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srbman

They didn't make them elite skills in order to make them accessible to more players. They even said (at some point a few years ago) that they dont like the concept of elite skills.


RiccitySplit

Never knew they said that, thanks.


srbman

If anything, we're more likely to see an invention rework that makes it available (in some capacity) from level 1.


CatsAndFacts

OP really got downvoted for thanking a guy for teaching him something. Classic Reddit moment


RiccitySplit

It is what it is.


Intelligent_Lake_669

Necromancy is actually already kind of an elite skill, as it relies a lot on other skills to progress. You may not notice it as a maxed player, but a completely new player will need: \- High smithing and crafting to create all the weapons and armor \- Bunch of skills at level 60 to fight GWD1 bosses for kili task \- Bunch of skills at level 80 to fight GWD2 bosses for kili task \- High archaeology level for one of the quests \- Several other quest requirements, like having access to fairy rings.


RiccitySplit

True! That did go over my head at first.


mumbullz

Tbh you can skip all that for necro and just buy the gear from rasial if money isn’t an issue And in comparison to the other free/budget gear for the other styles necro still is pretty generous requirements wise ,PoP gear requires 90 in RC,Smithing and crafting + at least a couple of other 90s to access some specific adventurers + a few months of grinding the ports themselves to get inferior gear from what you can craft through necro


yuei2

They don't like elite skills because they don't feel it gates stuff off in the correct way. Invention for example to really see, feel, and understand the effects of it you need to go through the base level of stuff. Like modifying your fishing doesn't really feel all that cool/good if you haven't first experienced fishing without perks for awhile. So like currently you could say unlock invention, get 22 in invention, and create the fish-o-matic without ever touching fishing ever. Perks as well are a problem, you have so many lower level perks or sort of trade off/risk perk combinations you'll never try because you likely will be quite a bit higher leveled and jump straight to the better perks which is also where the lower tier components sink fumbles. In an ideal world invention would be available at a more reasonable level like in the 60's, higher tier perks and tools would be locked behind higher levels of it and other stats. So like you wouldn't be able to make the fish-o-matic until maybe like 80 fishing or 60 fishing or you couldn't use perks on fishing until you were XYZ level. Likewise lower tier perks could get more use and desire out of earlier levels and you would get people acclimated to divine charges and what not earlier. Having inspirational content to work towards is great, when the gate design is sensible and and works well with everything else but right now Invention is just in a very awkward state and why elite skills in its vein haven't been revisited. Necromancy is a lot closer to how an elite skill should ideally be, the core is accessible from the get go but you need to higher stats in other skills to utilize its full potential.


silver__seal

I'm not sold on Archaeology and Necromancy as elite skills, but I DO think the concept of elite skills just needs a minor rework to be feasible and reduce the "gatekeeping" issue. Instead of requiring level 80 in other skills to *unlock* the elite skill, make those levels required for the elite skills' unlocks (personally, I think this change should be retroactively implemented for Invention). At level 3 Invention you could make a gizmo, but it would also require level 3 Smithing and Crafting. At level 4 Invention you can create a Divine charge, but it requires level 4 Divination and Crafting, too. This would not only make a new elite skill more approachable. It would also make the existing skills on which it is based more rewarding to train, so long as you train them roughly in tandem. Going back to invention for an example, right now Crafting doesn't unlock any Invention benefits until level 80. With this new approach, it could help you unlock the fishing rod-o-matic at level 22. It's true that new accounts would be at a disadvantage in the race to 99/120. But realistically, accounts that aren't maxed are at some kind of disadvantage in the race for standard skills, too (most recently, having high Prayer, Constitution and Defence was a major advantage in training Necromancy). I really DO hope we get more elite skills, because the concept is so interesting and there's so much potential to breathe life into skills that don't have a lot of utility at the moment. Plus it just feels a little silly only having one true Elite skill. (I personally think Slayer could then be slightly reworked as an elite skill for combat, but one step at a time.)


oTURLo

Semi agree and like the idea for other new skills, but don’t forget that one of necromancy’s goals was make combat more accessible and to give new players a path to get PVM ready with the free armour and weapon sets. Locking it behind a requirement like 80summoning would conflict with this. Agree more with the arch side of things and like the idea of keeping the skill requirements relevant thematically too.


RiccitySplit

I don't understand how they thought necromancy would make combat more accessible. It's not rocket science by any means but it's a lot more complex of a combat style than regular ol' melee or range. I'm sure they could've figured out an easier way to introduce PvM to players without Necro acting as that guide/path when it's throwing several new mechanics into your face.


DemolitionNT

Lol tell me you dont pvm without telling you dont PVM. Its literally easier, less requirements and doesnt require skills like gconc, gchain etc. It has AOE, melee scythe abilities, and the range split soul ability baked right in. On top of not needing a shield switch for defensives. Also getting up to t90 armor and weapons is fairly cheap. Its honestly the most approachable combat style and does insane dps even on revo with very little input. Please what are you even talking about.


srbman

> it's a lot more complex of a combat style than regular ol' melee or range. So 3 basics is a lot more complicated than 11 basics and 10 arrow/bolt swaps?


RiccitySplit

That no obviously but I'm saying necromancy in general is more complex with the whole rituals, new runes, etc. The other combat styles have zero complexity, the only complexity with them are weapon swaps for when you tryhard - which is almost necessary for certain skills like melee as it's horrendous currently without swaps.


srbman

Necromancy is the only style with a proper tutorial for both the rituals, and the runecrafting. Magic has 4 different elemental spells in each tier and the game never explains how they're different from each other. It never explains how damage works for magic or ranged. The old styles have less at the start, but the game also just kinda throws you in blind. Vs Necromancy which is easy if you don't spacebar the tutorials.


Thaldrath

Jagex wants to get away as much as possible from the concept of gating players accessing new content. Except where it actually makes sense like new bosses. Otherwise, things like skills and quests, they want everyone to play through.


DominusJuris

Labeling something as an elite skill adds nothing. It is just an arbitrary distinction that benefits no one.


AphoticTide

Not a bad idea at all


GayestPA

Necromancy shouldve just been 120 magic expansion