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I did the math in a spreadsheet and this is the proposed changes and time saved/gained for rooftops + prif. (excluding sepulchre/warewolf/wilderness/dorgesh)

Level 1 to 30 - Around 15 minutes faster
Level 30 to 50 - Around 6 minutes faster
Level 50 to 60 - Around 85 minutes faster
Level 60 to 70 - Around 33 minutes slower.

Level 70 to 75 - Around 45 minutes faster.

(level 60 to 75 = about 12 minutes faster)

Level 90 to 99 - Around 23 hours faster. (if no sepulchre)

I'm sure if you use summer pies that you'll end up saving substantially more time that what I have listed here.

But I swear to god the number of people not understanding that Jagex want to make it so that the next agility course is practically always going to be the best course you go to is too damn high.

They're making the grind to level 60 agility 106 minutes faster. You're saving 1.75 hours, and you complain that your beloved seers course is getting adjusted to make sure there's no confusion as to what the next course you go to is.

And then they're making 70+ agility faster.

You people are saving over 2 hours on the way to 75 agility.
Thanks u/LazloDaLlama for the memespiration

https://preview.redd.it/uspkg46gl4oc1.png?width=502&format=png&auto=webp&s=ec73508e044de1f3b09c4a63abd4ba7299b5958e

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about 2 months ago - /u/JagexHusky - Direct link

Hey, I'm going to try and explain the methodology for the process of reaching the numbers we did for the agility rework just for full transparency so that the full context is out there to be reviewed as to whether or not it is "good" or "bad". From this, I'd hope that the full context can aid in the discussion and help us get relevant feedback to review.

First up, the design goals were not to directly buff agility or nerf agility, we instead were looking at how content was positioned throughout the skill and to see if we could reach a healthier meta for agility as a whole and several things stood out to us.

  1. Rooftops dominate the meta for the entire skill for most players, this is largely due to marks of grace.
  2. Getting to your first course is very unintuitive.
  3. The level 60 rooftop course (Seers) occupies a large place in the meta, basically taking most players from 60 to 90 unless they wish to do more pro-active methods of training. This is entirely because of how this diary warped the meta and causes the agility skill to feel very stale with few meaningful changes in gameplay.

For the purpose of this comment, I'm going to be talking about the third point.

So, to start things off, let's look at how the rooftop courses were initially setup without taking into account the diary reward from Kandarin. For the purpose of this I'm going to ignore how the rest of the agility proposals in the blog sit in the meta. XP-rates are taken from the osrs wiki.

  • Level 60 - Seers: 45.6k
  • Level 70 - Pollnivneach: 52.3k
  • Level 80 - Rellekka: 55k
  • Level 90 - Ardougne: 62.3k

As a design, this accomplishes the simple desire when training a skill of unlocking a new milestone reward every 10 levels to change which course you go to.

Now, let's look at it with the addition of release of the Kandarin Hard diary reward.

  • Level 60 - Seers: 58.9k
  • Level 70 - Pollnivneach: 52.3k
  • Level 80 - Rellekka: 55k
  • Level 90 - Ardougne: 62.3k

Now we can see that Seers really does become the best rooftop method until you reach Ardougne rooftops.

Naturally, we can't really just remove the diary reward and fix this issue. It's long been established in the meta and we don't think it's inherently bad gameplay to get access to a nice teleport to enhance an existing skilling method by jumping through some additional hoops, so we decided instead that perhaps we should look to add the same reward to Pollnivneach and Rellekka through their respective diarys. This resulted in the following rough proposal:

  • Level 60 - Seers: 58.9k
  • Level 70 - Pollnivneach: 52.3k -> 60k
  • Level 80 - Rellekka: 55k -> 65k
  • Level 90 - Ardougne: 62.3k

Ok, so now when looking at it, you're getting an XP increase by going to the next course but very clearly Ardougne is now not worth doing and we can't really add a closer teleport to speed this up because of where the course ends, so instead we're left with the option of increasing it's XP rates.

We also noted that Pollnivneach still might not be worth doing, why go to the bother of unlocking an entire other diary reward just for a 1.1k XP/hr increase? Also, increasing Pollnivneach even more would have a knock-on effect to the other two courses, so instead we felt it fair to just touch it down a little bit to make the next unlock more pronounced by reducing the lap completion XP, by reducing it to around 55k we've reduced it to about 93% of what it used to be and since we had no plans to move the teleport location this would also have a knock-on effect of slightly reducing Seers without the diary too. This would result in the following which we've included as the proposal in the blog:

  • Level 60 - Seers: 58.9k -> 55k
  • Level 70 - Pollnivneach: 52.3k -> 60k
  • Level 80 - Rellekka: 55k -> 65k
  • Level 90 - Ardougne: 62.3k -> 70k

Just a note, we've gone for rough increases of 5k xp/hr per course just as a rough guideline but naturally through balancing the numbers could vary slightly but I wouldn't imagine by a significant amount.

So, as a result of all these changes Agility gets a slight nerf from 60-70 if you are doing Seers (but we'd expect the other proposals in the blog such as Brimhaven to cover this if you want more leaned in gameplay) and the rest of the skill get's a slight buff.

We didn't go into this with the intention of buffing content but it feels like with the Seers diary reward as it is and without nerfing it completely, this felt like the more natural solution to go for and the hope was that it wouldn't have too much of an impact on efficient rates because rooftops are not the efficient meta.

Now, I've seen some general talk and sentiment about Agility being a slow and boring skill and some outcry to just make it faster, while I don't want to bloat this entire thread out with a skill philosophy discussion, I thought I'd just leave any thinking this to ponder the following:

  • Are slow skills the problem? Or are boring skills the problem?
  • Is Construction a good skill because it's fast?
  • Is Slayer a bad skill because it's slow?
  • Does making a boring skill fast actually fix the underlying issues?

Anyway, just my two cents on the issue, I'm aware that this is a very sensitive topic, but it's a discussion I'm acutely interested in, skilling has an important place to all kinds of players so it's important that these discussions are had when we're considering any changes!

about 2 months ago - /u/JagexHusky - Direct link

Originally posted by bugfixplis

Is Construction a good skill because it's fast?

No, but at least it's not both slow and boring. Agility is both.
I agree that making a boring skill fast is a band-aid solution, but it's at least something, instead of going, "Ah, it's too hard to solve the underlying issue, so I guess we'll put it off for a few years."
Also agility is only boring insofar that you're forced to do non-Sepulcher content. Sepulcher is amazing(plis add amylase to it).

Yeah, the slow and boring part is where Agility definitely sits. I still wouldn't want the change to just be "Make it fast and boring"

My hope is that the introduction of new content can resolve this issue. Sepulchre is only really meta from level 72 onwards (at the very least, it's not as fun to run floors 52 and 62 repeatedly) and I also don't think Sepulchre should be the be-all and end-all from 52-99 either, that was a very intentional design choice.

The proposal mentions a Brimhaven agility rework which I hope can scratch the itch of being fun while also providing more XP/hr at the relevant levels for those who want to pay more attention.

about 2 months ago - /u/JagexHusky - Direct link

Originally posted by Nezukoh

What makes a problem skill is a combination of low exp, high focus, constant clicking and no real reward.

Agility is a mix of all of that.

Construction is good because it stands on its own with tons of rewards and its exp rates are insanely bloated while having a choice to take lower exp to save on cost

Slayer is good because there's tons of reward, variety and you get to make a ton of choices in how you handle it

Making a boring skill faster alleviates the burnout and fixes a few of the issues i outlined in the first sentence.

High clicking with more focus for higher exp is fine, higher clicking higher focus with low exp isn't.

Agility can't be afk'd so it'll stay higher focus regardless and most agility rewards aren't worth the squeeze, some shortcuts are great, but if you're leveling agility primarily for that, that's hardly a goal worth 250 hours of mind numbing.

For how much effort agility takes compared to most other skills, it's reward and exp doesn't match the effort asked of you

Hopefully my response to another player above provides my thoughts to some of what you raised.

I think the reward aspect of agility is still something we should address and is completely separate from the xp rates of the skill. It simultaneously feels mandatory and underwhelming at the same time and shortcuts don't do enough.

about 2 months ago - /u/JagexHusky - Direct link

Originally posted by astronut321

Why does agility need such low xp rates? It doesn’t hurt the economy having higher agility or faster training methods.

This is gatekeeping. It should be in line with thieving rates

I also don’t want to hear any argument about devaluing 99 agility for current players because you guys are already devaluing everyone who grinded levels and diaries for agility, which is way more players than those who actually have 99

The discussion about whether or not Agility should be a fast or slow skill was not really something we were planning to address with this project. We just wanted to create a more healthy meta and to make receiving unlocks while training it feel more exciting and meaningful.

about 2 months ago - /u/JagexHusky - Direct link

Originally posted by Arancium

I appreciate the transparency, but I feel like reducing the exp/hr just doesn't make sense and it's always going to draw ire from the community (buffs are better than nerfs). I feel as if a better solution to "why would I go to polliv over kandarin when the difference is only 1k exp per hour" should be addressed by adding the same scaling marks to the diary like kandarin has. If polliv is better marks and better exp per hour, then it's strictly better to head out to the desert.

Perhaps there's concerns with the price of amylase, but if we're also discussing amylase coming from more agility courses and also brimhaven, this wouldn't have more of an effect than those?

I don't dislike the idea of looking at the marks of grace a course gives as another balancing metric as a potential solution. I'd need to think on it some more and actually dig out some numbers before coming to any real conclusions though.

about 2 months ago - /u/JagexHusky - Direct link

Originally posted by BlueSentinels

So now I have to level construction to make house tabs and move my home to Pollniveach (which requires me to schlep out there to even do) so that I can get a 12min total benefit to my agility grind from 60-75 from the current meta of staying at seers through 75? You do see how that’s a general nerf to agility training as it currently exists right?

The addition of a diary locked teleport similar to seers would inevitably make these locations easier to get to. Or were you specifically talking about getting to these courses before the proposed diary reward is unlocked?

about 2 months ago - /u/JagexHusky - Direct link

Originally posted by OpenResponsibility23

One thing I believe the team has to consider is that the reality is that Seers is also just the easiest course to run. Both on mobile and desktop, it requires no camera turns and is very easy to click the boxes. Even with boosted rates Seers is a lot easier to complete for hours than Poll or Relekka, so for it to be the course that sees a small nerf just doesn't feel good

I don't think it's unreasonable that we could touch up the layout/interactions of some of the courses as part of this project.

The course just feeling bad to do (from a gameplay perspective) is very different to it feeling bad to do because of the xp rates.

about 2 months ago - /u/JagexHusky - Direct link

Originally posted by Middle_War_9117

I doubt you'll see this comment but thats Okay! the write up is really nice but to touch on your questions:

  • Are slow skills the problem? Or are boring skills the problem?
    Yes and No. if a skill is slow, generally there would be a trade off whether its higher yield in GP/HR, resources, whatever. the problem is when the skill is slow, theres no alternatives to do in the skilling method, and the pay off is just as bad, why would I as a player do something that I don't enjoy if skill X is slow, tedious, and has a terrible pay off that's just not fun, nor a good use of time.
  • Is Construction a good skill because it's fast?
    this is a double edged sword. Construction is fantastic for the QOL it brings to a player, is it a good skill? not really. you're either stuck doing specific facets of construction, or Mahogany homes, and making 67000 mahogany tables isn't enjoyable, nor good for the wrists. and mahogany homes is just tedious.
  • Is Slayer a bad skill because it's slow?
    Slayer has a lot of problems, the 1-85 grind (basically pre Duradel/Steve or Nieve) is slow, the task exp variance is all over the board. on the other end you have people who almost feel like they need to Turael boost, or Turael skip in order to actually get good tasks for slayer because a lot of other tasks frankly just feel terrible. one of the biggest things in slayer that needs to be addressed is Turael Boosting/skipping, its not fun, its not enjoyable and I personally hate how its kinda sorta not really but kinda is almost required.
  • Does making a boring skill fast actually fix the underlying issues?
    No. if a boring skill is boring, it being faster doesnt solve the underlying problem of the gameplay loop just not being fun. why waste time as a player doing something where its just frankly boring it feels like my time is being wasted, but theres no other alternative methods that compare, or come close, or even provide a little more enjoyment with a potential better payoff. the biggest problem with skills right now is the archaic gameplay loops on a lot of skills.

I did see the comment!

Your thought process is generally consistent with mine and it's why I posed those questions at the bottom of my ramble.

I think that looking at a skill's xp rates in a vacuum without considering other metrics is not a good way to evaluate whether or not a skill is good.

about 2 months ago - /u/JagexHusky - Direct link

Originally posted by Dr_Chris_Turk

Why don’t you just actually put in the work to fix the shitty course design of Polly/Prif then?

I don’t stick with Seers over Polly/Prif because of xp rates, I do it because I can click the entire course without rotating my camera or clicking twice between steps.

My response to another player:

"I don't think it's unreasonable that we could touch up the layout/interactions of some of the courses as part of this project.

The course just feeling bad to do (from a gameplay perspective) is very different to it feeling bad to do because of the xp rates."