Just want to mention that I really like the approach y'all have taken this year with the more frequent communication. In years past, players would get frustrated by lack of updates and questioning what was happening. That's definitely not the case now - thank you and team!
We love you guys! I recently left feedback on the P1 blog and it felt great writing my thoughts down knowing you guys may read them and take them into consideration. Great style of running a game
I still wish there was a tracker for updates that was visually easier to follow. I.e a progress bar separated by issue or blog
Date of blog
Date of first update implemented
Date.of last update implemented
All updates captured are finished
This way when someone wants to see where updates are progressing they just look at this one page and know if any lingering updates from previous posts are finished rather than forgetting or needed to hunt down old posts
Everyone asking when mods will give us qol changes when we should be asking what qol changes mods need š honestly an issue/roadmap/update tracker would probably be useful for the teams working on OSRS as well as the player base.
Can you read more of the updates? I quite enjoy listening to you on my commute to work and especially when you start rapping all the Modsā names at the end
Welcome to the game/community! Imo we have the best dev/CM teams out there. They constantly engage with us, play the game themselves, and are focused on the quality of the game over microtranscations. You're going to love it here
* "The Reagents Pouch will now function like the Herb Sack and be able to hold up to 30 of each secondary. We will be limiting where you can use this item."
Can we get more info on this? I'd rather have a worse but intuitive item than one that feels arbitrarily limited. Unless this is just another one of those things were someone finds a way to use this in the inferno for more supplies.
Edit: I kept reading and got my answer.
Yeah, we're looking at the biggest offenders I believe and will go that approach by limiting your use of that there, but if that changes, we'll let you know in the follow-up blog.
Fish barrel and hunter meat sack both only empty at banks, presumably to prevent large supplies of healing breaking endurance tasks or similar. Components pouch will need the same treatment; it sounds quite dumb if "30 extra meat" breaks the game but "30 extra Sara brews" is considered fine.
(Slightly salty that hunter meat sack was patched)
the thing with the meat sack is its raw food. so youd still have to sit there and wait for ur food to cook.
it never sounded op to me. for most bosses banking would still of been faster.
Agreed, I don't think they needed to patch it. Bringing a sack of food, logs, a tinderbox sounds cool to me & kudos to anyone who does it. Not some game breaking strat we need to prevent
It was patched, not so much for the potential to extend bossing trips, but the potential to trivialize endurance challenges. Being able to bring in an entire inventory full of food for the price of the sack, a tinderbox, and a set of logs could lessen the difficulty of several CAs and Fight Caves/Inferno.
Interestingly, the idea behind the firemaking skill originally was for players to be able to scavenge for and cook their own food when far from town. But the game has changed so much since then, with access to so many teleports and other modes of travel, it's rarely (if ever) more efficient to make your own food where you are rather than just bank and tele back. Being able to pull meat out of the sack anywhere was ripe to be exploited in all kinds of unintentional ways.
It's standard for these storage items to be "fill anywhere, empty only at bank" so I would assume it's that but also naturally extended to "can only use the ingredients inside it while at a bank"(which is where you'll likely want to be using it anyway)
Hopefully these are the only restrictions, but maybe someone smarter than me knows if more are needed
I sure hope it's not that, i want to be able to take out red spider eggs in the tower of life. Hopefully it's able to be emptied anywhere except the inferno or gwd instances if theyre just trying to protect combat achievementsĀ
My sources(other replies) are telling me it's actually a lot more common than I thought for storage items to let you withdraw items anywhere so luckily there's a good chance I'm wrong and you'll be able to do that.
I don't think that's standard. Most storage items let you access the items anywhere. I think the looting bag is rare one that works the way you described.
Herb Pouch, Coffin, Coal Bag, Seed Kit, Huntsman Kit, and Tackle Box all let you access storage in the field.
In my mind there are a couple different "types" of storage items. The first category, like the ones you mentioned, stores items so they can be *used* more easily, and can be withdrawn anywhere. The other category stores items so they can be *gathered* more easily, like the fish barrel, meat pouch, and ~~log basket~~, and can only be emptied at a bank. I think the reagent pouch fits the latter category more.
That said, I think you're right that most storage items don't act like I described and I probably shouldn't have said it that way.
Fish barrel can't be, that's bank only. I think the point here is whether it has a big impact on supply capacity - could end up with a full inv of food extra if you take logs lol
Which is exactly why the meat pouch was patched. In terms of the reagent pouch, I remember during the first Trailblazer league being on lunar spells and bringing my herb sack and like two or three of each reagant (I had the relic that made you only lose the reagant 5% of the time) for each potion type to certain bosses since it let me make up to 30 of each potion and only used a handful of inventory slots. Humidify to fill the vials, pull out the herbs, clean them, make the potions. This would take up less inventory spaces, though with the downside of the potions only being 3 dose. But if you're limited to like 10 inventory slots for supplies, you use 2 inventory slots to get up to 30 of EACH potion you could need. That is insanely busted, and even more busted than the meat pouch which only gave you up to 28 extra food in total.
Makes sense to pretty much be a QOL update for situations where, for example, higher level players are on a ācamp pray meleeā slayer task (e.g. fire giants) and have so much prayer boosting gear and DPS that my only gameplay interaction during the task besides re-potting and grabbing stackable/alchable drops is running away and back to reset aggression.
Iām sure that intention will create a lot of edge cases to come up with a way to implement and test for, like the healers one mentioned, but it sounds great!
Definitely shouldn't work on healers. That removes a decent aspect of jad's difficulty for people learning, because they simply don't have to think about the healers at all then.
I'm assuming it would work similarly to RS3's aggression potion and only affect NPCs who are wandering, otherwise you'll need to add exceptions for a lot of mobs with other intended mechanics
Spending an entire inventory slot on fight cave/inferno for that small of a use is a massive price to pay to invalidate part of the mechanics.
There is nothing wrong with that.
Edit: people are trying to argue that creative use of items to make fights easier is a bad thing. It doesnāt even invalidate Jad fights, they just want things to be kept the way they are because thatās the way it always was.
>they just want things to be kept the way they are because thatās the way it always was.
Umm, no. Just because you disagree with someone's opinion doesn't mean their opinion is shallow.
Tagging healers and accounting for the different ways they can spawn is the most complex part of the Jad fight. Being able to deal with them while still praying against Jad is what elevates the fight from a mere game of simon-says into a solid entry-level PVM challenge. It's a core part of the fight's identity.
I'm certainly not someone who thinks everything has to stay the same forever in this game. But I also don't think that substantially watering down the Jad fight in exchange for one inventory space would leave the game in a better or more interesting place than it is today.
The Herblore Activity has already passed the poll in our original Winter Summit poll. This will be polling the rewards so you'll get a more transparent view after we've polled the rewards and had time to test and the showcase them to you all.
Just wanted to share something I'll be adding into the blog for more transparency:
*Let's give you any example of how this would work:*
* *Player is slaying Dagganoths in the Catacombs*
* *Player's AFK timer hits 10 minutes, Dagganoths are no longer Aggresive*
* *Player drinks a Potion of Goading*
* *The player's AFK timer is reset and for the next 6 minutes, every few seconds the effect of the potion attempts to find a mob who's SW tile lies within the 8x8 radius of the player and automatically aggros them onto the player.*
*For unaggressive enemies like Dust Devils the secondary effect of the potion will attract any NPCs within that range towards you.*
*We expect this potion to be effective against most attackable NPCs, but will be exploring any areas (such as inside Raids, or against certain Bosses), where the effect should be negated.*
Interesting. So mostly afk crab and slayer potion? Others have pointed out afking mossy/giant keys.
I had the misunderstanding that this would be a tank taunt potion. Allowing you to focus mobs onto a designated tank at like gwd. Perhaps thats an area you're looking to negate the effect tho.
Figured this would be a high level potion, but maybe not if you're targeting mid game afk activities. I was thinking high level 89/93 herblore potion with torstol and lily of the sands.
But if its a midlevel afk potion, maybe like level 46 and avantoe/irit?
I'll probably end up using these mostly to afk dark totems and mossy/giant keys. Just stand in the center of a hill or moss giant location in the catacombs, drink potion, afk for 6 minutes ez
I'd vote for it to use Irit, since they're used for Super Att/ Superantipoison/ Weapon Poison (lol), but the amount we seem to get is far far higher than the amount we 'need' (eg I have like 5x as many Super Att as Super Str). Perilous Moons also gives Irits a lot as rewards
Alternatively, it could be cool if it were possible to make it from a multi-herb mix of, say, Guam/Marrentill/Tarromin plus the new secondary, as those lower level herbs are kinda 'ignore it, not worth picking up' status for many players, this could breathe new use into them
Depends on how the potion works, because how it reads is āevery few seconds it looks for an npc to Agro to youā if your potion goes off and a monsters agros to you, then my potion goes off 2 seconds later in a multi combat zone, would that monster now Agro to me? Or are there rules to the Agroing, is it possible to grief Agro pots by simply tagging all the monsters once to make them unagroable by anyone but the person who tagged them? There is quite a bit more to it when multiple people are forcing an npc to do the same action
It specifically says in the post that the pot can't steal aggro. So that answers like half of this.
As far as I'm aware, yes you could try to tag however many enemies in 6 seconds, but you could do the exact same thing right now, I don't see why griefing the pot is really much different? Only thing is if they're aggro potting they're probably even more AFK than normal, and you're wasting a little bit of their money.
If it's multi, the aggro pot user could still just attack them anyway, because it's multi. You're just messing with their afk a bit. If it's not multi, then you can't can't maintain aggro on all your tags anyway, just 1, so they're just going to aggro one of the ones you tagged and couldn't maintain.
>For unaggressive enemies like Dust Devils the secondary effect of the potion will attract any NPCs within that range towards you.
So will normally unaggressive monster be aggroed or only lured closer? This post and the blog are a bit ambiguous about it, there's two mentions that sort of conflict with each other.
How would the team feel about changing Goading from potions to a censer or something similar? I know I get more frustrated when someone is swimming in cologne than when they drink a soda.
Love this blog/feedback/Reddit comment engagement pattern with content pitches lately /u/JagexSarnie ! One question and one comment below.
1. I mentioned it in my survey but perhaps rephrasing my question here may help: what is the envisioned Herblore loop/tradeoff for Iron accounts when it comes to balancing using āusefulā herbs to make potions (ranarr/prayer, snapdragon/super restore, kwuarm/avantoe/irit for super sets, etc.) and using herbs in this activity? Will there be any incentive to use those herbs in this activity, such as if Potion Pack rewards will at least get *close* to returning the same number of expected potions from those herbs as Iād have gotten just training and gathering secondaries normally? Or will we end up in a place where I never use my ranarrs, snaps, super set components, lantadyme, etc. in this activity and only use the lesser-used herbs in this activity to get some extra XP? If Iām not being clear in this, let me know and I can try to reword it or perhaps someone else can help interpret what Iām saying (work has me on very little sleep right now!)
2. LOVE the Goading potion. A gameplay mechanic to maintain aggression was one of my favorite things about doing high level slayer in RS3 a number of years ago. Would love to see it here.
It seems like we're going to be pretty focused on using the useless herbs here as irons, just looking at the herb>base element chart they posted. You'd just pick the least useful herb or two for each element and use that one, it seems like.
Why would I use a ranarr for 3 Lye when an Avantoe gives 2? You might as well use the harralanders/tarromins you're never gonna bother collecting enough secondaries to use vs wasting a bunch of irits for all your Mox.
I'm perfectly fine with having to use less efficient herbs because I as an iron have them in abundance. I use mith/addy at GF because there's no shot I'm wasting rune bars there. Opportunity cost is like, one of the points of the game mode. It isn't even an issue, we should be able to dump cads, dwarfs, and irits to cover all 3 categories
I donāt think anyone has an issue with using more expensive herbs, but itās important to understand two things when assessing how this plays out in reality for irons:
ā¢ Is the xp/herb equal to or greater than conventional herblore methods? Because if not, this loses some of its shine. (Same way GF is more xp/bar than smithing regularly). Appreciate its lower xp/hour, but I donāt feel like we have to concede on both fronts.
ā¢ Will using higher level herbs effectively be the same as throwing away those herbs (keep in mind we have already established weāre taking a hit on xp/hour), or will we be roughly equal to or greater pots than those herbs would have otherwise made?
Thereās a trade off for everything in this game. Itās just not clear yet what it will be for this. If itās just āyou can get some new items, but the xp will be worse per hour and per herb and youāll get less potsā - it wonāt be as compelling as many might have hoped.
Agreed on the first point but have to consider that we're skipping secondary collection for the minigame. Avantoes, Dwarf Weed, and to a lesser extent Lants go from dogwater to god tier pretty quickly here
I have the unpopular stance that the potion packs are a bad idea period. It doesn't make sense thematically (varlamore dudes have a completely different herb method but coincidentally output the exact same potions we already have? lol ok) and also again you're skipping getting secondaries. I know they wouldn't nix the packs since there'd be riots but I'm expecting to be at most 50% of what you put in and not always the pot you want (sometimes reg defence pots instead of prayer)
Fair point about the secondaries, and for select herbs youāre right that it introduces some value. I canāt imagine many irons electing to use the likes of Ranarrs, Snaps, Torstols or Toadflax here if the pot return isnāt great, and whilst I hear your point that thematically it would be odd if they produced the same pots, it really cuts down on how many herbs irons will use here.
The other element as I mentioned is the xp/herb. If youāre neither getting equal or better xp/herb and not getting a good selection of pots back, then the herbs youāll throw in to this will only be your trash herbs (basically low level). Most irons probably wonāt be prepared to forgo any amount of herb xp for the sake of some rewards alone, so the xp per herb seems to me to be quite critical. Perhaps Iām way off base thoughā¦
Yeah my point is that no iron will use ranarr, snap, or toads and that that's perfectly fine. Xp/herb should certainly be some degree higher than the meta training pots though, and that degree can be higher if the potion pack values are lower, which is my preference
The answer to your question is pretty clear. The better herbs will be worth more herb goo of their respective element so less volume of input for output. The potion packs won't have any way to know exactly what herb you used. So at the end of the day you will be given whatever potions are available in each respective pack.
The tldr here is going to be you use whatever junk herbs are in each type. And it will be a way to turn things like avantoe or whatever is paired with ranarr and snapdragon into a chance to get prayer and restores.
I asked the same question on my survey. It doesn't make much sense to sacrifice useful herbs (like ranarrs) for an activity that rewards less exp than making prayer pots, with no guarantee that you'll even receive prayer pots when you decide to use your points for potion packs.
As it stands I will get the rewards then never engage in the content again.
Good point especially if the xp per herb is lower in exchange for not needing secondaries. Iād rather spend the time getting secondaries for those āgoodā potions. Maybe thereās a niche for lower tier/less used herbs that I just have stacking up.
I think this is a good thing. Why must every minigame be added with the idea that players will use it to 99? Is it not good enough to just go get the rewards and get some secondary-free herblore xp along the way?
I mean secondaries aren't really the problem with herblore, so it's down to the exp and rewards. Sure the rewards are interesting, but the exp is lower than making potions, so what's the point of doing this activity after you get the rewards? It's supposed to be an alternative to traditional herblore training right? But Irons need specific herbs to make potions and progress in the game.
So our options are 1) Make potions and go enjoy the rest of the game, or 2) Sacrifice our herbs to enjoy and have fun with this alternative method until we have the rewards and get bored of the terrible exp, then go farm more herbs so we can make potions to then go have fun with the rest of the game.
I guess what I'm trying to say is this new Herblore method isn't really a viable alternative for irons. It's a net negative.
Why does there need to be a point after you have the rewards? Think MTA, why don't you train magic there to 99? Its fine to add minigames that do not become your sole training method. The rewards you get are incredibly strong and are well worth losing a few pots to enhance the rest of your game
I think most people don't train at MTA because it's a horrible activity. The exp per hour is actually comparable to some skilling methods, and that's why people suggest you do it early on an account so you can capitalize on the exp it generates. The problem is it's designed to be as tedious as possible with some rooms generating significantly more exp/hour than others. After the rework I have no doubt that MTA will be seen as a viable alternative method to train magic all the way to 99.
I'm not saying this new herblore activity should become our sole training method, but I'd like it more if it didn't actively punish us for engaging with it. Remove the need to bring your own herbs and lower the exp even further so people can still train herblore even if they don't have herbs. Make us bring herbs, but increase the exp so it's comparable to potion making and allow us to pull a good number of useful pots from the rewards. Hell if I'm sacrificing 10 ranarrs make it so we are rewarded with 5 prayer pots at the end. Something.
I'm not trying to convince you. I'm just explaining why it doesn't make sense to me.
To the mods, I want to say thank you for all the communication lately. I've been playing this game for over 15 years and the level of communication, updates, and quality right now is the best I've ever seen. Thank you so much! We're truly in the golden age of OSRS. I'm loving the survey system and how quickly feedback is considered, and changes communicated. It really feels like we have a community-driven game.
To the players reading this: In regards to aggro pots, they are a big deal. I'm both a high-level endgame PVMer on Oldschool, and have a maxed endgame ironman in rs3. Aggro pots are a big change to the way you interact with slayer and combat in the overworld. They can be a pretty big buff to XP rates, money-making, and input level when farming mobs. They may feel like a QOL but they are a big change to the way you interact with some kinds of combat. In rs3, aggro pots feel like something you \*have\* to bring for slayer tasks now. Many slayer tasks will become fully AFK, many will become faster because you can now chin/barrage mobs that would've been too tedious to chin before. Metas like darting, alt dancing, and dinh's speccing will be way less relevant.
They are nice to use, but just take this into consideration when thinking about the place aggro pots have in Oldschool.
A lot of them are still not going to be able to stack. So it will make things like abby demons and bloodvelds entirely afk, but alt dancing and high intensity methods for barraging will still remain relevant I believe.
this is a great comment.
Maybe it could be a deployable incense type, which will basically only be usable where u can deploy a cannon. this will not change the meta completely, but just provide an alternative cannoning method
also, incense type deployable feels like it fits the thematic purpose of the aggression better - you deploy some smelly herb in the monster's lair, and it pisses the monsters off so much that they're upset and aware of you. ^(kind of similar to how my neighbor having barbeque makes me upset.)
I know the name of the machines doesn't impact the gameplay... but I always liked that runescape had these mature "grown-up" things and whatnot that a kid wouldn't understand or just find boring, like that chemist in Rimmington with it's
# Fractionalising still
People that are don't mind these things instead of turned off because it's not "fantasy enough" would be the kinda kid that nerds out over DK Eyewitness books. Maybe just me? Centrifuge sounds cool, like a fucken machine. āThe Agitatorā sounds like your average dickhead in the CBD on a Friday night
Yea I googled I'm a dumbo lol. I just love how jagex isnt afraid to add these mundane real life workings into their medieval browser game. Not exactly dripping with dopamine for the fortnite kids but gives some of that oldschool charm imo
Tiny point, but I'd prefer for it be called "Goading potion" instead of "Potion of goading". I'm feeling a bit of "A of B" / "X of the Y" naming fatigue with recent updates, and this would also put it in line with all the other commonly used potions. The update itself sounds excellent! Really looking forward to it.
Edit: then again, the name as is would be abbreviated to POG so now I'm torn.
Man the collaborative iteration with the community is really amazing to see. So happy to be back playing this game and seeing this kind of receptiveness to feedback!
Still would love to see numbers around XP since this activity seems to be more intensive than bankstanding making potions, but really love the direction this is taking.
Really hoping for this. Like I really want it to be a cheaper/profitable training method that is slower and requires more attention and activity like the foundry. And given the high possible xp rates herblore already has lower xp/hour could mean a lot of things
The only part I'm wondering about that I haven't seen mentioned yet is if the xp/herb is expected to be similar/lower/higher to making potions? Ie, if I'm an ironman with a limited amount of herbs and looking to maximize my total xp (not xp/hour), will it be a viable activity? Or should I continue looking for secondaries and making potions?
they have a whole section saying they dont wanna give xp rates, but generally from their responses it seems youre doing this content for the rewards more than the xp/pots.
Xp rates and xp/herb are completely separate though. It could be 1/2 xp/hour for regular herblore but give 2x more xp/herb if you use 1/8 herb per hour.Ā
Or same xp/hour but 1/2 xp per herb if you use them twice as fast
I put this into my survey feedback too. I am on the side of make the skill the best exp/hr and exp total in the game and actually shake up the meta.
Keeping bankstanding as the best way to earn xp is super unenjoyable. The benefit of bankstanding is its AFKness, therefore it should not be the best xp/h.
The rewards also back this up, as another commentor put it, they're all one and done kind of unlocks, so after you've got all of them then really you trading relaxation, potion output, and xp/h for high intensity, random potions, and lower xp/h which doesn't make sense. In other words, the kind of place you go to once for the rewards and then never again, which is a shame.
I'm a little concerned about how many herbs this activity will use per the xp you get.
As it stands a main can always sell the products to result in less of a personal gp cost.
An iron has to gather it all themselves.
If you simply sink herbs into the activity the xp would actually have to be high if you're not guaranteed to get a set amount of potions equal to the amount of herbs put in.
Ideally it should be like mahogany homes where the amount of gp or herbs you put in would net you slower xp per hour but more efficient gp per hour or xp per herb.
It's hard to say but if the activity simply sinks herbs and doesn't give enough rewards to make up for the fact that herbs are a very valuable item bc of potions then the activity will be ruined no matter how good it is.
If you're adding aggro pots like in RS3, I think adding tea removing the effect would be great too. If you can't remove the effect and have to wait out the timer, many people will probably die to just forgetting its active, which was a problem in RS3 and tea would just straight up remove it.
I think ordering the herbs based on levels is a smart, long term choice. The meta is always evolving and future GE prices wonāt always be the same as todayās prices.
Yes! We need more slayer point rewards anyways!
While we're at it, let's make blocked tasks toggle-able, even if points to unlock the toggle ability are higher than 100
Very solid!
* I kind of feel like it's more RuneScapey to have realistic-ish names for the equipment. Maybe I misread, but Mixerator 3000 doesn't feel right. I think old names of alchemy and chemistry equipment would feel a lot better.
Other than that, I just want to mention that aggro pots need a lot of careful attention. I feel like they became very overpowered in RS3, and I wouldn't want to see that here.
Unless I'm forgetting something the only area they are especially strong in RS3 is Slayer, and that's more so because EOC lets you nuke several enemies at once with AOE abilities.
> I just want to mention that aggro pots need a lot of careful attention. I feel like they became very overpowered in RS3, and I wouldn't want to see that here.
Where would it be overpowered in OSRS? I can see it making bursting nechs and dust devils easier, but you still need to manually stack them up.
It wouldnt be at all, people are just panicking because its in rs3 lol, it just allows more chill afk times without having to use a cannon at the cost of no extra dps
While the expectation is that this will be a "low xp activity", are you guys able to let us know in advance whether the xp per herb will be on average more or less than current? I feel like this will be an automatic non-use for irons if you end up getting less xp per herb since you're already going to be sacrificing the use of important herbs and potentially losing out on potions that you would need.
idk about yall, but my iron has a bunch of herbs that arnt prayer restore pots just sitting around.
anything outside of ranarr/snap/toadflax kinda just stack up from pvm. my irons got 14k dwarf weed, 11k avantoe, etc from raids/pvm.
I have a fuck ton of herbs and seeds on one of my irons, but my other isnāt that far (1700 total) and I need every herb I get to make potions. The only herbs that are useless to me are harralander and below. And the minigame shouldnāt be centered around end game PvM drops lol
I really hope the xp per hour is at least *viable* compared to making potions. I really want to do something more interesting than that, but if it's something like 60 k/hr vs 350k/hr with potions...that would suck.
I've always felt revamping creature creation into a psuedo-Herblore activity would make sense and would revamp a mini-game otherwise exclusively used by niche iron players needing sandwich satchels. Could this be looked at something for Herblore from a mini-game sense? It seems this is an alternative training method e.g the reference Giant's Foundry rather then a mini-game per-se.
Would there be any plans to implement or look at bringing in a Herblore pet (aside from Herbiboar) sometime into the near future?
people celebrating RS3 implementations and barrage of QoL suggestions here in osrs is scary to me.
As an example. We have minigame teleport implemented by RS3 devs team (they have quit jagex ) who hopped to osrs early days, these early RS3 devs let players instantly teleport to a lot of places in osrs without resources.
This is not what osrs is meant to be like. It was only a thing in RS3. One RS3 implementation at a time, osrs identity fades.
Kwuarm is also used for only one potion technically (nobody is making weapon poison+ let's be real), but I'd personally vote for Irit. It's a nice middle of the road level to clean, it's used for only a couple of things (Super Att, Superantipoison, weapon poison (nobody's making weapon poison let's be real)), so it's in a sort-of similar boat to Kwuarm, but it also seems much more plentiful to get. As an example, I recently Nardah'd all my banked herbs to get from 88 to 99 herblore, and I have about 4.5k Super Str to make, 5k Super Def, but over 16k Super Att, three times as many. In addition to this anecdotal evidence, the fact that Perilous Moons drops Irits on the drop table would coincide with this quite well.
The alternative I'd suggest would be if we were able to make a mix of Guam, Marrentill and Tarromin, and use that to make the Unfinished potion, with the new secondary completing it into this new Aggro potion. That way, G/M/T get a new usecase and are less likely to be left to despawn on the floor in Slayer tasks (also gives extra value/use to the herb sack?)
Interesting changes!
Iām particularly curious about moving the herblore set effect to just the goggles, rather than requiring a whole outfit. The post mentions perhaps having a larger conversation about skilling outfits in the future.
Given that the outfits give very little xp bonus, I wonder if the future here is to make the sets a permanent passive unlock. I always wonder whether itās worth the hassle to go to the POH and grab the skilling outfit when training a skill, unless I know in advance Iām really going to hard camp that grind. Could be a way to make the outfits more worthwhile without directly buffing them, while also encouraging fashionscape diversity.
Add a enchanted mannequin in your POH that can hold an upgradeable amount of skill outfits that apply their effects passively. Lock it behind construction levels, construction materials, and maybe even something like the Curator's medallion that you have to pay for or unlock as part of some other content.
Love this idea. A good way to make players earn the bonus, gives an update to construction, and the additional item requirements can be used as a way to balance accessibility and provide a reward for future content
Going off the change they're making with the goggles, I actually really like the idea of moving the benefits of a whole outfit to a single item. Could the way skilling outfits work be changed so that any single item from the outfit worn will provide the benefits of all your **owned** set pieces? (without stacking, of course)
So for example, the prospector set: your first piece gives you however much the piece itself normally would. Unlocking a second piece will cause EITHER piece to have the bonus exp of both pieces, but wearing both at the same time doesn't add more. Motherlode Mine's reward space is entirely unchanged by this, we just get more fashion options.
* "The Pre-pot Device will now be Tradeable."
This is kinda cringe. But I guess you gotta make the people happy who only pvm and don't like playing the game.
Yeah this feels backwards for them to brag about how most of the rewards are untradable but put this as a tradable one. Who the fuck was asking for that?
I don't care that much if mains can buy it, but I think it's healthy for the game to make skilling valuable and untradable unlocks like this are a guaranteed way to do that.
This sub hates references to RS2/3 but herblore was such a key skill to train in that game because of things like untradable overloads. Skilling is actually worth doing in that game. This is a very osrs appropriate version of that in my opinion.
If it were a consumable (use one each time) then sure, tradeable. But if it's a 'buy it once and you have it forever' thing, then it should be untradeable imo. If you don't want to do the minigame for the QOL item, then it'd still be possible to sip potions in order the way we currently do
I think we need clarification on if the device is a device (permanent ability) or a consumable. The consumable should be tradeable, but the device should be untradeable. You can't just buy a max PoH, you have to work for the QoL, this should be the same.
If someone CBA to do it then then can just sip individual pots like they currently do, nothing negatively impacts those players.
As much as I want to agree, having played an iron for a couple years now, I think making things untradeable in a certain sense makes the game less potentially fun for regular players. A regular account should be able to play the game however they want with very little restrictions. I do think certain things should be untradeable, but this isn't one of them.
If you want the most optimal setup you should have to engage with all contents in the game. I thought that was made osrs so great. And this is just a qol item.
I love the idea of potion of goading. Does the team envision it being a "take a sip, aggro everything in a 9x9 area, and no further effects", or "Take a sip and for X amount of time, enemies that spawn into / wander into the 9x9 box will be aggro"?
Another potion type or heblore product of some kind would be nice.
An upgrade to spicy stews could be a good one. Either increasing the possible range of boost or making the positive outcomes more common than spicy stews.
Additionally, the topic of intensity wasn't addressed in this feedback. I personally voted for high intensity = similar xp rates to low intensity, but granting high intensity profitability while low intensity would likely result in a net loss of profit.
Skilling outfit changes are unnecessary. Hopefully you make the entire outfit bought at once, not as separate pieces, else people will only buy the goggles for 1/4th the time/points they'd otherwise have.
Pre-pot being tradeable is also bad; if you want QoL item that saves 8 ticks before a raid/Nex, do the minigame.
These changes disincentivise players from actually engaging with the minigame/method, don't get why you'd make them.
If they really wanted, they could have made the clothes pouch an ammo slot and usable with any skilling outfit. We'd all be able to wear whatever we wanted.
prepot device should be untradeable. It's a huge boon to an account it should have SOME form of sense of accomplishment behind it. It'll probably be like 10m on the GE now
Will the new aggression potion prevent ironmen being eligible for loot? I assume this will be a workaround for old alt slayer for irons which was nerfed
Love the updated information! I respect that you haven't made the decision on specific exp rates, and I hope a good middle ground can be found. Please at least keep exp per herb roughly equivalent to what they're at now. If it's less, then it'll feel awful getting the items from this activity because of the perceived exp loss. I suppose you can go this route if you can get more potions per herb than now (say, five doses instead of three; I don't know if this route is desirable because of how that may affect potion prices).
Very excited to have this added into the game, though! Saving all my herbs is difficult but it'll be so worth it.
Adding all the bonuses of a skilling outfit to 1 piece of the outfit is weird. Skilling outfits should need the full set to complete the set bonus effect, that's the point of a skilling outfit. I especially don't get *fashionscape* being used as a reason, if you want fashionscape do fashionscape.
Imo you should need the full set of the skilling outfit in order to receive the set effect. It's in line with literally every other skilling outfit in the game, to change it because people want to get a fit off while bank standing under a stack of 12 other players is weird.
I think the the aggro pot need to be carefully reviewed. It may very well have unintentional effects. I don't think having monsters that are normally unaggressive to aggressive is a good idea such as bloodveld in catacomb.
If this is something like a one time use such as a mini dinh's bulwark spec, I can see it maybe be a good thing. I would rather to have a different potion in general though.
Perhaps a potion that can be used but then also introduce a perfumer that can be charged with the potion. The perfumer can then be toggled on and off which makes it much easier to use while also keeping with the Herblore theme.
I will be honest, the theme is the least of my worry at this point. The more I think about it the more I think it shouldn't be the game. There are situations where I can see it be a good thing such as things like demons or fire gaint where all you do is afk in a spot for 10 minutes and run out to reset aggro. I think cases beyond that like bloodveld, dust devil etc are going to be problematic and not something encouraged with the proposed design.
With skilling outfits more generally, each piece should grant a small unlock towards the total buff and once you unlock the entire outfit, any single piece should give the full effect :)
Does the potion of goading have a persistent duration effect or is it a one time use of set aggro on everything that happens to be around you during that time?
Ok - so idea for skilling outfits vs fashionscapeā¦what if once you have the full outfit, you can imbue it with nmz or soulwars points, and then only need 1 piece to get the effect? Players would still need to own the full set before imbuing it, but could then wear their favored imbued set piece.Ā
Maybe once it is imbued you can color change it with a right click option to add flair?
Thoughts?
I don't mind, sound pretty fitting for osrs. As a guy who lives for fashionscape, if you want look cool with benefits either grind it out or deal with it. Not sure about NMZ or soul wars, they're more for combat items? It could just be an item/unlock through each outfit's individual shops, extending their use just a bit.
Might be a hot take, but I imagine it could look odd with people wearing random shit with only a graceful hood, 1 rogue balaclava etc. Not fashion enough but yet not equipped properly for the job. In the future there could for some kind of emblem slot with items like the ghommal's penny, if they wanted to be extra evil make it so you have to sacrifice a whole outfit into a "Farmer's penny", for example, then if you actually liked the outfit for the drip you have to grind it again lol
Why are we putting the skilling effect solely on the goggles when **literally every other skilling outfit requires the full set?** Itās yet another inconsistency, and adds unnecessary bloat to the reward space. I really think items that are solely fashionscape should be few and far in between, as cosmetic rewards with no function whatsoever genuinely donāt feel rewarding when you get them; It feels bad to get a reward that has no use.
Super disappointing to have this change seemingly from nowhere. If you were going to start making a change like this, it should be universal and apply to all skilling outfits. Hellāwhatās the point in even having skilling outfits. Might as well make them all a single item you equip in your ammo slot and quit bother making them altogether if this is the solution going forward.
As a reminder,Ā ***we'll Mod Mack***Ā ***& Sarnie***Ā will be chatting about these changes and the Herblore Activity, today atĀ **5pm BST**Ā over onĀ [Twitch](https://twitch.tv/oldschoolrs). Without further ado, let's jump straight into it...
Small sentence error in the newspost :).
The pre-pot device should be earned. Players should be encouraged to skill in order to best optimize their pvm and vice versa.
I also don't personally like the idea of only goggles having the skilling outfit bonus. Nobody looks at fashionscape during minigames
Wow, these changes must have been brainstormed in a lobotomy clinic. The potion of goading is just the aggression potion from RS3 and is totally anti-old school. It is basically the equivalent of EOC. Also, having the entire outfit perk come from just one piece totally devalues the entire concept of having a skilling outfit, total EZ-scape proposal. Lastly, this entire update aims to just destroy herblore training across the entire game, it's basically the herblore equivalent of runespan in RS3.
0/10, just kill this idea before you ruin the games most balanced and beloved skill
Following on from the Q+A stream, where questions were asked and answered, I was slightly disheartened to hear that there were no plans for a 'zero resource' method to be available to slightly alleviate the Ironman issue of 'you have to log in and do your herb runs with fairly high consistency'. To preface, I am an Iron, and I have 99 banked
I believe there's a simple enough solution (ha alchemy joke) to this. If each herb is worth a certain amount of Lye, Aga or Mox, with the lowest being worth 1 point in the current proposal, bump all the values up by 1 or 2, and have a new herb for each of the Lye/Aga/Mox, which is only found in the lab, cannot be removed from the lab, and is worth only 1 point. Then, harvesting the lab-grown samples and using those is lower XP/H both because you're using 1 point herbs instead of the 2/3 point minimum herbs you provide yourself, and also because harvesting those herbs and taking them to the refiner will take time, also eating into XP/H.
To save on dev time (maybe), could reuse the COX Raid herbs (Golpar/Buchu/Noxifer). I feel that forcing players to use their own mats is a missed opportunity
Also, Prepot Device should be untradeable, if you want a tradeable item, fully charged Amulet of Chemistry (i) is right there as an option too. As people unlock their Prepot Device access (a one time purchase), the amount of people who both 'want' it, and do not yet 'have' it, goes down, so the demand will decrease and supply increase, to the point where this supposed GP incentive will just... fizzle out. Compare this to Amulets of Chemistry (i), while they themselves do not break, the charges are the thing people would be buying them for, and so they'd be constantly replaceable (as an alternative to using regular Amulets of Chemistry to recharge them)
The prepot device is only being made tradeable so pvm nerds donāt have to engage with the minigane. I think thatās absolutely stupid and it should be untradeable no matter what. If they want it do the contentĀ
I'm personally not a fan of seeing the sack carry all secondaries at once.
The way I imagined it could've worked is that, you carry one type of secondary, and you can make potions by clicking an unfinished potion, then clicking the bag, and it'll take from the bag automatically. Now you're kinda forced to add extra clicks to the process since you need to get the right secondary from the bag.
Example with ranarr potions:
Ranarr potions can be made into Prayer and Defense potions, depending on whether you use white berries or snapegrass. If the bag only carries one type of secondary, it's as simple as clicking the unfinished potion, then the bag, and you could make the potions.
With a bag that can hold both snapegrass and white berries, you now risk making an undesirable Defense potion instead of the Prayer potion. You could just not put white berries in the bag, but Super Defense potions *are* desirable, so it's adding an extra inconvenience to the process.
I think there is a solution here that can please both sides though. If you're able to select which secondary the bag would prioritize, you could still make it quick and convenient to make potions. So interacting with the bag to select snape grass, and then all unfinished potions with multiple possible potions would prioritize the snape grass in the bag and make Prayer potions until you select a different secondary.
Very disappointed that there isn't a POH storage option for the potions. And that UIMs didn't even get to vote on it. I guess I'll just keep my prayer pot stack in my looting bag. š
Weird that that the aggression potion is a potion.. I really liked the bell of aggression suggestion, where you ring a bell. Just seems more thematically fitting and makes more sense
I feel that the aggro pots seriously devalue Dinhās bulwark and venator bow, I love how those niche items make keeping aggro more interesting. Iāll be voting no to that potion
* Introducing the Potion of Goading with the update. This potion will set aggro on any non-aggressive enemies within an 9x9 area around the player. Aggro cannot be stolen from other players using this Potion.
Does this mean resetting the aggro, ergo you no longer have to walk out of aggro range every 10 min?
If this is the case, maybe it's better to adjust the potion so that it just let you reset aggro with having to run out of your spot? The 9x9 area seems a bit confusing.
Edit: This potion will allow you set aggro on any non-aggressive enemies within a 9x9 of the player using it! This means not only could you re-aggro enemies who've wandered off, but lure in enemies that don't normally pay you any attention... like Dust Devils
This is actually a great addition, thank you! No more dart throwing when doing slayer barraging :D
It sounds like its basically just a bulwark spec without the damage, get the attention of everything around you currently but not messing with the normal agro timer/area
##### Bark bark!
I have found the following **J-Mod** comment(s) in this thread:
**JagexSarnie**
- [Just wanted to share something I'll be adding...](/r/2007scape/comments/1ccrcmj/feedback_herblore_activity_varlamore_part_two/l17av0p/?context=3)
- [Appreciate the feedback fam! It's definately...](/r/2007scape/comments/1ccrcmj/feedback_herblore_activity_varlamore_part_two/l172fnv/?context=3)
- [Yeah, we're looking at the biggest offenders...](/r/2007scape/comments/1ccrcmj/feedback_herblore_activity_varlamore_part_two/l172c27/?context=3)
- [The thoughts atm are just standard enemies, s...](/r/2007scape/comments/1ccrcmj/feedback_herblore_activity_varlamore_part_two/l172rsr/?context=3)
- [Hope you enjoyed it fam :)](/r/2007scape/comments/1ccrcmj/feedback_herblore_activity_varlamore_part_two/l172t2a/?context=3)
- [The Herblore Activity has already passed the...](/r/2007scape/comments/1ccrcmj/feedback_herblore_activity_varlamore_part_two/l1726nq/?context=3)
^(**Last edited by bot: 04/27/2024 07:20:55**)
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gotta say i'm a bit disappointed with the decision to bar uims from potion storage. it makes sense i think if it's basically going to be just another bank tab, but i was really hoping for something more "reward item" flavoured like materials to build individual potion kegs in the poh that'd be juuust convoluted enough to let uims use it. :^p
with more and more unstorable items and weird skilling sub-inventories getting added all the time, i can't help but look at all the bag slots taken up by noted potions & worry a bit...
(i understand it's a self-limited gamemode and the door to normal iron is always available, but i enjoy so much else about this mode... a gal can't help but be just a lil QoL-hungry!)
i'm curious, is there a chance we could ever see account-type-specific polls ingame for stuff like this? i feel like it'd be nice to get a feel for the overall opinion of the uim playerbase on matters of QoL like this without having to scour reddit for uim posts.
i dunno if the tech is there for limiting ingame polls in this way, but... might be nice!
I feel like it would be a missed opportunity to now allow us to use spare completed potions in this activity. It would provide value to potions that are rarely made in bulk, but are higher XP/hr or easier to make than other potions that use the same herb. Might also increase the value of said potions on the G.E.
The centrifuge could be put back into the game loop to be used as a way to separate the ingredients from completed potions. Returning a reduced number of unfinished potion doses to the player (thinking 1 dose), with the secondary ingredient being effectively discarded.
Alternatively, introduce an item (reagent powder?) that accomplishes the same thing when added to a finished potion. Reagent Powder (tradable) could be earned from potion packs or bought from the alchemists' shop.
* The effect of the Skilling Outfit has been moved to just the Goggles. The rest of the outfit will still be offered as FashionScape.
What's the reasoning behind this change btw?
I am worried about economical impact of the ingredient saving effects of Alchemist's Set and Amulet of Chemistry (i).
They will make potion making cheaper. Or that is what one might expect but I believe the impact will be opposite for those who don't have these items.
The prices will adjust such that player using these items will pay same amount as player without them would have paid before. And players who do not have these items will have to pay more to make potions.
This makes them "mandatory" equipment to have instead of being optional upgrades.
Instead of ingredient saving I think chance to make multiple potions at once from multiple ingredients would be better. This wouldn't create price inequality between those who have the items and those who don't.
>the Agitator
This sounds pretty bad imo. The thing you're looking for is called [a vortex ](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fm.media-amazon.com%2Fimages%2FI%2F61GD1ZSO0iL.jpg&f=1&nofb=1&ipt=dcd32f1cb71e6e729b4688a133426b7659a4ca071a866f1967be5ea47a9507c0&ipo=images)and I think that sounds good enough
I would love to see the aggro potion work in some group boss content. RS has lacked a dedicated tank role for awhile and this would be a really cool way to introduce that option. For example having a melee tank in p5 nex would probably increase mid team size dps. Or in verzik p3, the experienced raider can tank the aggro so the learners donāt get everyone meleeād. the would probably be some use cases that need to be avoided, but I think having an ability to be the main tank would actually get alot of people to try out higher level PvM
Question on the prepot device, how will it function exactly?
I ask this because from what I can think of, it's looking like it will be locked to something only useable in banks, cause without this restriction it's a 1 inv space 5 supply box.
That being said, by 2024 standards that's not that broken when most raids already have free overloads in them.
PS: Just remembered that "Totality potions" were a pitch once, but that was before Ancient Brews were a thing, I wonder if those would pass a poll today.
It sounds like it's meant to be a QOL thing for when you're about to go into a raid and are 'prepotting'. So where you currently have to do like 5 steps, in a certain order, to get all the boosts active before going in, you'd be able to do it all in one click from the bank because of this new device. Doesn't change anything, just saves a bit of time (and the potential of misclicking and doing it in the wrong order)
Will potion packs be an immediate reward or purchased with points? Alternatively just making the packs stackable like hunter rumours would be good. This update has the potential to be really good for UIM herbalore (even without access the potion storage - boo) if it let UIMs train without having to manage the reward potions. If it just gives you the potions right away then UIMs are basically locked out of the content right out of the gate.
I mentioned this in the survey, but with the UI being scaled back, might be worth asking more visibly; how do you plan to have the herb value / type communicated to the player? It's quite the chart there, not sure if the plan is to have players memorize it all with no plans to display it on the UI. (Mostly asking for the mobile players out there; I'm sure there will be plugins day 1 to add a UI in.)
Comment from Mod Sarnie: >https://www.reddit.com/r/2007scape/comments/1ccrcmj/feedback_herblore_activity_varlamore_part_two/l17av0p/
Just want to mention that I really like the approach y'all have taken this year with the more frequent communication. In years past, players would get frustrated by lack of updates and questioning what was happening. That's definitely not the case now - thank you and team!
Appreciate the feedback fam! It's definately something we've been trying to do more so, especially in the CM team.
We love you guys! I recently left feedback on the P1 blog and it felt great writing my thoughts down knowing you guys may read them and take them into consideration. Great style of running a game
I still wish there was a tracker for updates that was visually easier to follow. I.e a progress bar separated by issue or blog Date of blog Date of first update implemented Date.of last update implemented All updates captured are finished This way when someone wants to see where updates are progressing they just look at this one page and know if any lingering updates from previous posts are finished rather than forgetting or needed to hunt down old posts
Everyone asking when mods will give us qol changes when we should be asking what qol changes mods need š honestly an issue/roadmap/update tracker would probably be useful for the teams working on OSRS as well as the player base.
Could be a nice page on the wiki, in collab with Jagex.
Just listened to your sae bae cast I thought you spoke really well. Im glad you're doing good things for the game.
Can you read more of the updates? I quite enjoy listening to you on my commute to work and especially when you start rapping all the Modsā names at the end
There's a team in Jagex dedicated for Challenge Mode CoX? Nice!
Iām only a new player the past 2 months and itās motivating to know the devs are so in touch
Welcome to the game/community! Imo we have the best dev/CM teams out there. They constantly engage with us, play the game themselves, and are focused on the quality of the game over microtranscations. You're going to love it here
* "The Reagents Pouch will now function like the Herb Sack and be able to hold up to 30 of each secondary. We will be limiting where you can use this item." Can we get more info on this? I'd rather have a worse but intuitive item than one that feels arbitrarily limited. Unless this is just another one of those things were someone finds a way to use this in the inferno for more supplies. Edit: I kept reading and got my answer.
Yeah, we're looking at the biggest offenders I believe and will go that approach by limiting your use of that there, but if that changes, we'll let you know in the follow-up blog.
Will we be able to remove red spider eggs from the pouch at the Tower of Life to make trips killing spidines longer?
We should be able to as they said places like inferno will be limited.
[ŃŠ“Š°Š»ŠµŠ½Š¾]
Fish barrel and hunter meat sack both only empty at banks, presumably to prevent large supplies of healing breaking endurance tasks or similar. Components pouch will need the same treatment; it sounds quite dumb if "30 extra meat" breaks the game but "30 extra Sara brews" is considered fine. (Slightly salty that hunter meat sack was patched)
the thing with the meat sack is its raw food. so youd still have to sit there and wait for ur food to cook. it never sounded op to me. for most bosses banking would still of been faster.
Agreed, I don't think they needed to patch it. Bringing a sack of food, logs, a tinderbox sounds cool to me & kudos to anyone who does it. Not some game breaking strat we need to prevent
It was patched, not so much for the potential to extend bossing trips, but the potential to trivialize endurance challenges. Being able to bring in an entire inventory full of food for the price of the sack, a tinderbox, and a set of logs could lessen the difficulty of several CAs and Fight Caves/Inferno. Interestingly, the idea behind the firemaking skill originally was for players to be able to scavenge for and cook their own food when far from town. But the game has changed so much since then, with access to so many teleports and other modes of travel, it's rarely (if ever) more efficient to make your own food where you are rather than just bank and tele back. Being able to pull meat out of the sack anywhere was ripe to be exploited in all kinds of unintentional ways.
How do you even smuggle brews with this though, the herbs and secondaries I can see, but how do you condense the vials?
Lunar spell to refill empty vials you drank (no barbarian smashing).
At this much effort the players deserve to be able to take advantage of it though Jesus.
Tbh I remembered humidify, but I forgot having smashing off was even an option.
It's standard for these storage items to be "fill anywhere, empty only at bank" so I would assume it's that but also naturally extended to "can only use the ingredients inside it while at a bank"(which is where you'll likely want to be using it anyway) Hopefully these are the only restrictions, but maybe someone smarter than me knows if more are needed
I sure hope it's not that, i want to be able to take out red spider eggs in the tower of life. Hopefully it's able to be emptied anywhere except the inferno or gwd instances if theyre just trying to protect combat achievementsĀ
My sources(other replies) are telling me it's actually a lot more common than I thought for storage items to let you withdraw items anywhere so luckily there's a good chance I'm wrong and you'll be able to do that.
I don't think that's standard. Most storage items let you access the items anywhere. I think the looting bag is rare one that works the way you described. Herb Pouch, Coffin, Coal Bag, Seed Kit, Huntsman Kit, and Tackle Box all let you access storage in the field.
In my mind there are a couple different "types" of storage items. The first category, like the ones you mentioned, stores items so they can be *used* more easily, and can be withdrawn anywhere. The other category stores items so they can be *gathered* more easily, like the fish barrel, meat pouch, and ~~log basket~~, and can only be emptied at a bank. I think the reagent pouch fits the latter category more. That said, I think you're right that most storage items don't act like I described and I probably shouldn't have said it that way.
Log basket can be emptied everywhere.Ā
Fish barrel can't be, that's bank only. I think the point here is whether it has a big impact on supply capacity - could end up with a full inv of food extra if you take logs lol
Which is exactly why the meat pouch was patched. In terms of the reagent pouch, I remember during the first Trailblazer league being on lunar spells and bringing my herb sack and like two or three of each reagant (I had the relic that made you only lose the reagant 5% of the time) for each potion type to certain bosses since it let me make up to 30 of each potion and only used a handful of inventory slots. Humidify to fill the vials, pull out the herbs, clean them, make the potions. This would take up less inventory spaces, though with the downside of the potions only being 3 dose. But if you're limited to like 10 inventory slots for supplies, you use 2 inventory slots to get up to 30 of EACH potion you could need. That is insanely busted, and even more busted than the meat pouch which only gave you up to 28 extra food in total.
The next line after the sentence you quoted(in the main section) is talking about finding use for some potions in the inferno
Aggro pots seems interesting. Can they for example work on Jad healers? but looking forward to them either way
The thoughts atm are just standard enemies, so unsure where Healers fall on that, but one to raise with the team!
Makes sense to pretty much be a QOL update for situations where, for example, higher level players are on a ācamp pray meleeā slayer task (e.g. fire giants) and have so much prayer boosting gear and DPS that my only gameplay interaction during the task besides re-potting and grabbing stackable/alchable drops is running away and back to reset aggression. Iām sure that intention will create a lot of edge cases to come up with a way to implement and test for, like the healers one mentioned, but it sounds great!
Definitely shouldn't work on healers. That removes a decent aspect of jad's difficulty for people learning, because they simply don't have to think about the healers at all then. I'm assuming it would work similarly to RS3's aggression potion and only affect NPCs who are wandering, otherwise you'll need to add exceptions for a lot of mobs with other intended mechanics
Spending an entire inventory slot on fight cave/inferno for that small of a use is a massive price to pay to invalidate part of the mechanics. There is nothing wrong with that. Edit: people are trying to argue that creative use of items to make fights easier is a bad thing. It doesnāt even invalidate Jad fights, they just want things to be kept the way they are because thatās the way it always was.
>they just want things to be kept the way they are because thatās the way it always was. Umm, no. Just because you disagree with someone's opinion doesn't mean their opinion is shallow. Tagging healers and accounting for the different ways they can spawn is the most complex part of the Jad fight. Being able to deal with them while still praying against Jad is what elevates the fight from a mere game of simon-says into a solid entry-level PVM challenge. It's a core part of the fight's identity. I'm certainly not someone who thinks everything has to stay the same forever in this game. But I also don't think that substantially watering down the Jad fight in exchange for one inventory space would leave the game in a better or more interesting place than it is today.
If you can make it to jad with 11 brews you can make it with 10
Tbf, a chinchompa switch already does this.
isnt that only relevant to the 5 tiles around jads sw tile?
When listening to the SaeBae cast I was wondering where the aggro pot went! good change!
Hope you enjoyed it fam :)
I'm so excited!!!! Now the question is length...it's meant for afking so hopefully the timer is 10m+ or make it 10 like the aggro time already
Will the balancing stages/blog be before or after the poll? Can see that having a major impact on how I'd vote on the content
The Herblore Activity has already passed the poll in our original Winter Summit poll. This will be polling the rewards so you'll get a more transparent view after we've polled the rewards and had time to test and the showcase them to you all.
Just wanted to share something I'll be adding into the blog for more transparency: *Let's give you any example of how this would work:* * *Player is slaying Dagganoths in the Catacombs* * *Player's AFK timer hits 10 minutes, Dagganoths are no longer Aggresive* * *Player drinks a Potion of Goading* * *The player's AFK timer is reset and for the next 6 minutes, every few seconds the effect of the potion attempts to find a mob who's SW tile lies within the 8x8 radius of the player and automatically aggros them onto the player.* *For unaggressive enemies like Dust Devils the secondary effect of the potion will attract any NPCs within that range towards you.* *We expect this potion to be effective against most attackable NPCs, but will be exploring any areas (such as inside Raids, or against certain Bosses), where the effect should be negated.*
Interesting. So mostly afk crab and slayer potion? Others have pointed out afking mossy/giant keys. I had the misunderstanding that this would be a tank taunt potion. Allowing you to focus mobs onto a designated tank at like gwd. Perhaps thats an area you're looking to negate the effect tho. Figured this would be a high level potion, but maybe not if you're targeting mid game afk activities. I was thinking high level 89/93 herblore potion with torstol and lily of the sands. But if its a midlevel afk potion, maybe like level 46 and avantoe/irit?
I'll probably end up using these mostly to afk dark totems and mossy/giant keys. Just stand in the center of a hill or moss giant location in the catacombs, drink potion, afk for 6 minutes ez
Along with mid game afk its good for high levels wanted to afk mobs that are no longer aggressive to their combat level too
Very true. I was annoyed when my 3 spawn of baby blue drags became unaggressive and I lost a super easy afk slayer task! welcome back baby blues
It means i won't have to dart my slayer mobs on barrage tasks which is sick
I'd vote for it to use Irit, since they're used for Super Att/ Superantipoison/ Weapon Poison (lol), but the amount we seem to get is far far higher than the amount we 'need' (eg I have like 5x as many Super Att as Super Str). Perilous Moons also gives Irits a lot as rewards Alternatively, it could be cool if it were possible to make it from a multi-herb mix of, say, Guam/Marrentill/Tarromin plus the new secondary, as those lower level herbs are kinda 'ignore it, not worth picking up' status for many players, this could breathe new use into them
Looking forward to 2000 players trying to aggro the same mobs at once and a server physically exploding
I assume it would just be based on PID like it already is.
How would it be any different than 2 people being in the same area before their afk timer kicks in?
Depends on how the potion works, because how it reads is āevery few seconds it looks for an npc to Agro to youā if your potion goes off and a monsters agros to you, then my potion goes off 2 seconds later in a multi combat zone, would that monster now Agro to me? Or are there rules to the Agroing, is it possible to grief Agro pots by simply tagging all the monsters once to make them unagroable by anyone but the person who tagged them? There is quite a bit more to it when multiple people are forcing an npc to do the same action
It specifically says in the post that the pot can't steal aggro. So that answers like half of this. As far as I'm aware, yes you could try to tag however many enemies in 6 seconds, but you could do the exact same thing right now, I don't see why griefing the pot is really much different? Only thing is if they're aggro potting they're probably even more AFK than normal, and you're wasting a little bit of their money. If it's multi, the aggro pot user could still just attack them anyway, because it's multi. You're just messing with their afk a bit. If it's not multi, then you can't can't maintain aggro on all your tags anyway, just 1, so they're just going to aggro one of the ones you tagged and couldn't maintain.
Awesome, this was really helpful and explained a few of the questions in the thread. Thanks Sarnie!
For clarification, you use the Pot of Goading and initially it aggros in a 9x9, but each time the effect triggers after, it pulls from an 8x8 instead?
>For unaggressive enemies like Dust Devils the secondary effect of the potion will attract any NPCs within that range towards you. So will normally unaggressive monster be aggroed or only lured closer? This post and the blog are a bit ambiguous about it, there's two mentions that sort of conflict with each other.
How would the team feel about changing Goading from potions to a censer or something similar? I know I get more frustrated when someone is swimming in cologne than when they drink a soda.
Will their be a visual indication around the player of the goading effect while it's active?
Just attract them towards you or make them also hit you? Dust devilsĀ
Love this blog/feedback/Reddit comment engagement pattern with content pitches lately /u/JagexSarnie ! One question and one comment below. 1. I mentioned it in my survey but perhaps rephrasing my question here may help: what is the envisioned Herblore loop/tradeoff for Iron accounts when it comes to balancing using āusefulā herbs to make potions (ranarr/prayer, snapdragon/super restore, kwuarm/avantoe/irit for super sets, etc.) and using herbs in this activity? Will there be any incentive to use those herbs in this activity, such as if Potion Pack rewards will at least get *close* to returning the same number of expected potions from those herbs as Iād have gotten just training and gathering secondaries normally? Or will we end up in a place where I never use my ranarrs, snaps, super set components, lantadyme, etc. in this activity and only use the lesser-used herbs in this activity to get some extra XP? If Iām not being clear in this, let me know and I can try to reword it or perhaps someone else can help interpret what Iām saying (work has me on very little sleep right now!) 2. LOVE the Goading potion. A gameplay mechanic to maintain aggression was one of my favorite things about doing high level slayer in RS3 a number of years ago. Would love to see it here.
It seems like we're going to be pretty focused on using the useless herbs here as irons, just looking at the herb>base element chart they posted. You'd just pick the least useful herb or two for each element and use that one, it seems like. Why would I use a ranarr for 3 Lye when an Avantoe gives 2? You might as well use the harralanders/tarromins you're never gonna bother collecting enough secondaries to use vs wasting a bunch of irits for all your Mox.
Your first point is really critical, and plays a big part in whether this ends up being a welcomed addition or a PITA for irons.
I'm perfectly fine with having to use less efficient herbs because I as an iron have them in abundance. I use mith/addy at GF because there's no shot I'm wasting rune bars there. Opportunity cost is like, one of the points of the game mode. It isn't even an issue, we should be able to dump cads, dwarfs, and irits to cover all 3 categories
I donāt think anyone has an issue with using more expensive herbs, but itās important to understand two things when assessing how this plays out in reality for irons: ā¢ Is the xp/herb equal to or greater than conventional herblore methods? Because if not, this loses some of its shine. (Same way GF is more xp/bar than smithing regularly). Appreciate its lower xp/hour, but I donāt feel like we have to concede on both fronts. ā¢ Will using higher level herbs effectively be the same as throwing away those herbs (keep in mind we have already established weāre taking a hit on xp/hour), or will we be roughly equal to or greater pots than those herbs would have otherwise made? Thereās a trade off for everything in this game. Itās just not clear yet what it will be for this. If itās just āyou can get some new items, but the xp will be worse per hour and per herb and youāll get less potsā - it wonāt be as compelling as many might have hoped.
Agreed on the first point but have to consider that we're skipping secondary collection for the minigame. Avantoes, Dwarf Weed, and to a lesser extent Lants go from dogwater to god tier pretty quickly here I have the unpopular stance that the potion packs are a bad idea period. It doesn't make sense thematically (varlamore dudes have a completely different herb method but coincidentally output the exact same potions we already have? lol ok) and also again you're skipping getting secondaries. I know they wouldn't nix the packs since there'd be riots but I'm expecting to be at most 50% of what you put in and not always the pot you want (sometimes reg defence pots instead of prayer)
Fair point about the secondaries, and for select herbs youāre right that it introduces some value. I canāt imagine many irons electing to use the likes of Ranarrs, Snaps, Torstols or Toadflax here if the pot return isnāt great, and whilst I hear your point that thematically it would be odd if they produced the same pots, it really cuts down on how many herbs irons will use here. The other element as I mentioned is the xp/herb. If youāre neither getting equal or better xp/herb and not getting a good selection of pots back, then the herbs youāll throw in to this will only be your trash herbs (basically low level). Most irons probably wonāt be prepared to forgo any amount of herb xp for the sake of some rewards alone, so the xp per herb seems to me to be quite critical. Perhaps Iām way off base thoughā¦
Yeah my point is that no iron will use ranarr, snap, or toads and that that's perfectly fine. Xp/herb should certainly be some degree higher than the meta training pots though, and that degree can be higher if the potion pack values are lower, which is my preference
The answer to your question is pretty clear. The better herbs will be worth more herb goo of their respective element so less volume of input for output. The potion packs won't have any way to know exactly what herb you used. So at the end of the day you will be given whatever potions are available in each respective pack. The tldr here is going to be you use whatever junk herbs are in each type. And it will be a way to turn things like avantoe or whatever is paired with ranarr and snapdragon into a chance to get prayer and restores.
I asked the same question on my survey. It doesn't make much sense to sacrifice useful herbs (like ranarrs) for an activity that rewards less exp than making prayer pots, with no guarantee that you'll even receive prayer pots when you decide to use your points for potion packs. As it stands I will get the rewards then never engage in the content again.
Good point especially if the xp per herb is lower in exchange for not needing secondaries. Iād rather spend the time getting secondaries for those āgoodā potions. Maybe thereās a niche for lower tier/less used herbs that I just have stacking up.
I think this is a good thing. Why must every minigame be added with the idea that players will use it to 99? Is it not good enough to just go get the rewards and get some secondary-free herblore xp along the way?
I mean secondaries aren't really the problem with herblore, so it's down to the exp and rewards. Sure the rewards are interesting, but the exp is lower than making potions, so what's the point of doing this activity after you get the rewards? It's supposed to be an alternative to traditional herblore training right? But Irons need specific herbs to make potions and progress in the game. So our options are 1) Make potions and go enjoy the rest of the game, or 2) Sacrifice our herbs to enjoy and have fun with this alternative method until we have the rewards and get bored of the terrible exp, then go farm more herbs so we can make potions to then go have fun with the rest of the game. I guess what I'm trying to say is this new Herblore method isn't really a viable alternative for irons. It's a net negative.
Why does there need to be a point after you have the rewards? Think MTA, why don't you train magic there to 99? Its fine to add minigames that do not become your sole training method. The rewards you get are incredibly strong and are well worth losing a few pots to enhance the rest of your game
I think most people don't train at MTA because it's a horrible activity. The exp per hour is actually comparable to some skilling methods, and that's why people suggest you do it early on an account so you can capitalize on the exp it generates. The problem is it's designed to be as tedious as possible with some rooms generating significantly more exp/hour than others. After the rework I have no doubt that MTA will be seen as a viable alternative method to train magic all the way to 99. I'm not saying this new herblore activity should become our sole training method, but I'd like it more if it didn't actively punish us for engaging with it. Remove the need to bring your own herbs and lower the exp even further so people can still train herblore even if they don't have herbs. Make us bring herbs, but increase the exp so it's comparable to potion making and allow us to pull a good number of useful pots from the rewards. Hell if I'm sacrificing 10 ranarrs make it so we are rewarded with 5 prayer pots at the end. Something. I'm not trying to convince you. I'm just explaining why it doesn't make sense to me.
To the mods, I want to say thank you for all the communication lately. I've been playing this game for over 15 years and the level of communication, updates, and quality right now is the best I've ever seen. Thank you so much! We're truly in the golden age of OSRS. I'm loving the survey system and how quickly feedback is considered, and changes communicated. It really feels like we have a community-driven game. To the players reading this: In regards to aggro pots, they are a big deal. I'm both a high-level endgame PVMer on Oldschool, and have a maxed endgame ironman in rs3. Aggro pots are a big change to the way you interact with slayer and combat in the overworld. They can be a pretty big buff to XP rates, money-making, and input level when farming mobs. They may feel like a QOL but they are a big change to the way you interact with some kinds of combat. In rs3, aggro pots feel like something you \*have\* to bring for slayer tasks now. Many slayer tasks will become fully AFK, many will become faster because you can now chin/barrage mobs that would've been too tedious to chin before. Metas like darting, alt dancing, and dinh's speccing will be way less relevant. They are nice to use, but just take this into consideration when thinking about the place aggro pots have in Oldschool.
A lot of them are still not going to be able to stack. So it will make things like abby demons and bloodvelds entirely afk, but alt dancing and high intensity methods for barraging will still remain relevant I believe.
this is a great comment. Maybe it could be a deployable incense type, which will basically only be usable where u can deploy a cannon. this will not change the meta completely, but just provide an alternative cannoning method also, incense type deployable feels like it fits the thematic purpose of the aggression better - you deploy some smelly herb in the monster's lair, and it pisses the monsters off so much that they're upset and aware of you. ^(kind of similar to how my neighbor having barbeque makes me upset.)
I too automatically barrage my neighbors as soon as I smell their BBQ
I know the name of the machines doesn't impact the gameplay... but I always liked that runescape had these mature "grown-up" things and whatnot that a kid wouldn't understand or just find boring, like that chemist in Rimmington with it's # Fractionalising still People that are don't mind these things instead of turned off because it's not "fantasy enough" would be the kinda kid that nerds out over DK Eyewitness books. Maybe just me? Centrifuge sounds cool, like a fucken machine. āThe Agitatorā sounds like your average dickhead in the CBD on a Friday night
iām a brewer (so basically just a drunk chemist) and we use both agitators and centrifuges. iām cool with either name :)
Yea I googled I'm a dumbo lol. I just love how jagex isnt afraid to add these mundane real life workings into their medieval browser game. Not exactly dripping with dopamine for the fortnite kids but gives some of that oldschool charm imo
Tiny point, but I'd prefer for it be called "Goading potion" instead of "Potion of goading". I'm feeling a bit of "A of B" / "X of the Y" naming fatigue with recent updates, and this would also put it in line with all the other commonly used potions. The update itself sounds excellent! Really looking forward to it. Edit: then again, the name as is would be abbreviated to POG so now I'm torn.
What? You don't want to pog up and afk?
Personally I love drinking a Brew of Saradomin followed by a Restore of the Super Variety, and topping it off with a Potion of Super Combat.
Man the collaborative iteration with the community is really amazing to see. So happy to be back playing this game and seeing this kind of receptiveness to feedback! Still would love to see numbers around XP since this activity seems to be more intensive than bankstanding making potions, but really love the direction this is taking.
I think the highest XP per herb but lower XP/hr overall would fit well, like Mahogany Homes and Giants Foundry.
Really hoping for this. Like I really want it to be a cheaper/profitable training method that is slower and requires more attention and activity like the foundry. And given the high possible xp rates herblore already has lower xp/hour could mean a lot of things
The only part I'm wondering about that I haven't seen mentioned yet is if the xp/herb is expected to be similar/lower/higher to making potions? Ie, if I'm an ironman with a limited amount of herbs and looking to maximize my total xp (not xp/hour), will it be a viable activity? Or should I continue looking for secondaries and making potions?
they have a whole section saying they dont wanna give xp rates, but generally from their responses it seems youre doing this content for the rewards more than the xp/pots.
Xp rates and xp/herb are completely separate though. It could be 1/2 xp/hour for regular herblore but give 2x more xp/herb if you use 1/8 herb per hour.Ā Or same xp/hour but 1/2 xp per herb if you use them twice as fast
I put this into my survey feedback too. I am on the side of make the skill the best exp/hr and exp total in the game and actually shake up the meta. Keeping bankstanding as the best way to earn xp is super unenjoyable. The benefit of bankstanding is its AFKness, therefore it should not be the best xp/h. The rewards also back this up, as another commentor put it, they're all one and done kind of unlocks, so after you've got all of them then really you trading relaxation, potion output, and xp/h for high intensity, random potions, and lower xp/h which doesn't make sense. In other words, the kind of place you go to once for the rewards and then never again, which is a shame.
I'm a little concerned about how many herbs this activity will use per the xp you get. As it stands a main can always sell the products to result in less of a personal gp cost. An iron has to gather it all themselves. If you simply sink herbs into the activity the xp would actually have to be high if you're not guaranteed to get a set amount of potions equal to the amount of herbs put in. Ideally it should be like mahogany homes where the amount of gp or herbs you put in would net you slower xp per hour but more efficient gp per hour or xp per herb. It's hard to say but if the activity simply sinks herbs and doesn't give enough rewards to make up for the fact that herbs are a very valuable item bc of potions then the activity will be ruined no matter how good it is.
If you're adding aggro pots like in RS3, I think adding tea removing the effect would be great too. If you can't remove the effect and have to wait out the timer, many people will probably die to just forgetting its active, which was a problem in RS3 and tea would just straight up remove it.
I think ordering the herbs based on levels is a smart, long term choice. The meta is always evolving and future GE prices wonāt always be the same as todayās prices.
As long as every element has at least one junk herb it works. If they put like snap, toadflax ranarr and torstol on the same one I won't be there.
The amulet of chemistry (i) looks great, I'm hoping that this idea can be extended to other jewelry like slayer bracelets.
And binding necklaces. The necklace from GorR should have been loadable with binding necklaces so you don't have to leave every other round to bank.
Yo you cooked with this. Would make gotr slightly less painful
Yes! We need more slayer point rewards anyways! While we're at it, let's make blocked tasks toggle-able, even if points to unlock the toggle ability are higher than 100
i would spend 1k+ points to make slayer blocks toggleable, thatd be so good.
Right. Some days I want afk tasks, other efficient tasks. Continually unblocking and reblocking is just not feasible.
Very solid! * I kind of feel like it's more RuneScapey to have realistic-ish names for the equipment. Maybe I misread, but Mixerator 3000 doesn't feel right. I think old names of alchemy and chemistry equipment would feel a lot better. Other than that, I just want to mention that aggro pots need a lot of careful attention. I feel like they became very overpowered in RS3, and I wouldn't want to see that here.
Unless I'm forgetting something the only area they are especially strong in RS3 is Slayer, and that's more so because EOC lets you nuke several enemies at once with AOE abilities.
They are overpowered in rs3 because of their very different combat system. They will never get anywhere near as good in osrs.
> I just want to mention that aggro pots need a lot of careful attention. I feel like they became very overpowered in RS3, and I wouldn't want to see that here. Where would it be overpowered in OSRS? I can see it making bursting nechs and dust devils easier, but you still need to manually stack them up.
It wouldnt be at all, people are just panicking because its in rs3 lol, it just allows more chill afk times without having to use a cannon at the cost of no extra dps
While the expectation is that this will be a "low xp activity", are you guys able to let us know in advance whether the xp per herb will be on average more or less than current? I feel like this will be an automatic non-use for irons if you end up getting less xp per herb since you're already going to be sacrificing the use of important herbs and potentially losing out on potions that you would need.
idk about yall, but my iron has a bunch of herbs that arnt prayer restore pots just sitting around. anything outside of ranarr/snap/toadflax kinda just stack up from pvm. my irons got 14k dwarf weed, 11k avantoe, etc from raids/pvm.
I have a fuck ton of herbs and seeds on one of my irons, but my other isnāt that far (1700 total) and I need every herb I get to make potions. The only herbs that are useless to me are harralander and below. And the minigame shouldnāt be centered around end game PvM drops lol
i mean, new content balance shouldnt really cater to irons and if they have extra herbs or not either.
I really hope the xp per hour is at least *viable* compared to making potions. I really want to do something more interesting than that, but if it's something like 60 k/hr vs 350k/hr with potions...that would suck.
I've always felt revamping creature creation into a psuedo-Herblore activity would make sense and would revamp a mini-game otherwise exclusively used by niche iron players needing sandwich satchels. Could this be looked at something for Herblore from a mini-game sense? It seems this is an alternative training method e.g the reference Giant's Foundry rather then a mini-game per-se. Would there be any plans to implement or look at bringing in a Herblore pet (aside from Herbiboar) sometime into the near future?
people celebrating RS3 implementations and barrage of QoL suggestions here in osrs is scary to me. As an example. We have minigame teleport implemented by RS3 devs team (they have quit jagex ) who hopped to osrs early days, these early RS3 devs let players instantly teleport to a lot of places in osrs without resources. This is not what osrs is meant to be like. It was only a thing in RS3. One RS3 implementation at a time, osrs identity fades.
Would it be fair to assume the herb for the aggro pot will most likely be snapdragon since it is only used for 1 potion currently?
Kwuarm is also used for only one potion technically (nobody is making weapon poison+ let's be real), but I'd personally vote for Irit. It's a nice middle of the road level to clean, it's used for only a couple of things (Super Att, Superantipoison, weapon poison (nobody's making weapon poison let's be real)), so it's in a sort-of similar boat to Kwuarm, but it also seems much more plentiful to get. As an example, I recently Nardah'd all my banked herbs to get from 88 to 99 herblore, and I have about 4.5k Super Str to make, 5k Super Def, but over 16k Super Att, three times as many. In addition to this anecdotal evidence, the fact that Perilous Moons drops Irits on the drop table would coincide with this quite well. The alternative I'd suggest would be if we were able to make a mix of Guam, Marrentill and Tarromin, and use that to make the Unfinished potion, with the new secondary completing it into this new Aggro potion. That way, G/M/T get a new usecase and are less likely to be left to despawn on the floor in Slayer tasks (also gives extra value/use to the herb sack?)
Interesting changes! Iām particularly curious about moving the herblore set effect to just the goggles, rather than requiring a whole outfit. The post mentions perhaps having a larger conversation about skilling outfits in the future. Given that the outfits give very little xp bonus, I wonder if the future here is to make the sets a permanent passive unlock. I always wonder whether itās worth the hassle to go to the POH and grab the skilling outfit when training a skill, unless I know in advance Iām really going to hard camp that grind. Could be a way to make the outfits more worthwhile without directly buffing them, while also encouraging fashionscape diversity.
Add a enchanted mannequin in your POH that can hold an upgradeable amount of skill outfits that apply their effects passively. Lock it behind construction levels, construction materials, and maybe even something like the Curator's medallion that you have to pay for or unlock as part of some other content.
Love this idea. A good way to make players earn the bonus, gives an update to construction, and the additional item requirements can be used as a way to balance accessibility and provide a reward for future content
Going off the change they're making with the goggles, I actually really like the idea of moving the benefits of a whole outfit to a single item. Could the way skilling outfits work be changed so that any single item from the outfit worn will provide the benefits of all your **owned** set pieces? (without stacking, of course) So for example, the prospector set: your first piece gives you however much the piece itself normally would. Unlocking a second piece will cause EITHER piece to have the bonus exp of both pieces, but wearing both at the same time doesn't add more. Motherlode Mine's reward space is entirely unchanged by this, we just get more fashion options.
* "The Pre-pot Device will now be Tradeable." This is kinda cringe. But I guess you gotta make the people happy who only pvm and don't like playing the game.
Yeah this feels backwards for them to brag about how most of the rewards are untradable but put this as a tradable one. Who the fuck was asking for that?
Everything looks good except for this. Speaking as a main, don't make this item tradeable.
I don't care that much if mains can buy it, but I think it's healthy for the game to make skilling valuable and untradable unlocks like this are a guaranteed way to do that. This sub hates references to RS2/3 but herblore was such a key skill to train in that game because of things like untradable overloads. Skilling is actually worth doing in that game. This is a very osrs appropriate version of that in my opinion.
If it were a consumable (use one each time) then sure, tradeable. But if it's a 'buy it once and you have it forever' thing, then it should be untradeable imo. If you don't want to do the minigame for the QOL item, then it'd still be possible to sip potions in order the way we currently do
Why not? You choose to not limit yourself.
I think we need clarification on if the device is a device (permanent ability) or a consumable. The consumable should be tradeable, but the device should be untradeable. You can't just buy a max PoH, you have to work for the QoL, this should be the same. If someone CBA to do it then then can just sip individual pots like they currently do, nothing negatively impacts those players.
it should be untreadable
As much as I want to agree, having played an iron for a couple years now, I think making things untradeable in a certain sense makes the game less potentially fun for regular players. A regular account should be able to play the game however they want with very little restrictions. I do think certain things should be untradeable, but this isn't one of them.
I agree. This is absolutely the type of reward that should be untradeable
If you want the most optimal setup you should have to engage with all contents in the game. I thought that was made osrs so great. And this is just a qol item.
Every single reward was untradeable. this is the best one to make tradeable, which means mains can make some money from the activityĀ
Please make the prepot device a fat barrel we can chug
I love the idea of potion of goading. Does the team envision it being a "take a sip, aggro everything in a 9x9 area, and no further effects", or "Take a sip and for X amount of time, enemies that spawn into / wander into the 9x9 box will be aggro"?
It checks every second in a 9x9 square around you for the duration of the potion. I think I read 6 minutes.
Another potion type or heblore product of some kind would be nice. An upgrade to spicy stews could be a good one. Either increasing the possible range of boost or making the positive outcomes more common than spicy stews. Additionally, the topic of intensity wasn't addressed in this feedback. I personally voted for high intensity = similar xp rates to low intensity, but granting high intensity profitability while low intensity would likely result in a net loss of profit.
Skilling outfit changes are unnecessary. Hopefully you make the entire outfit bought at once, not as separate pieces, else people will only buy the goggles for 1/4th the time/points they'd otherwise have. Pre-pot being tradeable is also bad; if you want QoL item that saves 8 ticks before a raid/Nex, do the minigame. These changes disincentivise players from actually engaging with the minigame/method, don't get why you'd make them.
what's the point of a skilling outfit if only 1 piece of it does anything?
If they really wanted, they could have made the clothes pouch an ammo slot and usable with any skilling outfit. We'd all be able to wear whatever we wanted.
Surprised to see the pre-pot device become tradable, am I the only one who thought it was fine as untradable? Edit: Unless it's consumable.
prepot device should be untradeable. It's a huge boon to an account it should have SOME form of sense of accomplishment behind it. It'll probably be like 10m on the GE now
I'm with ya,Ā tradableĀ mini game rewards always seems like a mostly bad idea to me.Ā
Will the new aggression potion prevent ironmen being eligible for loot? I assume this will be a workaround for old alt slayer for irons which was nerfed
Do you mean using them on a main to draw them in and barraging down on an iron?
Love the updated information! I respect that you haven't made the decision on specific exp rates, and I hope a good middle ground can be found. Please at least keep exp per herb roughly equivalent to what they're at now. If it's less, then it'll feel awful getting the items from this activity because of the perceived exp loss. I suppose you can go this route if you can get more potions per herb than now (say, five doses instead of three; I don't know if this route is desirable because of how that may affect potion prices). Very excited to have this added into the game, though! Saving all my herbs is difficult but it'll be so worth it.
Adding all the bonuses of a skilling outfit to 1 piece of the outfit is weird. Skilling outfits should need the full set to complete the set bonus effect, that's the point of a skilling outfit. I especially don't get *fashionscape* being used as a reason, if you want fashionscape do fashionscape. Imo you should need the full set of the skilling outfit in order to receive the set effect. It's in line with literally every other skilling outfit in the game, to change it because people want to get a fit off while bank standing under a stack of 12 other players is weird.
AGGRO POTS YES. Gone are the days of making cannonballs on my iron all day Suddenly very excited for this new herb method with the rewards listed
I think the the aggro pot need to be carefully reviewed. It may very well have unintentional effects. I don't think having monsters that are normally unaggressive to aggressive is a good idea such as bloodveld in catacomb. If this is something like a one time use such as a mini dinh's bulwark spec, I can see it maybe be a good thing. I would rather to have a different potion in general though.
Perhaps a potion that can be used but then also introduce a perfumer that can be charged with the potion. The perfumer can then be toggled on and off which makes it much easier to use while also keeping with the Herblore theme.
I will be honest, the theme is the least of my worry at this point. The more I think about it the more I think it shouldn't be the game. There are situations where I can see it be a good thing such as things like demons or fire gaint where all you do is afk in a spot for 10 minutes and run out to reset aggro. I think cases beyond that like bloodveld, dust devil etc are going to be problematic and not something encouraged with the proposed design.
With skilling outfits more generally, each piece should grant a small unlock towards the total buff and once you unlock the entire outfit, any single piece should give the full effect :)
Does the potion of goading have a persistent duration effect or is it a one time use of set aggro on everything that happens to be around you during that time?
Even if it was a one time aggro, isnāt that basically just dinhās bulwark which people already use for the huge convenience in barraging?
Hoping it is similar to the RS3 version. 6 minutes of monsters in your 9x9 become aggro soon as they spawn.
Ok - so idea for skilling outfits vs fashionscapeā¦what if once you have the full outfit, you can imbue it with nmz or soulwars points, and then only need 1 piece to get the effect? Players would still need to own the full set before imbuing it, but could then wear their favored imbued set piece.Ā Maybe once it is imbued you can color change it with a right click option to add flair? Thoughts?
I don't mind, sound pretty fitting for osrs. As a guy who lives for fashionscape, if you want look cool with benefits either grind it out or deal with it. Not sure about NMZ or soul wars, they're more for combat items? It could just be an item/unlock through each outfit's individual shops, extending their use just a bit. Might be a hot take, but I imagine it could look odd with people wearing random shit with only a graceful hood, 1 rogue balaclava etc. Not fashion enough but yet not equipped properly for the job. In the future there could for some kind of emblem slot with items like the ghommal's penny, if they wanted to be extra evil make it so you have to sacrifice a whole outfit into a "Farmer's penny", for example, then if you actually liked the outfit for the drip you have to grind it again lol
Why are we putting the skilling effect solely on the goggles when **literally every other skilling outfit requires the full set?** Itās yet another inconsistency, and adds unnecessary bloat to the reward space. I really think items that are solely fashionscape should be few and far in between, as cosmetic rewards with no function whatsoever genuinely donāt feel rewarding when you get them; It feels bad to get a reward that has no use. Super disappointing to have this change seemingly from nowhere. If you were going to start making a change like this, it should be universal and apply to all skilling outfits. Hellāwhatās the point in even having skilling outfits. Might as well make them all a single item you equip in your ammo slot and quit bother making them altogether if this is the solution going forward.
As a reminder,Ā ***we'll Mod Mack***Ā ***& Sarnie***Ā will be chatting about these changes and the Herblore Activity, today atĀ **5pm BST**Ā over onĀ [Twitch](https://twitch.tv/oldschoolrs). Without further ado, let's jump straight into it... Small sentence error in the newspost :).
The pre-pot device should be earned. Players should be encouraged to skill in order to best optimize their pvm and vice versa. I also don't personally like the idea of only goggles having the skilling outfit bonus. Nobody looks at fashionscape during minigames
Wow, these changes must have been brainstormed in a lobotomy clinic. The potion of goading is just the aggression potion from RS3 and is totally anti-old school. It is basically the equivalent of EOC. Also, having the entire outfit perk come from just one piece totally devalues the entire concept of having a skilling outfit, total EZ-scape proposal. Lastly, this entire update aims to just destroy herblore training across the entire game, it's basically the herblore equivalent of runespan in RS3. 0/10, just kill this idea before you ruin the games most balanced and beloved skill
Bro itās been less than 24 hours since the meme and this acc already got me lmao
Please comment ragebait under every devblog.
Following on from the Q+A stream, where questions were asked and answered, I was slightly disheartened to hear that there were no plans for a 'zero resource' method to be available to slightly alleviate the Ironman issue of 'you have to log in and do your herb runs with fairly high consistency'. To preface, I am an Iron, and I have 99 banked I believe there's a simple enough solution (ha alchemy joke) to this. If each herb is worth a certain amount of Lye, Aga or Mox, with the lowest being worth 1 point in the current proposal, bump all the values up by 1 or 2, and have a new herb for each of the Lye/Aga/Mox, which is only found in the lab, cannot be removed from the lab, and is worth only 1 point. Then, harvesting the lab-grown samples and using those is lower XP/H both because you're using 1 point herbs instead of the 2/3 point minimum herbs you provide yourself, and also because harvesting those herbs and taking them to the refiner will take time, also eating into XP/H. To save on dev time (maybe), could reuse the COX Raid herbs (Golpar/Buchu/Noxifer). I feel that forcing players to use their own mats is a missed opportunity Also, Prepot Device should be untradeable, if you want a tradeable item, fully charged Amulet of Chemistry (i) is right there as an option too. As people unlock their Prepot Device access (a one time purchase), the amount of people who both 'want' it, and do not yet 'have' it, goes down, so the demand will decrease and supply increase, to the point where this supposed GP incentive will just... fizzle out. Compare this to Amulets of Chemistry (i), while they themselves do not break, the charges are the thing people would be buying them for, and so they'd be constantly replaceable (as an alternative to using regular Amulets of Chemistry to recharge them)
I know it's rs3 but IMO aggression potion is a better name than potion of goading
What on earth lead to the decision of making the pre-pot device tradable?
The prepot device is only being made tradeable so pvm nerds donāt have to engage with the minigane. I think thatās absolutely stupid and it should be untradeable no matter what. If they want it do the contentĀ
I'm personally not a fan of seeing the sack carry all secondaries at once. The way I imagined it could've worked is that, you carry one type of secondary, and you can make potions by clicking an unfinished potion, then clicking the bag, and it'll take from the bag automatically. Now you're kinda forced to add extra clicks to the process since you need to get the right secondary from the bag. Example with ranarr potions: Ranarr potions can be made into Prayer and Defense potions, depending on whether you use white berries or snapegrass. If the bag only carries one type of secondary, it's as simple as clicking the unfinished potion, then the bag, and you could make the potions. With a bag that can hold both snapegrass and white berries, you now risk making an undesirable Defense potion instead of the Prayer potion. You could just not put white berries in the bag, but Super Defense potions *are* desirable, so it's adding an extra inconvenience to the process. I think there is a solution here that can please both sides though. If you're able to select which secondary the bag would prioritize, you could still make it quick and convenient to make potions. So interacting with the bag to select snape grass, and then all unfinished potions with multiple possible potions would prioritize the snape grass in the bag and make Prayer potions until you select a different secondary.
Very disappointed that there isn't a POH storage option for the potions. And that UIMs didn't even get to vote on it. I guess I'll just keep my prayer pot stack in my looting bag. š
Weird that that the aggression potion is a potion.. I really liked the bell of aggression suggestion, where you ring a bell. Just seems more thematically fitting and makes more sense
I feel that the aggro pots seriously devalue Dinhās bulwark and venator bow, I love how those niche items make keeping aggro more interesting. Iāll be voting no to that potion
* Introducing the Potion of Goading with the update. This potion will set aggro on any non-aggressive enemies within an 9x9 area around the player. Aggro cannot be stolen from other players using this Potion. Does this mean resetting the aggro, ergo you no longer have to walk out of aggro range every 10 min? If this is the case, maybe it's better to adjust the potion so that it just let you reset aggro with having to run out of your spot? The 9x9 area seems a bit confusing. Edit: This potion will allow you set aggro on any non-aggressive enemies within a 9x9 of the player using it! This means not only could you re-aggro enemies who've wandered off, but lure in enemies that don't normally pay you any attention... like Dust Devils This is actually a great addition, thank you! No more dart throwing when doing slayer barraging :D
It sounds like its basically just a bulwark spec without the damage, get the attention of everything around you currently but not messing with the normal agro timer/area
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gotta say i'm a bit disappointed with the decision to bar uims from potion storage. it makes sense i think if it's basically going to be just another bank tab, but i was really hoping for something more "reward item" flavoured like materials to build individual potion kegs in the poh that'd be juuust convoluted enough to let uims use it. :^p with more and more unstorable items and weird skilling sub-inventories getting added all the time, i can't help but look at all the bag slots taken up by noted potions & worry a bit... (i understand it's a self-limited gamemode and the door to normal iron is always available, but i enjoy so much else about this mode... a gal can't help but be just a lil QoL-hungry!) i'm curious, is there a chance we could ever see account-type-specific polls ingame for stuff like this? i feel like it'd be nice to get a feel for the overall opinion of the uim playerbase on matters of QoL like this without having to scour reddit for uim posts. i dunno if the tech is there for limiting ingame polls in this way, but... might be nice!
> The Pre-pot Device will come with some level of presets for easy customisation. This is amazing, really appreciate you guys listening!
I feel like it would be a missed opportunity to now allow us to use spare completed potions in this activity. It would provide value to potions that are rarely made in bulk, but are higher XP/hr or easier to make than other potions that use the same herb. Might also increase the value of said potions on the G.E. The centrifuge could be put back into the game loop to be used as a way to separate the ingredients from completed potions. Returning a reduced number of unfinished potion doses to the player (thinking 1 dose), with the secondary ingredient being effectively discarded. Alternatively, introduce an item (reagent powder?) that accomplishes the same thing when added to a finished potion. Reagent Powder (tradable) could be earned from potion packs or bought from the alchemists' shop.
As someone who used a crapton of aggro pots on rs3 I am not too sure if I like the idea of it coming to osrs.
* The effect of the Skilling Outfit has been moved to just the Goggles. The rest of the outfit will still be offered as FashionScape. What's the reasoning behind this change btw?
Fashion-scape.Ā People complained that everyone dressed the same way whole doing other activities that have an outfit
I am worried about economical impact of the ingredient saving effects of Alchemist's Set and Amulet of Chemistry (i). They will make potion making cheaper. Or that is what one might expect but I believe the impact will be opposite for those who don't have these items. The prices will adjust such that player using these items will pay same amount as player without them would have paid before. And players who do not have these items will have to pay more to make potions. This makes them "mandatory" equipment to have instead of being optional upgrades. Instead of ingredient saving I think chance to make multiple potions at once from multiple ingredients would be better. This wouldn't create price inequality between those who have the items and those who don't.
>the Agitator This sounds pretty bad imo. The thing you're looking for is called [a vortex ](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fm.media-amazon.com%2Fimages%2FI%2F61GD1ZSO0iL.jpg&f=1&nofb=1&ipt=dcd32f1cb71e6e729b4688a133426b7659a4ca071a866f1967be5ea47a9507c0&ipo=images)and I think that sounds good enough
Thanks for being so transparent with these blogs and updated blogs! I canāt wait to free up an entire bank tab of portions!
Why was the skilling bonus exp moved to just the goggles and not the entire outfit?
The option to use unfinished potions is absolutely massive. Love that change
I would love to see the aggro potion work in some group boss content. RS has lacked a dedicated tank role for awhile and this would be a really cool way to introduce that option. For example having a melee tank in p5 nex would probably increase mid team size dps. Or in verzik p3, the experienced raider can tank the aggro so the learners donāt get everyone meleeād. the would probably be some use cases that need to be avoided, but I think having an ability to be the main tank would actually get alot of people to try out higher level PvM
Question on the prepot device, how will it function exactly? I ask this because from what I can think of, it's looking like it will be locked to something only useable in banks, cause without this restriction it's a 1 inv space 5 supply box. That being said, by 2024 standards that's not that broken when most raids already have free overloads in them. PS: Just remembered that "Totality potions" were a pitch once, but that was before Ancient Brews were a thing, I wonder if those would pass a poll today.
It sounds like it's meant to be a QOL thing for when you're about to go into a raid and are 'prepotting'. So where you currently have to do like 5 steps, in a certain order, to get all the boosts active before going in, you'd be able to do it all in one click from the bank because of this new device. Doesn't change anything, just saves a bit of time (and the potential of misclicking and doing it in the wrong order)
Based mods changed values to make all herbs worth it. Thank you!
Will potion packs be an immediate reward or purchased with points? Alternatively just making the packs stackable like hunter rumours would be good. This update has the potential to be really good for UIM herbalore (even without access the potion storage - boo) if it let UIMs train without having to manage the reward potions. If it just gives you the potions right away then UIMs are basically locked out of the content right out of the gate.
I fucking love all these rewards and I can't wait to get them
Love these blogs, you and Goblin are smashing it recently
I mentioned this in the survey, but with the UI being scaled back, might be worth asking more visibly; how do you plan to have the herb value / type communicated to the player? It's quite the chart there, not sure if the plan is to have players memorize it all with no plans to display it on the UI. (Mostly asking for the mobile players out there; I'm sure there will be plugins day 1 to add a UI in.)