Original Reddit post

One of the most commonly complained about skills in the game currently is Agility. And yet, what is possibly the most click-intensive Agility method in the game hasn’t been updated since it’s introduction in 2005 and is completely dead content. I propose the summer sweep up include an update to bring Werewolf Skullball more in line with current Agility training methods and just generally more fun. I think there are two big problems with the game. First, the game requires you to right click and select the option you want every time you need to move the ball. I don’t think you can really use entry swapper to fix this, as you need to all three options over the course of the game. I’m not sure what the best way to fix this is since it’s so fundamental to the gameplay of Skullball, but I’m not sure it’s ever going to be enjoyable with the current mechanics. The second problem is very easy to fix. Skullball needs some sort of reward. Skullball is faster xp per hour than comparable level rooftop courses if you play optimally, However, when every other course you could be doing also has the potential to give marks of Grace or tickets to spend in a reward store, it feels very hard to justify doing a training method that gives nothing. The format of Skullball would make it very easy to provide a rewards pint after each game, and add a reward store where those points could be spent on appropriate items. I honestly think a revamped Skullball has the potential to be an engaging, early game Agility method that focuses more on click timing and trying to improve your time, which is something the players want and the game needs. submitted by /u/thegatorgirl00

Originally posted by u/thegatorgirl00 on r/2007scape