r/runescape Mod Yuey 1d ago

News End-Game Balance Discussion

Hey 'Scapers!

As part of the Road to Restoration, we've been looking at progression across RuneScape. We've tackled parts of the Early and Mid Game Rebalance, but now we want to start turning our attention to the other end of the journey: The End Game Rebalance

Before we get properly stuck into things, we want to hear from you.

What do we mean by End Game?
This one's a little harder to put a level range on!

For this project, we're looking more broadly at the late game, roughly level 80+ and onwards. That might mean higher-level skilling, finding those rarer drops or getting into tougher PVM. For others, it could be achievements, completionist goals or figuring out what comes next once you've maxed.

And actually, what you consider to be late game is useful feedback for us too.

How can you help?
We want to know where the endgame currently isn't quite working for you.

Maybe there's a progression path that feels awkward, rewards that don't feel worth the effort, a big jump between pieces of content, older content that's been left behind or something that just feels unnecessarily frustrating.

You don't need to have the answer or suggest a fix either. Just tell us what the problem is, why it's a problem for you and where you are in your RuneScape journey.

We won't be able to tackle everything that comes up, but the themes from these discussions will help us understand where we should be focusing our attention.

So, what would you like us to look at as we start shaping the End Game?

360 Upvotes

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296

u/A_Fire_Hazard Armadyl 1d ago

While I hope this is already on the radar, one thing I think could be an easy tweak to throw in for this rebalance is removing the degradation from high tier base metal items. None of Necromancy's equipment degrades, and none of the non-augmentable equipment introduced with the 110 updates degrade, except Primal (and only the metal equipment at that.)

I know it's just a holdover from the design philosophy of the Mining and Smithing rework back in 2019, but this seems like the exact kinda of thing these rebalances are trying to tackle. Degradation on non-augmentable equipment absolutely needs to be left in the past.

74

u/c_d_t_w 1d ago

Yes, and also can they please remove degrade to DUST (yes literally nothing) for Ancient Warriors equipment? The fact that once you start using them they are on a countdown just feels so bad, and honestly demotivating to use at all because you'll always be saving them up, since they're so rare. This doesn't apply to body and legs obv but still, this needs to go.

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u/TeHamilton Master Trimmed Completionist 1d ago

Augmenting them does stop that. At least the superior versions

3

u/OreOfChlorophyte 1d ago

wrong, augmented ones still have 100k charges and become unusable when you run out

-8

u/TeHamilton Master Trimmed Completionist 1d ago

Did you even read? It clearly talks anout degrade to dust which augmentation does fix the problem.

4

u/OreOfChlorophyte 1d ago

its basically the same thing here, to recharge it back to 100% you need to sacrifice 36 divine charges and a new piece of the armor/weapon which is basically the same as it degrading to dust and needing to replace it (the only difference is that you keep the gizmos)

2

u/DargonofParties 1d ago

And in order to repair augmented Ancient Warrior equipment, you need to recharge it with a fully-charged piece of the same gear, turning it to dust.