almost 4 years ago - /u/JagexAyiza - Direct link

Trying to fix the scuffed tables at the moment, sorry about that lol. Looked fine in the preview!

almost 4 years ago - /u/JagexAyiza - Direct link

Originally posted by JagexAyiza

Trying to fix the scuffed tables at the moment, sorry about that lol. Looked fine in the preview!

Okay they're kinda fixed

almost 4 years ago - /u/Mod_West - Direct link

Originally posted by Tf2_man

Love to see the arceuus spellbook rework being looked at - though could we get the Draynor teleport via other means? I get removing the Lumbridge Graveyard teleport as that one is pretty useless, but the Draynor TP is useful on farm runs.

Was unaware that the belladonna patch was used that much, my bad. Would swapping out the west ardy teleport be a better option? Unless that has some niche use I’m unaware of :D

almost 4 years ago - /u/JagexAyiza - Direct link

Originally posted by WoogieBoogieN

God Ayiza, is there any chance of a mobile fix for stylus users? The mouse and keyboard update really messed things up for the larger fingered community 😂 (seriously tho its so hard to play now)

It's currently being worked on but I don't have an ETA for you unfortunately :(

almost 4 years ago - /u/JagexAyiza - Direct link

Originally posted by [deleted]

[deleted]

Yes they would! Sorry that should have been covered in the blog too, I'll get it updated.

almost 4 years ago - /u/JagexAyiza - Direct link

Originally posted by Monoxxide

"WWhether these mechanics should be available" typo.

Has the team had a discussion about being able to reanimate anywhere or add more designated locations?

Typo fixed thank you!

We're open to it being everywhere, that section was more about "if you'd rather it not be everywhere, this is where it could be used"

almost 4 years ago - /u/JagexAyiza - Direct link

Originally posted by Hunterofthanos

Typo near the bottom of the resurrection section "WWhether".

Fixed that cheers :)

almost 4 years ago - /u/JagexAyiza - Direct link

Originally posted by Kepsa

A typo -

WWhether these mechanics should be available all over the game world and in every combat situation is something we're considering, here are some possibilities:

Wwhether

Also

Secon section of the course requires 48 Agility to complete - 30,000 Agility XP/hour

Secon

Fixed, thank you :)

almost 4 years ago - /u/JagexAyiza - Direct link

Originally posted by DocRockManc

I use the Draynor Manor teleport for the belladonna patch twice a day. Please do not remove that?!

A little oversight on our end. Given the response I highly doubt we'll be looking to remove that teleport!

almost 4 years ago - /u/JagexAyiza - Direct link

Originally posted by IAmAGermanShepherd

Quests good.

Yes.

almost 4 years ago - /u/JagexAyiza - Direct link

Originally posted by The_Wkwied

The only thing that seems poor is the summoning spells. Limiting it to the specific areas and limiting it to trash mob spawns sounds like it really makes it weak.

We don't have to limit it to specific areas, that section is more aimed towards the whole "if you want them to be restricted, this is what we could do".

Sorry it wasn't very clear!

almost 4 years ago - /u/JagexAyiza - Direct link

Originally posted by Floridurh

  1. Resurrect mob spells seem overly weak if the highest cast is a zombie with a max hit of 3

  2. Will Dark Lure work on Giant Mole? If it does, kind of nullifies the diary reward for mole tracker. If it doesn’t, there’s not much use of it unless you’re planning a flee feature utilized more in new mobs

  3. Will Ward of Arceuus demonic damage reduction work on Zammy Godwars?

  4. Also, since this rework focuses on prayer usage/drainage, what about a high level spell variant of vengeance but instead of HP taken, it’s prayer drained? Instant Corruption?

1 - We can adjust it based on feedback :)

2 - Not that I'm aware of... It could, but probably shouldn't?

3 - Yes

4 - Put together some detail and I can see what's possible!

almost 4 years ago - /u/Mod_West - Direct link

Originally posted by NoCurrencies

Can we please NOT REMOVE existing teleports? I actively use Draynor Manor and Fenkenstrain's Castle teleports on my iron man all the time and I really don't want to lose those...

Draynor Manor teleports are great for planting belladonna, easy clues, and getting to Sourhogs when Turael Skipping.

Fenkenstrain's Castle teleport happens to be my personal closest teleport to the Morytania farm patch (can't get an ectophial on my account), but it's also an excellent teleport to have for dragon impling calls since that's a rare impling spawn point, and having those teletabs in my bank means I usually get there faster than others in my CC who are using the ectophial and running West.

I just don't see why removing these teleports is necessary when this update will already remove 18 SPELLS from the spellbook. Thanks for your consideration.

Honestly, wasn’t expecting this much push back for these teleports! Not having access to the ectophial sure does change things though and the draynor, while very niche is understandable.

The idea of not adding additional teleports was mostly because of how many there currently are that have questionable utility when compared to other spellbooks. Happy to look at the others though - there’s nothing useful about the west ardy teleport that I’ve somehow missed is there?

almost 4 years ago - /u/Mod_West - Direct link

Originally posted by nightcracker

These new spells bar a couple are way too weak/useless. This is probably to make them easier to pass, but it simply means nothing changes, no one will use the spellbook.

  • Requires 76 Magic & Book of the Dead equipped
  • Costs 5 Blood, 10 Fire & 1 Cosmic runes to cast
  • In addition to the runes, casting this spell costs 6 Prayer points Grants 88 Magic experience
  • Has a max hit of 3

I need to switch gear, pay almost 2k in runes and lose 6 prayer points to get the privilege of fighting along the equivalent of a giant rat for 60 seconds!?

Have some guts and introduce some new content that can at least stand next to current content, rather than always staying in the shadow.

I get what you’re saying, we’re vying on the side of caution. If we go big though then it just doesn’t pass anyway as it’s too meta changing. I think it’s better to start small with new mechanics and build up later once they’ve been experimented with by the players.

almost 4 years ago - /u/JagexAyiza - Direct link

Originally posted by Docter_Bogs

Is there a reason you are proposing to replace these 3 teleports instead of just adding new ones? As many people have mentioned in this thread, the Draynor Manor and Fenkenstrain's Castle teleports are actually useful in certain situations.

I think its due to increasing the overall number of teleports being a bit of an issue because of the various interfaces they're plugged into. It's not a complete deal breaker though, we'll look to work around it should the feedback warrant it (which seems to be the case)

almost 4 years ago - /u/JagexAyiza - Direct link

Originally posted by DJMooray

The Fenkenstrain castle, and lumbridge swamp teleports are very useful for medium clue scrolls as well

Noted!

almost 4 years ago - /u/JagexAyiza - Direct link

Originally posted by mightyfrot

Hey Ayiza, any news on the iron-only gwd rooms?

Next year but before Combat Achievements is the plan I believe

almost 4 years ago - /u/Mod_West - Direct link

Originally posted by Diaper_Hunter

Will the new ashes gives you prayer xp from all of them x3 with the new spell?

990xp per three hellhound ashes.Also what will the cooldown be on that spell ?

That’s correct but those hellhound ashes should probably be called Cerberus as we’re not proposing to change hellhounds to no longer drop bones - but we probably will discuss it next week. No cooldown but the spell will be quite slow, like the length of high alchemy.

almost 4 years ago - /u/Mod_West - Direct link

Originally posted by Ukgamer125

Are Demonic Offering and Sinister Offering giving both prayer points and 3x xp rates? If so how many prayer points do they provide.

Yep. Probably 1 bone per point but if there’s demand some of the more expensive ones could give 2 points.

almost 4 years ago - /u/JagexAyiza - Direct link

Originally posted by nickyGyul

Cleanse

Cleans all herbs in the inventory. Half the Herblore experience is given and a random herb is destroyed.

* Requires 70 Magic

* Costs 4 Earth & 2 Nature runes to cast

* Grants 83 Magic experience

Seems overly punishing since other processing spells don't destroy your materials, in fact they offer better results in some cases (like 100% success rate for smelting iron bars with Superheat Item). The half the Herblore experience seems sufficiently punishing.

Shadow Veil

Grants a 15% chance to avoid stun damage while thieving. It will remain active for one game cycle (0.6 seconds) for every Magic level the user has at the time of casting. Stacks with the effects of the Dodgy Necklace, granting a total of 40% chance to avoid stun damage while thieving.

* Requires 47 Magic

* Costs 5 Earth, 5 Fire & 5 Cosmic runes to cast

* Grants 58 Magic experience

Just to confirm, at for example 99 Magic*, once you cast this spell, the buff will last for 59 seconds? Sounds sweet.

Sounds like the updated spell book will be amazing for Slayer. I think I'm personally most excited for the quest and Shayzien rework. And if Shadow Veil passes I think I will try thieving a more diverse set of NPCs instead of just camping Ardy Knights.

The spell does kind of compete with the Desert diary which is why the random destroyed herb was there, to help balance out the difference between them.

And yes it would be 99 Magic × 0.6 seconds = 59.4 seconds :)

almost 4 years ago - /u/Mod_West - Direct link

Originally posted by Senario-

  1. Resurrect creature is very weak with a max hit of 3.
  2. I find it weird that death charge on the magic spellbook gives you special attack which benefits mostly the best melee spec attacks in the game like claws. Why not have it be a buff that if you kill a slayer mob during its duration (.6 sec per magic level) it gives you a buff that saves x% of powered staff charges for x seconds, maybe 1 minute as well, the initial duration ticks down and this spell should act like a noncombat spell able to be cast in between ticks? This way it makes magic that is single target more of an option for general slayer while simultaneously being useless vs bosses because you wont get a kill that easily.

One of the biggest issues with slayer using magic as single target at the moment is that it simply is much worse than range even if you cant use a cannon due to cost. If the spell was like this and had a relatively cheap upkeep per minute at least you might see some people start using single target magic vs enemies you can only single target in slayer.

  1. Will the new ash piles be able to be auto buried by the bone crusher OR the new ectoplasmator from soul wars? They really should be able to do that.

That's all I got for now.

  1. Trying to be cautious initially, can amend numbers if there’s a case for it.
  2. This is true, I quite like the idea you’ve suggest! Making single target magic more viable is definitely something we’re interested in. Although, having more magic weapons with specs is something we could do more of as well.
  3. Seems odd to me for those to apply to ashes, leaves it open for making an item specific for ashes in the future, worth a discussion for sure.

Thanks for the feedback :D

almost 4 years ago - /u/JagexAyiza - Direct link

Just a quick note regarding Death Charge, its worded poorly and I will be changing it soon.

The spell only works for the first assigned slayer creature killed, after which it will need to be cast again. There isn't a cooldown for the spell right now, but it's likely we will add one.

almost 4 years ago - /u/Mod_West - Direct link

Originally posted by DJMooray

Are the new ashes going to be able to be used in place of regular ashes as well?

Yep - they’re still ashes of some kind :)

almost 4 years ago - /u/Mod_West - Direct link

Originally posted by NoCurrencies

I think they've just somehow made a big oversight concerning the potential usefulness of those teleports. They didn't indicate anywhere in the blog post that they have any interest in nerfing clues. This change would also nerf farming for belladonna and the Morytania farm patch. Given how much easier it is to do farming these days, it hardly seems to be what they're going for... randomly nerfing content like that is probably not a design principle of theirs when the game has gotten steadily powercreeped in the last 7 years

Yeah, just an oversight on my behalf - sorry about that. Lumby graveyard is still not worth keeping for a single clue, the others have far more interesting use-cases so we’ll adjust those come Monday :)

almost 4 years ago - /u/JagexAyiza - Direct link

Originally posted by runner5678

Does it? Desert Diary is instant isn't it? These you do one invent at a time? It's a very different experience.

You can clean noted herbs with the Hard diary but it's rather pricey

almost 4 years ago - /u/JagexAyiza - Direct link

Originally posted by samwise800

Do boosts above 99 affect the duration of the new spells?

Yep I believe so!