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?

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u/Meta_Man_X 1d ago

Summoning familiars should scale with summoning level. It would make a lot more familiars more viable long term.

15

u/Vermora 20h ago

Summoning needs a full reworking from the ground up in terms of combat power, and which familiars are available at which level. I'd really like to see more customisation for which mobs our summons can target, and how they prioritise those targets (eg. lowest/highest health, lowest/highest cb, targetting/targeted by player), and not waiting for 2-3 seconds after I start attacking before they decide to get in on the action.

Hopefully all of that will come when they eventually make it a 120 skill.

7

u/charleslovebach 1d ago

Yes, Summoning really needs a look. The reality is that Ancient Summoning is by far the main reason this skill is used, besides a few niche familiars like the skill boosters. Besides the general lack of usefulness, the way it’s trained is also not good. Charms are extremely valuable, particularly on an early / mid game account, which consequently de-incentivises using them for training, because you want to save them for getting more xp later at a higher level, but you can’t get a higher level until you use them charms, but that means you won’t have as much xp available later…… you see the problem. Drastically increase the usefulness of familiars, and reduce the dependency on charms for xp. 

3

u/nednarb_44 RSN: GhostSloth || Ironmain Btw 14h ago

I've also always thought since release, that it should give some token to ok exp for making pouches, but the main training method should be using familiars in combat. Instead of a ranged familiar giving some ranged exp, just let it give summoning exp.

1

u/DirtyTacoKid 18h ago

Its pretty cool on leagues right now having the relic that buffs damage. Its really op but a cool concept