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Slayer 120 FAQ

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Mod Matthe

Mod Matthe

Jagex Moderator Forum Profile Posts by user
120 Slayer - FAQ


We've been reading all your feedback on the dev blogs and diaries and we have picked out some of the most frequently asked questions to give you direct answers to them.

Why are you doing Slayer 120 and not fixing other skills, or completing invention?


Mod Osborne:
Slayer is extremely popular: it is one of our most played skills, and Slayer to 120 was extremely high in the recent player survey. To me, that popularity is because it bridges non-combat and combat players and it feels very naturally rewarding. You could point to other skills and say that we should fix them first, or that we should fill out incomplete skills. I agree, and we’re doing a lot of that this year in the form of the Mining and Smithing Rework and content tied to unannounced expansions. But we cannot solely focus on fixes, because fixes are not ‘things to do’.

There are players who demand new challenges, new stories and new content, and without them the game loses interest. A lack of new content sees a drop in play. While we will have fixed the game by concentrating solely on reworks, the game will have become unhealthier as a result. And Slayer to 120 IS a chance to fix something. It is an opportunity to add new challenge to a skill that was beginning to become too easy for many.

In the future, we will stop focusing so intently on Slayer, but for now it’s a topic that a lot of players enjoy.

Mod Joe:
Slayer 120 also stands as part of our first Expansion - while it is focused on higher level players it is worth remembering that much of Menaphos will be extremely accessible to a wider range of players, with great content designed for them.

Does this mean you will be moving other skills to 120?


Mod Osborne
: If it suits the skill, yes. Slayer is an unusual skill, because the player was getting increasingly good at training it over the years. New weaponry and gear was coming from bosses, meaning that creatures of yesteryear were being taken down without even the need for food. Slayer to 120 allows us to address this by bringing in more challenge at the top end of the skill, without boss-like complexity. If another skill makes a case for the increase, then we will do it, but we will be incredibly aware of the pressures this puts on compers and maxers. It’s something we should do rarely and only with your input.

Why have an amnesty?


Mod Rowley:
There are multiple reasons we are planning to include an amnesty. When Slayer 120 was first announced at RuneFest we said that "you have a year to get 120" - a 3 month amnesty, after a June launch, would honour that commitment. It also discourages a negative approach to completionism - it is not just an issue for those with completionist capes as significant numbers of RuneScape players have a completionist mentality, regardless of whether or not they own a comp cape yet.

Finally because expansions are new, and Menaphos, at least, will be filled with new comp requirements. We want to encourage players to explore and enjoy all the new content at their own pace, without feeling the pressure of wanting to get their capes back.This is not about pandering to those complaining - we consider it a more positive change to our approach to completionist requirements as a whole.

I am worried about the effect on the game economy?


Mod Daze:
This is something we're going to be careful with when it comes to the balancing of the new Slayer Dungeon. As mentioned at Runefest 2016, a treasure chest within the dungeon will collect the loot for you. This means players will be taking more loot than ever (before many drops may be left on the floor) so we have to be very careful when it comes to giving out certain items, such as herbs and seeds. Due to this, the average loot of each monster will likely be lower compared to some previous slayer monsters to account for this. We will also look at what items we are dropping and try to ensure where possible that we are avoiding disrupting the market.

Mod MattHe:
Every update, because it makes changes to the shape of the game and the supply and demand of the economy, has the potential to effect the in game markets to some greater or lesser extent. Some change will happen but as Mod Daze has said we are considering carefully the potential changes and how we want to manage those.

Are you planning a new Slayer Master?


Mod Rowley:
This is something you'll have to wait and see about! Most players seem to have the notion that Slayer above 99 will just use the exact same mechanisms as the skill has now. Don't assume that will be the case (though it might be, and either way will have familiarity). If there is not a new Slayer master in the end, it will be because there didn't need to be one.

How is the boss in the dungeon not just making it bossing, and not slayer?


Mod Daze:
This will be a boss more similar to the Legiones in the Ascension Dungeon - it will have more mechanics than a standard Slayer creature, but will be built and balanced more in line with the Slayer mindset. It is a Slayer dungeon, with a slayer boss in it, as part of a Slayer update.

Any you making any changes to Slayer Daily challenge?


Mod Manti:
Clearly as your level increases so does your XP. Therefore by increasing the level cap to 120, you should expect to see the daily challenge reward increased in line with this. Any other changes are something we'll be keeping under our hats for now but at the very least you should expect to receive more level-appropriate challenges post 99.

How many new mobs are you adding?


Mod Rowley:
We are not saying yet as that is one detail we want to keep back for now but we can assure you that any concerns that Slayer 99 to 120 won't be a well populated space are unfounded and incorrect.

Are you filling all the slots again so no room to expand?


Mod Joe:
There is always room to expand. Nothing dictates that two different Slayer mobs cannot be unlocked at the same Slayer level, for example. We are confident that we can give plenty to do and still leave room for expansion in the future.

Why are you focused on elite skilled and geared players? What about average players?


Mod Daze:
We are considering all player types of all levels and ability when looking at Slayer 120. The new Slayer dungeon will use a similar mechanic to the Ascension Dungeon - a task that covers a number of different monsters ranging from a relaxed, laid-back encounter up to a fight where you are dealing with different mechanics. This means no matter what your personal skill level, gear or play style, there should be something here for you. More difficult monsters will be more rewarding to encourage higher engagement, but those of you who want a laid-back experience should still find competitive XP rates here. If you have any further concerns, please let us know.

Is Slayer 99-120 going to be locked into just a single dungeon?


Mod Daze:
On launch the top rates will be within the Menaphos Slayer Dungeon. However, depending on the difficulty of the monster you're fighting you may have equal or better XP rates outside Menaphos. We do not want to force you to stay within a single dungeon from 99 onwards, Slayer should remain a skill where you experience varied tasks. As more updates are released expect to see more 99+ Slayer monsters released.

Why are you planning to mess about with how Slayer is now?


Mod Rowley:
With the increase to 120, we are changing this from an optional goal to a more compulsory requirement. This means we have to ensure the XP rate scales nicely all the way from the start to end Slayer XP rates have increased significantly since its launch, and notably within just the last year. Additions such as VIP tickets, task blocking, task preferences, task skipping, Slayer masks, Invention perks, various new gear including higher-tier weapons (now up to T92), EOC...the list goes on! All of these things have contributed to increasing Slayer XP rates over recent years. A slight increase to the health of some key Slayer mobs should not be a major cause for concern; the overall effect will be minimal in the grand scheme of things and will serve to make the skill feel more complete.

Are you planning to do anything about crashing?


Mod Daze:
We are aware of the issues due to the increased interest in Slayer due to the 120 announcement. We have some plans in place, such as changing respawn times to be static instead of based on number of players per world, as well as further mechanics that we could introduce alongside the Menaphos expansion. We will continue to bear it in mind as we design and develop.

I don't like something you are doing?


Mod MattHe:
We want you to tell us about it! As you can see from this FAQ, the surveys we have conducted and the Dev Diary we are really keen to hear your feedback and to communicate what we hope to achieve from this update. We'll keep talking to you about Slayer 120 while we work on the design and development of it and we'll keep listening to your feedback. It is of course true that we will not be able to implement all your requests, but we will bear your thoughts in mind as we work.
Mod MattHe | Community Manager & occasional Lore Monkey

09-Feb-2017 09:44:34 - Last edited on 10-Feb-2017 13:44:58 by Mod Matthe

Blackwing
Nov Gold Premier Club Member 2012

Blackwing

Posts: 28,566Sapphire Posts by user Forum Profile RuneMetrics Profile
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Mod Matthe said:
Does this mean you will be moving other skills to 120?


Mod Osborne:
If it suits the skill, yes.

Yes! I hope you do agility to 120 next! > )

Mod Matthe said:
Are you planning a new Slayer Master?


Mod Rowley:
This is something you'll have to wait and see about! Most players seem to have the notion that Slayer above 99 will just use the exact same mechanisms as the skill has now. Don't assume that will be the case (though it might be, and either way will have familiarity). If there is not a new Slayer master in the end, it will be because there didn't need to be one.

Let us become our own slayer masters at 120; it is the true skill mastery after all. :P

Mod Matthe said:
Are you planning to do anything about crashing?


Mod Daze:
We are aware of the issues due to the increased interest in Slayer due to the 120 announcement. We have some plans in place, such as changing respawn times to be static instead of based on number of players per world, as well as further mechanics that we could introduce alongside the Menaphos expansion. We will continue to bear it in mind as we design and develop.

Player-Owned Dungeon (POD) would be extremely appreciated. Or any kind of instancing, regardless of if it would cost something or not. It's really frustrating to train slayer sometimes due to all the people crashing.
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10-Feb-2017 13:11:16 - Last edited on 10-Feb-2017 13:27:06 by Blackwing

Law of John
Jan Gold Premier Club Member 2015

Law of John

Posts: 5,712Rune Posts by user Forum Profile RuneMetrics Profile
ble, I see how you guys "add a little" to the hp of mobs. Ice strykes used to be one of my av tasks. Then you go and almost tripple their life points. Which im ok with, kinda. Then again, when you get assigned them, they give you 200+. I mean, ok 200+ at their old hp, that was fine. Not when you trippled their health tho!

Dont get me wrong, I LOVE SLAYER. Its these "little things" tht make some ofus lose interest. I just wish you guys would take a look at some of the amounts of monsters we get in tasks. 200+ is waaay too much for that task. Even Greater demons take less time if I do them at K'ril.

10-Feb-2017 13:18:43

Hguoh
Mar Gold Premier Club Member 2014

Hguoh

Posts: 6,457Rune Posts by user Forum Profile RuneMetrics Profile
Plo Kooon said:
If Slayer is going to become the next Elite Skill, will it follow Invention's EXP rates (120 at 80M), or will it follow regular 120's, like dungeoneering, at 104M?


Slayer isn't becoming an elite skill (elite skills go to 120 and require levels in a few other skills to even access the skill). It's just having its level cap raised. It's the distinction between Dungeoneering 120 and Invention 120.

So no, no expected change to the xp curve.

10-Feb-2017 13:45:14

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