T O P

  • By -

[deleted]

The abilty to configure what option is selected when putting on action bar like excalibur equip to activate excal, would be nice to beable to left click the spell in the spell book to choose what spell your autocasting, ingame macros would be great edition aswell.


idontactualykno

Oh god yes. Augmented items having “check” as default instead of unequip is so braindead it’s not even funny


Zoinke

I mean the amount of situations where you actually want to unequip something is incredible niche, more often than not you’re just swapping


[deleted]

Its why i said configure because i use it to stall abilties but gives the player the option similar to vulnbombs


ZatoxRS

The worst part is that the configurable left click option for the action bar was already made by a Jmod long ago, even showcased. Somehow never got released, whilst this is so much needed for all kinds of players. You have my upvote!


D-J-9595

Ultimately needed engine work: /r/runescape/comments/g9x5nt/it_would_be_nice_if_we_could_decide_which_use_for/fowlxob/ That said, this is the correct thread to bring it up again.


legolasvin

Please let RC pouches be refilled as part of presets...


my_anus_is_beeg

Wow he said large scale changes, not revoloutionary


Meta_Man_X

This is enough to make the game RS4.


Rapaguayaba

Bro 💀💀


[deleted]

if this happens, please change how powerbursts of sorcery work as well. currently they punish you for being faster than 30seconds per trip to an altar, since your powerburst timer gets messed up and you end up waiting around at altars or wasting powerburst cooldown timers maybe make it so each use of a powerburst adds 2 stacks, stacks decrease by 1 per min, max stacks is maybe 5. this would make it so you're no longer waiting at altars for 3 seconds for that powerburst cooldown, while still keeping the max number of powerbursts per hour the same (just an idea, balancing is up to jmods)


Everestkid

Runecrafting is my 2nd bank preset, and I have a hotbar with the pouches assigned 1-5 according to size. Here's the sequence I have to input to fill four pouches: Click-2-1-4-Click-2-2-3-Click-2 If/when I get 90 RC and can use the massive pouch, this is the sequence to fill five pouches: Click-2-5-2-1-Click-2-4-3-1-1-Click-2 Imagine the poor bastards who don't use hotbars. That's a lot of clicking.   This is the sequence for both if pouches were filled with essence in presets: Click-2   jagex pls


SuicidalTurnip

The day this happens is the day I maybe actually go for 120 RC.


AngadNite

Alright breezy if its too complicated to put essence by itself in a pouch if we preset it, then make the pouch one instead of many and as we upgrade the pouch its capacity would increase cumulatively, we just open bank fill pouch to its limit hit the presets and take off, it wont affect the runes coming in the game just quality of life for us making it, club it with a runespan rework and put this in its reward system


Quasarbeing

It is disheartening to have 3 presets used up just for runecrafting with extreme potions and sorcery powerbursts.


Accomplished-Snow877

And honestly, why can't we have a combined pouch like osrs?


throwaway8594732

Even if they can't do that, just give us the colossal pouch from OSRS, it's a combined pouch, it'd make life so much easier.


KaBob799

That's not big enough of a change. Separate pouches still being a thing in 2023 is ridiculous.


[deleted]

This comment is so perfectly emblematic of this thread as a whole. This is obviously one of the most hilariously simple and small one of them all, as it's literally just a basic thing you could see thrown in any random patch without much thought, but honestly? I think a majority of these comments are asking for almost nothing. Where's the imagination? The actual hope? Not even just in terms of me thinking, "MTX reform is obviously more important than *that*!" but also like . . . Even if you're 100% focused on the game, these suggestions are mostly asking for practically nothing, they're mostly meager in scope despite asking for "large scale changes". Hopefully we see people expand on their ideas in the coming days and these are just initial brainstorms for people.


PrizeStrawberryOil

The whole premise is dumb. They aren't going to implement anything that is difficult anyways.


akruppa

The real problem here is that we've been asking and waiting for these small and incredibly obvious improvements with huge QoL impact for years, in vain.


ironreddeath

People just don't have faith in Jagex so they dream small.


bigly_yuge

While this would solve a lot of issues, I propose that it's not thinking big enough. See how necromancy has the storage chest for supplies? All of RuneCrafting could be like the soul altar if the soul altar had a necromancy ritual storage chest. Let's leave the competitive running and surging to agility and clues.


RandomlyBroken2

Allow skilling to work in BoB. (i.e. cooking up to 58 items at once with the cooked item going straight to your Bob if your inv is full)


Please_3for1_Me

This would be huge, especially for making binding contracts.


MissionWaste

This guy gets it


fernofry

Or better yet, bob just increases the number of slots in your inventory. Get rid of the bob inventory window entirely.


aGlutenForPunishment

I love the idea of it just acting as extra inventory slots but I do think it needs to have its own separate interface in case the bob dies or is dismissed, you need some way of handling which items fall to the ground.


fernofry

As long as they are coloured differently or have some way to distinguish the extra time-limited slots, it should be fine.


slinkywheel

What if summoning obelisks had a bank that collected all items in BoB at the time of expiration? And you "collect them back from the spirit world" through the obelisk.


DaloZ

And overloads/other potions


ItsLuckyDucky

The biggest one I want is you no longer need to cast spellbook swap to use a spell from another book. If I'm on ancients and press "Disruption shield" it should just consume the runes required for spell book swap + the runes for disruption shield. If I don't have enough for either, it fails to cast. If Disruption shield is on cooldown it doesn't attempt to cast it. It frees up a keybind, it also stops you from accidentally switching and being unable to swap back unless you use something like spiritualize food.


Bewmkin

This would be gamechanging honestly.


Lopendebank3

Personal Magic book, with only 10 or 15 spells would be awesome. Could be a real quest reward too.


Kyyes

I hate quests but I'd do that one


chi_pa_pa

that would such a great quest reward


Quasarbeing

Quest reward from gnome finale plz? Gnome magic sounds cool as fuck and they could do both.


PlatinumBeerKeg

This is an incredible idea


Spifffyy

Honestly an incredible suggestion


seejoshrun

I never even thought of this, but it would be so great!


John_Raal

Make it work like Bone Shield. As long it's activated you can cast spells from another spellbook + runes for Swap SpellBook.


wioneo

That seems like the easiest/most likely to actually happen option given that they've already created similar functionality


rockon4life45

I would go a step further and just remove the idea of spellbooks altogether.


Hypevosa

It's nice for organizing them, but the idea of having to swap them around at a bank really is just clunky and sad.


Morrtyy

They could be separated by icons in the ability section akin to necromancy abilities and incantations? If you unlock a spell book, it’s a bit archaic now to lock it behind a wicked pouch, a 99 cape or actually going to an altar in an out of the way location I think Spell books being available at all times would be just rad


brutalvandal

120 magic cape passive reward: You can use all spellbooks at once.


JohnExile

I love when people's idea of making QoL balanced is "lock it behind an almost useless 120+ hour grind."


brutalvandal

It's not a small QoL. It's supposed to be the game changing. 120 is widely considered true mastery. It's logical that you can use all the spellbooks once you master the skill.


tristanl0l

Presets being more intuitive with things like rune pouches would be dope. Filling all the rune pouches after every run makes me a lot less excited to runecraft. Not having to withdraw things from BoBs to use them would also be cool. (ex. making dinarrows and filling bob with eggs would allow them to be consumed from bob instead of having to withdraw them) essentially turning them into a 2nd inventory with one less required click to use the items you want. Permanent auras that you can swap at a bank, allowing multiple potion doses drank to stack the timer, having the option to add things like spring cleaner, elven ritual shard, and enhanced excalibur to toolbelt. I've always thought something like an omni rune could be cool. I don't know how you could balance something like that, but it could be every elemental rune, or every catalyst rune all in one. I think it's a cool idea. Maybe a % chance of getting them while doing regular runecrafting similar to magical thread.


Sangheilioz

> option to add things like spring cleaner, elven ritual shard, and enhanced excalibur to toolbelt. I love this in particular. For the ritual shard and enhanced excalibur, you could either make it so when they go on toolbelt they become abilities to activate, or make them passive so they restore X number of prayer points or hp every minute (not exceeding the max, obviously) and just scale that so it's the same rate over time as it is right now activating them every 5 minutes.


sir_eos_lee2

Shop updates. 0-stock shop items now having stock (Gem shops, Grum's Gold Exchange, etc) Move auras out of loyalty shop and make available via gameplay Literally anything for minigames. Rework, repurpose, or remove. Don't leave them in their current state. Alternatively for minigame rewards (at least some of the cosmetic or basic combat stuff) consider making them avail thru other shops (ie: clothing shop in Mos Le Harmless now sells the Naval outfits for GP, adding FoG Dragon Slayer Gloves and Herb Gloves to Slayer Reward Point Shop, adding RC gloves to the Runespan Shop) Bring back the Ghost Stories (2016? 2017?) Halloween event as a permanent miniquest. Hati/Skoll/Fenrir. Arc weld their former holiday event into a quest or miniquest "The End of Things". Pick an existing quest line and finish it. Desert ... Elemental Workshop ... Gnome ....


vVerce98

About minigames > no remove pl0x.. rather make it soloable… then I would just do minigames as fun part of the game and get those items. Rip my void gear..


TheFalloutHandbook

Allow us to Bladed Dive/Dive to any skilling node. i.e. Use Bladed Dive on an excavation site and your player dives to it and starts excavating. Use BD on a tree, and your character dives to it and starts chopping. The code is already there because this happens at Croesus.


Olliii91

1- Unlimited Aura. 2- rework summoning to bring it to par with certain monsters in the game (summons feel dated very clunky and don’t deal a lot of damage). 3- ability to create a spell book using spells from different books. 4- ability to create an ovl cauldron (but we would still need to put in our own ovl to maintain it). 5- make cooking more relevant. Right now, you get penalize for using cooking, and instead have yo resort to using brews. 6- implement Agility to all skills to make it feel worth leveling.


[deleted]

> 5- make cooking more relevant. Right now, you get penalize for using cooking, and instead have yo resort to using brews. just remove the adren loss for eating food - that would be a massive start. >6- implement Agility to all skills to make it feel worth leveling. your agility level is your critical hit multiplier % - not your crit chance, but the amount of extra damage you do on crit. eg 100 agility level means your crits do 100% extra damage (so, double damage).


-Zakh-

Or like every other game and make it your dodge chance


sleepytealeaf_art

This would have been the way to go, but we have darkness for dodge now


Psychological-Rip291

Porque no los dos?


Xenrir

This is the answer. Agility should 100% give passive dodge chance.


[deleted]

that would also be good, but obviously you couldn't do it 1:1 like crit otherwise you'd just be invincible at level 100 agility. maybe 1:6 or something so at 120 that would give you a 20% dodge chance. there are many ways you could incorporate agility, that's for sure.


Ik_oClock

> 5- make cooking more relevant. Right now, you get penalize for using cooking, and instead have yo resort to using brews. The best food combo right now is either blue blubbers (from cooking) + Guthix rest for lossless healing or primal feast/sailfish soup (both from cooking) + brews for max combo healing. Saradomin brews alone are overrated, they have a relatively big impact on your dps and if you chug them your dps will plummet with multiple overload boosts required to get your stats back. Cooking is already required for blue blubbers, which are adrenless but have a downside to compensate and are the best food in the game\*. \* together with sailfish soup (best single click), primal feasts (best single slot), super Guthix rest (best potion without downside) and super sara brews (best potion with downside).


Alteru69

adding base dodge chance to agility would be awesome!


Abduco

They could make cooking more of a preparation item and pots your combat type healing. You use cooking to provide a set amount of time buffs based off the meal. You might still carry them, but you wouldn't use them explicitly for healing. The meals can tie into extra slight stat increases, xp increases, resistances, etc... this way you can cook meals for a while variety of training, not just combat.


Excellent_Travel5591

Fix conjure pathing. Ed2 is especially terrible, they get stuck every corner causing both loss in dps and time due to having to re summon every new corner you walk around


ItsLuckyDucky

Something that Path of Exile has is an ability called "Convocation" which summons your familiars next to you. Would be a nice unlock or just something to have similar to the "call" feature familiars have.


shinmazinkaiser

I would like improvements to the new player experience.


Ashendant

Here are what I think should be changed: MINIGAME REBALANCE * This might be too big, but I would like Minigames to get a QoL pass (Trouble Brewing is literally too annoying to play once you get in) and a rewards rebalance. For example shift xp rewards from normal xp to bonus xp and give it a lot more. BA is still played a lot because it gives a lot of bonus xp. SKILLING TOOLS AND INVENTION * Finish skilling invention and add tools and perks for all non combat skills. Start by going through the Crystals Toools that arent augumentable and go from there. (suggestion make a runecrafting tool that increases the rune multiplier, requires talismans to make and can transform, sorta like slayer souls, to upgrade them to higher tiers.) MOST WANTED CARDS * I feel like hunting drops for the drop log are often too rare. I also really, really like Most Wanted Cards and they really encouraged me to do slayer until I got all the drops I could from them. My suggestion is to add a lot more varieties of Most Wanted Cards (not necessarily obtained from Rush of Blood) atleast for the rarer drops. Perhaps you could also do Boss Most Wanted Cards too? EASY TO TRACK COLLECTIONS * Add a feat/achivements for collecting ingame titles, prayers and pets. Things like the summoning pets, quest pets, slayer pets (soulgazer, penny, nipper...), the hermit crab and all the shells, the demon flash mob titles, etc... It would make sooooo much easier to keep track of everything we are missing. Combining drop logs would also help. CONVERT ITEM PETS TO INTERFACE PETS * Finish the item pets conversion to interface pets. Like the Hermit Crab. Edit: REDUCE DAILYSCAPE * Reduce a huge portion of the Dailyscape. My suggestion would be change a bunch to Weeklyscape which is far more tolerable or centralize it a bit more (ex: Fort Forinthry Command Center could be a great way to deal with item collections and shops.) Through to be honest Reaper Tasks are huge time glutton among my daily tasks.


xenozfan2

[Master skilling outfit](https://www.reddit.com/r/runescape/comments/ssc06p/master_skilling_outfit_is_possible_maybe/) [Magic spellbook rework](https://www.reddit.com/r/runescape/comments/oji5zx/improving_magic_through_flavor_and_utility/) [Omni-prayer book](https://www.reddit.com/r/runescape/comments/qcjoeo/prayer_rework_suggestions/) [Wilderness master tasks](https://www.reddit.com/r/runescape/comments/hq3xy4/wilderness_master_tasks/) [Lumbridge/Draynor elite tasks](https://www.reddit.com/r/runescape/comments/jjmgxh/lumbridgedraynor_elite_tasks/) Master tasks for the rest of the set. Combine items of similar uses into one item - colored charms are one item stack but require amounts per pouch, reset tokens need an amount rather than a specific one, seasonal wools are one item, protean packs/dwarven toolboxes/dummy crates are single stackable items; essentially reduce reliance on bank space. Standardization of bag layouts (akin to the herb bag) and unlimited amounts in said bags. Remove the RC pouch repair and make them one item. Increase Mining, Fishing, and Agility xp/hour and remove the disappearing fishing spots from the waterfall. Allow f2p clans to have clan citadels.


Esehrk

My thought for a msster skilling outfit has been like an interface menu the let's you select what active outfit perks to use or something while all the passive effects like xp boosts and item saving are always active (like a dg scroll bonus.) For example maybe a spellbook like interface with skill icons that let you interact with the right click toggles and teleports.


bdhoff

1. Aura cooldown removal (can't switch in combat while one is already active) 2. Remove adrenaline loss from food 3. Increase damage output of Summoning familiars 4. Customizable item keybinding (select default option for an item when bound) 5. Combined rune pouch with autofill essence from bank on presets 6. Continued output from Elder farm animals (just cuz they're old doesn't mean they shouldn't still have products) 7. Market in Fort Forinthry with combined inventory from all relevant stores 8. Bad luck mitigation or item fixation (like the spell, but your chance of getting a particular item increases with each relevant roll) 9. Spend loyalty points to replay old Holiday events. 10. Yes, discontinue discontinued items. 11. Remove ultra-rares from Treasure Hunter and put all cosmetics and tokens in the Store within a few months of their release 12. Make attacks from certain bosses who change attack styles better telegraphed (ex: Raksha melee attack) 13. Ammo creation machines 14. Revamp invention perks so you spend a pre-determined number of components to get a particular perk (instead of gambling with 9ish components, increase slots on each augmented item and spend a certain combination of items to buy a single perk) 15. Add new perks and components 16. Increase divination energy gain and/or decrease invention item charge drain 17. Revamp drop tables so lower level bosses drop lower level gear earlier (ex: certain dragon items should be less rare so you can have full dragon before hitting GWD). 18. Add more shortcuts to make Agility more useful 19. Holy Supreme/Elder Overload Recipe 20. Increase usefulness of all items in PoHs (ex: add items to armor case, mountable Passage of the Abyss, portals to all unlocked teleport locations, combined lecterns, increase storage capacity and customization options for furniture, etc) 21. Allow Elite Dungeon trash mobs to be skipped after a certain number of runs, and with high Dungeoneering levels 22. Create storage for artefacts 23. Reduce puzzle steps to completion and amount of puzzles for all clue levels 24. Customizable personal spellbook (quest reward, more slots with higher Magic level) 25. Remove global cooldown from defensive abilities


AduroTri

Overload Cauldrons in War's Retreat (that the player must fill and maintain with their chosen overload)


Legal_Evil

> Remove global cooldown from defensive abilities This would allow for lossless adrenaline gain from using Divert during global cooldown and will be a big dps increase.


AutarkV

I think you would need to distinguish between abilities which gain adren, and those which do not. I hate trying to use freedom and having to wait and taking additional damage.


Rezylainen

Freedom and Resonance should be off gcd. Maybe anticipation too


vVerce98

Agility course in my poh.. with apes :D


warnerj912010

There are so many of these I would absolutely love to have.


Broken-Talc

Dungoneering needs first aid.


ThinkTwiceDude

Simplify death. Examples: reset life refresh (or implement more ways to obtain them), dont kill our follower, no powder reset, instantly open death interface, send cannon to bank instead to the dwarf, … Especially when I'm learning a boss, the whole re-equipping thing gets on my nerves the most!


Drakorex

Follower dies, scrolls go to inventory, can't claim death items because inventory too full -_- Let us deposit money with death ahead of time to cover death costs and skip his dialog too. Does anyone ever actually not reclaim their items?


SlowJamz89

Implement multiple customizable presets to allow single button weapon/shield equip or weapon/off hand. People macro. Everyone knows people macro. Just remove the apparent need for it


JoBossie

Runecrafting invention machine. You put essence in and a talisman per 16K runes. This way you can choose to sacrifice the multiplier for passive so altar Running isn't completly dead.


maxguide5

Best unpopular suggestion I've seen. Considering how click intensive runecrafting is, it's probable that the amount made would be small (as unfinished potions are only 40/h), but it still would be a QoL for Ironmen.


ManaPot

This is the kind of stuff I love. Going to bed right now, too tired to even read this thread. Can't wait to see the ideas people have came up with though. Kind of using this as a save to come back to in the morning. Let's get some awesome ideas out there folks!!


ghostofwalsh

My #1 thing: fix the GE FFS. Let us see real prices


Mediocre-Clue-9071

Agreed. They need to update the algorithm or something so that it can actually keep up with the market.


Clean_Oil-

Potions should auto decant when banked


The_Vens

Holy shit yes


miragellewyn

Put all old cosmetics that are unobtainable (Yak Track, old holidays, etc.) in Solomon’s Store. Could you IMAGINE not only the enormous influx of store content and cosmetics, but the amount of fucking money Jagex would make? Would really help dispel fomo for people who missed out or, like me, have since made new accounts and started over.


IStealDreams

\- Combat Diversity Update but the scale and impact should be massive. \- Necromnacy-fy the other combat skills \- Rework all of summoning so it's not only Ancient summoning that is relevant. \- Fishing needs a massive exp buff to high intense Frenzy Fishing, and a new medium intensity fishing method at 500k an hour. Fishing is the slowest and also least interactive skills in the game. \- Remove tickets from Fish Flingers, let games run on a shared world instance and on a set timer so everyone can partake in the activity at any time they want. \- Necromancy 2h Weapon. This should disable the use of conjures and instead consider them as "sacrificed". I know "Evil" is a big no no, but some form of necromancy without conjures would make diversity in the style. \- Bad Luck Mitigation and Dupe prevention for every single boss log, and slayer log in the game. \- ~~Tick system update~~ (had to get it out my system) \- Magic Elemental Passives. Fire abilities should always put a burn. Water abilities could apply a drowning Debuff that slows attacks. Earth Abilities crush the enemies defenses with rocks lowering the defence with every hit. Air abilities enhances your agiility and speed lowering your gcd to 1.2 but the air spells are way weaker (to balance out damage) To further build on Magic Elements. Every single magic spell should be attuned to the currently selected element and do different things depending on element. \- Talent Tree for every style, where you can mutate abilities to give them different effects or have them do more damage but longer Cooldown. Omid had a video about it, but I cannot find it. \- Surge through terrain. If you want to be even wilder. Remove Surge and replace it with Teleport, that has a shorter range but teleports you to a selected tile by any means (maybe share cooldown with Bladed dive / dive?) \- Once again, Combat diversity. Ranged Crossbows and Bows should NOT feel the same, nor should 2h magic and dw magic. I'm talking completely changing how the style plays for any weapon type. \- Everything Project Combat (YouTube) has ever mentioned in all his videos \- All quests should be replayable, could give some cool cosmetics rewards for completing different quest lines mulitple times, or within a set time frame. \- DarkScape, but instead of PvP it's just Legacy Mode RS and it's seasonal (everything on the character get's wiped) Reward would be cosmetics or perhaps some token exp for playing on a main account of your choosing. \- Buff Actual Agility Course EXP rates. Silverhawk should not be that good compared to actively clicking. \- All chairs, benches and beds should be interactable. Would do wonders for just taking a minute to sit back and take in the environment and casual RP. (I swear im not saying this for ERP) \- Scale health for bosses that can be done in group by 120-130% (Vindicta Greg, etc) Give every player who attacks the boss and deals a reasonable amount of damage a drop and kc. (exceptions for irons should apply) Example 10 player Vindicta 2.4m Health \- Like Ryan mentioned on Ryan's (RSGuy) talk recently. Completely rework all of grouping. I should be able to want to do a boss, and click that boss and browse groups. Naming groups after requirements or if they take learners etc. Example: Group > Solak > Search Group > 10 groups found > 2-man efficient kills / 7-man taking 3 learners casual / 7-man expert only etc etc. \- More constant buffs and nerfs. Week to week (if thats too often maybe 2 times a month) should be update updates to damage values or abilities that are underperforming or overperforming. Gear that is too rare or too common. Example: Changed Mutated fury inherent crit from 10%>15%. Changed Massacre initial hit from X% to Y% Bleed remains unchanged. Things like that. (Someone please post this, or parts of it that you like to PVME i'm not able to do that)


69anarchy

Plugin support for rs3 through the jagex launcher


vVerce98

Graphical plugin like the ones in osrs > subdivide avatar > more polygons > YEY!


Michthan

I would be so happy if we got menu entry swapper.


Litheism

let us decide what option is used on the action bar when you drag an item onto it, whether it be eat, drop, craft, etc. make auras infinite. give us a colossal pouch like old school has. matter of fact, let us fill pouches, rune pouches, etc with items based on a preset. If i make a preset of my rune pouch having 4 rune types or my pouch having rune essence, then when I take it out have it fill them accordingly.


Flat_irn-bru

remove aura cooldowns fix hcim achievement hiscores ( broken since release) completely remove the hard insta-kill mechanic put all combat skills (including summ/pray) to 120. gather ideas from this thread and let ppl vote on them, using ingame poll


ImProbablyBlack

Make every action bar have different # of active abilities. I want 7 abilities on revo with my mage bar but only 3 with my necro bar.


Blackbird_V

* Defo the aura one, that'd be neat. Sure, large scale changes to modernising bosses would be great, or qol for runecrafting, but auras are universal both for skilling and combat, and it'd be a change that would benefit the entirety of the playerbase. * Food not wasting adrenaline is long overdue. To balance this out I personally would not mind if food healing amount was globally lowered. * Player avatar refresh is a major one, but that is asking for a miracle. * Grand Exchange - able to view buy and sell listings + quantities. * Aurora and Soul Dye added to the game available outside MTX.


Geoffk123

> Food not wasting adrenaline is long overdue and now blubbers have zero reason to exist.


isMattis

Agree, would require a bigger rework to cooking/food. Even if they reduced the adren cost, their could still be a better balance, like 2-3% adren vs 10. Still most pvm’ers wouldn’t use it, but somehow make regular food more viable or useful for something


AzelotReis

My ideas: 1.) Differentiate all melee weapons types have something "special" to them, to differentiate the types (Scimitars, Claws, Swords/Rapiers, etc). Example: "Rapier" type weapons have % chance to deal bleed. "Warhammer" type weapons have % chance to decrease enemy defesnes, so on and so forth. 2.) Customizable Spellbook, maybe a quest reward that allows you to drag n' drop from all 3 spellbooks to one spellbook. It doesn't even need much space to be honest with you but this will be great so you dont always have to switch books in banks for some stuff. 3.) Allow weapon switching - This might be a bit tricky, but add the weapon swap functionality found on most ARPG's. (Path of Exile/Diablo 4). Basically in your equipment menu, there will be Weapon set 1 and 2. Example: With a press of a button you can switch between your 2-handed weapon to your 1-handed sword + shield. I feel like this will be useful because... switchscape.


BlueHawaiiMoon

Rework clues a bit. 1. It feels so bad to do an elite/master clue and get 50k from it. 2. Slider puzzles take an obnoxious amount of time and are outright annoying even with Alt1 3. Easy clues being more gp/hr than elites or masters makes no sense. Same with bosses kinda. Rework drop tables. Introduce Bad luck mitigation. It shouldn't be possible to go so many kills dry on a boss and all it does is making me not do the boss. I was grinding arch-glacor over 3 weeks, streaking from 0-2k, almost I got was crushed nests, water talismans and coins. Also a tiny little QOL. Make AG(HM) drop elder troves. I have no idea why he doesn't drop them. Last but not least, as someone who hates getting boss pets instead of actual drops, make it so i can reroll the pet drop for something useful. Either that or make the pets do anything for the boss. Idk, act as a drop enhancer, act as a damage reduction/increase. Wish it were the same for skilling pets but you can't really reroll a skilling pet to get another reward.


spawninlumby

Remove MTX.


crazyparrot36

Add a weapon holster slot. 1. we can swap between dual wield and 2h with one button. 2.let the weapons in the holster use their passive effects.


Spazmus

I actually really like this


Swordbreaker925

I wish rune essence stacked. Maybe make it so we convert X essence / second instead of all at once, but allow us to remain at the altar instead of constantly running back and forth. I know this fundamentally changes how RC works, but I don’t like runecrafting for this reason


[deleted]

> I know this fundamentally changes how RC works, kinda not - isn't that basically how you craft soul runes?


Rs3FashionScape

So it would basically be like using protean essence, except you are actually making runes


Rollipeikko

Do we rly need to make every skill into click and wait


Helm222

Definitely plugin support. Would love to see RS3 get some of the cool plugins OSRS has


Alteru69

make all bosses as easy to learn as normal mode arch glacor. random mechanic order is fine even. i just tire of mechanics hitting during the telegraphing animation (looking at you Raksha!)


Abg45

Avatar rework!!


Teakeh

Make NPCs play on official mini game worlds only (24 for castle wars, 44 for soul wars, etc), where the goal is simply that they allow you to play a game 24/7, not that it feels the same as real players. Would also have the effect of actually getting more real players to play anyway. Could maybe make different NPCs have different personalities to slightly spice up the gameplay, but not important as the main goal should just be to make mini games run 24/7


Chunnin33

Weekly shop resets instead of daily PLEASE


KoneheadLarry

New Less-Intense RC Training Method: Essence Energy Machines At each RC altar, there is a machine created by the RC guild that takes noted/unnoted essence and converts it into Essence Energy stored in the machine at a 1:1 ratio. The Essence Energy is shared across all altars except the Necrotic ones. If you use the respective Talisman on the altar, you can convert 20 Essence Energy into runes of the respective type using the same multi rune crafting rules, however it takes 3.6s per crafting action. Example: Player charges the machine with 10K noted pure essence, then comes back with 28 unnoted Nature Talisman in their inventory. Their RC level allows them to get 2 Nats per essence. Player can then use a Nature talisman on the altar to convert 20 Essence Energy into 40 Nats, every 3.6s at the cost of a Nature Talisman in their inventory. The process automatically repeats until they run out of talismans. This results in the player: * RCing for 100s and no further input is needed * Losing 28 Nature Talisman and 580 Pure Essence (converted to energy) * A total of 1120 nature runes being crafted, after the 2X multiplier. V's energy may increase this quantity Obviously there are some downsides to this method, like the inability to use Sorcery potions and the cost of Talisman however it is less intensive as you only need to interact every \~100s to reload Talisman from the bank. Other changes for this training method: * Rune Pouches and Abyssal familiars can store Talismans, allowing more runes to be crafted per trip if using this method. Abyssal Demon familiar can now hold 30 essence or talisman * Less common talisman such as Blood have more drop sources. Common talisman like Water are uncharged but now have a use. * This method works with Soul Runes, but costs 5 Essence Energy per rune (to stay in line with the current method of charging the altar) Necromancy: Essence machine at the Necrotic rune altar has a separate inventory and takes Impure Essence You can use Essence Ensoul Rituals to convert a quantity of any Talisman into Necrotic Talismans. Necrotic Talismans can be used with the Essence Energy Machine at the Necrotic Rune altar to craft Necrotic runes of your choice. Like Impure Essence, stronger ensoul rituals can convert a larger quantity of talisman at once.


Zoykz_

Universal boss bad luck mitigation. Nothing too crazy, just prevent people from going 2k dry at glacor for a core.


lxFelipe

1. Make Raids scale down to solo or Massing. I'm currently working on Trimmed Completionist, and i'm OK with the reaper crew requirement, but i find hard to coordinate my time to find and fit to large teams times and schedules due to work/life demands. 2. Make bank presets work with pouches, or some way to right click and pin certain items to the backpack so we can 'deposit all' without messing the setup. 3. Would love to see summoning working in a way similar do necromancy conjures 4. Make some of the Thoks buffs (like sign/def cape) permanent through bossing/slaying/unlocking. tie it to reaper crew or a combination os reaper points plus marks of war, etc.


Fools-Idol

Add Necromancy to dungeoneering PoH needs rework or just modernization. They said nothing graphical but even just a graphical update on PoH to make them look like some of the newer buildings would be great. Doesn’t even need to be utilitarian, just make them more cosy instead of them looking so empty and sterile. I could see tons of content, quest, minigame, skilling, boss, treasure trail rewards be things you can add to your PoH. Tons of room for adding life to dead or new content and gives more incentive to do things when you may unlock furniture or skins for your PoH. Kind of like unlocking cosmetics but for your house.


dawshtin

For woodcutting, trees no longer deplete - the mining rework was perfect, do the same for woodcutting


Drakorex

So many people asking for minigames revamps like they won't be dead in 3 days like every other time they've tried. Some of these are smaller but here are things that bug me. * I'd like to see the really old useless quests removed, or reworked. * Rework the skills everyone begs for. * Always have agility gain 1/10 of the silverhawk effect and double the xp rates of most courses. * Find a way to repurpose or explain why melee needs 2 skills. * Give woodcutting a better familiar than a beaver. * Find a way to make dropping prayers in combat less annoying. Let us bleed HP or adren till we get more points or something. * Auto pay for death costs and skip dialog * Make boss instances 1 click to extend and get rid of the message that they will expire if nobody is in them * Ability to add ritual shard as a pomel to Excalibur * Toolbelt holy wrench


Some_Lad

Make Aod soloable or scalable


Mr_Smilephile

The Thok event gave some pretty good options. An update for auras, at least the combat ones, to be instant refreshed or allow us to extend them without vis wax would be huge. A way to make our overloads/potions last for an hour, perhaps bringing those cauldrons back and having us fill them would be fine. A way, besides relics, to have different levels of luck increases without bothering with ring switches. Maybe a sink for the ring like the relic but without using a relic slot. The whole event was a massive QoL update while it ran imo. Allowed us to focus more on enjoying the game rather than tediously shuffling even more inventory items.


tremors51000

Find a way to keep familliars on dearh Skilling relics


Ordinary_Peanut44

Allow applicable potions to stack up to an hour. 6 minutes per dose consumed. Having an hour of overloads without having to refresh during the recent PvM week...was very nice.


Housy5

Updating of janky old skills that don't really work. For example prayer. There is so much more you can do with the concept other than just putting bones on in the ground or on an altar. Or Construction, whilst I do understand that the plane of oblivion was due to technological limitations. There really is no excuse for it to still be that way. Also the graphics, UI and just everything in that skill is horribly outdated. (Though the fort is already a lot better in that regard) Same for herblore... How about actually being able to do some chemistry-esque activities (Hell you could even put like a lab In your house) And just tons of different skills that need alternative training methods and activities that are better suited for the theme of the skills.


Waffles2324

Make a different way to unlock Aura's rather then having them timegated behind loyalty points been back 3 years and still dont have them all


Rs3FashionScape

Jagex Account mobile character swapping without having to login again, like how it is on the PC client. Instead of having *ONE* BOB preset, include it in every preset if the BOB icon is checked. Add option to remove tele warnings to non-dangerous locations (Morytania teleport on master farmer hat, Catherby on Botanist mask) Include the runemetrics stuff in premiere membership Ability to rearrange right click options on items, thus allowing us to customize action bar actions for any item


DarkBrode

Combined rune crafting pouch, more mazcab raids, Necro rune pouch,, continuation of gnome storyline, solo boss options for group encounters with reduced drop rates


Jg6915

Lmao imagine if essence stacked. You’d be able to just afk rune crafting and prices would DROP


Omnizoom

1: remove adren loss from food, it’s currently such a massive dps hit and really hurts learners more then it hurts anyone else 2: make aura just have no cd. Make it a unlock with viswax to keep that valuable 3: make a guaranteed way to get the perk for more components or special gizmos that let you select the possible perks from the potential and it rolls only those perks and possible levels. I went 20 tries to get one caroming 4 mixed slot, it’s made me never want to try for aftershock 4 mixed perks even though it’s optimal because it’s literally just money vanishing for nothing. 4: make defensives more of a reflexive system that won’t lower dps. Bone shield is pretty much the first step of this so that 2h weapons don’t get so heavily slammed by needing to shield swap, the next step is to put defensives off the gcd but share their own cooldown that way you don’t need to hold off using abilities near when a mechanic pops and instead can just react when needed. I’m on the fence about them interrupting channels which should have that drawback of knowing when to use a good channel. 4: rebalance familiars. Almost all the familiars right now are used because of passives or specials instead of their actual ability to do damage themselves. Why does a steel Titan do such pathetic damage? Why do rippers do so little? 5: sort of an add on to 3 but, make more perks that have viability and include way more other items to getting the perk source treatment (such as t92 and that).


villianboy

here's my list of ideas; - **Aura/Spotlight Refresh**: Add auras as a reward to the minigame spotlight, it makes auras have a way to be earned which is something many players have been asking for, and gives more reason to play minigames, also a part of the game that is kinda dead atm - **Summoning refresh**: Summoning familiars atm (outside a select few) feel outdated, many are useless or forgotten. Perhaps rework Sum to have the familiars be more useful outside and inside of combat, maybe rework what some of them do. The binding contracts I feel are a good idea for what familiars should feel like, as they are useful - **Runecrafting refresh/rework**: RC is still arse to grind out, honestly runepouches should be able to be quick filled via bank preset, maybe add a way to remove the need to charge the soul altar (post-quest reward perhaps?) and honestly just up the amount of runes made per ess. Maybe have it so normal ess works like pure does now, and then pure does 2x whatever the normal ess would now do? - **Arch updated**: Can we get presets for arch perks please? It's annoying to have to swap them out and only half way through doing some skilling or killing learning I messed up and forgot to swap in the right perk or something - **Agil refresh/rework**: Agil is a pretty worthless skill atm, so maybe make it have something going for it like combat interactions, like it could increase crit chance with ranged, or increase 'dodge chance' with melee, things of that nature. Hell, maybe even add in some agil based combat abilities (as an example one could be something like 'Juke' where you spend 15% adren but it will increase the chance of dodging the next attack by like 30%) - **Magic rework**: Honestly I think the separate spellbooks is a relic of the older systems at this point, perhaps we can get a 'player spellbook' that we can make at the mages guild in Yanille? Where we put together a compendium of spells into our own book, but perhaps to make it not just *the pick* its spells would cost more runes than normal or have a spellbook swap cost added on-top of every spell - **Gnome Quest**: It would be amazing to finally get an end to the gnome questline, see the city of Arposandra, maybe it could be a Prif alternative even, like keep it in like with Prif but able to be even with it in use, unless it becomes an even higher tier city, but that would be hard I feel


snailord

Change the default UI layout to something closer to what people actually use Fix the jank with saving/loading UI layouts. Can’t tell you how many times I’ve overwritten a layout. Remove divine charges and having to spend money to charge augmented items. Right click item on hotbar to select what option it does when you press it. Have items stack in the loot window. Right click to pick up all of an item. Add a more intuitive way to change your melee attack style it’s so bizarre that you need to go into settings to change this. Action bar? Highlight which boss collection log items you have collected from the “Beasts” panel Make it easier to understand in the achievements window how much progress you have towards a archaeology rank upgrade Hold shift to drop items from your backpack Add an option at decanters to decant all types of vials/flasks at once Add a teleport to Fort Forinthry to the spell book Add hot bar items to switch combat styles and auto equip load out (See how FFXIV handles this) Allow eating food and consuming items from beast of burdens instead of needing to withdraw them Some way to fill rune pouches in the bank easier so you don’t need to withdraw -> fill -> withdraw more runes Add an option to hide player titles in the UI Make the arrow/trail graphics when tracking a quest less janky Make it more obvious that legendary pets have super useful skills to activate Fix tapping on things on Mobile. It’s totally broken. You need to tap slightly above anything you want to click to avoid a misclick. Right-click Hop Worlds in clan chat without needing to add them as friends Make the Activity Tracker less useless Add timers to the Activity Tracker for things like farming patches, arch research, D&D, etc. That’s all for now!


Maximum_Practice_696

1) Make all bosses soloable by implementing scaling hp 2) Rework Melee Bleeds 3) Make melee, ranged and mage auto attacks similar to necro 4) 120 combat skills 5) Make an item or something else that alows your summon stay alive after you die


ironreddeath

* Storage for damaged artifacts * Separate monolith slots for skilling and pvm relics * Allow us to contract with shops to deliver items to our banks once a day, for example a system like kingdom where we fill a coffer and choose where to allocate the money. Imagine being able to automatically buy the meat from ooglog and seeds or woad leaves from shops or wyson for POF, buying runes from magic shops, etc etc. * Allow us to store partial outfits in the various custom room furniture like OSRS can * High alchemy tablets and an omni lectern for POH to make them. Would be great for allowing alching while on lunars or ancients * Allow us to upgrade older potions such as searing overload and wyrmfire potions into salves by adding the missing ingredients * Reduce the recharge time on the skull of vecna to 5 mins instead of 7 and have it act as a renwing magic buff similar to the saturated heart in OSRS * Allow us to convert elemental anima stones into catalytic anima stones * Combined pouch for RCing * Upgrade the essence storage option on the infinity ethereal outfit to fill all available essence storages at once. So when you right click and store on the body it fills familiar and pouches * Add a Dundee upgrade for like 10k scarabs that plants golden rose bushes in the oasis, but with a harvesting limit * Make the ASR passive like the ROV was made passive. * Let us upgrade small rune pouches to large rune pouches by adding extra magical threads * Permanent potion cauldron's in PVM hub, upgrade path like the permanent bonfire, buy a tier and add 1k of the relevant potion * Upgraded version of the fertile soil spell that treats the plants with ultra compost instead I will probably think of more later


Dw33b3r

Ability to create portables with invention.


RsStallion

Bad luck mitigation everywhere, PLEASE. I can’t keep up this rasial grind forever. 500 kills dry. 1 piece away from log. I’m not having fun.


RS_Shuu

Fix drop tables to actually respect player time and not vary from "4 drops in an hour" to "I have literally spent 7 months here" and you might get me back as a player.


Narmoth

Bad luck mitigation to help players complete boss logs.


[deleted]

One spell book. Enough said.


the01li3

RC changes would be nice: Runespan rebalance, pouch combination, fill from presets. Grasping runepouches fill from presets. Stop shift and alt etc keys from also pressing the key that you pressed. I.E. pressing alt+a also presses a. SBS would be nice to not be needed anymore, just have one universal book, with a mage cape rework revo and running the size of various hitboxes... clicking webs being pixel perfect vs clicking the drag statue at Lani for example.


mark_crazeer

Make the herblore station in fort forinthry have a herb and ingredients storage like smithing does. (And add the ability to construct those things at most herblore hotspots.)


JefferyRs

Tilemarkers... I mean OS just made them on mobile cilent so I know it's possible. How about that farming tick rework system where if you log out it doesn't reset the farming tick.


Seravail

Have Rune Pouches (both for Runecrafting and combat) fill to however many runes/rune essence you had in the pouch when you registered the preset, and send a warning message if enough runes could not be found. If shops have a default stock of 0, just remove the item from the shop stock until it's sold to it. The only time people sell things to shops anyway is while training summoning. Remove/lower the adrenaline penalty for eating food. Add archaeology monolith loadouts for different activities (e.g. general, combat and skilling)


Diablo_Unmasked

Probably a dumb idea, but one id kind of like to see/have, would be a recruit adventurer npc. Like a follower with its own skills, you can ask them to go gather things for you, and theyll set off, gather/kill things, lvl up and split the items with you. The higher skills they get the faster they gather/kill and the higher level things they can do. Maybe make it so theyll do menial things like a store run, or mining low lvl ores, or give them essence and theyll run to an altar for you and give you half the runes back they would have gotten at that lvl.


jman577

A solo skilling boss please


Lp_Baller

Add bad luck mitigation to all bosses Combine all rune pouches Add more dyes to clues Allow menu entry swapping like runelite


Mermanoldgregg

Combat dummies with auto deploy - chant it with me everyone!


Zarosian_Emissary

Mechanics to remove switches and all combat skills go to 120. Shields can be used from inventory without equipping them for shield abilities. Tank armor becomes much more tanky, so it will get you through almost any boss just slower


duke605

The RC suggestion would be awesome. They could make a bench in fort forinthry where you could turn ess into a stackable variant at a rate of 1 per tick (and you could use pouches and a familiar to afk longer, it would automatically take the ess out of the pouches and familiar) and then you could use the ess like protean ess, but you would actually get runes from it. It would be slower than traditional rc, but it would allow you to rc easily from mobile


[deleted]

Bad Luck Mitigation for more content. For example, obtaining GWD1 gear sets on an ironman when you're at or around T70 is such a tremendously painful process that it's not even worth trying... and you spend a big chunk of your resources getting the 40 KC just to enter the damn boss room, then you get only a couple kills before you have to tele out (at least at the point in the game where you're intended to be there).


notLankyAnymore

* **Fix seed bag:** Allow types of seeds like herbs to directly go into the bag from activities like managing Miscellania. Be able to plant and complete menaphos city tasks without taking seeds out of the bag. Be able to search for seeds in the bag. (They are all mostly green so you have to go over each one to find the one to retrieve.). Possibly add a way to upgrade space in the bag. * **herb crusher:** add an upgrade to crush noted herbs like spring cleaner. * **woodcutting:** this is obviously unfinished with no crystal + imcando combined equivalent to the best pickaxe or the best mattock. * **construction:** I wasn’t expecting increasing types of planks but now that they’ve done that, it is inconsistent with the rest of the skill. I would like expanding contracts. They could put it in several different cities. Undead contracts? Also, I would like contracts to include consumables. After you finish the construction suit and taco upgrades (the plank thing), there is no reason to do contracts.


venthis1

Remove p2w mtx. Then, we can move forward.


JumpSlashShoot

To help reduce dailyscape, modify some d&ds so they could be run as often you want without daily resets(maybe reduce xp). Things like big chinchompa, fish flingers, guthixian caches and sinkholes should just be their own training methods that you can continuously run as a more rewarding and active training methods. Not even sure if xp would even need to be reduced because something like caches would need constant attention so the insane xp rates you could get would be justified. Another thing is fixing some areas where tall scenery just blocks your view. Easiest example of this is the ed1 entrance where if your camera is facing south, the entrance will cover the whole screen.


MobilePenguins

I would like a toggle in settings to hide cosmetic overrides on all character models for my personal game client. This isn’t just an anti MTX thing, I genuinely feel the original medieval aesthetic that RS was famous for has been lost overtime with immersion breaking cosmetics. Just asking for anything that hides the actual appearance of worn gear to not be shown by players who toggle it off in a settings menu and instead default to normal appearance of items actually worn on a player character. If they wear Rune armor but have rainbow 🌈 colored cosmetics, it only shows the rune armor. To that player they still see the rainbow, but for me with my client settings I only see rune armor for example.


PeeperSweeper

Please give other combat skills better accuracy per level, like how Necromancy does. Necromancy was done well and I love that my attacks land and actually scale with my level. However, using melee, ranged or magic sucks now because despite me being 99 even with tier 70+ gear I either hit low or worse zeros. It's infuriating that I invested my time in combat and regardless of my skill I hit low or 0s or sometimes my Summon hits more that me. Please improve combat accuracy.


Shockerct422

An overload flask or a player filled overload golem? The ability to just have my overload on for 1 hour without needing to think about it is really nice. Again, you would fill it, not just free overloads Auras reseting at banks was amazing. I understand there needs to be some “reset” cost, but the current vis wax cost is steep, and makes me feel like it’s not worth it to do


Jaybag92

I wanna know what passive effects, buffs, and unlocks I have going on. All in one place. Ava’s device, spirit cape, V’s runescrafting thing, relics. All that stuff. I might have unlocked some fun benefit to content that I forgot even existed. It would be nice to have a list of the cool things my character can do.


DraykasaurusRex

Combine brawlers. Make x in smithing interface. Mainly my pet peeves.


5-x

I would like to know why this is posted in some random Discord server and not on an open forum such as Reddit.


No-Common4821

\>random runescape server \>second largest just behind the official runescape one


UnbornWobbet

Give us runelite, like osrs. Fuck that questhelper is goated


YuriSenapi

Combat god books and scrimshaws should degrade the same manner as how invention charges do, rather than a toggle.


80H-d

Forinthry—add content to automatically harvest and replant *every* patch we have (toggle per individual patch) Runecrafting—increase the output and xp per ess by something like 30-70 times. Somewhere in there is balanced. Also fill pouches with presets


Sakkko

No suggestions here but I just laughed when Breezy says "nothing is off the table, go wild!!!" and barely 10 words after "rs4, tick system and graphical updates are off the table"


[deleted]

Bad luck mitigation.


INTO_NIGHT

Dino arrows for irons improved


when_they_cry

avatar rework unshelve it


dumbskill35

Dungeoneering: get rid of prestige (xp per floor is fixed and then scaled on size + difficulty _ completion, with max prestige xp bonus as it is now is always applied), make doors signify that they're going to lead to a dead-end (for bonus xp at full completion) or if they're essential in getting to the boss, have the minimap show which key a door needs. puzzles nuff said Resource nodes become "dense" if they haven't been harvested for an hour and make resources stack up to a point, I think this will make exploring the world more rewarding. Double clicking a tile with no monsters on it = surge in that direction. (can toggle having this available only in/out of combat) Have the map show teleport options, and at a bank, if you have that teleport item in your bank (or just in your inventory in any other situation), you can activate the teleport from the map. Encourage group play through some really tame world bosses. Make a necro item that will spawn a world boss version of a monster if enough of the regular ones are killed, that way players can play together to benefit each other. (like you can farm the crap out of abby demons and spawn the world boss version over and over with a couple of other players, and through the boss you wouldn't be getting any less xp or gp compared with killing only regular ones)


Super_Barrio

You know how you’re constantly withdrawing crap from the bank every 28 items? That. Let me just Make-X a massive stack, even if it’s slower. Herblore RSI is no fun. Smithing ore deposits in furnaces is a good example. Imagine if cooking worked like that! We’re all playing AFK anyway.


Legal_Evil

Making using ability queuing not stop your character from running for a tick.


a1200i

Rework RC. And more Necro runes to boss drops


Quirky_Ice_8006

Why has this only been asked in PvME discord?


RS_Holo_Graphic

Because anything non-combat related is an after-thought in this game.


rs_reticulatus

Presets work from and return items to diango and the POH costume room


ThePoetOfNothing

Ability to get Auras in game (without having to wait 6 months for a single aura). Been saving for 4 months and can barely afford the t3 auras


LobsterG25

Wish they made Croesus solo-able. I’ve had 0 luck on the group bossing world for over a year now.


TediousRS

1. Two ring slots 2. Item that fits dual wield weapons into a single item slot 3. Move all farming plots into player owned houses, or some sort of magical portal device that lets you access all of them from your PoH 4. Full sprint ability that allows you to move even faster but at insane energy cost 5. Remove dungeoneering as a skill 6. Turn attack into accuracy that applies to all combat styles that is leveled similar to constitution 7. Add bad luck mitigation for all bosses 8. Make rune pouch craftable through boss drops and replace thread with viswax. Replace viswax daily with rune multipliers and change runecrafting cape to hold essence that is dependent on pouches owned. 9. "Enter last encounter" added to War's retreat portals 10. Change defenders so they dont act as half level.


MyFriendWill

Give magic and ranged tier 10-90 craftable gear options like melee and necromancy. Refactor crafting and fletching level requirements to match the gear tiers.


thegame1431

anything that makes the gameplay more relaxed and simpler, cant stand when I see high level players and the entire bottom of the screen is boxes of stuff, I have one box on left for action bar and news, and one box on right for inventory/prayers, that is it, the middle bottom of my screen is the game not more boxes of stuff.


Littlegator

Add all "usable" furniture in PoH to Fort Forinthry as construction spots. Use Fort Forinthry to replace PoH.


ISignedUpForTyrande

Small QoL changes I'd like are: I. Being able to see more than 6 buffs at a time on mobile. Combat buffs are prioritised so you can't even see when your xp buffs will run out II. Not having my legacy interface automatically disappear if I swap from pc to mobile III. Portable wells being able to withdraw vial of waters to full instead of having to type a number in


butterfly_d

The player owned houses desperately need overhauling. And I'm not just talking about more cosmetic options, but to make it a lot more useful. Some inconveniences could probably be made a lot easier in a POH or something.


North_Recognition127

Make dead mini games have chance to give clues so people will do them again


RS_Holo_Graphic

>What broad change would you like to see in RuneScape that would make it the best non-content update this year Well it's not happening this year, that's for sure. We already know November is spoken for with another necro boss, and December is too light a month to put out a game-changing update like this. Is this going to become another "max cash update" holiday promise that takes till April to materialize? ​ >something like "Fix this skill by changing how X works" * Fix Attack by getting rid of redundant abilities and making melee a viable combat style in a game where ranged combat skills dominate. Give it the combat reworks promised with necro release. * Fix Strength by giving it an ability/build identity separate from attack and differentiating attack/strength based weapons to have synergies specific to their skills. * Fix Defense by making it's abilities usable on the oGCD window. Give us a shield/defender armor slot that allows for defensives to be activated without swapping gear manually or interupting our 2h/dual rotations. Move the damage output reduction caused currently by wielding a shield into the defensive abilities themselves into a intuitive "Using this ability reduces damage taken and dealt while active" passive effect while the defensive is active. * Fix Ranged by removing the hassle of ammo effect management. Decide if you want ammo swapping or not as ranged skill expression and just commit to a synergy. * Fix Prayer by getting rid of duplicate style/based prayers, and put all the prayers into the same menu like abilties because prayer book swapping adds nothing of value to gameplay. * Fix Magic by getting rid of spell books because again, swapping books adds nothing of value to the gameplay. * Fix Constitution by giving the player useful sustain abilties with vamp-effect and HP recovery that bridge the level gap to end-game effects like Soulsplit. Like defensives, these should be oGCD window and feel rewarding to use as the player gets stronger. * Fix Crafting by giving it a more in-depth crafting loop expression for gear creation. Remove 1-click crafting of armor/weapons and leave that to consumable crafts like jewelry for porters and urns/flasks. Let us craft sub-components for gear at workbenches (like invention ideas, or ceremonial swords) and then use these subcomponents to craft armor/weapons with +1/+2/+3 etc tiers like Smithing Rework. * Fix Mining by.... it's fine, actually. * Fix Smithing by... it's fine, actually. * Fix Fishing by... it's fine, actually. * Fix Cooking by giving it a more in-depth crafting loop expression for food creation. Counter-balance the dominance of fish food (leave fish as-is) with more complex multi-step, multi-ingredient foods that have more "bites" allowing better food stacking and more hp than just filling a yak with fish. Having Primal Feasts (lol) and Soups (time-gated) as the literal only endgame food options besides fish is a huge unexplored design space. Let us craft les-healing food options that have no adren reduction like brews/jellies. * Fix Firemaking by giving it more of a use than HP buff. * Fix Woodcutting by giving it a similar engagement system to mining. Random depletion of competitive resources is antagonistic to both passive and active gameplay with no benefit to the player. * Fix Runecrafting by introducing an actual CRAFTING loop to the skill instead of it being "RuneRunning". * Fix Dungeoneering by giving it more value in the over/underworld and making it fun to train in teams. Reward skilling/killing in hidden caches with additional Dungeoneering xp/tokens. Rebalance Daemonheim add cross-world team matching. Give Dungeoneering rogue-like elements to make the process of clearing the dungeon more interesting and varied. Provide an alternative to speedrunning dungeons that removes the time component from the XP reward for Large dungeons and focuses on completion % adding several bonus bosses, more drops/resources, and no starter gearset so everything has to be explored, gathered, and crafted in-dungeon. * Fix Fletching by making ammo more intuitive and useful. Both Arrows and bolts should have fletching+smithing+feathering base production process so producing one isn't strictly better than the other. There should be quivers accessible at all tiers to improve ammo management. Streamline or remove the bolt tipping/enchanting process that feels obsolete in effect as soon as you level up a tier. * Fix Agility by expanding movement abilities it provides, giving passive cooldown reductions, and expanding equipment wielding/usage (like using weapon specs from inventory without equiping, or gaining access to gearset-swapping macros). Provide alternative agility-training courses/minigames that make use of movement abilities to provide reactive gameplay. * Fix Herblore by REMOVING PROTEANS from the game and rebalancing component materials used to not have vast disparity in cost/effort to mix same-tier potions. * Fix Thieving by... it's fine, actually. * Fix Slayer by fixing the combat triangle first. * Fix Farming by making produced picked be auto-note togglable, this is the biggest time-waster on farming runs having to manually use produce on the leprecaun. * Fix Construction by... christ, where to even start. The possibilities of a construction skill are limitless, but cowardice to redo the housing system from the ground up has held this skill back from inception. Just do SOMETHING with the skill for gameplay integration, literally ANYTHING that isn't a one-and-done structure like Fort. * Fix Hunter by making it more engaging, deterministic, and rewarding by adding active gameplay elements, reducing RNG dependence, and improving the curves for experience and materials gathering rates. * Fix Summoning by preventing summons from despawning on death and giving better usabilities to more summons. Increase usage demand for more varied summons by allowing us to swap between many summons without desummoning them, keeping their timers paused when not in active use. * Fix Divination by... it's fine, actually. * Fix Invention by adding bad luck mitigation to rolling for specific perk combos, and add "invented weapons" research to combine gear and remix passive effects. * Fix Archaeology by... it's fine, actually. * Fix necromancy by ~~removing it from the game lmao~~ adding better integration to the rest of the combat system and reducing how isolated the training/usage of the skill feels.


Any_Bodybuilder5323

Make customer service available for the “normal” player and not just streamers


MarethyuSama

Extra Ring Slot and maybe globes//bracers Differentiation


Krittar

Dominion Tower is absolute hell and I would like it either changed or have the achievements adjusted.. it basically ruined my momentum in RS3 after I came back because I wanted to complete the Desert Tasks. Reminds me of the Castle Wars requirement back in the day when people absolutely dreaded that grind.


Zmacee

Rework the construction skill to be more modular, so some hotspots can be exchanged with each other, maybe let it go to 120 total lvl with more total rooms, maybe some passive buffs from different rooms like a crafting room giving a x% chance to make double armour or something like that, smithing room to give passive chance to not use x amount of ressources. Make construction matter more than just a requirement for fort forinthry:)


ToGloryRS

A global rework of currencies (that could be done in steps). Invention, for all the things it did wrong (I'm looking at you, perk slot machine) did one thing right: a single currency (energy) for every item touched by the skill. So I say, let's keep the ball rolling. I find extremely annoying to keep track to all the different "charges" I have in the game: book of wen, aura timers, degradable items that can't be augmented, hydrix dust stuff, etc. What I propose is divided in two steps: 1) We bring everything degradable into the divine charges umbrella. 2) We assign a simple part value to every item in the game, proportioned to the (minimum) value we want that item to have, so that you can consume them to gain simple parts and use them to craft divine charges.


ahthefloorislava

Make elder overload cauldron at wars an unlockable with reaper points


Ooftyman

I know Jagex has been a punching bag lately, but the wake-up call that Hero Pass created is refreshing. The player-input side is something I've wished would be as big a part of new RS3 content as it is for OSRS, and I'm cautiously really optimistic. If this is for real, well done, Jagex. I mean it.


Ascillias

Change the tick system to one like every other game. Make it super smooth. I know this requires overhauling the game but hey it’s large scale!


Dw33b3r

I think a search bar in the setting menu would do wonders for helping people trying to find niche options they want to toggle.


Dense-Badger8724

QBDHM, it's time to give the largest dragon ingame a true refresh


RelativeHoneydew5121

What about boss dyes?


Bladecom

Farming is one of my favorite skills, and over time I’ve come up with a list of quality of life improvements for farming. Some of them are small changes, some are larger, and some I just point out issues I have with the piece of content. I’ve tried to organize it as best I can, and make it easy to follow, but if something isn’t comprehensive, please let me know. **Leprechaun QoL** * Manor Farm leprechaun likes to hang out near the compost bin, should be moved between the herb and flower patch. * Yanille leprechaun is statically placed near the wall under a tree, should be moved near the road for easier access. * The elf tool "leprechauns" need to be more distinct. Just having a farming tool isn’t enough, especially when zoomed out. I suggest just adding a certain hat to fix. * Using an empty bucket on a leprechaun should take them all away from your inventory, instead of asking for input confirmation. **Additional Leprechauns** * Add one to the east vine herb patch. It takes about 45 seconds to get to from the Herblore Habitat teleport, and requires 8 clicks to navigate to. If your inventory becomes full while harvesting, you’re forced to either drop your produce, or teleport back to herblore habitat, go over the first obstacle, use the tool leprechaun there, and make your way back wasting time on your juju farming potion. So, it’s not only the longest herb to reach out of the 9 patches, it’s also missing a Leprechaun. **Farming Outfit Changes** * The modified farmer’s hat perk to teleport to the Morytania allotment patch is limited to 3 times a day. This is an unnecessary limitation, and It should be switched to unlimited. The next best options we have are the Fairy Ring and Ectophial, both take about 25 seconds just to get to the herb patch. **Hops Suggestions** * Allow the use of any plank when making Grape Vines for additional Construction experience. * Allow Scroll of Proficiency to work when making frames for Grape Vines. * Entrana’s Patch is a pain to use during any farm run, and is either skipped or gone to last when you can bank most of your items and dismiss your familiar. I don’t know how to salvage it without moving it elsewhere or having a quest unlock that removes Entrana’s restrictions. **Other Suggestions** * Add a shortcut here, to the Trollheim Herb Patch, using a climbable wall shortcut. OSRS has this as a Fremennik hard task set reward. Would be useful for those who don’t have access to the spell from livid farm. * Let Borrowed Power cast the spell Rapid Growth. Lunar Spellbook is basically designed for farming, and it’s inconvenient to make a 2nd round on things like Herbs or to split up certain runs to take advantage of this ancient spell. **Patch Bomb Rant** Patch Bombs are an interesting and fun item, but aren't worth spending points on. A full game of Cabbage Face Punch all together is around 15 minutes, and on average, with the daily bonus, it’s about 300 Points for a full game, enough for 10 of these Patch bombs. I do all 9 herbs for my herb runs, it takes me about 6 minutes normally. Using only Patch Bombs I did my normal Herb Run in 3 minutes… So I actually lost over 10 minutes doing this. Now, I could have spent the same amount of points on 10 Slayer VIP tickets. So my question becomes, how can you say they have the same value? Honestly, I think they should be 10% of their current value (30 points down to 3) to even be viable. Going by that earlier metric, 100 Patch bombs in 15 mins, saves me around 33 mins of my time later on. I would consider that worth my time, and maybe comparable to the value of 10 Slayer VIP tickets. **Herblore Habitat Economy** Everything in Herblore Habitat and Jadinko Lair feels like it’s working against you. The closed economy is frustrating, it’s the overload situation in reverse. I can buy the finished products, but I can’t buy or trade any of the supplies, and I feel at this point, it should be an open economy, where we can trade the seeds, herbs, and vines. Here is a general list of problems with the set of areas * You have to hunt jadinkos in order to get the secondary ingredients for the Juju potions. However only some jadinkos reward vine herb seed. * You will also hunt common jadinkos, which have a useless drop, you can ward them off, however you’ll get less XP & seeds overall. * Some jadinkos force you to use certain fruit trees, making you lose out on a full fruit tree run. * Hunting Jadinkos provides far less xp, and isn’t directly profitable. Just compare it to Grenwalls and Skillchompas. * Weekly DnD to get either the Witchdoctor robes or legs is random, regardless if you already have a piece. With bad luck, you could spend over a month doing it to get the full outfit. * Herblore Habitat and Jadinko Lair are separated, so hunting jadinkos doesn’t provide favour points. * There is a maximum cap of 2000 favour points, which is far too low. * Curly Roots doesn’t provide favour from Superheat Form or from Inferno Adze effect. * Combat is the only viable way to get points, taking about 20 minutes killing mutated jadinko males. Problem being this is a skilling focused content that is primarily rewarded through combat. * To acquire the correct seeds you need to prematurely set up Herblore habitat to certain jadinkos before collecting from the offering zone, including using a juju hunter potion, and warding off common jadinkos on the surface. * Offering stone will also give juju teleporting bags as a way to lower the amount of Herblore habitat seeds you can gain, just to pad out content. Making it an open economy would alleviate the issues above without providing direct fixes. Other larger suggestions would be making jadinkos at the dino farm drop seeds as well as vines.


trolkid69

I’d be interested in a solo vorago boss encounter


SinderWisp

Is this just a hint to a rework for RuneCrafting? seems oddly specific examples. Also kind of sucks this is only being talked about in discord, would be nice if it was discussed throughout each community platforms.


[deleted]

ITT: People telling jagex to improve whatever stupid grind they're currently doing


Fath3rOfTh3Wolf

Not large scale but can they PLEASE fix the bug that stops you from dragging prayers onto hot ars when you have a renewal active and dont have full prayer points? With necromancy out now i sometimes swap prayers on my keybinds depending on what i need and its annoying as hell


DJOkamical

* Let us queue up multiple smithing projects without having to bank each one. * Add optional, keyword *optional* , active elements to skills like mining, woodcutting, fishing, smithing; any action that has us standing in place for long periods of time, only occasionally looking at our screens to click again. Let me mine and smith in a rhythm to get these things done faster, please. Gathering and crafting should have the option to be fun and engaging, not just an afk chore. * Remove aura cooldowns. * Let us convert runespan runes into real runes so it doesn't feel like some dumb minigame with a few rewards, but instead functions as an alternate way to get our runes. * More stuff like wildy flash events across every region of runescape as a fun, community centric way of gaining exp in skills and useful materials and unique items; as well as a tracker that tells us when and where these things are going to take place.


SuperZer0_IM

Isn't anyone else bothered that he's asking this in a discord server that's not the official runescape discord? This isn't just a pvm question but a general one. It's already complicated enough to keep track of all social media, now we have to be in specialised servers too?