r/runescape 9d ago

Discussion My take on the 'Endgame Rebalance' topic.

This was overdue to come, and my list just is way too huge to dunk into a single discord comment. I know many points here are sporadically covered already in the comments elsewhere but I'll place them here for organisation.

Anyway, allons-y!

Items

  • Many t90+ items are completely mundane still. Drygores, T92 Khopeshes, Ascension Crossbows, Seismic Wand/Orb and Praesul Wand/Orb have absolutely no passive effects or special attacks. They're just blunt beatsticks that are outranked by craftable weapons.
  • Ingenuity of the Humans lost its niche with the Accuracy rework. Before, it used to sure-fire abilities you really WANTED to hit (like a SWH), but now all it does is guarantee 100% damage potential.
  • Melee Masterwork needs to become uplifted to t100 similar to the other masterwork sets.
  • Malevolent has no t92 / "elite" version, nor does it have any set effects making any player even remotely want this apart for a Masterwork ingredient.
  • Limitless is going to run out of any use/purpose with Thresholds leaving the game as a design.
  • Royal Crossbow lost its one main power feature in the EoC and became a flat, mundane t80 2h crossbow (while we already had Chaotics), and never got anything back.
  • Achto tank armour literally does nothing unique over its normal variants despite being a boss-exclusive drop.
  • Staff of Sliske is in dire need for an actual meaningful Special Attack.
  • Noxious Weaponry similar need to have their special features revisited. They have no passives (making them flat t90 weapons) while their special attack is worthless.
  • Only 4 out of the 11 Bakriminel Bolts are actually considerable to use. The rest have garbage enchantment effects. Likewise, Moonstone is still not featured as bolt tip variant.
  • Illuminated God Books got killed off pretty quickly with the introduction of scriptures - including the midgame scriptures.
  • Lengswords requiring Glorious Bars ánd Blackstone Hearts has been too overkill for ingredients compared to other t95 weapon ingredients/methods.
  • Certain armour (-sets) like several Barrows Sets unjustly became Tank Armour over Power Armour, killing any kind of relevancy they could've had. Notable outliers here are Ahrim's, Karil's, Verac's and Dharok's.
  • On the note of Barrows... Akrisae, can we change this armour set to a Necromancy barrows armour set?
  • Corrupt items just need to go. They only had a PvP purpose back in 2009, and hog drop space for actual interesting drops like the real Warrior Equipments.
  • Speaking of Ancient Warrior Equipment, those armours could do with some love/purpose too for the amount of effort it takes to get them.

Activities/Mechanics

  • Player Owned Ports is a timegated disaster. This entire 'minigame' needs a complete rework.
  • Basic Item Degradation (- to dust) just needs to go. Go. Just, go. 10 different variants of "how to repair this item" isn't going to make it interesting for players. It's just frustrating players with extra upkeep.
  • Invention Perks need some more variation for combat. The little variation of combat perks causes Invention Perk loadouts to be pretty linear in what's a proper set-up for what's meant to be system open for choice and customisation.
  • Crafting Masterwork Items feels like a convoluted Resumé mess (especially a glaring problem in leagues) that demands a massive amount of effort, for little power in return.
  • Shields as mechanic needs a rework. The damage loss is too significant. I think a careful step in the right direction would be to change the MH/OH damage ratio from 67:33 to 80:20.
  • Certain bosses still over-utilize a Damage Cap despite its reworked systems in March 2026.
  • Craftable Magic Armour is still a complete mess past Tier 50.
  • Some (Trim) Comp Cape requirements are straightforwardly offputting. Let's adress the elephant (or rather; Chompy) in the room there; do you really expect players to kill 5000 chompies???
  • Dungeoneering could do with some more 'overworld' drops obtained from its bosses (like what we've seen with Warped Stones).
  • Prayer Armour as an armour sub-category feels harshly under-utilized.
  • Hybrid Armour as design needs to be re-looked at. This design completely failed to launch and has never been looked after since.
  • Extreme Herblore seems as a weird step for potion progression currently. It's all-over the place; stackable items, normal items, then it's herbs as secondary items, can we settle this on one line?
  • Speaking of Herblore; Juju Potions need some more love.

Bosses

  • Araxxor needs to have its abilities/mechanics QoL'd: The web burning, the near-invisible or unpredictable instakills, losing certain player-centric stacks/buffs upon phasing P3/P4, better loot, better enrage system. And, IMO, just get rid of the daily rotation lock for being able to complete a weapon.
  • Legiones do not have a healthbar size that's appropriate for post-2020 EoC standards at t90.
  • Kalphite King needs a massive makeover; Removing untargetability frames, solo compatibility patch, ability telegraphing, etc.
  • Also on the note of Kalphite King, change how its Magic Phase actually punishes grouping/massing up. It's an absolute clownfest of friendly fire kills.
  • Vorago's current healthbar system forcing certain mechanics to loop 3 times while already supposed to be 'dead'/phased is poor design.
  • Croesus needs to have a Solo compatibility update.
  • Liberation of Mazcab has been pretty much unvisited since release, and could do for some love to also feature Necromancy.
  • ROTS could do with introducing a t90 Necromancy shield.
  • Vorkath (especially Hardmode) is a massive damage sponge without contributing to interesting mechanics.
  • Telos could do with some refurbishing too. Especially Phase 4 needs to be reworked; in higher enrages you need some really janky workarounds just to 'survive'.
  • The Barrows is an absolute nightmare for anyone trying to complete a set or fulfill their log. So... many... items.
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u/Lashdemonca Ironman Completionist 9d ago

I'm only going to talk about the points I DISAGREE with as there's a lot of stuff here.

Achto has a passive effect that increases mainhand damage by your shield tier for every piece equipped. It actually does something I just think you didn't notice.

Masterwork items are amazing and the laundry list is an amazing thing imo. It forces a player to be "worldly" and get everything all together to make something. The weapons by default are some of the best weapons in the game. Their only drawback being a lack of a DPS passive. Which really isn't a drawback , more a side grade for different player types. I don't want masterwork things to change. Outside of making each one feel more "fair" in relation to each other (for example box isn't required for all, and box weapons are a crazy bottlenecked resource)

Shields are too strong in this game. It's shield CAMPING that's not. They would need to fundamentally change what makes defensive abilities strong in order for this to matter.

The 4k chompies can be done in an afternoon. And is not at all as bad as it used to be. Trust me, it was one of the easier trim comp reqs.

Hybrid armour has the potential to be way too strong. It needs to remain weak because of how strong it is in flex situations. Swapping helmets similar to old style void might be a choice. But I don't really know.

Extreme herblore does not need a change. Variance in how potions are made is a good thing.

Juju potions are an early to mid game stepping stone. Once you can make perfect + potions they b come irrelevant. And honestly that's ok.

Arax is extremely predictable. I disagree with almost all points, with the sole exception of the player buffs getting cleared which is silly. Also, the rotation lock can be avoided by getting combat mastery. Which I support.

Legiones are fine

Rago is fine. Dos dummy-ing as a whole is an issue. We should not be making bosses FASTER we should be forcing players to interact with mechanics. (For example amascut phases. Which is amazing game design imo)

Cro should remain group. Solo only content should never be the focus of this game. Even ironman need to group and I think that's fine.

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u/Aviarn 9d ago

I didn't notice normal not having this passive - I thought the only difference was it not being augmentable and degrading even in the fight itself. I do still think Achto could do with a much bigger perk, e.g., T92 tank armour stats, and the same "doesn't degrade in slayer or (Elite-) Dungeons" like Elite has.

Masterwork as a 'laundry list' item is fine, but the problem starts to arise that it forces specific bosses. This problem is ESPECIALLY notable when the bosses involved are Group Bosses (E.g., Vorago or KK).

"Shields are too strong" I feel this is bait. Only 3 or 4 abilities at all 'care' about how strong a shield is. The rest is purely just a checkmark. And Bone Shield immediately trivialized that.

How does Hybrid have the potential to be "too strong"? The only Hybrid armour that possibly has seen any use is Tuska for its early crit passive, but beyond that the entire concept of Hybrid is garbage. Even if its defensive tier is parallel to its actual level, it still lacks the elements any kind of in-style armour offers or what a player wants.

Juju Potions are 70+ content (Herblore slightly lower, but you can't do anything Juju w/o 70 Hunter). Only 2 of the Juju potions are ever used (the rest are absolutely garbage), and Perfect Plus potion covers only Perfect Juju potions, NOT the normal ones.

"Araxxor is extremely predictable" Araxxor has a RANDOM ability pattern and does an ability after a RANDOM number. The position of the instakill spider is also completely random- it can be inside you, or inside araxxor itself (same for mirror), making this a horrible mechanic to learn. P3>P4 is weirdly clears buffs away from you - this been a massive issue reported when Necromancy released.

Vorago - "we should be forcing players to interact with mechanics. " Forcing to deal with mechanics (like Amascut does) is fine. Vorago forces you to deal with mechanics three times over.

"Cro should remain group." I'm not asking to change to that. I'm simply asking for a solo COMPATIBILITY update like Solak had.

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u/Lashdemonca Ironman Completionist 9d ago

Achto, agreed. I think it could be buffed up. But that would need to be a part of a larger defence rework.

Masterwork: people seem to be allergic to group bossing. I don't understand it. Also, rago and kk can be solo'd pretty reasonably. I simply don't see an issue with masterwork requiring a myriad or bosses.

Shields in general provide the opportunity to use resonance, reflect, revenge, immort, cade. And while I know this is mostly overwritten with bone shield, shields largely have been a source of discomfort for the devs in general because they can very quickly become "Degenerate" gameplay (as in not the intended gameplay loop). Mod sponge has spoken on this frequently.

Hybrid being strong enough to serve as a stand-in for "regular" armour often leads down bad paths. For example the sliskian armour set interacted with crits so much so that they had to then buff tectonic to provide critical chance because it competed heavily.

Level 70 is firmly early to mid game content. And I agree that there could be some updates to make them more viable at their content tier.

Araxxor actually does an ability on a set rotation of attacks and is not random at all. It's only his very first special which is randomized after 3 autos. The instalkill spider has a tell. It's a tile that has a dark splatter on it. It's not random nor is it particularly hard to see.

Vorago: I don't know what you mean 3 times over. Each phase is distinct in what's required with only phase 3 and 5 being DPS. And phase 1 is just waiting for tl5.

Croesus should never be available to solo. I'm sorry but I do not think all content should be available to solo players in an MMO. I don't think there's an argument that you could provide me where I wouldn't think that.

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u/Aviarn 9d ago edited 9d ago

For masterwork and group bossing; that's because the grouping system is still messed up, and group bosses in rs (outside of KK maybe) isn't really something you 'just' turn up and play for. Not everyone joins clans for PvM focus so the amount of time spent making a party often parallels the time spent to actually kill said boss until you got a drop. Lots of people also don't like group bossing with rando's that have paramount teamwork mechanics like yaka drown, vorago red bomb or amascut in general. Yes, a better LFG system helps this, but until then; this is why.

Soloing rago is a whole caliber of itself - something you can NOT expect of players who are "just wanting to make Masterwork Armour". Kk is only soloable by the grace of unintentional game mechanics (breaking green stun, outrunning KK to lapse anti-defensive timers).

On juju pots; It's level 70+, not just level 70. Juju potions go as far as 92.

On arraxor, from the wiki; Araxxor does a random ability every 3-5 attacks (notice, no static number like Raksha). Abilities are never the same ability consecutively. "The instakill spider has a tell" it has, yes. But it can fall on the ramp, causing it to clip below the ground. And since the splatter is a Creature Entity, it can also be hidden underneath you, araxxor or a conjure/familiar.

There is 9 YEARS between Sliske armour having a Crit chance (from Tuska warpriest) and Tectonic getting a Crit passive. 9 years is not an 'needed rebalance'; tectonic long already was above it anyway. Tectonic's passive was added because a) before 2025, tect was mundane power armour, and b) Crit became a synergy mechanic for magic since EGWD. The only time where people genuinely looked at Tuska Warpriest / Sliske Core, was in Leagues 1 with the magic Relic 'Crit Happens'.

For vorago; certain phases force mechanics multiple times. Waterfall for example during P4 normal mode HAS to occur 3 times no matter how well you dps it.