9 months ago - RuneScape - Direct link

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.