May Game Health Feedback Response - Pt 2

May Game Health Feedback Response - Pt 2

This is the second portion of our May Game Health Update blog, if you haven't read Part one click the button below to check it out!


Breakdown of Changes

Although last month's news post was only a summary, intended to be followed up with another post providing further details, we understood your concerns and the need to be clearer with what changes we're making ahead of time. The following breakdowns will highlight the changes we've made to the content and drop tables, as well as an explanation for those changes. All of these changes were made with the design philosophy outlined in part one serving as our guidelines.

Following the delay to the update, we sat down once again and made some additional data-facilitated tweaks and changes. Although quantities were lowered across the board - in various places, we replaced lower-value items with items that currently carried higher values. This was done to ensure the drop tables still carry some weight and variety across the table as a whole, rather than continuing to drop already low value items at even lower quantities. On the flip side, we increased the chance for rare items in several places, remedying situations such as the Frozen Core of Leng or slightly tuning the boot drops at Raksha to reduce how often they're dropped - in favour of the other rares.

Notably, you'll see an almost complete removal of items like Inert Adrenaline Crystals and Sirenic Scales. We've done this as the value of them has dropped too significantly due to the sheer volume of them coming into the game. Limiting the supply of them this way will allow them to regain some of their value again as time passes.

In no particular order, let's get into it!

Kerapac

Normal Mode

  • Decreased the quantity of Coins dropped from 158,753-249,522 to 100,000-150,000.
  • Decreased the quantity of Large Plated Orikalkum Salvage from 2-4 to 1-2.
  • Decreased the quantity of Cannonballs dropped from 459-550 to 200-300.
  • Decreased the quantity of Dragonkin Bones from 20-30 to 10-15.
  • Decreased the quantity of Royal Dragonhide from 94-115 to 75-90.
  • Decreased the quantity of Soul Runes from 80-120 to 50-100.
  • Decreased the quantity of Uncut Dragonstones from 20-27 to 17-25.
  • Decreased the quantity of Light Animica Stone Spirits from 41-57 to 30-40.
  • Decreased the quantity of Primal Stone Spirits from 25-35 to 13-18.
  • Decreased the quantity of Fire Battlestaffs from 30-61 to 15-30.
  • Replaced Inert Adrenaline Crystal with Super Magic (3).
    • Drops at a quantity of 4-8.
  • Increased the maximum drop quantity of Manuscripts of Jas from 1 to 2.
  • Increased the drop rates of rares by 1%.

Hard Mode

  • Decreased the quantity of Coins dropped from 300,000-600,000 to 250,000-400,000
  • Decreased the quantity of Large Plated Orikalkum Salvage from 5-8 to 5-6.
  • Decreased the quantity of Cannonballs dropped from 550-1,200 to 400-800.
  • Decreased the quantity of Dragonkin Bones from 64-110 to 40-70.
  • Decreased the quantity of Royal Dragonhide from 94-115 to 75-90.
  • Decreased the quantity of Soul Runes from 150-300 to 100-250.
  • Decreased the quantity of Uncut Dragonstones from 41-60 to 30-52.
  • Decreased the quantity of Light Animica Stone Spirits from 80-120 to 50-100.
  • Decreased the quantity of Primal Stone Spirits from 30-50 to 20-32.
  • Decreased the quantity of Fire Battlestaffs from 40-90 to 27-72.
  • Replaced Inert Adrenaline Crystal with Super Magic (3).
    • Drops at a quantity of 8-12.
  • Increased the minimum dropped quantity of Hydrix Bolt Tips from 45 to 50.
  • Increased the maximum dropped quantity of Manuscript of Jas from 1 to 2.
  • Increased the drop rates of Fractured Staff of Armadyl pieces by 13%.
  • Increased the drop rates of the remaining rares by 6.2%.

The above changes are aimed at reducing the influx of most of these items, including raw GP in the form of coins and alchables. The removal of Inert Adrenaline Crystals similarly aims to choke the over-supply of them so that they can start to regain some value as time passes. This will be the same for the rest of the changes we'll discuss today.

The maximum dropped quantity of Manuscripts of Jas has been increased to make this drop more rewarding, with a similar outlook on increasing the drop rates of other rares such as staff pieces.

Arch-Glacor

Overview

We teased a little data on Arch-Glacor earlier to explain just how responsible it is for the over-supply and consequent devaluing of items in the economy, but now we'll give you some more examples.

Every day, Arch-Glacor is responsible for:

  • 95% of Banite Stone Spirits entering the game, the second highest is Hermod at 3%.
  • 81% of Spirit Weed Seeds entering the game, the second highest is Hermod at 12%.
  • 95% of Crushed Nests entering the game, the second highest is Solak at 3%.
  • 55% of Uncut Dragonstones entering the game, the second highest is Kerapac at 10%.
  • 55% of Crystal Keys entering the game, the second highest is Rasial with 9.8%.
  • A total of around ~8.84 billion GP in the form of raw cash and alchables:
    • 3.04 billion GP in just Coin drops alone.
    • 2.99 billion GP in the form of Medium Blunt Orikalkum salvage.
    • 1.95 billion GP in the form of Water Battlestaffs, if high-alching.
    • 864 million GP in the form of Hydrix Bolt Tips, if high-alching.

Note: The above values are referring to drops from NPCs, and don't include items made by players or received from things like reward chests.

As you can see from this sample of drops alone, Arch-Glacor is consistently over-supplying huge amounts of these items into the game every day, including the influx of GP. In the grand scheme of the game, these numbers may be a drop in the ocean - but coming from only one boss alone every single day with little effort makes this a clear problem.

If we refer back to the data of gold sources detailed earlier, although it's not a direct comparison, Arch-Glacor would come in 5th place for the amount of gold it brings in with its raw GP & alchable drops.

The above also doesn't include things like Charm drops - which negates the need to do other content such as slayer or even other bosses - and Starved Ancient Effigies which give generous amounts of XP!

The sheer volume of the skilling items has also dramatically affected their GP value, and feeds into the progression points we were discussing earlier, as well as having a knock-on effect on skilling profitability and other PvM drop tables. The changes we've made, detailed below, aim to keep Arch-Glacor a useful combat-teaching boss in normal mode while hard mode is intended as the starting point for those who can comfortably do 5 mechanic kills.

Normal Mode

Normal mode Arch-Glacor works a bit different to the other bosses we're discussing today due to how the mechanic selection adds multipliers to the possible loot you'd receive. Instead of detailing how each drop would be affected - as it'd be too long to do so - we'll cover the core changes and show you how the drop multipliers have changed.

The first of the changes to normal mode Arch-Glacor is that the 0 and 1 mechanic fights now have a separate drop table. Intended to act as an entry-level boss that can aid players in learning RuneScape's combat system, the 0 and 1 mechanic fights have instead found a lot of use in AFKing for great loot and decent XP. This change intends to maintain that original intention and discourage AFKing. 0 and 1 mechanic kills will also only give 1 drop now, instead of 3.

Next on the list of changes is the mechanic loot-multiplier. The quantity of drops received at Arch-Glacor is determined by the number of mechanics active, with each additional mechanic increasing the multiplier. We've reduced that multiplier across the board as these were drastically affecting the quantities of commons coming into the game. Hard mode Arch-Glacor with its enrage and kill-streaking mechanics will continue to lean on the concept of loot multiplying as intended.

The loot multipliers for normal mode have changed as follows:

Mechanics Active Old Multiplier New Multiplier
0 1 1
1 1.5 1.25
2 2 1.5
3 4 2
4 7 2.5
5 15 3

An example of these multiplier changes with actual drops:

  • A 3-mechanic fight would've previously given 45,000-75,000 Coins, whereas it'll now give 22,500-37,500.
  • A 2-mechanic fight would've previously given 3-5 Uncut Dragonstones, whereas now it'll give 2-4.
  • a 5-mechanic fight would've previously given 56-94 Crushed Nests, whereas it'll now give 15-19.

Below is a summary of the core changes mentioned above, including other changes we're making to normal mode Arch-Glacor:

  • Decreased the quantity of Charm drops.
    • Drops 1 charm in 0 and 1 mechanic fights.
    • Drops 3-9 charms in 2+ mechanic fights.
  • Removed Sirenic Scales.
    • Redistributed the chance to Uncut Dragonstones.
  • Increased the base quantity of Hydrix Bolt Tips from 1 to 2.
  • The 0 and 1 mechanic fights now have a separate shared drop table and only give 1 drop per kill instead of 3.
    • 2-5 mechanic fights will continue to give 3 drops per kill.
  • The loot multipliers on different mechanic kills have been scaled down.

Hard Mode

Hard mode mechanics remain unaffected in terms of broader mechanical changes, although there are still some drop table changes:


  • Decreased the base quantity of Coins from 225,000 to 150,000
  • Decreased the base quantity of Hydrix bolt tips from 15 to 10
  • Decreased the base quantity of Medium blunt orikalkum salvage from 15 to 5
  • Decreased the base quantity of Water talisman from 45 to 30
  • Decreased the base quantity of Water battlestaff from 30 to 20
  • Decreased the base quantity of Crushed nest from 75 to 20
  • Decreased the base quantity of Banite stone spirit from 75 to 20
  • Decreased the base quantity of Onyx dust from 30 to 15
  • Replaced Spirit Weed Seeds with Water Runes.
    • Adjusted base quantity to 40.
  • Replaced Sirenic Scales with Cannonballs.
    • Adjusted base quantity to 100.
  • Increased the base chance for a rare roll and contribution from enrage by 50%.
    • This results in an increase of ~50% chance to roll a rare.
  • Increased the chance to obtain a Frozen Core of Leng by 4%.
    • Decreased the chance to obtain a Scripture of Wen by 2%.
    • Decreased the chance to obtain a Leng Artefact by 2%.

Firstly, the base quantities of many of the hard mode drops were reduced due to the sheer number of these items being introduced to the economy each day. These values are multiplied by the kill-streak number, resulting in overly-high quantities of drops and the reason for their overall reduction.

Simultaneously, we increased the chance to roll a rare and receive a Frozen Core of Leng by shifting the weighting from the Scripture and Artefact, as we know a common feeling amongst the community is that Arch-Glacor is a bit stingy with that drop. Spirit Weed Seeds were removed due to the quantities of them entering the game each day, and their price drop ever since Raksha's release, to allow them to regain some value again.

Please note: Those of you who have existing streaks and unclaimed chests will have the streak ended and will need to claim your current loot before attempting the encounter again. Your existing loot will remain unaffected by the above changes. If you're on a streak currently, we recommend finishing that before these changes come into the game.

Zamorak and the Zamorakian Undercity

Zamorakian Undercity

Story Mode:

  • Decreased the quantity of Huge Bladed Rune Salvage from 5 to 1-2.
  • Added variance to some drops which only had a single base quantity:
    • Soul Runes now drop 3-4.
    • Blood Runes now drop 4-6.
    • Death Runes now drop 4-6.
    • Fire Runes now drop 15-20.
    • Dark Animica Stone Spirits now drop 3-6.
    • Phasmatite Stone Spirits now drop 5-10.
  • Fixed a bug with Dark Animica Stone Spirits not dropping in story mode.
    • This has been achieved by splitting 60% of the weighting to Phasmatite Stone Spirits and the keeping 40% to Dark Animica Stone Spirits.

Normal Mode:

Rare Drops:

  • Decreased the chance to receive Onyx Dust by 3%.
  • Replaced Sirenic Scales with Large Spiky Rune Salvage.
    • Drops at a quantity of 3-6.
  • Increased the chance to receive any of the Slivers of Pain, Power, and Strength by 1% each.

Alchables:

  • Decreased the quantity of Huge Bladed Rune Salvage from 30-70 to 10-23, and 20-30 to 5-10.
  • Decreased the quantity of Large Blunt Rune Salvage from 15-35 to 6-9, and 4-12 to 2-4.
    • The 1-3 drop is unchanged.
  • Decreased the maximum drop quantity of Small Plated Mithril Salvage from 15 to 6.

Other:

  • Decreased the quantity of Tooth Half of a Key from 2-6 to 1-2.
  • Decreased the quantity of Loop Half of a Key from 2-6 to 1-2.
  • Added variance to some drops which only had a single base quantity:
    • Soul Runes now drop 3-4.
    • Dark Animica Stone Spirits now drop 9-15.
    • Phasmatite Stone Spirits now drop 18-30.

Much of the changes to the Zamorakian Undercity drops were to simply add more variance in drop quantities, as items were being dropped in static quantities each time. A bug preventing Dark Animica Stone Spirits from dropping was also fixed. The chance to receive Onyx Dust as a drop was also reduced, with the weighting being shifted to each of the Slivers.

Zamorak

Note: Where you see a decrease or increase in "value-weight", these have the inverse effect because Zamorak's drop table gives an "allowance" for drops. Each drop is worth an amount of points, and these points are deducted from the total allowance. This means that the smaller the number of "value-weight", the more of that item which could actually be received. Basically, a decrease in value-weight is a buff, whereas an increase is a nerf.

  • Decreased the quantity of Torstol Seeds from 3-4 to 1-2.
    • Increased the value-weight from 2 to 3.
  • Decreased the quantity of Dwarf Weed Seeds from 7-10 to 3-4.
  • Decreased the quantity of Blood Runes from 200-300 to 150-250.
  • Decreased the quantity of Soul Runes from 150-210 to 100-150.
    • Increased the value-weight from 3 to 4.
  • Decreased the quantity of Hydrix Bolt Tips from 80-120 to 40-60.
  • Decreased the quantity of Onyx bolt Tips from 120-180 to 50-72.
  • Decreased the quantity of Huge Bladed Salvage from 3-10 to 5-8.
  • Decreased the quantity of Accursed Ashes from 25-30 to 10-12.
    • Decrease value-weight from 2 to 1.
  • Decreased the quantity of Small Plated Orikalkum Salvage from 10-18 to 5-8.
    • Increase value-weight from 3 to 4.
  • Decreased the quantity of Huge Bladed Rune Salvage from 10-18 to 5-8.
  • Decreased the quantity of Infernus Pyroclasts from 7-10 to 2-5.
    • Decrease value-weight from 2 to 1.
  • Replaced Uncut Onyx with Chaos Relic (uncommon).
    • Drops at a quantity of 10-20.
    • Increase value-weight from 5 to 6.
  • Removed Lantadyme Seeds.
  • Increased the value-weight of Chaos Relic (Rare) from 5 to 6.
  • Increased the chance to receive a Bow of the Last Guardian piece by ~10% at enrages above 500%

Much like (and in some cases even more problematic than!) Arch-Glacor, Zamorak's drop table mechanisms and the enrage mechanic were heavily affecting the quantity of drops received.

The decrease in quantities you see above is to bring this more under control, because like the other bosses we're discussing today, Zamorak is responsible for bringing a lot of these items into the game. To elaborate on this more, every day Zamorak is responsible for:

  • 90% of Uncut Onyxes entering the game, the second highest is Nex: Angel of Death at 4.4%.
  • 75% of Blood Runes entering the game, the second highest is Nightmares at 6%.
  • 80% of Onyx Bolt Tips entering the game, the second highest is Rasial at 11%.
  • 79% of Hydrix Bolt Tips entering the game, the second highest is Rasial at 12%.
  • 85% of Accursed Ashes entering the game, the second highest is Greater Demons at 7%.
  • 55% of Dwarf Weed Seeds entering the game, the second highest is Rasial at 24%.
  • 70% of Lantadyme Seeds entering the game, the second highest is K'ril Tsutsaroth at 22%.

Note: The above values are referring to drops from NPCs, and don't include items made by players or received from things like reward chests.

Here's another fun statistic! As of writing this blog, in the past 3 days, Zamorak alone dropped on average 2x the amount of Blood Runes rune-crafted by all players on that day. Looking back further than 3 days, on some days it was almost 4x as much!

When it comes to Onyxes, Zammy takes the cake. Uncut Onyxes have for a while now been near alch value, though they did see a return in value from mid-2020 to mid-2021, but have since then flat-lined at alch value. The change to this drop is to choke the over-supply and let the Onyxes breathe a little!

In terms of GP, every day Zamorak drops:

  • A total of around ~31.18 billion GP in the form of alchables:
    • 8.2 billion GP in the form of Small Plated Orikalkum Salvage.
    • 6.5 billion GP in the form of Huge Bladed Rune Salvage.
    • 7 billion GP in the form of Hydrix Bolt Tips, if high-alching.
    • 9.48 billion GP in the form of Onyx Bolt Tips, if high-alching.

If you remember our data of gold sources from earlier in this blog, the Spring Cleaner sat at rank 3 bringing in an average 39.4 billion GP each day. Although it's not a direct comparison, Zamorak alone would almost sit at 3rd place for the amount of gold he brings in with these 4 drops.

Alongside these changes, we've also increased the chance to receive a Bow of the Last Guardian piece, in line with raising the rates of rare item drops on the other bosses in this blog.

TzKal-Zuk

Minions:

  • Decreased the quantity of Onyx Bolt Tips from 40-60 to 7-18.
  • Decreased the quantity of Large Blunt Orikalkum Salvage from 4-6 to 1-3.
  • Replaced Sirenic Scales with Elder Wood Spirits.
    • Drops at a quantity of 1-2 on the "uncommons" table.
    • Drops at a quantity of 2-3 on the "rares" table.
  • Minions that respawn when failing Igneous waves will no longer drop loot after the first time.

TzKal-Zuk:

Normal and Hard Mode:

  • Replaced Sirenic Scales with Elder Wood Spirits.
    • Drops at a quantity of 15-25.
    • Shifted some of the chance to receive various items on the "commons" table to Elder Wood Spirits.

The changes above were made to target alchables and once again remove Sirenic Scales to let them regain some value.

The biggest change overall, however, was to prevent players from purposefully failing and repeating certain waves of the fight to farm drops from the minions while AFK. When looking at the data, we found a disproportionate amount of players killing regular and Igneous TzekHaar-Hur on wave 4 of the fight. Instead, drops will now only be given upon the first attempt of these waves - failing and repeating the wave will not give subsequent drops.

Raksha

  • Decreased the quantity of Small Blunt Rune Salvage from 50 to 15-22.
  • Decreased the quantity of Medium Spiky Orikalkum Salvage from 12-18 to 3-7.
  • Decreased the quantity of Huge Plated Orikalkum Salvage from 10-15 to 6-8.
  • Decreased the quantity of Onyx Dust from 75-125 to 25-33.
  • Decreased the quantity of Dinosaur Bones from 80-120 to 60-100.
  • Decreased the quantity of Crystal Keys from 25-45 to 10-14.
  • Decreased the quantity of Dark Animica Stone Spirits from 60-90 to 50-80.
  • Decreased the quantity of Light Animica Stone Spirits from 60-90 to 50-80.
  • Replaced Spirit Weed Seeds with Arbuck Seeds.
    • Decreased the quantity from 5-10 to 2-4.
  • Replaced Golden Dragonfruit Seeds with Ciku Seeds.
    • Decreased the quantity from 5-10 to 2-3.
  • Replaced Inert Adrenaline Crystal with Catalytic Anima Stone.
    • Drops at a quantity of 40-60.
    • Increased the chance to get this drop.
  • Removed Sirenic Scales.
    • Redistributed the chance to get this drop to other items on the drop table.
  • Decreased the chance to receive any of the Laceration, Blast Diffusion, and Fleeting Boots.
    • This change effectively makes the Ability books and Shadow Spike drops more common.

Once again many of the changes to Raksha were made in order to reduce the impact of alchables and over-supply of commons.

However, we also made the decision to replace some of the items on the drop table to give back some value to Raksha with other drops. As many of you rightly pointed out - Raksha's commons were already not that great. Much of this was due to the overabundance of the items and subsequent bosses that have dropped those same items.

We're sure many of you will be delighted to also see that Raksha now drops Arbuck Seeds! Finally, we once again increased the chance of receiving some rares such as the ability books and Shadow Spike by decreasing the chance to receive the boots - which have also had a lower GP value for some time now due to dropping more commonly.

Wilderness Flash Events

Sack of Wild Rewards

  • Decreased the maximum dropped quantity of Bloodweed seeds from 3 to 2.
  • Decreased the quantity of Wyvern Bones from 5-10 to 4-6.
  • Decreased the quantity of Infernal Ashes from 30-50 to 20-40.
  • Decreased the quantity of the Muddy Key from 3-4 to 2-3.
  • Replaced Tiny Bladed Necronium Salvage with Tiny Bladed Orikalkum Salvage.
  • Replaced Small Plated Necronium Salvage with Small Plated Orikalkum Salvage.
  • Replaced Medium Plated Necronium Salvage with Medium Plated Orikalkum Salvage.

Sack of Very Wild Rewards

  • Decreased the quantity of Magic Logs from 250-300 to 100-150.
    • Decreased the chance to get this drop.
  • Decreased the quantity of Coins from 200,000-300,000 to 75,000-150,000.
  • Redistributed the chance of getting the removed items to other items broadly across the drop table.
  • Replaced Large Blunt Necronium Salvage with Large Blunt Orikalkum Salvage.
    • Increased the chance to receive this drop.
  • Replaced Bakriminel Bolts with a Runes drop.
    • This gives a random rune from possible regular and combination runes, and excludes Necromantic runes and Time runes.
    • Added a very rare chance to receive Magical Thread as a reward in this slot.
  • Removed Huge Spiky Necronium Salvage.
  • Removed the Annihilation, Decimation, and Obliteration weapons.
    • Increased the chance to receive these weapons from Wilderness slayer. See the note at the bottom of this section for more information.
  • Split the Lucky Charm (Zamorakian Undercity) drop slot to also include Lucky charm (Dragonkin Laboratory).
    • Increased the chance of this drop.
    • There's a 50% chance to get either item.
  • Increased Dark Onyx Core drop chance by 50%

Wilderness slayer chest

  • Decreased Dragon Trinkets drop chance from 21.8% to 20.3%.
  • Decreased Metallic Dragon Trinkets drop chance from 21.8% to 20.3%.
  • Increased Annihilation drop chance from 0.1% to 1.1%.
  • Increased Decimation drop chance from 0.1% to 1.1%.
  • Increased Obliteration drop chance from 0.1% to 1.1%.

Wilderness Flash Events are a very popular piece of content, bringing players together regularly, especially for the special events.

One of the biggest offenders in terms of drops here was the Necronium salvage, which has now been replaced 1:1 with Orikalkum salvage.

To maintain supply, the quantities of drops such as Bloodweed Seeds, Magic Logs, and Wyvern Bones were also reduced. One notable such drop is Bakriminel Bolts. Once a popular skilling money-maker for players, Wildy Flash Events have unfortunately made this a more redundant method.

We want to see that return, so we've replaced that drop with a drop consisting of regular and combination runes. Similarly, we removed the Wilderness weapon drops as they were being dropped in abundance from the reward sacks, but increased the chance for them on the Wilderness slayer chest.

The cherry on top of all this - we're sure you'll be excited to see a 50% increase in the chance to receive a Dark Onyx Core!

Vorkath

Normal Mode

  • Increased the chance to obtain a Invoke Lord of Bones Incantation Codex by 17%.
  • Increased the chance to obtain Vorkath's Spike by 10%.
    • Increase the drop quantity from 4-6 to 5-7.

Hard mode

  • Increased the chance to obtain a Invoke Lord of Bones Incantation Codex by 40%.
  • Increased the chance to obtain Vorkath's Scale by 40%

When we reviewed Vorkath we determined it didn't need to receive any nerfs or replacements, and instead we've increased the chance to receive Vorkath's rares.

Rasial

  • Decreased the quantity of Onyx Bolt Tips from 80 to 65.
  • Decreased the quantity of Onyx Dust from 60 to 45.
  • Decreased the quantity of Large Blunt Necronium Salvage from 2 to 1.
  • Decreased the quantity of Medium Spiky Orikalkum Salvage from 8 to 6.
  • Decreased the quantity of Torstol Seeds from 40 to 5-8.
    • Split this drop into 1 of 3 potential seed drops, and added Dwarf Weed Seeds and Fellstalk Seeds.
    • Drops at a quantity of 5-8 and 4-7 respectively.
  • Replaced the original Dwarf Weed Seeds drop slot with a chance to get either Elder or Eternal Magic Wood Spirits.
    • Drops at a quantity of 5-8 and 4-7 respectively.

Rasial is a consistently popular boss especially given he's the source of Necromancy's T95s. The changes above are aimed at alchables once again, as well as things like Onyx Dust which contribute to the Onyx issue we discussed earlier. The seeds were also reduced in quantity due to the sole amount coming from Rasial, with the aim of choking the supply a bit to allow them to regain some value.

Here's some more data to highlight the situation. Every day Rasial is responsible for:


  • 50% of Torstol Seeds entering the game, fluctuating but tied with Zamorak which sits at 45% recently.
  • 25% of Dwarf Weed Seeds entering the game.
    • Rasial sits in 2nd place for the highest contributor of these seeds, with the 1st being Zamorak as mentioned above. The 3rd highest is Kree'arra at 5%
  • 45% of Onyx Dust entering the game, fluctuating but tied with Arch-Glacor which sits at 36% recently.

Note: The above values are referring to drops from NPCs, and don't include items made by players or received from things like reward chests.

Thank you for reaching the end

Whew and here we are at the end! We want to thank you for taking the time to read through this behemoth of a blog and hope that we've illustrated the situation and why updates like this are important.

As always, we'll be keeping an eye on your feedback, and monitoring the effects of these changes whenever they go live. Adjustments will be made where necessary as we watch the effects of these changes in real time.

Finally, we'd like to hear what other game content you think could use Game Health update too! We have many such things we'd like to correct and improve ourselves, but we know that you as a community are experts who have plenty of great ideas to share on this.


- Mod Breezy & The RuneScape Team

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