The most impressive part of Archeology is that you are incentivized to not double xp or bonus xp it. The level gaps and remains line up perfectly for progression. Even down to needing 3 of a kind plus a bonus one for quest/mystery reasons. It is so well done. Complete the journal, complete each collection, and it all lines up with proper xp amounts staged to go to the next task. The afk style, or click attention style; moving from place to place after a few hours. Definitely deserves the S, so much attention to details and progression through its entirety
I think the most impressive part about it is that it all just fits together so seamlessly without feeling forced. The digging, restoring, lore aspects, mysteries, etc etc etc. It all feels like a completely natural part of the skill. A lot of skills feel like things are added in just to 'update' the skill, even though the content/reward doesn't make a lot of sense or the update is largely pointless filler.
While I feel the skill is a bit backloaded (all of the meaningful rewards are pretty much relegated to levels 70+), I've been loving the breadth of content Archaeology offers. I'm so glad they decided to delay it instead of releasing it in an unfinished state
I wish they'd listen, or better yet, poll in game. It seems like the devs only listen to reddit or a few pvme/creator people and it completely skews perception toward those hiveminds, and the opposers always get downvoted and eventually give up trying to share their opinion. Also, I've seen the devs say spending any resources fixing old content is somehow not worth it when the entire early game prob needs an overhaul. Every new player I've tried to get into the game just quits because the early game is so bad and all the interface and settings are impossible to navigate without someone to guide them. To me, I'd rather have them fix the early game content than release garbage, like the garden of kharid. The content could have been done so much better if they put some effort in and maybe.. idk.. made it into the farming guild? The current 'farming guild' is 3 people standing in a triangle and a rep bar lol. Instead the garden was literally the most generic thing ever that doesn't add anything besides a shoehorned in 'fix' because the herbs/seeds now require more yield per that same update... Maybe it's just me, but so much new content seems pointless and overly generic. It's just like a rep or reward shop to buy out and never engage with again.
@@FroggieGames hey man the funny thing is they really don't have to look far for inspiration osrs has done so much... They could take so much of that content clean up the graphics and ship it 😂😂 Also devaluing all old content the way they've been going is becoming a bit bleggh... I shouldn't be punished monetarily at everywhere but zammy just so you can make that seem unreasonably high... Vindicta and helwyr are great examples of neutered content because of smithing rework then you take the damn herbs followed by reducing the overall amount per kill... Like that takes all value from the boss and creates this component scarcity...
@@millerandybr3171 LOL I was about to add another paragraph about how OSRS content is higher quality and they get more of it with a dev team of like 10. But I figured it was too much. Idk if your example of Vindicta works for old content being devalued. Vindicta never was an end game boss, so comparing it to one (zammy) is a little unfair. Vindicta was never "worth" doing as it was never the best gp/hr in the game. I think a better example is the fsoa. The proposed change is a MASSIVE nerf to the potential of the staff (It kinda hardlocks the staff into the power it has in the beta and massive buffs need to be added to improve it, where smaller buffs could be added to improve the current staff). I have a whole video that has a spreadsheet you can play with to really see how big of a nerf it is as you increase crit%. They're artificially devaluing the staff. I think the reason is bc necromancy prob adds additional magic crits and might actually break the current staff spec, which is fair. But conspiracy me thinks its just bc they want necromancy to be more viable as the "low effort" combat style lol.
To be fair a low skill combat style is how we all grew up playing the game The idea that we should have to time multiple multiple multiple abilities in a rotation while also dealing with mechanics swapping prayers swapping magic books and hitting disruption shields and tick perfect resonance and all this other junk when did that become fun... The game as a whole is catering way too much to the less than 1% PVMers
@@millerandybr3171 I think you misunderstand. The problem I have is they seem to want to nerf one style so that its more appealing to use a different one. Not because the staff is super OP or combat is imbalanced (range and melee are equal or stronger, just more effort/difficult to use). Then to make it worse, they misrepresent the facts to try to justify their point. If they want to nerf the staff, give the real reason at least. Don't beat around the bush and lie. If necro adds can magic crit and make the fsoa go nuts. Sure I get it but I think it'd be a pretty important point to make when justifying the otherwise unnecessary nerf. i actually agree that high level combat should be more accessible and think the fact that peak combat is like 200+ apm is insane. But there are core issues that need to be resolved first, like moving and attacking on revo, built in macros (equip dw with 1 button, mainly), spell swapping feels clunky (esp borrowed power oml), and way more. That stuff really needs to be addressed before most low effort players will even try, from what I see.
The map needs to scale up in my opinion. Many places feel too cramped and small, unlike Anachronia and the new archeology locations which actually feel like new content and interesting, because there is a new area to explore. I think that besides doing quests, many places aren't used and just take up dead space. With more space, there are more possibilities to do more things for example around slayer in specific areas with different environmental threats. For example, a sandstorm in the desert which makes you wear a specific outfit to protect against it while doing your slayer task. Give Necromancy crocodile leather, scarab scales, ... in order to make armour for your summons or something? I'll stop rambling now but sometimes wish we could have some more polls and feedback for jagex... maybe an idea box event from the community and the winner gets a title to celebrate? oh well dreams
Hearing from someone who has invested a significant part of his life and time into this game, it is very interesting to me as a new player that even after more than 20 years this game seems to have still so much potential to become much better and interesting. It even sounds like there are so much options to significantly improve the not-so-good skills, that Jagex seem to be simply overwhelmed by that and getting lost themselves and somewhat confused among all those options.
Man how did we go from massive house parties for something like 99 prayer, pming our friend we just saw the skillcape emote for first time to casually hitting 200m all alone at a bank :/ Goes to show how we the player base have aged
I had a big event for when I got IFB, MOA, 120 all, and trim at the same time. So I was less inclined to make another big event for this I'll also say that skilling isn't that impressive anymore. MTX kinda ruined all the xp achievements; there's 3k people with 200m all and a lot of them just bought most of it with spins.
@@FroggieGameshey I'm curious as to why people would pay with spins isn't it crazy expensive to do? Like cost at least 5 thousand just to hit all 99s or am I incorrect?
@@epic1053 Once you hit 99 in a skill spins start to give insane amounts of xp. No one is shooting for 5.6b xp before they have a max cape. What people do is buy spins (with bonds) over the holiday promos and farm hundreds of mils of xp for relatively cheap.
I was so ready to drag you over the Big Game Hunter comments, but I don't disagree with your main point. The encounter mechanics are the same across all of them (except for the added jadinkos for tier 2 and 3) and the dinos themselves are just graphically different, but otherwise the same. I think the actual encounter design is great, and I DO have fun doing it, but they definitely should have made it more varied. Three different designs would work, one for quadrupeds, one for bipeds, and one for winged dinos, and each tier can add an extra mechanic (like the jadinkos). That would be enough to change the activity from good to great, imo. The problem with both Dungeoneering and Slayer is that they shouldn't be skills in the first place. If you took out the exp and level requirements for them, they could be completely unchanged and self-contained activities. Dungeoneering has built-in floor progression and prestiging, and it rewards tokens you can use to buy bonuses and rewards with. Perfect. Slayer is just completing tasks for Slayer Points, which are in turn used for buying rewards and bonuses, including unlocking better/unique tasks or blocking/preferring them. It's totally self-contained, and you can just require a certain combat level to do higher tier tasks instead of an ambiguous slayer level.
You can make dragonstone necklaces to make an obscene amount of porters. The vorkath shard event should demonstrate how nice having arbitrarily high amounts of them is. They definitely need to make it less painful to do though.
Lmao! I love runecrafting! I got 120 But on a serious note, the amount of bull shit unlocks you have to get in order to maximize your pouches and xp/hr was so annoying. Lots of achievement diaries, quests, max summoning level haha, arch relics, omg the list goes on, unlock master runecrafting outfit playing that dog shit minigame
I love the negativity. I'm not being sarcastic at all, it genuinely makes me laugh and it's just very refreshing to hear some truth being talked about this game and the direction its taken.
RC skilling boss would be great. Also a runespan rework, I'd like runespan to be more like zeah rc and gives you runes, but afk and the area has potential to look very cool.
How would you see a RC skilling boss working? I honestly think runespan is one of the best looking places in the game. Its such a shame its mostly pointless content and horrible to train with. I never understood why they don't just make it so you get runes from it, especially after the fsoa came out and started using massive amounts of runes. Its not like span generates an absurd amount of (runespan) runes.
@@FroggieGames Honestly, they could rework runespan to have a skilling boss in it, and similar to how croesus has the front skilling spots, the span itself could be the surrounding of the boss. I see a lot of potential in it.
my perspective of what makes a skill great is its relativity and use throughout all of the game/training or at least its purpose and what it brings to the game Arch / Invention especially invention are the 2 biggest S tiers in the game for me bar none Invention literally took dirt crap garbage recycle bin ass items like bronze daggers and gave them use which means junk items in the game, no longer hit 1 gp and sink below the market they can now be used to give components that will perk your new armor etc. and then the use like the fish o matic, and its ability to train, doing other activities such as combat or skilling to train it its just a jack of all trades, and its use goes from level 1- 120. and you will use it throughout the game, theirs never a moment you're not using it.
I think potential is another huge part. If a skill has a ton of potential but almost none of it is being realized, it tanks its value. Slayer should easily be S tier but the devs have done nothing but copy and paste old, already bad, content. Making it way lower than it probably *should* be. Realistically, slayer is a B but since most of its potential is wasted, I can't give it that sort of rating. Arch has a ton of potential and almost all of it is realized, for the most part, and it still has tons of room for expansion. Making it an easy S tier.
I can agree to most of the stuff said, however, the big game hunter is quite interactive even if dinosaurs do the same thing. The dungeoneer has great rewards and outdated training methods so I guess it can be fine just solo training dung by running floors yourself.... although it's not great. And rune crafting seems alright to me kind of on the same tier as fletching. One is for magic other is for ranging. Its just you dont need the demonic skull to fletch arrows. Something like cooking is a total joke. Seems super garbage below f tier ... since you can just put on arch relic and fish-cooked food (even though at late-game you only might use brews/guthix rests) .... maybe jellies too but it depends. Other food is just dropped by bosses so seems kinda broken in general. I agree with the top of the list 100% though. But c-f you can argue a bit.
Year number 12 of thinking Agility should do what defence does now in that you should avoid damage with it and defence should lower damage you take instead
now i wanna switch to magic lol, im currently range right now, i just got sgb but i can change to magic if sell it i guess? do you think its worth it? btw great vid!
Its up to you and depends what you do, really. Magic is still the best for afking gwd2 and slayer and stuff. Range is better for solo bossing, but costs more to buy and use. Also, high enr zammy is still prob better to use magic bc range doesn't have a tank set. Imo, they ruined magic with the fsoa nerf. It doesn't feel good to use and isn't really fun anymore compared to the old staff that was fun and satisfying to use. The devs even said they don't like what they did to the staff.... Idk what they were thinking.
@@raid.gamingg Honestly, yea. Magic is the only style that was designed with some sort of purpose. Every works together to achieve an end result. Shame the fsoa nerf kinda removes some of that but at least it still feels similar. Range just threw insanely powerful items at 'the wall' and only stuck because they're ridiculously OP. It doesn't feel like it was designed with much thought tbh. Just seems like they tuned the items up to compete with the fsoa. Also, I find the ECB spec very limiting. Then there's melee.........
I love how even on RS3, it's the people who go for several 200ms are the ones who realize how clueless Jagex really is. I guess the cracks in the foundation get really apparent when you're not distracted by the onslaught of new content.
Part of the issue is the age of this game.. The framework is 20 years old and a lot of the older content has simply been left in the dust. That's why arch, invention, and divination are actually content inspired skills, and agility and construction are trash-tier. Luckily in the 6mo since you made this video, small things have been changed like RC bank presets now load essence into your pouches.
Every time I have ever brought up fixing the early game, I just get shouted down by people who claim it's pointless to release dead content. I guess they don't want their game to thrive??
Barely lol. I more meant that agility sucks to train in rs3. I also totally forgot they did that when I made this lol It would have been so much better if surging and diving would have given passive agi xp instead of having some trash mtx item take over as the only good training method.
The hunter training at the croesus front. Its so much better than any other method that it lowkey ruined the skill lol. You just sit there with porters and collect troves until 200m. then mald when you look at a stack of like 2000 troves that you have to manually open
I dont understand how rs3 has not enough content in your eyes 25:43, like bruh you 10hour per day players are way too ignorant... I play like 1 hour a day, sometimes I don't even play for week or two, and that content stacks up before I can learn everything. Play for fun and stop expecting new content every week.