9 months
ago -
RuneScape
-
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Transcript (by Youtube)
0s | Combat in RuneScape is getting some great improvements this week. |
---|---|
3s | We're excited to share with you |
4s | what we've been working on in the combat beta. |
6s | Combat Dev Diary take one. |
9s | You've got to give me some more energy. |
10s | Alright. Sorry. |
11s | Right, right. |
12s | Alright. |
13s | Combat Diary dev one. |
15s | Dev one? |
17s | That was a good take. |
18s | That was a good take. |
22s | So, why are we releasing this update? |
24s | It's been over ten years since the Evolution of Combat, |
26s | and with the recent release of Necromancy, |
28s | there are some core improvements we want to make to the rest of combat. |
32s | The project started with your feedback. |
34s | We heard from you about what you wanted |
35s | to see going into those other combat styles, |
37s | and we decided to start a beta where we could put all of these changes |
41s | and then allow you to playtest them and give us further feedback |
44s | and let us know what you did and didn’t like. |
46s | Combat is an intricate and complex system |
48s | and we want to work with you to make sure that we take it in the right direction going forward. |
52s | There are some core changes we are bringing to combat |
54s | to improve the system as a whole. |
55s | We're making it more accessible and enjoyable |
57s | and bringing in some quality of life improvements. |
60s | The first core change is hit chance. |
62s | Where previously, |
63s | you could cast an ability and it completely misses. |
66s | Well, |
67s | within the new system, you can't miss at all. |
69s | We're replacing the roll to hit system with something called damage potential. |
72s | If you have a 50% chance to hit and you flip a coin, |
75s | it’s either heads or tails. |
76s | Now that means either you hit or you miss. |
79s | Whereas in the new system, if you have a 50% hit chance, |
81s | it just means you're going to do 50% of your damage potential. |
85s | Which means you'll no longer waste adrenaline |
86s | or use up that cooldown that you were saving. |
89s | The second core change is critical strike. |
91s | previously, critical strike was a very complex system. |
94s | We simplified the critical strike system. |
97s | You'll have two stats, the critical strike chance and the critical strike damage. |
101s | If you critically strike, you will do additional damage equal |
104s | to your critical strike damage. |
106s | As an example, if I was to hit a thousand damage |
108s | and I rolled a critical strike, I could do an extra 50% of that damage. |
112s | If my critical strike damage is 50%. |
115s | Your critical strike damage will increase as you level up the respective combat style. |
119s | The third core change is damage ranges. |
121s | previously, damage ranges were very broad. |
124s | You could roll 20% of your maximum damage, |
126s | or 100% for a whole lot of abilities. |
129s | In the new system, we've narrowed damage ranges. |
131s | This means in everyday combat, |
133s | the damage is going to be much more consistent. |
136s | with all of these changes. |
137s | we've also increased the damage cap. |
139s | Currently you'll be familiar |
140s | with hitting 10,000 or 12,000 damage as the maximum amount that you can do. |
145s | Going forward, all styles will benefit |
147s | from a 30,000 damage cap. |
149s | Now this is most similar to what you may be familiar with from Necromancy. |
153s | The previous 10,000 hit cap was overly restrictive on some styles. |
157s | Using melee as an example, some abilities would deal more damage than 10,000. |
161s | However, you wouldn't see the benefits from it. |
163s | Using these abilities in the new system, you'll be able to gain full benefits |
167s | from the amount of damage that it rolled. |
168s | We've rewritten melee’s core systems. |
171s | we want to get your feedback |
172s | on how this feels for melee, |
174s | before we roll it out to other styles. |
175s | As well as this, area of effect abilities |
178s | will have much better targeting. |
180s | Another big improvement that we've made to the visual clarity of the game, |
183s | is the introduction of something we're calling |
185s | the channel bar. |
187s | Now, when using channel abilities, |
188s | you'll be easily able |
189s | to track the duration. |
190s | not only that, |
191s | but we've improved how channel abilities function. |
194s | Now, when you press that ability, you will run into range and perform it, |
197s | as opposed to standing still and being told you can't do that. |
200s | We've also made a whole bunch of changes |
202s | to the UI around the action bar. |
205s | This will make it a lot easier |
206s | for players to see |
207s | which abilities they’re using during combat. |
209s | Another thing we've included in this |
211s | update is some further improvements to the tooltips for abilities. |
214s | Previously, with the Necromancy release, |
216s | you would have seen more modernized tooltips. |
218s | We’ve now rolled this out to the original combat styles, |
220s | melee range and magic, |
221s | as well as the Constitution Ability book. |
223s | This update makes changes not just to core combat, |
226s | but we also have loads of individual improvements. |
229s | To find out more information, |
230s | you should check out our dedicated news post on the website. |
232s | So make sure when you do check it out, you let us know what your favorite ones are. |
235s | And we just want to say thank you so much to everyone who's been involved |
238s | in the beta update so far. |
240s | There's loads more improvements we want to make to combat |
242s | and we hope you'll join us in the next one. |
244s | If you want to be involved in future betas, make sure to follow our Discord. |
248s | It's a tough task working on combat, |
250s | so it's been really helpful with yourselves, helping us |
253s | and being patient with us to make sure that we're getting the right outcome. |