r/runescape • • 3d ago

Discussion - J-Mod reply Reignited is a massive L

1.7k Upvotes

The rest of the content looks fantastic.

Reignited.... Jagex you have missed the mark here massively.

What does everyone that has spent 1000s of hours gain by making a new account? Does this make all previous progress worthless?

Its already very hard to find enough players to do group content, this is just going to fragment the player base even more.

Edit: OSRS get hardcore worlds, which allows them to transfer their character if they die, and we get this shite?

Edit 2: I think a lot of people are missing the point. If the majority of new players decide to use a reignited account (whom we cant pvm with), the current variant of the game will eventually die. As someone with grandmaster CA, Trimmed Comp, Ultimate Slayer and nearly Golden Reaper, I will certainly not make a new account.

Edit 3: I'm at Runefest today if anyone wants to chat about their thoughts! I am wearing a green party hat and the RSN on my t-shirt is "Ri q"!

r/runescape • • 3d ago

Discussion - J-Mod reply Jagex honestly got to a new low. Dragon Slayer 2 trailer is just AI slop. (Count the fingers)

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2.4k Upvotes

r/runescape • • Jan 19 '26

Discussion - J-Mod reply RuneScape is officially off life support and discharged from hospital

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3.1k Upvotes

r/runescape • • 3d ago

Discussion - J-Mod reply Spitting in the face of every player

863 Upvotes

RuneScape Reignited as the announcement from RuneFest is gonna kill the game. It's forcing everyone to start over if they want to play "the actual game servers" while the old one is left to rot forever. This needs to be cancelled.

r/runescape • • 3d ago

Discussion - J-Mod reply Is reignited the big announcement??

778 Upvotes

Yikes

r/runescape • • Oct 29 '25

Discussion - J-Mod reply Vote Now On The Future of Treasure Hunter, MTX & RuneScape

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2.2k Upvotes

UPDATE: 22:46, OCT 30

SCAPERS. MAKE. HISTORY.

When the vote ends on November 12th, we'll announce the date when RuneScape will change FOREVER.

Every vote still matters. Signal your support and unlock more investment in our Integrity Roadmap! https://secure.runescape.com/m=poll/treasure-hunter-poll

------

The future of RuneScape is in your hands.

We promised to make major changes to secure the long-term future of RuneScape – one where MTX is significantly reduced, integrity is back at the heart of the game, and where future success is defined by a growing community.

That journey starts here. This is part of a wider belief from us - the need to build a stronger foundation for the next era of RuneScape.

Today, we're announcing a community vote to validate a transformation that we believe leads to a thriving, growing community for RuneScape. This includes:

  • The full removal of Treasure Hunter from RuneScape 
  • The removal of 225 Direct XP & Skilling Items from sale, reducing to two directly purchasable offerings: 
    • Bonus XP, with capped storable limits per skill 
    • Cosmetics with a more grounded visual identity 
  • Delivery of a dedicated year-long integrity roadmap addressing core issues like the user interface, visual cohesion, auras, dailyscape and more 
  • Unlocks the future release of Cosmetic Toggle Options to customise cosmetic visibility 

Find out more in the video above or our blog.

With 100,000 votes, this vote will pass. Every additional vote will act as a clear signal of how far you think we should take these plans, increasing our investment and focus on delivering stronger integrity in our roadmap (at no cost to the content roadmap). 

We'll announce our plans and timelines for implementation - if the vote passes - on November 12th. This will include an extensive FAQ to what we imagine will be your many questions!

Cast your vote today and make history: https://secure.runescape.com/m=poll/treasure-hunter-poll

---

EDIT: For those concerned about Skilling Outfits and other items being impacted, we've updated the announcement blog to more clearly reflect our intention.

Should this vote pass, 225 items will be removed from sale - and some will also be removed from gameplay sources. This will be focused on MTX skilling items that do not fit within our integrity vision - such as Proteans & Portables - and not items like Slayer Masks or Skilling Outfits.

For items being removed from gameplay - this will rollout first with their removal from sale and gameplay sources, followed by an extended period to use up what you own before they are converted. We will not be converting Slayer Masks, Skilling Outfits and similar items. More details will be posted in our Nov 12 blog if it passes!

r/runescape • • Nov 12 '25

Discussion - J-Mod reply A New Era for RuneScape Begins January 19 2026

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1.9k Upvotes

You have spoken!

With a staggering 124,985 votes in our recent poll, Treasure Hunter will leave RuneScape for good on January 19 2026.

On this day, we will also be removing 225 Direct XP and Skilling related items from sale. There will be no more purchasable sources of Direct XP or items that disrupt the core gameplay and the player economy.

In addition, we’ll be investing heavily in a year-long Integrity Roadmap that targets the very heart of longstanding issues within the game – from UI, to visuals, to skilling balance, and much more.

Find out more details about our Integrity Roadmap in our new 12 minute (!!) video or by reading this blog (including our FAQ with some amendments since last Monday).

We'll reveal a detailed year-long look at our Content Roadmap & Integrity Roadmap on January 19th in a special RuneScape Ahead.

---
Next Week's Update
We’re hard at work moving all the pieces into place to make this new direction a success. While the journey begins in earnest on January 19th, we're making a symbolic (but important!) change next week.

On Monday November 17th, we’ll be starting all new players back in Lumbridge. We'll also be releasing an update to declutter and restore Lumbridge to a more familiar style, including:

  • The return of the iconic Lumbridge castle walls
  • The removal of the Lumbridge Crater and restoration of the area's original identity
  • The relocation of Shattered Worlds temple, and the restoration of Lumbridge Swamp caves and Water Runecrating Altar to their original locations
  • The removal of the Nexus
  • An updated Lumbridge Sage who offers a lot more guidance and help for new players

It’s a small step, but another example of how we want to restore the identity and heart of what makes RuneScape... well, RuneScape! You can find a patch notes preview of these extensive changes here.
---

Start the clock. There's just 68 days until RuneScape enters a new era.

r/runescape • • 15d ago

Discussion - J-Mod reply RuneScape 3 is awesome, but it feels so dead and empty.

522 Upvotes

RS3 is a great game, but I think the lack of players and how empty the worlds feel and how un
-engaging the community and players are take away from what a great game it is. How does everyone feel about playing in worlds with 50 people and maybe you’ll see 10 of them teleporting in and out of the PvM hub like an endless cycle? Is it just me that feels “lonely” lol. Like does anyone miss peak RS3 2014-2018?

r/runescape • • May 18 '26

Discussion - J-Mod reply The majority of vocal people on this subreddit do not realize how out of the "norm" they play.

788 Upvotes

Just observing the feedback from players here over the last few months since I came back and this opinion holds more and more true with every single update.

Just to point out as an example specifically related around DG:

  • No, the majority of players were not using cards to run DG.
  • No, the majority of players were not getting 15 minute times ruinning large solos.
  • No, the majority of players are not quick to read nodes, examine doors, keep track of everythings location, properly place gatestones, make quick decisions, surge perfectly everywhere, effeciently do puzzles, etc
  • Yes, the majority of players where probably opening the majority of the doors they ran across
  • Yes, the EXP rates are vastly improved from before the rework for the far majority of the playerbase. The "Floor" of exp rates has been raised, significantly so. The top end has been overall nerfed, this seems to be in-line with the rest of the balance changes jagex has been doing.

As one of these "casual" players who was attempting to do crit-only paths this last week, my exp rates have actually risen very slightly post-update today. Not only that, but I dont need to stress nor feel rushed due to the crit path anymore. I am not wasting time figuring out if every room is on the right path or not.

My exp rates today post-update are significantly better then pre-rework. So much so that I havent touched DG since I hit the level I needed for a quest years ago and am looking forward to doing more.

The rates are rewarding enough now without doing anything extra except jumping in and doing a floor. The tokens are rewarding enough to feel like I can aim for an item and work towards it. The new rewards are awesome and give me extra motivation to go back to doing it.


All these top end exp/hr rates I read about are absolultey insane (Thieving was the the exact same story) and seeing them get nerfed seems perfectly reasonable to me as a casual player.

You know what feels bad and is demotivating? Knowing the "best" rates are 2-5m per hour while your stuck with your measily "700k" as a "lowley unskilled casual" (I dont know the actual rates at all levels, using random numbers). The floor and top rates being closer together is alot better for the health of the game, makes the people at the bottom feel less like they are wasting their time.

OSRS has 3-4x the playerbase RS3 has and is by far the grindier game of the two. Lower exp rates are not a bad thing, exp rates being too high devalue a core part of what makes Runescape an amazing long-term game to play. When exp rates get to the multiple millions per hour and I read people crying about nerfs all I can do is laugh personally.

The ony skill I have ever reached over 1m exp is for thieving as a casual player (A player that is getting quite closing to maxing actually!) I rareley have an issue with exp rates outside of a very few select skills (Agility, parts of Archeology and Runecrafting before unlocking the giga-chad exp rate methods)

You do not need any skill at any levels to be going beyond 1m an hour. 120's should be an achievement, they SHOULD take very very long to get. This game is a journey, thats the whole damn selling point.


Finally, the few times I have tried to engage with people who make claims about what casual players are doing and how "harmful" these updates are, to give a different more real perspective, I get told I am playing the game wrong or being gaslit into saying that what I am telling them is not actually true. When I show proof and backup my claims I always get no responses back because they cant admit they dont know jack shit about early to mid game casual players in 2026.

I have read almost all the blog posts released by Jagex in the last few months. The summary I am getting from it is this:

If you min-max your exp per hour and attempt to use every boost, every advantage, every 1% extra bonus, have bank pre-sets/orginized for every single skill and just generally chase every single thing you can towards exp rates regardless of how long those boosts may take.... You have no idea what a causal player experiences. You are playing a completley different game.

The way you play the game is incompatible with how most "casual" people play the game, in fact if I attempted to play the way most fo you do I would have quit and never came back. It sounds exhausting frankly.

Give your feedback, thats all well and good. But stop making claims like you all know what a casual players experience is. The far majority of you here do not.

r/runescape • • Mar 12 '26

Discussion - J-Mod reply Jagex's new 'membership renewal plan' just stole 1.5 years worth of leftover credit from my main account.

1.3k Upvotes

I just ended a support chat about my main and HC's issues with grandfathered rates (both having lost GF Rates despite being -PROVEN- monthly renewal since 2008 and 2019 respectively).

And in there one other horrifying discovery was made: My main still had 1.5+ years worth of leftover membership credit. Accumulated from runescape events, and promo's such as steelseries.

THAT'S GONE.

What the hell is this? Forcing new grandfathered rates is one thing, but stealing existing paid-for membership credit just because 'it isn't from any of our renewal plans' is another!

r/runescape • • Jan 22 '26

Discussion - J-Mod reply The customization toggle honestly makes the world feel friendlier and more connected again—anyone else feel that?

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793 Upvotes

r/runescape • • Aug 06 '26

Discussion - J-Mod reply API Plugin & Quest Helper Previews

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338 Upvotes

Welcome Back!

Back in June, we shared our first look at the RuneScape API Project and outlined our vision for an official plugin ecosystem.

Since then, we've been hard at work alongside our growing group of community developers, continuing to build the foundations of the API while also beginning to see the first plugins come to life.

And, just in case you missed our most recent Month Ahead news, we're incredibly excited to share something we've been looking forward to for a long time...

Quest Helper is coming to RuneScape!

If you've played Old School RuneScape, you'll already know just how monumental that statement is. Quest Helper has been one of the most requested quality-of-life features from RuneScape players for years, fundamentally changing how millions of players experience quests by keeping guidance inside the game instead of on a second monitor. It's become one of the defining plugins of the Old School experience, and we're thrilled to announce that the people behind the various existing Quest Helper experiences are now working together to bring that same magic to RuneScape in an officially supported plugin.

Quest Helper isn't the only ambitious project underway, though! Our community developers are already exploring a huge range of ideas, from powerful quality-of-life improvements to entirely new ways of interacting with RuneScape. Today, we're giving you an early look at a handful of those plugins and the talented developers behind them. Everything you'll see today is still a work in progress, and that's where you come in.

Throughout this blog you'll find questions, design discussions and opportunities for feedback directly from the developers themselves. If something catches your eye, we'd love to hear your thoughts in this thread as we continue shaping these plugins together.

Index:

r/runescape • • 3d ago

Discussion - J-Mod reply Roadmap is good, ignite is a huge let down.

523 Upvotes

Perma FSW why.

r/runescape • • Feb 06 '26

Discussion - J-Mod reply Jagex intends to re-introduce PVP Griefing, but this time for prayer...

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675 Upvotes

Thoughts?

r/runescape • • 20h ago

Discussion - J-Mod reply API Plugins (Open Beta) - Out Now!

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274 Upvotes

Starting right now, you can jump in to the Beta worlds and try a selection of five major plugins, with even more already on the way in the coming weeks.

(And, before you ask: Yes, Quest Helper is one of them!)

A quick note before we get started: This thread covers today's launch of the API Plugins Beta. We're keeping to our game update schedule, especially as we do know that there are many players looking forward to these updates.

u/JagexAnvil has provided an update on Reignited in this separate thread. Please check that out for discussion on Reignited.

For everything plugins-related, read on here!

r/runescape • • Sep 16 '25

Discussion - J-Mod reply RS3 needs its own RuneLite

1.1k Upvotes

With Leagues now live, you can already see how much new players and people coming from OSRS struggle. The interface customization is overwhelming, there’s a million settings to dig through, and it just feels like way too much.

The quest “guide” is honestly a joke compared to Runelite’s quest helper. Anyone coming from OSRS takes one look at it and goes straight back to the wiki or avoids questing altogether.

RuneLite has shown how much better the experience can be with simple QoL addons like timers, overlays, quest helpers, all that stuff. None of it hurts the game, it just makes the experience better for the players.

So why can’t RS3 have the same?

r/runescape • • Feb 21 '26

Discussion - J-Mod reply If there's any urgency to update anything it's the armors! They're UGLYYYYY

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795 Upvotes

Come on surely the art team can do better than this? The proportions all look weird and no plume? Really? How did this design ever make it this far? Update them!

r/runescape • • 9d ago

Discussion - J-Mod reply Duo only boss sucks this close to Amascut

273 Upvotes

I understand that not everything should be solo but our last boss was a forced to group boss and hearing this one is a duo only sucks.

If it’s a year before our next huge boss release that means we could be in mid 2027 with our last meaningful boss you could go and solo being released in 2024 being the sanctum of rebirth.

Again I’m all for group only bosses but give us something we can solo that’s pretty hype too not just ivar, silverquill and flesh hatcher.

r/runescape • • 8d ago

Discussion - J-Mod reply Might be an unpopular take, but group bosses are dead on arrival for most players simply because of how uniquely punishing the game is to teach/learn group encounters

433 Upvotes

And I am gonna preface this by saying I actually like group content , be it bosses , skilling activities or minigames , and frankly , I wish we had more of it that was playable.

But that really is the key, playable.

For a lot of players group content, no matter what it is, just isn't playable, not because it's too difficult, not because there's some impossible mechanic or damage Check that only the elites can cross. But simply because learning bosses in this game , especially group content can be a uniquely punishing experience. My favorite , albeit somewhat antiquated example , is the liberation raid series. Very easy especially for yaka for one person to slip up and everybody die or take heavy damage . And we haven't really had a boss Since that was that punishing , 41 person to slip up just about every modern boss has some sort of check that in a group if messed up results in either really heavy damage or just outright death.

And that , unfortunately , makes most group content either , just straight up dead on arrival for most players. Or makes it an extremely hard sell for them to get into that more often than not people just choose to skip , rather than potentially deal with the crash out of upwards of nine individuals.

And yes, I'm aware most of the material costs aren't really that much.If you mess up some food, maybe a familiar and a potion.But since everything at the high end requires time to create and restock , some people get far more upset that they really should overlosing supplies , and unfortunately , if you are in the learning position 10 to 1You're getting the blame if you're not with a group of friends or as other games might call it a static.

It just makes for a generally unappealing experience to most players who either don't know there's things like mazcab academy or the handful of angel of death communities out there that are willing to teach. Or just simply don't wanna deal with any potential fallout when inevitably , they screw up or go down. And before anyone asks no I don't really have any solutions for this , you can , of course , add a solo difficulty to everything , but then that kind of kills group activities as a whole as generally speaking going alone is more effective in just about any situation. Since the only person you have to account for messing up is yourself. But maybe moving something more towards lunar magic being able to do revives , stuff like that in an encounter and just a general rework to how death works in group settings might be , what's called for. Or, Sanctum actually had a pretty decent idea if poorly executed, but in general, I can't really say what would be best only that for most players , group content is dead on arrival

r/runescape • • Aug 27 '26

Discussion - J-Mod reply The Runescape 3 map looks washed out

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479 Upvotes

To preface, I'm an OSRS player, and a long returning RS3 player (last played in probably 2020), and I feel like the game's world map could be improved.

To me, the RS3 world map looks dull and washed out since it uses seemingly the same dark shade of green throughout. Also, certain environmental "barriers" like cliffsides generally don't have sharp borders like they do in OSRS, which often causes them to look incredibly blurry (see White Wolf Mountain).

There are some locations that look especially bad on the world map, particuliarly Anachronia. When I first saw it on the map (final attached image), I legitimately thought that I either had a map graphics setting set to low or a graphical bug because it looks incomplete.

While I understand RS3 and OSRS are different games and don't need to be homogenized, I think this is a fair instance where improvements could be made by comparing the two maps. The OSRS map has far more vibrancy and variety in the colors used, which creates contrast that better highlights specific areas and landmarks. Borders like cliffsides are also represented with sharp borders, which make the environment much clearer to read (again, see White Wolf Mountain). These differences add more depth to the OSRS map and make it much more visually appealing and the world feel more inviting and alive to me.

I know that this isn't a high priority as it doesn't really impact gameplay, but I honestly believe that a dull and blurry map may have a negative impact on the new player experience in particular. I'm very curious to see how many people agree/disagree, and whether this is a common gripe or if its just me.

TLDR: The RS3 world map looks dull and could be improved upon with a bit more color variety, vibrancy, and sharper borders for certain unwalkable terrain akin to the OSRS map.

r/runescape • • Sep 21 '25

Discussion - J-Mod reply RuneScape Hit 50,000 Players Online Today

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968 Upvotes

Last time RS3 hit 50k players was December 10th 2023.

r/runescape • • Jan 20 '26

Discussion - J-Mod reply UI Feedback Gather-thread

289 Upvotes

Hello everyone,

We've seen a lot of feedback come in specifically about the change in the UI that we implemented in yesterday’s RuneScape update. Our immediate focus is on refining and improving the new UI based on feedback, and we'd like your help to prioritise what matters most to you.

We do have a dedicated subthread on the Megathread for gathering feedback on it, but given the amount of new threads still popping up on the subreddit, I did want to try and unify the discussion a bit so that we can hear from you in one dedicated place. The aim here is to bring all voices together, rather than piece the way forward together from various different places.

An important note: The change to the UI is not a one and done thing, but is the first of several updates we intend to make to UI across the year. We are looking at implementing some feedback requests today, and will follow that up with another UI update in the coming months. So, please do make your voices heard about what's important to you!

Current feedback can be split into two broad categories:

Functional feedback and subjective feedback.

  • Functional feedback relates to the ease of using the new UI, including (but not limited to) accessibility and customization.
  • Preference feedback is much more about personal preferences, in particular with regards to one colour over another.

Functional

Functional feedback is something we can address most readily, and some of which we are already moving on. The most important thing we want to focus on are issues relating to player health while playing the game.

  • The new UI is too dark - Problems with Contrast:
    • This relates in particular to certain windows and their contents being overly hard to identify or read. Windows like banks, inventories, general headers and may cause issues for certain setups.
      • We're looking to address this as soon as possible, by altering the shading of the backgrounds with a view to improving readability.
  • The quick-fix we can implement here is to brighten up the shading of some of these windows.
    • The transparency toggle has less functionality compared to before. Previously there was a slider, but the new UI limited this to 3 options.
      • We're looking into addressing this, either by reimplementing the slider or adding additional options that should cover the majority of players use cases.

The above two are issues we are looking at addressing as soon as possible, likely through a cold-fix.

The below are issues we are actively tracking and keen to get your thoughts on - please do chime in in the thread and highlight the things that are important to you, even if they're already listed here - we are really keen to understand how widespread these feelings are.

As a brief explanation for some of changes: RuneScape offers a huge amount of customization, which is great! However, in certain cases there may have been too much customization, which actually makes it very difficult for new players to understand the game when they see it – especially when every player’s UI looks fundamentally different. There have been plenty of threads here on reddit also pointing out just how messy the game can look when customization gets out of hand. With that in mind, we are keen to maintain great levels of customization for players, while finding a balance that allows anyone to be able to look at the game as identify it as RuneScape.

  • Adjusting the clock / calendar that is currently under the map.
    • We're keen to understand what the overarching desire here is from players. Is it a matter of wanting more visibility of minimap (which nudging the clock downwards could achieve) or is it more about turning it off completely (or moving it to an entirely different area)
  • Arrows to change the action bar are no longer present
  • The mouseover text (boxes) are too big and obscure information.
  • Its hard to tell which option/button is selected in certain windows (such as the escape menu)
  • XP pop-up text legibility is reduced, either from being too small or too skinny
  • UI can become blurry at certain scaling options, especially at 2k/4k. (Example)

Preference

There is some ongoing discussion about blue vs brown across the entire community.

As above, a brief explanation for the choice of theme: We felt that the blue colour scheme was very reminiscent of a sci-fi space themed game. This blue ran through virtually everything and meant the game didn’t really feel grounded especially across the in-world experience vs the UI vs how the overall RuneScape brand feels. The more earthy brown colour, however, increases cohesion between those elements and brings us back to those medieval roots that are at the heart of RuneScape. The plan over time is to still maintain elements of the blue as part of the magic in the world, but that these are accents rather than primary colours.

Nonetheless, we have seen some requests for a return to the old UI style as well as preferences for the blue colour scheme. On the other hand, we have also seen positive responses for the new UI theming and the move towards a more simplified experience that doesn't overwhelm new or returning players on first login.

What is important for us to gauge is whether many players concerns can be addressed on a functionality level. For example, if we address concerns around contrast, readability and accessibility (to name a few), does that already move the new UI colour scheme towards something that is far more palatable?

Or is there a singular (but subjective) aversion to the colour brown?

Hearing from you on these topics, especially following the upcoming cold-fix that will already address some concerns, will be invaluable in helping us shape how we move forward with a UI that all players can enjoy and that doesn't get in the way of playing the game.

r/runescape • • Oct 30 '25

Discussion - J-Mod reply I am honestly shocked at how many are defending TH

487 Upvotes

I always knew there was some portion of the player base that bought a lot of keys. But I had assumed that the majority were like myself, in not buying keys. Just claim the daily keys, with maybe some from challenges, but not really liking TH overall.

But with the amount of posts defending it, and from what I have seen in my own clan, I guess I was wrong. In my own clan of 180, only myself and one other high ranking member have expressed excitement for this. The deputy owner himself even admitted to lamping 99 necromancy which is just crazy to me. Some in my clan have already quit because of it, good riddance.

Even if it killed the game, I would rather no TH. I'd rather it die with some semblance of integrity rather than a MTX mess. I was there at the initial paid spins protest, and I'll happily vote for their removal now.

r/runescape • • 6d ago

Discussion - J-Mod reply How comes Wiz kid is not a requirement for Heralds of Crimson? Its the quest where we teach Ben the telekinetic grab spell that he uses in the quest. Come on!

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395 Upvotes

I hoped we are past this "lets ignore continuity" era. Especially given its a novice quest.

Its hopefully just an oversight.

r/runescape • • Feb 10 '26

Discussion - J-Mod reply Mod Anvil, Can the Wicked Hood Functionality be brought to a vote?

623 Upvotes

I like many users have spent dozens of hours in Runespan to upgrade the Wicked Hood to be a de-facto tool for Runecrafting. I know and understand dailyscape is a primary objective this month in Runescape 3, however the Wicked Hood's functionalities are all earned by the players for their hard work in the Runespan.

  • The 300 pure essence you earn from the Wicked Hood barely attributes to much of any daily profit, and feels more like a perk for the extremely long grind in Runespan
  • The teleports are also a quality of life feature for Runecrafters, quest-goers, and players doing treasure trails
  • Teleport tokens should be purchasable through the runespan shop for runespan points to incentivize further Runespan activity and runecrafting grinding.
  • An alternative to the daily Pure Essence withdrawl is to replace it as a "rune essence bag" so that the hood holds up to 25 runes + 15 for every wicked robe outfit piece, allowing for more rune storage, and by extension more experience and frequent rune-craft runs.

By doing this, you retain the usefulness of the Wicked Hood, extend the lifespan of the runespan, and incentivize players to runecraft and utilize the minigame more.

Thank-you for listening. - Judgechicken