We've released a hotfix which has hopefully resolved this for you.
We've released a hotfix which has hopefully resolved this for you.
Can we look into Mining and Smithing XP scaling in general though? Herblore and Farming appropriately scale past 99, but Smithing, and especially Mining does not seem to do so.
Mod Breezy was recently looking into that - it seems to be related to when the levelling benefits are unlocked, which in turn influence the XP rates. The XP rates look to be as expected at level 110 when you've unlocked the Mining levelling benefits.
If you're at level 100, you've unlocked all the levelling benefits for elder rune, but haven't yet unlocked the novite to promethium levelling benefits from pushing to the higher levels.
Similar deal for Smithing and its tiered levelling benefits.
Protean bars still give 530 xp at lvl 102, don't think the xp was changed
That's intentional design - protean bars are intended to cap at 99, rather than scaling above that level. The change was to ensure protean bars give XP at levels above 99.
Read moreHi Stu, thanks for your insights. Whilst I agree that 1h weapons weren't truly necessary for the update, it does leave primal as the only "core" equipment tier not to have options for both 2h and dual wield playstyles.
The seemingly tight timescales for these updates already concern me. Looking at fletching, you currently need level 90 to make a t60 bow. The roadmap states that one of the goals of the upcoming skilling updates is to allow players to create "higher tier" weapons for each of the original combat styles. I'm assuming this isn't referring to t70, but it would also be odd for the tier to jump from t60 to t90 with no gap in between. The logical conclusion from this (to me at least) is that some existing levels would need to be rebalanced (similarly to M&S). This is turn may necessitate that new bows from existing woodcutting tiers (i.e. teak, acadia and mahogany) be added to fill the new gaps. Suddenly, this is starting to sound like a mini-rework...
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Yeah, the seemingly tight timescales worry me too! Thankfully it's our job to worry about it. ;)
But it's important to keep up the roadmap release cadence and deliver on our promises, and it's very easy to feature-creep projects into time-consuming reworks, if we don't keep a firm hand on the rudder.
So I understand the necessity for having a clearly defined minimum viable product focused on feeding insatiable highly-engaged high level players.
For what it's worth, the importance of re-tiering Fletching's current core equipment is something we've heard emphasised a lot from players, something Mod Jack keeps trying to squeeze into the schedule, and something I personally care about a great deal.
Unfortunately, for a lot of players, skill reworks are seen as healthy but aren't seen as an acceptable substitute for new skilling content.
So the 110 updates prioritise delivering (for 1-2 skills) a level 100 band of skilling content and increasing t...
Read moreI've been seeing a lot of replies from you on the subreddit. Can I just say that I appreciate all your work? The RS Ahead was a massive success. I cannot wait to see what you all deliver next. Cheers.
Thank you very much for taking the time to express that!
You've made my weekend. :)
Hold onto them 'til after the weekend - should be fixed in Monday's game update.
Read moreMickey misspoke a bit here as we never intended to add a passive or spec to the Sword, as we detailed in our blog way back in May.
Since Monday's release we've been discussing the feedback on the sword and Primal equipment (and everything else) and what desires there are from players. Mod Jack spoke a bit about it on the livestream yesterday during the skilling section.
Baseline is we'd love to look at things like the melee M&S armours as a whole, not just Primal, as any changes we'd intend to make for that would propogate throughout the entire skill (or start at a certain tier like level 70) for consistency reasons. It's worth stating though that these sorts of changes would most likely be their own update, one under the purview of the combat team.
Similarly, we've discussed the feedback on Masterwork weapons and what's to be expected of the updates, and been looking at ways to deliver on the desires here too. Once we're more concrete on 110 Woodcutting & F...
<3
I'm definitely more of a skilling/questing-oriented player than a combat player, but to me, the core principle of consistent tiering (level 100 resources to gather = level 100 to smith = level 100 to wear/wield = level 100 stats, fully upgraded) for craftable equipment is really important. Some of that isn't entirely achievable until wear/wield requirement skills are above 99, of course, but we can tweak that retroactively when the time comes.
There's a lot of other levers we can pull on - augmentation, degradability, power vs tank, survivability features, specs and passives, etc - to differentiate bossing and skilling combat equipment, and likely other players would prioritise those as distinguishing factors.
But to me, numbers lining up makes my brain happy, and makes the whole process of setting goals for levelling easier to digest and work towards.
I can understand the difficulties. I am curious, why is there no 1-handed primal weapon even when the 2-handed is there?
Frankly it's a matter of scoping to time and resource - there's a lot we could do, but what can we do in the time we have?
The roadmap determines roughly when projects need to release and how many will simultaneously be in flight, all with their own prioritised needs.
Working back from there, crunching the time estimate numbers and looking at what we could efficiently produce and prioritising what was truly necessary for the update, models and materials for a 1h primal weapon were at the bottom of the list and had to be cut for time, to ensure priority character art requests like the primal armour, masterwork weapon and both types of pickaxes were included.
Was lvl 107 when the update came out. Immediatly did the reqs for the new L&D pick and now i am lvl 108. Except for the book, i have done everything and the content is already dead for me.
Hope next updates will at least give viable content till 110.
Have you created the masterwork 2h sword? I'm hoping to finish mine this weekend.
Thank you very much for taking the time and effort to summarise Tuesday's livestream, Rubic!
You've provided an excellent summary of the ethos and objectives behind 110 skills.
(It was Tuesday, right? It's been the kind of release week where Tuesday feels a lifetime ago. We've got a big list of tasty 110 M&S patch notes in Monday's news post for you, though.)
Any word on the primal armor not being on GE in it's fully repaired state other than the helmet and kite shield?
Also a known issue.
Also should be fixed in Monday's game update. :)
Known issue. Should be fixed in Monday's game update.
Known issue.
Should be fixed in Monday's game update. :)
Known issue. Should be fixed in Monday's game update.
Known issue.
Will NOT be fixed in Monday's game update.
Known issue. Should be fixed in Monday's game update. :)
Known issue. Should be fixed in Monday's game update.
Yep, Prime Time (like most mining side-effects eg Mining daily challenges)'s timer activates when you harvest an ore - the ensouled moonstone eats the ore before the harvest triggers can run.
So you'll need to either bank the moonstone or satisfy its hunger for the primal ores.
Will Urns work? Just examined the mining ones and they say up to level 99?.
Just double-checked the skill-check logic for urns and it looks like they should work, on paper, unless there's an interception break I'm not seeing.
I'm sure you'll let us know if they don't. ;)
If we have a fully augmented Pickaxe of E&S will it be on par with the new Primal pick, or will the new primal pick be better to make right away to mine the new resources?
Primal pick is better than E&S; pickaxe of REDACTED & REDACTED is better than primal pick.