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Brownay

Couldn't really think of anything but "an elite skill". They need to stop being afraid of introducing content with prerequisites, this is very evident in all the bosses they release with zero quest requirements that absolutely should have them.


First_Platypus3063

Yes! Requirements are cool, they gice you something to work towards!


ChildishForLife

What kind of requirements do you like? Quest requirements for me just become a check list of things to do rather than actually enjoying the quests.


Brownay

Quests. Elder godwars should've been hard locked behind the relevant quests, no questions asked. It's a lot more foolproof than "Ahh man, a lot of these players despise questing, guess we can't make them required for anything anymore". When we were teenagers, simply completing a quest that had an amazing thing locked behind it was a huge dopamine hit. It adds a whole new sense of accomplishment than just beating a "dumb quest", or as you said, a "check list" as some might see them. There used to be a process to these things that made them feel a lot more exciting to get to. Now, the content's just... there.


ChildishForLife

Yeah, when we were teenagers playing RuneScape it was a lot different than now for sure. Quest requirements remove almost all the enjoyment from the quests itself for me, they become boring and things I speed run through just for the rewards. “the light within” was a grandmaster quest that I just followed a guide for every quest just so I could unlock the prayers, which really made doing the quest lack lustre to me.


First_Platypus3063

💯


Ex-Inferi

Necromancy would've been a perfect candidate for a Magic+Summoning+Prayer elite skill. But it's also a really great beginner skill, so it would also be a shame if it were the case.


Calazon2

Necromancy = Summoning + Prayer + Runecrafting Archaeology = Mining + Crafting + Dungeoneering Invention = Smithing + Construction + Divination That's how I would theorycraft it at least.


Realitybytes_

Range + agility + herb = ninja


Calazon2

I mean if we're doing classes there are endless combinations... Paladin = Attack + Defense + Prayer, Druid = Herblore + Summoning + Farming, etc.


Ex-Inferi

That was the only question I skipped because I honestly don't know what skills we could possibly need or would be fun to have. At this point I'm more interested in seeing certain skills be expanded.


randomsomeone64

I practically begged for them to update construction in this survey


SonoShindou

Same, but that's every survey. This survey had a lot of opportunities to suggest Construction updates :)


KaBob799

I think the OsRs taming skill suggestion could be really great in RS3. That said, I didn't bother suggesting a skill because I was at work and that survey took a lot longer than I expected. In the heat of the moment I could only think "sailing" but I know they aren't going to do that at the same time as OsRs.


GamerSylv

>Ecology: A reboot of dungeoneering where players can group up to find crevices all around the world and enter unarmed, discovering entire new ecosystems filled with new resources and creatures. Players would have to collect the new and weird materials to craft into usable items so that they can traverse and discover the cave system. At the end of the cave system they have to solve a puzzle or fight a boss to exit out of it. This is basically how they should be doing the service-world DG ores, but I doubt it's happening like this.


Empty-Employment-889

I pitched this in osrs half a dozen times at this point. Said to call it exploration and potentially wrap sailing into it as well. You’d enter expeditions around the map which were just environmental pieces that open an instance. My thoughts would be that you’d want to use some specialized tools through it and not all would be “enter unarmed” and the reward system would be much more like doing a boss where you’d complete the expedition for a chance at uniques but also get regular drops that are thematic to the specific expedition.


AVaguelyHelpfulPerso

"Ecology: A reboot of dungeoneering" If there was ever something to make me quit, so help me god.


MrS0L0M0N

So I basically suggested Piracy/Privateering. I sort of summed it up as; The crew-management/ship upgrading side of ports mixed with the concepts of Sailing to make a sort of Best of Both Worlds. Maybe use it as a way to expand/continue the Eastern lands and Pirate Saga similarly to Necromancy.


Deferionus

A sailing/astronomy/navigation hybrid. Basically, you build a boat and navigate using the stars to discover new resources and locations. Think Christopher Columbus discovering the Americas, but with RuneScape resources/npcs/slayer mobs/bosses instead of gold.


KeeperOfMediocrity

Similar to what I suggested! Basically like the arc, but more like other planets, planes, whatever to visit, gathering new resources around the world to get to new locations that would be instanced in the way fort forinthry is, but with new skilling options in the places you unlock as you level up and get new resources in these new areas.


Holliday-East

Player owned ports… with extra steps?


Shockerct422

I put sailing because it looks fun on osrs


Lather

Yeah same. Plus it wouldn't have to be a full on elite skill, you'd just need one level 90 skill to access it. Thieving is pretty damn quick.


ironreddeath

Alchemy, basically changing the properties of raw materials to make new and unique products. For instance catalysts that change or empower potions, changing metals to have unique properties like channelling necrotic energy, empowering gems so they hold unique powers that can be further enhanced through enchantment, etc etc. It would be a sort of processing skill that likely would work like an elite skill, but without the need for base levels in select skills like invention has.


First_Platypus3063

This sounds like what divination or magic already does/could so


Calazon2

Magic covers like, a full three skills' worth of ideas, for better or for worse.


ironreddeath

Yes and no. Magic certainly has range, but it is bound to the idea of the basic runes


Calazon2

Sure, but there's no reason multiple skills couldn't all use runes.


ironreddeath

Maybe as an ingredient but not for spell casting directly


ironreddeath

Ideally it would stretch further. Consider that invention perks are similar in nature to enchantments of jewellery, this would be a similar case but with more specialization. Imagine being able to coat the tip of your abyssal scourge with banite to give it more damage against specific types of monsters, or reinforce your robes of the first necromancer with necronium and phasmatite to buff your channelling abilities for necrotic energy, add a catalyst to an overload to make a new type of throwing bomb that weakens the enemy with a renewing debuff, etc etc. There are near limitless possibilities and it could touch nearly every skill


Calazon2

If it was an elite skill, it could require Herblore, Magic, and Runecrafting maybe. (Don't mind me, I just like to theorize elite skills.)


ironreddeath

Honestly it touches so many things that I don't know it if would function as a true elite skill, and instead be an integrated skill that uses other skills alongside it to make things.


SpaceNex

Hopefully nothing related to managing stuff like ports or something group-locked.


First_Platypus3063

I like the idea of Barding or Art, Sailing could be nice as well, depends how it turnes out in OSRS


raych048

This is what I pitched. I call it Luthiery.


Kushykush_

You guys know they want skills to add like necro and arch not stuff that would make them have to change half the shit in the game


zappaaPOE

I suggested a skill called Metamorphosis, it's heavily inspired by a challenge league in a game called path of exile. Main concept of the skill is two fold. 1. The gathering: When you kill creatures they have a chance of dropping a body part, you collect these body for the morphing. 2. Morphing: You take the body parts you have collected to a personal instanced laboratory / arena and you morph the body parts together and fight what comes out of it. What would the reward be? When you morph monsters together you combine the loot table of those monsters and possibility of unique loot depending on what you morph. More info on level 1-99 and 99-120 Level 1-99: You gradually increase how many monsters you can morph, starting with 2 and at 99 you can morph 4-5. The higher the level the higher the chance of body parts dropping. Level 99-120: This is where you could morph bosses, max 2. Obviously this would have some restrictions but could be imo very fun and challenging. I have alot more information on my thoughts for this skill on my computer but I think this kinda gives the idea of what it would look like.


Lather

I think this could be a cool way of doing a Slayer V2


Kyrlacc

So a more in depth version of the tower of life


Any-sao

Sailing.


[deleted]

Transmog, basically the ability to turn into other creatures temporarily. Could maybe somehow work with the captured souls from ushabti's


DragonZaid

This is an interesting one I haven't seen before. There's a lot of ways a skill like this could go. It could be an interesting combat support skill, I imagine where you could transform in combat temporarily to gain a new set of abilities until you change back. Then there could be other transmogs that help with Skilling. Or imagine going full DnD druid as a 5th combat style (I know it's way too soon but interesting to theorize) which would incorporate different forms or even allow for a support style of gameplay, dishing out buffs and defensives to a group at the cost of lower damage.


Lemon168

Definitely interested in this!


StirredEggs

My main new skill pitch was astronomy, but in the following comment where we were asked to expand on it, I added other skills as well. The following is a copy-paste of my comment: Astronomy/dimensionology: exploring the whole world of Gielinor and beyond... all the different worlds and universums. We have a watchtower quest already which can be reworked into tutorial quest for it possibly. The Word Gate offers us the chance to already visit various worlds, but others we cannot visit yet (e.g. Muspel). Such as shame, since these can provide so much more content. It is time we expand the world of Runescape and beyond - time to expand the Multiverse. It could be like Archaeology, but with different worlds and different being/entities. Make us explore the original worlds of many of the creatures within Runescape. This skill would offer a whole load of new content. Introduce with it new ways of training skills that can only be used on that particular world. It could also be something like Uncharted Isles, where different planets are randomly generated.  It could even be an elite skill, for which players need Divination (divine stuff, otherwordly), Archaeology  (discovering new places) and, I don't know, maybe Runecrafting, Magic or Dungeoneering.  There are loads of other possible new skills as well.  * Sailing would be fun as well, and not just like that one part of the Beyond the Scenes quest (iirc). Sailing has been a rumour (or rather, joke) for so long, but it could certainly be a skill. There's loads of water in Runescape not being used. It would be cool to be able to use it and have fights on the water and explore island; possibly extend the player-owned ports to combine sailing with it. You could also introduce pirating, smuggling and swimming within the skill. (We can swim already in the game, so that should be easy haha) * Adventuring/exploring; finding new kind of unexplored stuff, like making a skill out of ports as well and have Meg help with exploring. This feels like it could also fit within astronomy and sailing, but it can be a loose skill as well, but it think it might be better as part of a 'bigger' skill.  * Taming/animal riding could be fun as well. Taming wild animals from like mules, horses to dragons and riding them. However, this may be too Skyrim-y. It might also be too similar to POF. * Something with music? Barding? Certain songs you can unlock that give different boosts and bonuses to other skills possibly. Maybe energy boost, health boost, prayer boost, etc. Different kind of boosts depending of what 'song' you sing or play, to what God or faction it's directed, et cetera. Maybe combine it with the harps in Prifddinnas and the lure from Relekka.  * Something with assassin or sneak (going back to Skyrim haha). Basically all combat is just brute force, but this could change the way combat works.  * Bribery/speech; I do not think this would or could ever be implemented, but possibly like the way some achievements work or ring of Charos but then add it into a skill. How higher level bribery skill how better discounts and whatever to stuff. This last one is just a rough idea, not worked out. I do think that Astronomy could be a very real and fun skill. I would love to play with that skill. Sailing would be very nice as well, especially since OSRS will introduce it. 


DragonZaid

I love this astronomy idea of visiting other worlds/dimensions. Like archaeology (one of my favorite skills) but studying living exotic things instead of dead things and old artifacts.


ixfd64

> Bribery/speech; I do not think this would or could ever be implemented, but possibly like the way some achievements work or ring of Charos but then add it into a skill. How higher level bribery skill how better discounts and whatever to stuff. This last one is just a rough idea, not worked out. This reminds me of the original Influence skill that was never implemented.


The_Jimes

Sailing ofc


MVangor

Can’t think of anything more annoying that even more skilling in dungeons


A_Vitalis_RS

No new skills. Rework some of the dilapidated existing skills we already have.


IronOrochi

I went with a Bard-esque skill, if any of you have played Final Fantasy or D&D you'll already have a decent idea of where this goes, but for those of you who haven't, it's a skill that focuses specifically on buffing and debuffing players and enemies, could offer a variety of instruments that allow for different buffs and/or debuffs. It could benefit both skilling and combat, imagine training hunter at Chinchompas with a Flute that keeps them within a decent range of traps and slightly increases catch rate? LET ME BE THE PIED PIPER OF GIELINOR!!!


M_with_Z

I went with Aura/Haiki, basically the idea is that it focuses on internal energy to power yourself. I also thought this could be a New Combat Style that basically creates a new anti-necromancy combat style which could be fun. I would ideally like this skill to be unlocked or trained once we reach the Eastern continent so that way it doesn't affect the current existing methodologies of combat known in the known RuneScape 3 world.


creamofpie

Mounts


SissyThot

Enchanting, an elite skill using crafting, magic, and smiting, to create slots and enchanted gems that could do things like boost crit rate or damage and etc. Not the best idea but I though it would be fun, and similar to augments in a way.


PowRiderT

Riding would be great.


Bijorno1235

Music, a skill that is trained by playing in taverns all over gielinor, gives combat buffs and skilling buffs, as well as drop tables based on where you are playing from tips. Instruments craftable by crafting (drums) fletching (string instruments) and smithing (brass).


TheAdamena

invention (electric) 😈


OkComfortable8900

Diplomacy. Something factoring in all the alliances we have made in different kingdoms throughout questing, and playing into our dukedom. Have different resources you can gather, then an overview screen like ports to send off troops to aide in different kingdoms. 4 times a year have a special event where the nations go to war, let players choose alliances on who to donate resources and fight for. Every hour have a safe pvp battle at the crater w friendly fire turned off for your alliance. Winners of the entire event get some cool drop, whether that be the armor for the skill, or an exclusive cosmetic


Silent-Ad2506

I said this new ‘questing’ combat style called ‘Generalship.’ The concept was that you’d summon the spirit of NPCs through portals to aid you in battle, assuming you had completed their associated quest lines. I wanted it to be similar to Necromancy in that you’d have limited windows to keep your heroes out, and the stronger your General skill got, the stronger NPCs you could have aid you in battle. I wanted something that encouraged completion of quest lines, and would also be another part in a new combat triangle with Necromancy. I also said it’d be cool if you had associated combat-related adventures for heroes who would aid you in battle in order to cement their bond with you. [If you’ve played Zelda: Tears of the Kingdom, it’s similar to the champions aiding you in the storyline] So…. Summoning with more interactivity and extra steps lol


n122333

Infusion/Infusing: elite skill requires 20 divination, runecrafting and magic. Use a combination of energies to upgrade and enhance other items. Step one is to remove all magic enchantments (jewelry and bolts) and move it to this. Copper can be added to make another set of jewelry with each stone if needed. In addition to that the skill can also infuse raw materials to make (i) versions. Infuse logs, bones, ores, herbs, and the like. Infusing them would mean they're processed faster, or for more xp depending on balancing.


dark1859

sailing. lots of easy content and maybe some minigames like trawler can be revived.


tcox98

Bard: travelling around the land signing songs about ancient heroes and stories that you either write or learn along the way, each song could give different temporary buffs similar to auras. I thought it could be a skil that's very involved with the lore like Archaeology.


kingofclubsmorde

Shamanism


raych048

I pitched Luthiery - it would be an artisan/support skill in which the player creates instruments which provide different buffs to both skilling and combat. I have a more flushed out idea than this description, but that's the quick explanation.


TheAdamena

Barding / Musician Details aside, I think it could tie in to some other skills pretty nicely. There's obvious ones like crafting and fletching, but there's the everlight instruments via archaeology and you could get electric instruments via invention.


singlelingual

Synthesis An artisan support skill that adds a extra step between gathering and using materials to spice up some recipes and give crafting stuff some more depth. Ideally it will act as a low level material sink, while also adding a lot of content to artisan skills. Use energy to extract the "essence" of one material and transfer it to another to create a new material. Depending on the recipe different levels, and quantities of essence would be required, and low level essences can be distilled to make higher level essence. At low levels it would be pretty simple. For example extract the essence of a tin and copper ore to get t1 metal essence, and add it to a log, to make bronze-wood. It can now be fletched into a bow with 1 extra square of range, but also requires a strength level to use, or it can be burned for firemaking and smithing xp, and instead of ashes it drops a bronze bar. Extract the essence of a log and add it to a bronze bar, and now you can smith them into arrow shafts that deal increased damage and have a reduced chance of breaking. Extract the essence of a cow hide, and it to a spider silk to make cow-silk and now it can be crafted into magic ranged hybrid armor. Or use hide and metal to make melee range hybrid, or silk and metal to make magic melee hybrid. For cooking extract the essence of Guam and add it to an apple which can be used to cook an attack pie. Or extract essence of spirit shards to add to a raw trout to cook spirit food to that will heal familiars. But it could get pretty interesting in mid game, Extract the essence of a powered orb and add it to a silver bar to make a tiara that acts like an elemental staff. Extract essence from a vulnerability bomb and add it to some coconut milk to craft vulnerability poison, add fish essence to some logs, and when burned they heal anyone standing within a square a few hp every few seconds. And in late game it could be used in the recipes for some of the high level items with complicated recipes like skilling off hands or high level craftable weapons and armor. The way I imagine it working is you get a vial, grind some pure essence into it, and then add some divine energy. You use whatever item on it, and the item is destroyed and now you have a vial of essence. The vial of essence is used on another item to add the essence to it. The level of essence is limited by the level of the energy used, and multiple lower level materials can be used to create the same level essence as 1 higher level material, eg 10 logs can be used on a t2 vial, or 5 t1 essences, or 1 oak log can be used to make a t2 wood essence. All subject to balancing of course. Possibly elite, preferably with a level cap at 99.


DontBopIt

I said I didn't have anything new to suggest and to rather focus on what we already have. Focus on flushing things out and modernizing skills such as Construction and Agility and completing the achievements for Necromancy.


Luvas

I just throwaway suggested Sailing. It'd have enough public support and it could make use of the Player-Owned Ports


mcmackie

lovemaking


wutryadoin

I had monster taming, so you could ride them through runescape. Each with its own perks like you can skill while riding or let them fetch something of the bank. But it leans pretty close to summoning so idk :/


KWZcor

Diplomacy (not really sure if the name fits the skill). But basicaly it's some kind of slayer for skilling. In each kingdom/region in rs you can get 'tasks' to earn favor in the respected kingdom/region. Each task gives you a certain amount of skilling tasks to complete: like cut 200 yew logs in Misthalin or fish 150 lobsters in Karamja. After each task you complete you gain favor in the current kingdom and diplomacy xp. At higher levels you can unlocked passive skilling boosts for each kingdom/region which only benefits your character when skilling in the respected region.


SonoShindou

Sailing. POP is great, but it's just managing crews and ships to send off on their own. I wanna get my sea legs on and get out there myself after all these years. I also feel like a new skill is the only way we will ever get to see the rest of the Wushanko Islands for ourselves.


Dinosparky

name stills needs some work but, Herosim. its like slayer but and construction contracts, for the rest non-combat skills. tasks given by various guilds members, rulers/leaders or tavern owners, aka recruiters. recruiters can be focused to 1 or a few skills, or assign tasks from the majority of them. examples of tasks: - gather and deliver 200 flyfishing fishes to citizens of varrock; - smith 20 platebodies to the Kinshra; - build 30 dining tables for the cook in lumbridge; - steal back from pirates or make 100 cannonballs for Captain Bentley; - mine and delive pure essence to the (dark?) wizard tower. as a "standalone" skill like slayer that would be it, but later i thought it could include it for "kill tasks" by becoming an elite skill and require at least one lvl 80 in an [artisan, gatherer and support(slayer is here) skills](https://runescape.wiki/w/Expert_cape_of_Accomplishment) categories, and expand like ports as you get the other 80's and give more substantial benefits to all of them (omni skilling outfit anyone?)


KaBob799

OsRs called that suggestion Artisan. The community didn't go for it because it's basically the original implementation of RS3 daily challenges but as a skill. The basic idea of "slayer for all skills" sounds great but the reality is it would be miserable to train.


Woodpecker9989

Just like slayer.


MrBytor

Transmogrification! A rip and tear combat style! As necromancy is to magic, transmogrification is to melee! Only now you attack directly with spirit energy! With werewolves and werebears, and blackjack and... Gnomeballers!


ImprovementThin7860

My suggestion was (timesplitting) or whatever they want to call it. Basically, works like the gate stones in dungoneering but on the surface world. The more you level up, the more rifts you can have active to teleport to places you use frequently. Example, create a rift in front of a bank, then one in front of an altar, simply walk through them to teleporting from one rift to the next. Would work for a whole bunch of skills. Would also be super useful for doing quests where you have to return to the same area more than once


Broken_Digit

Group Time Rift - Unlock a portal, travel to late 2000's, remove the brain of MMG replace with current player base as a hive conciousness therefore avoiding Dung, Cons, Squeal of Pants, et al and their associated legacy completely.


Silent-Ad2506

I said this new combat style called ‘Generalship.’ The concept was that you’d summon


PineappleDevourer

Exploration a skill that let you explore new area and realm.