For some reason I can scroll the patch notes sideways.
Also the merch store link is broken.
For some reason I can scroll the patch notes sideways.
Also the merch store link is broken.
The merch store link should now work! As for sideways scrolling patch notes, that I'm not sure about.
Did you forget to add in the lockpick being added to scavengers in CoX?
Added!
No league changes? Thought some things like the lockpick were coming?
That's in there now :)
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This is a standard weekly update, not a rollback. Can you clarify what you mean here?
Mr Mordaut's learning materials have been brought up to date to contain the Wrath rune.
Game is playable again thank you Jagex.
welc
is it possible to add no slayer task requirment to kill for example cerberus?
Requirements like that usually keep the prices of the rewards more stable so I don't think we ought to remove it in this case.
Keep getting a "You do not have enough Chaos runes to cast this spell" every 2nd attempt to cast Ice Barrage in the rewards beta world, wonder what's going on there
Thanks - we'll check this out. Edit: this has been fixed
i mean for the nightmare reward beta world. would like to test the new stuff
That makes a lot more sense. I'll ask about that for you, but I suspect we won't be able to change something like that easily.
[deleted]
No, we are fine leaving that in as a requirement to complete all of the elite clues. We were aware of that when we launched leagues. Sorry but you're going to have to get 95 slayer to farm those elite clue tasks!
Please re-rename the Nightmare Staff and change it back to the Staff of Nightmares.
We had to shorten it for spacing reasons, sorry. It gets very long once you add the names of the orb attachments.
Everything except the mace is still overpowered. Gonna vote nope.
If you have balancing feedback, we'd love to hear it so we can adjust the stats.
Not a fan of how the staff looks, but a fan of the mechanics it has.
Glad you like the mechanics - how would you change the appearance?
Nightmare Staff (H) for harmonised.
Nightmare Staff (V) for volatile.
Nightmare Staff (E) for eldritch.
All 3 are better than Nightmare Staff (Harmonized/Volatile/Eldritch Orb).
You already have many items in game that follow one letter abbreviations so precedent has already been set.
We discussed this option, but they'd have to be lower case (in all our items everything except the first letter is) and we already have (e) used for enchanted items.
How so? "Harmonised staff of nightmares" wouldn't even be the longest item name.
Edit: nevermind, I see it wouldn't fit in the combat options menu.
Yeah, the combat options menu is what we were looking at specifically.
Seeing as how you already use (o) for offensive blackjacks and (or) for ornamental equipment, can't you just use the suffixes (ha)/(vo)/(el)? Doesn't seem out of place to me.
(he)
Not sure if this was answered in previous threads or Q&A’s, but would it be possible for the Sire respiratory systems to also give slayer xp? And thanks so much for finally fixing up Sire, as someone who is hunting for the pet I really appreciate these changes!
We've talked about this internally but are wary of significantly buffing the Slayer XP that boss gives.
The staff having an outright minimum hit doesn't sound fair. Does any other special weapon have a minimum hit?
Ah, maybe the wording is open to misinterpretation. Those are the base max hits. So you'll hit from 1-58 with the staff alone if using the Volatile orb special attack. That's the 'base' because adding the staff's own 15% magic damage bonus brings that to 66 and then further damage bonuses from other items can increase that further.
This explains why passwords aren't actually case sensitive either.
I don't think the two are related
I agree with the change, but y'all said you weren't going to change anything in twisted and I spent 4 hours hunting young implings for a lockpick so I'm a little salty
That's fair enough, and we're sorry that your time has been undermined. We knew that'd be the case for some players and it wasn't an easy call to make. We concluded that it was still reasonably early (first quarter) of the league so the majority of players hadn't started that grind.
The volatile staff spec damage needs to scale with Magic level. It might be somewhat balanced in the high-lvl combat brackets where you have ags and ballista to compete, but it's honestly broken at lower brackets. With 75 Magic, 1 Def, 70 HP and 31 Prayer, wearing the volatile staff (my +1 item), occult and MA2 cape only I'm able to hit 73s, with potential of hitting another one 5 ticks later. That's a cb lvl of 57. Tell me how melee and ranged can hit 70s in that cb bracket. It can also easily be stacked with 1 gmaul spec, hitting up to 100 damage in a single tick.
The damage formula could be somthing like Magic/2 + 6, so base max hit is 44 damage with 76 Magic (max 55 with the setup above), 55 damage with 99 Magic, or 60 damage with 109 Magic (imbued heart, a 20m item).
I also think the harmonised staff is too good in PvP because trident can be used at all here. It's 25% better dps than previous 5-tick fire spells which already were the highest single-target dps spells. With 75 Magic and staff+occult+MA2 cape I can hit up to 37 every 4 tick with fire wave, or up to 45 with 95 Magic and fire surge while maintaining a very low combat level.
All this is because mage unlocks most of it's full power early on, with 95 Magic, 75 HP and 1 Def (> 70 cb lvl) you have access to every spell you care about and +32% magic damage bonus gear out of +38% in total. Melee and range have a much steadier progression where damage-boosting gear like bandos and void have higher reqs to wield.
EDIT:
A damage formula that scales with Magic level have now been added to the Volatile & Eldricht staves. They didn't specify any details about this formula, so I tested them in the POH to see what the new max hit was for each magic level. The numbers below are the base max hits without counting the staff's built-in magic damage. Magic potions and imbued heart DO raise your max hit, however the damage is capped at 99 Magic.
Volatile Staff
75 Magic - Base max hit of 44 (max 55 with staff+occult+MA2 cape)
80 Magic - Base max hit of 47 (max 59 with staff+occult+MA2 cape)
85 Magic - Base max hit of 50 (max 63 with staff+occult+MA2 cape)
90 Magic - Base max hit of 53 (max 67 with staff+occult+MA2 cape)
95 Magic - Base max hit of 56 (max 71 with staff+occult+MA2 cape)
99 Magic - Base max hit of 58 (max 73 with staff+occult+MA2 cape)
So you get about 3 max hits every 5 levels with a gradual increase in between. This seems good to me as the biggest problem was at lower combat brackets. 75 Magic is still its only req, but it seems they wanna add a 50 HP req in addition. All these are good changes imo. Also barely tested the Eldricht Staff which seem to follow the same pattern: Base 34 damage with 75 Magic, and base 44 damage with 99 Magic, also here it's capped at 99 Magic.
Thanks for this feedback. We'll reconsider the scaling.
ETA on when the newest poll results will be implemented?
Most of them will be early in the New Year. Things tend to slow down in December as people take leave - hopefully a few of the changes will come through this side of Christmas.
I'm assuming the Ashihama raid will be a dangerous death for hcim?
It’s a single boss rather than a whole raid, but yes.