Originally posted by Sasternaali
My primary question remains with the hit in HP. Why? If the survivability is then much better, that's fine, but is this all just to prevent turoths from becoming a good XP/h spot for higher levels? A closer look to old Turoth xp shows that with the current nerf it means they'd be around the old xp rates, at least. I always understood why ED3 deserved the nerf, but why did everything else? Was it all in an attempt to make the upcoming Necromancy grind take longer (hello, untested ritual xp rates) or was it an actual design choice?
From the perspective of someone going for 200m in combats it's ridiculously dreary (and I rushed 120m before the nerfs went live). There are right now so few mobs that you really can feasibly do at semi low-effort (cannon, overloads, etc. supplies that you need to manage) that provide you with decent XP/h.
If this was like any other skill where you only have to bear the activity once I wouldn't be so annoyed by it. But combat has right now 1,2b wo...
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My primary question remains with the hit in HP.
It was a common complaint from players that turoths were over statted, hence bringing them down, lowering it helps resolve this, making the tasks faster for mid level players, and makes them slightly more relevant for farming seed drops (lesser issue imo) They weren't changed to stop them being good XP they were changed to make them better for mid/low level players.
ED3 deserved the nerf, why everything else
XP was essentially uncontrollable it had bloated to where XP rates were excessive, and changing stats had whacky knock on effects - as an example, today cows went from 1100 HP ->1000 HP and 2 defence -> 1 defence.
You 'd think their XP would come down with stat reductions; with the old system ... nope.
The data pulled from the RS bestiary using todays update (thanks wiki team):
Diffs for 20970 [Cow]
defence: 2 -> 1
lifepoi...
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