So the mid game "Rebalance" is here, and a few changes are good, for sure, but yet again we have a rush to pump and dump this content to hit markers, but the POH update so good its over shadowing how poor the mid game rebalance really is.
First lets go from the changes.
FLETCHING
Fletching re-tier a solid change, but shieldbows removed to "reduce inconsistency and noob traps" proceeds to add longbows, which have all the benefits of a shield bow, same damage, same accuracy but pull a +1 range, so essentially, we now have that same noobtrap, its just better to use a longbow...
Then we have filling in the gaps, no tier 30 bow and no tier 60 bow, (Yes I know hard woods CaNt bE BoWs), so make a path, that you use teak and mahogany to reinforce the tier 20/tier 50 bows to bring them up.
And Then crossbow changes just absolutely gutted bolts and their enchanted effects, they made the bolts then went, nah screw it lets not make enchanted versions for each of the tiers, the bolts are there, the enchanted framework is there, and I remember SEEING people already point out and mention this, and it just creates more issues and friction with crossbows and bolts being in a bad spot. An easier option is make different enchants go on different bolts and then have them scale like spells???, Remove the level requirements across the board including with bakriminels.
Basically we got half a fix for the skill.
AGILITY
We have one of the most active skills in the game, and yet the early and mid game changes are a big Nothing burger. Demonic skull was removed and yet wilderness agility, which was a best training method 52-99 was just looked and and straight up "Yeah nah 51k xp per hour is great, people love grinding that shit to 60 to then be forced into 60k xp until lvl 65, to then gain 10k more"
Wilderness agility should have atleast been buffed a bit to counteract the demonic skull removal, or had the demonic skull effect added to the diaries, e.g. easy diarys you get 1/4th of the boost, med gives 2/4ths, hard 3/4ths, elite the same effect as the skull gave prior. as most mid game players will do the easy/med achievements.
Aside from that the agility changes then push into the late/endgame section and its like 50% increase, 80%, 150%, 50%, 55%, 70%, 30%, 50%, 122%, ect, all for the late game courses, but alas the midgame was left in a shit spot.
DIVINATION
I am honestly not sure what to say here, this was a big fat nothing burger, it didn't fix anything to do with the skill or its progression and no-one is going to notice a 4%/3%/2.5% change, no fixes or changes to the skill itself, the curve, the slowness, the cache changes and nerfs, You could have changed nothing here and said nothing and everything would be as it was. Dungeoneering divination is still currently the best way to train past the shit buffering of this skill.
God wars dungeon 1/2 changes + instance costs
This is good, a fantastic mid game change, removes the buffer of drop rate optimizing gwd2, allows pre-prepping kc for gwd1 which for a mid gamer is great, since ik ik "WaRs BlEsSiNg" but thats a late midgame early endgame unlock generally this removes good friction, and instance costs being free is just a w, especially for early game.
INVENTION PERKS
W change removes the bad buffering and feeling you get wasting rolls on shit like biting 2 cautios, only L is that cheapskate wasn't a negative perk and was actually utilized in certain scenarios.
Demonic skull
W removal, was useless, but its effects should have been added to wildy diary for agility and charming moths.
Dive Ability
Straight up W, made 0 sense for it to be locked behind succession, similair could be said about the puzzle box and its benefits too, Adren drain should be an early pvm unlock, Maybe wars rewards space...
SANDSTONE
So this seems like a deception tactic "oh we reduced it by 50 hitpoints. but failed to mention the rock HAD 700 HARDNESS, and that the 50 reductions is also a big fat nothing burger, a 7% drop you won't notice, it works out to be about 25 more stones per hour.... 50 more per hour if you have the elite locations unlocked. so again you won't even notice it, considering these rocks follow the core rock mechanics but don't have Stone spirits, or rockertunitys, this is just bluegh and helps noone.
Harps
So what took around 20 hours prior to get what you required now takes around 16 hours, still not a W, more things in priff should provide harmonic dust, honestly you could have 100%'d this and that would have been the most optimal change here, but thieving should provide dust, mining, cleansisg crystals, every skilling interaction in priff should provide harmonic dust.
Jad pet
W change, should have long been a drop from jad
Gem Bag
W change, only thing I would have added was a +50 to the artificers measure given how endgame it is, but eh.
Drop rates
Dragon pick W, Vamp gloves, should be 1/200 on or off task personally.
CORP and LINZA
Idk what jmod is trying to get golden reaper and slipped this in, but tell me, where or how EITHER of these are mid game bosses and what you smoked to get there, Crop sigils still require NINETY prayer to attach, 90 prayer isnt fkn midgame, and as someone with a midgame account, my chance to hit crop is around 52%, I just get throttled.
Linza, I have a 64% chance on, she has 150k hitpoints, yeah 150,000, reflect mechanics, and takes me around 6.5 minutes to kill her, essentially tripling my barrows run time, so again, This feels like a jmod with a Golden reaper chase thats being burnt by these rates, because neither of these bosses are mid game, nor are they worth trying to kill mid game. I am calling bs on this being a midgame rebalance change in any way.
Luck
I mean luck rings should work on all content, its a noob trap here expecting your ring to work and it doesn't because reasons.
So thats all from the actual mid balance blog, But, What about the missed parts of the mid game??
We now have this weird system where we can craft appropriate melee armour and weapons, early mid and late game,
We can craft appropriate ranged weapons and armour now balancing that act along the same curve.
finally mage armour sort of falls here, but there is some buffering with mage armour from memory, and as for weapons? nope not a thing, There is just an unneccesary buffer and trap that doesn't stay consistent here, and then Necro just gets the best path of all.
Herblore is currently in an odd spot, because you farm what you need to make pots, but seeds have become super hard and annoying to come by since the we must nerf all herbs from pvm but never went back and rebalanced how irksome seeds are to obtain which has created this weird, lamp it up method more then having a viable way to obtain seeds, farm them and progress herblore naturally without quest lamping.
Hunter, Nerfed the absolute hell out of whirligis an active method, to then release jackalopes which are busted, which push for bgh which then hits 7m/hr rates, make it make sense.
Arch early game is some of the most horrible content for how slow and annoying it is, its a porter designed skill but most new players don't have that and its early game is in a shocking place where its optimal to lamp to 40+ now and skip the intro. (In saying that arch later is excellent for its progression, but the 1-50/60 grind feels worse and longer then 60-99.
Runecrafting was a big overlook here, I should not be 90 rcing and have an elite diary done to obtain my first runepouch. magical thread is in such a shit place, and that was a big midgame thing that should have been fixed and addressed. Runespan changes where kinda trash when they happened, but overall rcing as a whole is ok, but runespan should offer more as its a very "lean" in method, and rcing which is active which offers the best rates,
Pure essence is still in a stupidly shit spot of gathering which STILL hasn't been addressed, the bis method for essence is abbysal beasts/demons or a lvl 90 pickpocketing target, like seriously??. and again A rune essence pouch should not be an endgame item to obtain, even in osrs it only took me 2 hours to obtain my pouch, yet rs3, pre elite diary you're looking at 30+ hours, with elite diary you're still looking at 5-8 hours. absolutely disgusting.
Dungeoneering is great, one of the best changes they made, Warped stones are kinda eh, lvl 50 to 108 on my mid game account without seeing a stone, and 75m xp on my main iron account and no stones, but they're endgame so =/=, just adding it in there.
havenhythe has fixed the early summoning issues.
Early farming sadly is just POF, and this i think will remain, not ideal, farming runs should be a bis farming method over POF but ohwell. Wc is wc, fm is fm, fishing early is fine.
Midgame bossing.
Entry bossing kbd, mole, barrows, these arn't an early game thing, bossing even at this level is your midgame entry, Kbd/mole should be one of your first green logs in this game, yet kbd has some garbage kits at a 1/2k, that even endgame players go 10k dry on, mole just has some chasing issues, and barrows is good where it is.
kalphite queen is a gear switching, so not bad where she is really, but kbd having drops of 1/2k, for an entry level boss is stupid. Midgame bosses being 400k hp dummys to is also stupid, flesh hatcher is midgame but carrys 135k hp, graardoor also midgame has 35k hp, make it make sense. flesh hatcher is 135k to slow down the endgame farmers more then to assist the midgame, ivar and silverquill honestly feels like they got it right.
Massive post
tl;dr Midgame changes where meh for the most part, heaps of other midgame fixes that are required, jmods chasing g reaper slipping in changes for end game bosses, overall mid progression still rubbish, Just my thoughts but also my feedback, because mid game is what will keep or kill off new players and right now for me my mid game accounts can stay stagnant.