/Celestial_equipment
Celestial equipment is a range of tier-11 Magic equipment found only in Daemonheim. All Celestial items require level 99 Magic and Defence to wear. Celestial equipment is only available to pay-to-play players.
Celestial items can only be obtained as a drop from certain boss monsters. They cannot be crafted or obtained as drops from other monste...
Can't believe they're making level 90 unaugmentable equipment for training crafting, no one is going to use that for combat! What they really need to do is let us make some actual useful armour like level 100 magic power armour or something that takes ages to make at 110 crafting
Interesting you can't believe that after they released t90 smithing armour, t90 magic weapons and t90 ranged weapons that cannot be augmented with the main purpose of being a xp training item.
He's being sarcastic...
I'd understand the argument for grandmaster mystic considering elder rune, But that's the wrong comparison to make in this case. the t85-90 mage gear is the counterpart to Primal gear, not elder rune. IMO Ancestral fits better as the t85-90 gear, the a fully upgraded set serves as the base component for the masterwork power gear
also important to remember, the MW label is ment to convey the idea of what the creation process will involve, not the actual name of the robes in all likelyness
when the "MW" robes finally come into the game, they wont be named Masterwork Robe Top, etc.
None of the MW armor uses the regular core as the base though. Like MW armor isn’t elder rune it’s everything. So if you wanted ancestral as the base of MW you wouldn’t want it in the core.
okay, but this isnt limited to being an exact copy of the process for making masterwork armour
obviously the robes will req components from a number of different sources
Having fully upgraded ancestral as the base thats then further upgraded & empowered with "tectonic" and magic praesul essences plus whatever else they want to through in is just as fine
I think whatever they'll come out with, it'll more closely resemble the creation process of the masterwork weapons than the melee armour
provided they don't actually call it ancestral - imo it'd be bad to impliedly borrow osrs story present and future
Theres nothing wrong with borrowing from osrs.
its not like theyre copy pasting ancestral aand chambers of xeric directly into rs3
its taking an osrs idea of ancestral gear and putting an rs3 spin on it
If anything we should borrow more from them, they have far less ugly cosmetics
it depends on the context, but there's a decent amount of lore behind chambers of xeric which, if implied in RS3, would unreasonably constrain future narrative development imo
as I say, I think using the appearance is fine, I just don't think you should do that and also name the items 'ancestral'
Yeah to be clear I'm a fan of using the appearance in RS3, not a copy paste of ancestral because we're missing CoX
just that traditional western fantasy wizard aesthetic needs to make a comeback in RS3 imo
they very likely will, literally everything else is called masterwork
I suppose time will tell. I'd rather they call the MW mage set Grandmaster or Grandmaster [X] if they go with a concept like my suggestion (Ancestral - MW upgrade -> Grandmaster Ancestral), reusing a name like masterwork so much gets boring, dilutes the term, and makes search functions obnoxious.
if they aren't gonna use it here might aswell rename everything else, it'd be silly to pivot the naming convention now when it was always the intention that there would be a lot of items called masterwork
like imagine if instead of Virtus, Torva, and Pernix, Nex armours were all called "Zaryte"
people might have accepted that at the time
It'd get very old, very quickly
because they were all from one boss anyways
half the time people just said/still say "nex gear"
they would have been called ancient rather than zaryte
ancient prison ancient warriors ancient mages ancient rangers ancient gear, it would not have been out of place at all
if they want to rename the staff to something else along with the robes, whatever
Ancient gear was already a thing at the time with the ancient warriors gear dropped by revenants.
but no reason to specifically single out the robes
I said Zaryte to match to bows name,
those weren't named ancient, they were named after the actual people that wore them
and erase the individuality of the armour names
any way
and you're attacking the example, not the argument
the argument is your opinion
I don't have to attack it
it will be named masterwork
my argument is they can and should explore other names for practical reasons
I disagree
they arent limited by a minor decision made in 2018
That is an incredibly reductive thing to say just because you don't like it
masterwork would be the only thing in the game to have a consistent visual identity and naming convention throughout the styles
I think that has more value than doing things differently just because
they've always done that, there's nothing special about that
the fact that the t90 power armors come from wildly different pieces of content with wildly different difficulties and wildly different places in the economy is not a strength of that part of the game I don't think
there is little value in being different just because
not everything needs to be equal at all stages of the game. But in the conversation about the naming convention, Masterwork vs "unique names for everything" isn't a big deal either way
not to mention the point of the name, it's called masterwork because it's the player's master work
grandmaster has no meaning as far as the player crafting the armor goes
until there's another tier and people start questioning it again
it's just cool epic name that sounds good
like how they already are with the melee armor
trimmed masterwork can be bumped up, breezy was interested in a t100 version
if we already had been planning on different names I wouldn't care in that direction either
"here's the Arch Magus staff at level 100, and you craft the robes soon"
but I don't see a reason to name the robes something different on their own all of a sudden
yeah, overall its not super critical
and most people are probably more concerned about the viability and design choices gameplay-wise of the gear
yeah obviously the average runescape player will love a staff called poop staff if it did a lot of damage
true. Naming convention is pretty much just a nitpick compared to that. IDK, I'd just prefer them not to just default wholly to just "masterwork". Even something like "Masterwork Ancestral" or whatever else they end up going with for the t90 stats gear would be leagues better
Yeah, I feel like "Masterwork ancestral robes" dodges any naming inconsistency
between masterwork items
Amen. Not going to lie this years April fools joke has me thinking how dead RS3 is gameplay wise and how a RS4 would be really amazing. Runescape on Unreal engine 5, with a controller? That would be bad ass.
It's equivalent to heat/stamina in smithing/fletching
Stu was working on a prototype of my design as i was writing the blog, and just before the blog released we did some playtests on said prototype
General feelings on miscuts, which is what we've been calling it since, is that the rng element wasn't predictable (ofc)
Had some ideas over the weekend of how to change it up and make it a more standard, and predictable action alongside some other minor changes with regular thread usage
In terms of the "negatives" of afking, these aren't actually any different to Smithing which affects progress depending on heat, but the playtests brought up similar feelings internally
which is interesting
this is it how it works yeah
Idea to introduce various threads to decrease likelyhood on miscuts for higher cost? 👀
Thread > Sturdy thread (combine 100 thread at spinning wheel)
could do yeah
i was considering that sort of thing with levelling benefits
which would work better with the changes we have in mind after playtesting
Odds on seasonal wool from POF getting a use?
Crafting cape's perk could be slightly updated to interact with the update, too.
I think atm it's just used to make ensouled thread for necro gear
could potentially be a good pick for the MW armour
Definitely
Combine sesaons wool + black wool + golden fleece + regular wool at the loom, to create a ball of glamorous wool
Milestone capes for 100 and 110 all skills.
Also make it so a cape that requirss 90 in every skill doesn't have worse stats than a lvl 1 cape
Even if it's just armour

Would better fit in the QoL RCE thread.
But we are far off from 100 & 110 all regardless
I actually mistook this for that one, but ya mainly the 10 - 90 all capes
for some reason I kinda forgot about the wool and that you get it from farming
are those the only clothing related animals you can raise
Spiders produce spider silk, cows cowhide, yaks yak-hide, dragons dragonhide
Technically
wait spidersilk makes sense but the hides... that's terrifying
hmm there are different spiders but they all give the same silk, shame
well not like special silk cant be added as an uncommon thing like the abyssal synapse
this would be how you make grandmaster infinity, clearly
Should have some magical threads too, for good measure
1k magical thread this time.
100 is rookie number
i think a feature of the smithing/fletching systems that would maybe help is that you can always top them off to never end up in the "worse" state. The way the miscut system is described is that every second you dont catch that a miscut happened, youre being "punished"
so if theres maybe a slow progression of getting to a miscut, or it takes 5 miscuts to get into the "worse" state and you can repair them before it gets to that point
that might feel better
i would honestly prefer that system wise crafting armour isnt just a total mechanical copy of smithing armour
having the miscuts be something a little different from heat makes it actually feel like i am doing a different activity
you're crafting something either way. i wouldn't want that a nuisance mechanic is what makes or breaks players' choice to participate in one over another so differently
like, i currently prefer to mine than woodcut because of the freedom of afkability it provides through its mechanic, even though both are essentially gatherinf skills - ironically mining is more profitable also
Agreed, reward for doing extra > punishment for missing something
thats how it was in our prototype, you need to make 10 miscuts and only then is the item damaged and making less progress
In practice would that sort of feel like re-tuning the harps in Priff every once in a while?
nah with harps you get less XP every 10% right?
Any chance for an automated looming machine for the invention guild?
did them again a week ago on my GIM and can't remember rn
not atm
Fair enough, thought i'd remind people about invention machines being a thing 
The xp amount doesn't go down I thnk, just less harmonic dust after 50%. But I meant more like you don't have to fix your miscuts until it affects your progress, so it isn't constantly interrupting afk
personally i'd rather not jump to invention machines for stuff straight away
They kill any form of money making from skilling things
yeah in which case it's like harps
Okay cool, yeah I dont mind that and it makes sense
There will be more looms added to the game though right?
There's like 4 of em atm
burthorpe has a loom so no
Not really hard, but it's like burthorpe, cadarn district and the fally farm
the others yes but burthorpe is literal starting area so everyone hs access to at least one loom
one was added to crafting guild, its just not very useful to due lack of crafting guild bank
I've never thought of looms as being something we need more of, maybe throw one in the Fort crafting area though
Construction slot with a chest ya gotta craft

Make it ornamental, due to guild having high standards
Constructable guild improvements are a rather underutilized reward space
honestly not worth the dev time for the few minutes we'd spend using a loom out of all the other stuff in the game
curious where you plan to put the drafting table though? Will this be an addition to the player owned Fort?
Of all the things that dont need to be hub for more thing its the fort
Fort has too much as is
I'd rather guilds have their spot in the sun
Why have a place called the crafting guild if it has no place in the skill
Disagree, Fort is now the skilling hub and should continue to keep players congregated together. No reason to spread existing players even thinner
Artisans workshop has shown that single-skill hubs work perfectly fine.
I fundamentally dislike the idea of there being a skilling hub for all skills to begin with. Kill portables, move their effect to respective guilds like what was done with portable forge/artisan.
The game gets boring if 90% of your time is alternating between wars retreat and fort
Anything that takes claim to over a third of skills as the spot to do them all forever is overreaching their purpose
It wasn't good when it was lumbridge and its not any better when its the fort.
yeah fort is awful
The fear of being spread out too much is clearly not a reasonable fear, artisans workshop is filled without issue
We already know single skill hubs work
Fort could do with a rooftop agility course though
If that is what the argument hinges on, then it falls apart. The has to be something more it hinges on, otherwise its just relying on inertia that people do crafting in the hub currently and thus it should be that way.
I wouldn't be opposed to smaller "satellite" hubs for individual skills (like artisan's workshop), and crafting guild with some upgrades could be that. I disagree with your take on the Fort though, bringing people together in one area really amplifies the social aspect of the game, and each skill has their own little section. It also makes thematic sense because the fort is a small community which would have people of different trades working in close proximity
I dont find it boring or repetitive at all
I find it silly that we have multiple guilds and they're completely irrelevant to their skills
that is true
Every skill become very interchangeable if
- I do them in the same spot
- In the same way, clicking on a portable station once and pressing space
Every production skill is very interchangeable currently, just different flavors because they play out so much the same way
also the crafting guild will be the place to send the +5 crafting stuff off for extra exp so maybe add a loom and cutting station and whatever else is used?
Smithing, and artisans workshop, makes it distinct
There is a loom already upstairs IIRC
What craft guild need is a bank, and the new crafting stations
yeah bank thats what I meant
and, if time would allow, some artisans workshop luminite injector solution where we get a guild buff and remove portable crafter
Is an expansion to crafting guild within the scope of this update?
Locations have to be put somewhere regardless
there is no more burden to add them to crafting guild than anywhere else, I'd imagine
The burden would be adding a bank and whatever else that entails
I don't think there would be all the stuff that would be ideal to do to craft guild for the update
I think all of them so far have involved some kind of graphical rework but I don't know which ones were already done or being worked on
if it doesn't involve any graphical reworking, I don't think it's expensive? unless there's no space
I mean, I assume adding a bank to crafting guild would be less work than moving stuff around to fit the stations at the fort
I assume that adding a bank isn't a huge deal since they've added so many over the years
There is already a deposit box in the guild
Even OSRS has a bank at the guild
oh yeah i forgot the guild had a yard with some ore rocks, platinum ore placement?
it would somewhat be a shame to have the ore be so easily reached though if they have some cool locations in mind
Have it unlocked through elite falador diary
there's an idea
Its the diary with least useful rewards currently
I’d say that goes to lumbridge personally but Falador is a close second
Like when is the last time you used the explorer’s ring
free alchs without changing spellbook for stray alchables, and cabbageport for farming (I personally just use the livid farm unlocked one now)
I believe jack talked at runefest about area tasks and how they're set in stone for rewards and the tasks themselves, and how that kinda sucks, maybe one day there will be a task refresh
I think if the runecrafting effect kept scaling past explorer's ring 2 it'd be pretty good? idk if there are other runecrafting rings
what if it was changed so it was always a deposit box but fally tasks made it a bank box
I think thats a possible route, though bank is really the dealbreaker for whether or not the guild is viable for a training method
This, plus easy+med is requirements that the portable box today is locked behind
It was actually a later addition and not part of the task set rewards initially
Its definitely making it viable for late game players to use crafting guild
add bank box at a lower tier, add a couple resources that are higher tier locks
like a platinum rock
I just think it probably puts the threshold for viability of the guild too high
to be fair it wouldn't be a problem until crafting is reworked one day but yeah
but its still a distinct improvement to have a bank at all
So I'd take that trade, I'm just unsure if task set locking it is the best route
that's why people were mad when the bank was a limited event thing
You could always do a bit of a funny trick, have a bank both upstairs and downstairs (since there is functinality both places), and have one of these banks be unlockable by task set and one just default unlocked
if the goal is to preserve a reward for task set
I like that idea
So noobs have to run a bit more but still leave guild as a viable spot to train
you could add some new function to the crafting guild unlocked by the task sets
as it is now wouldn't adorning be a hassle, having to teleport back and forth betwen the nearest crafting guild teleport and a bank? or can you burial/ascend/adorn noted items
I definitely could see, if not mainscape due to portable crafters, that ironmen start using the guild as a hub
platinum rocks, a farming patch for whatever the new materials are
though I guess ascending would have that problem any way, no bank at ourania I don't think
Task set refresh to go along with the 110’s would really be a nice thing to slot into that “game health update” space.
Honestly just spitballing here from falador task set:
- Easy: Unlocks a gemstone mining spot in crafting guild
- Medium: Farming patch outside for whatever the fiber crops will be planted in
- Hard: Second bank upstairs. Downstairs being default unlocked.
- Elite: Platinum rock unlocked in crafting guild.
A gemstone in the crafting gui..ah
I’m a little worried about there bring a platinum rock since I like it when the 110’s take you places and spread people out
If it was just one rock that would I guess mean it can’t have rockertunities so that could still give other platinum spots use.
Yeah it becomes a question in how the rocks work and where they're being spread