3 months ago - /u/JagexAzanna - Direct link

The combat team have been hard at work, reviewing player feedback and today we are making some adjustments based on player feedback to the recent beta branch.

The recent beta patch is being pitched as a release candidate so we are going to continue these adjustments till they are just right and this is where you come in, If you're a pvm god and smash your way through bosses, or just wanting to get your daily combat challenge done, try out your usual combat scenarios on the beta and let us hear from you on how they play and feel with these changes under your belt! 

Check out what's changed here - https://secure.runescape.com/m=news/combat-beta-update-4

External link →
3 months ago - - Direct link
The combat team have been hard at work, reviewing player feedback and today we are making some adjustments based on your player feedback...
3 months ago - /u/JagexAzanna - Direct link

The combat team have been hard at work, reviewing player feedback and today we are making some adjustments based on player feedback to the recent beta branch.

The recent beta patch is being pitched as a release candidate so we are going to continue these adjustments till they are just right and this is where you come in, If you're a pvm god and smash your way through bosses, or just wanting to get your daily combat challenge done, try out your usual combat scenarios on the beta and let us hear from you on how they play and feel with these changes under your belt! 

Check out what's changed here - https://secure.runescape.com/m=news/combat-beta-update-4

External link →
3 months ago - /u/JagexSponge - Direct link

Hey all! Appreciate some of the changes here can feel like 'nerf,nerf,nerf'
That is the case for somethings, absolutely compared to the previous beta iteration, but it is worth iterating that the beta is just a test environment and this has been on purpose, so you can tell us exactly what still feels good/bad.

(e.g. "my kill times at kerapac have gone up, compared to live, but i'm having less fun due to lack of adrenaline" - great we could bump back up crit adrenaline, and bring down some damage values etc.)

It's important that you try them out and compare to the live game so the feedback is useable as some comments of "X number has gone down, don't do it" might not be taking into account the whole picture of damage gained in the beta through increased crit chance/damage/hitcap etc.

If the general consensus is leaning in one direction after you've tried them out we could hotfix in different beta values to try out different combinations (e.g. 6%->10% crit adren but keeping the damage nerfs or visaversa)

Again worth iterating just a test environment, tell us what you do and don't like, and like with previous iterations we can put things back in/pull things back out.

We appreciate you all trying out - Sponge.

3 months ago - /u/JagexSponge - Direct link

Originally posted by Chrismite

I get what the beta is for, but these changes will have to an impact on the equivalent of necromancy with being a jack of all trades combat and now that ive had months to use it. I don't see me going back to the other traditional styles unless theres a big enough change where i can feel i can put in the same effort and get the same result like necro.

Why would i do 4taa mage when i just can do necro semi revo.

It's worth stating that the beta's purpose is porting parts of whats good from necro over (hitcap/crit etc) It's not intended to solely pull you over to the other styles, doing so would require more changes/complexity than this beta would allow.

We want players to come away from this with the new systems in, and combat feeling nicer, but it doesn't have to do everything at once.

3 months ago - /u/JagexSponge - Direct link

Originally posted by Imaskilla097

I can't begin to fathom understanding the lack of knowledge and realization it shows these mods have with these kinds of changes... I honestly try to not mean any disrespect, but with updates like this that you plan to implement into the game it honestly doesn't make any sense. I say "plan to implement," because after the last BETA, where we were polled and asked what we thought of the FSOA and AD (with the changes all receiving a majority negative response), they still get implemented.

Why are you changing FSOA again? To attempt to make up for the nerf you gave it months ago or maybe it was the sonic wave change? If anything now you're diminishing dual wield at this point and making both sides of the style not worth using.

Now we've moved onto the BOLG and adrenaline gaining abilities?? Is the goal to just absolutely plummet all of these styles so NECRO just remains at the top? These are genuine questions I feel most people have and are already asking, especially on this thread. I would love to see an actual response that isn't just smoke and mirrors because at this time point we're tired of it.

We've shown through the previous iterations we're not going to just implement things without player feedback, its our primary concern.

Why are you changing FSOA again?
We pulled down crit adrenaline values because power being introduced with the beta players had commented on being too high, so it was a lever for us to pull and see what happens. As a result magic (which was in a good place powerwise on the beta fell behind so we wanted to give some of that back)

Now we've moved onto the BOLG and adrenaline gaining abilities?
Yes, they were levers we wanted to try and see what players do and dont like. Botlg generally speaking had gained alot of power from crit chance, damage and hitcap, so we wanted to try pulling those down, as it wasn't in need of extra power, and players had commented on it.

We need to be able to have adult conversations about these things as community, so we can keep the game fun for everyone; there's elements that might seem like fun to you: 'give me loads more power' but this can affect different player types in different ways, and needs to be kept in check.

3 months ago - /u/JagexSponge - Direct link

Originally posted by Chrismite

Would the potential of raising the level cap from 99 to 120 be a good start. necro does have that over the other styles which can also correlate to his higher DPM. would also open the door to make harder content and gear. now that hit chance is being changed to hit potential i think older gear will start being more relevant. before it was just what has the most accuracy. but now we can have more weapon diversity.

I think there's core elements of styles (a lot of abilities feeling pointless/not having niches, not having identites properly built in) that should be addressed prior to 120ing them, especially if we want the 120 to mean more than just more damage.

3 months ago - /u/JagexSponge - Direct link

Originally posted by Imaskilla097

We've shown through the previous iterations we're not going to just implement things without player feedback, its our primary concern.
I'm don't understand, because the example of the FSOA and AD changes do not reflect player feedback. It was over 60% saying no to both changes iirc and no mention prior or during the beta was it stated, "Hey we're still making these changes, we just want you all to play with it." At that point, I'd give you credit for that, but it was entirely misleading, especially with a poll to see % wise player input their thoughts on the change. So that response is not accurate.

As a result magic (which was in a good place powerwise on the beta fell behind so we wanted to give some of that back).
If that's the case, why are we adding something to new to the weapon? That change forces you to use the staff consistently if you want any remote ounce of damage increase, compared to using dual wield... or honestly where it was pre nerf with recursive hits.

so we wanted to try pulling those down, as it wasn't in need of extra power, and players had commented on it.
I would actually like to see the comments on this. As far as I've read and the knowledge I have of players in game I have not seen anything saying, "I need range to be less than it is so it can be on level with melee, mage or necro." Which in saying that is redundant because necro is absolutely wild DPS, range barely keeps up except at high enrage Zamorak.

We need to be able to have adult conversations about these things as community...
I couldn't agree more! I'm absolutely one for full communication... however from our end as players I wouldn't say we're not the ones communicating full transparency of ideas. It also makes me think of my favorite saying, "If it's not broke, don't fix it."

 So that response is not accurate.
I was referring to this suite of betas we've been running with regard to previous iterations not FSOA/AD, as that has/had different issues contained with how it was ran/the results.

If that's the case, why are we adding something to new to the weapon?
The staff was a logical place to add the power back, to mitigate loss from crit adren which synergised with the staff, and helped reduce the feeling of the staff only be a spec weapon/essentially being eof fodder. But we can iterate on it, as we have with other stuff in the beta.

As far as I've read and the knowledge I have of players in game I have not seen anything saying
My comment was directly referencing players which have spoken about the beta and the beta increasing the power of the bow, I feel like youre points seem to be implying the beta is going to be a straight up nerf to the live game, which is not the intention/won't be the case. (nerfing power added with the beta, doesn't necessarily mean you'll be in a worse off place than live)

 "If it's not broke, don't fix it."
I agree, but outside of the powerlevel scuffle today, the general consensus on feedback has been showing players prefer the feeling of the beta to the live game.

We appreciate your feedback.

3 months ago - /u/JagexSponge - Direct link

Originally posted by W22_Joe

Hey Sponge, I understand/appreciate that you’re in a super difficult position. I really do. Been there. And it feels shitty.

But are you (or your team leader(s)?) trying to get players that haven’t submitted to necroscape to quit? PVM milestones haven’t felt meaningful since necromancy, and this (basically all the changes) adds insult to injury BIG TIME. I kept getting more and more disheartened and frankly worried the more I read.

Anyways, stay up. Don’t let all the extreme emotional backlash weigh on your personal mental health too much. But damn I really hope you find a way to nullify basically everything posted today. Lol. Good luck sir.

Appreciate it.
Absolutely not trying to get players to quit, we're just trying to ramp up the beta by testing a bunch of things at once, the idea being to see what players do/don't like so we can know where the best places are to manage power.

Players seem to have taken this build to heart which isn't ideal of course, but like the previous iterations if there's change players don't like we just won't go ahead with them.

3 months ago - /u/JagexSponge - Direct link

Originally posted by Jay_Derkin

I was fully prepared to resubscribe to RS3 after over a year of being done with it until this post. These changes looked so exciting and actually fun to play. This is no longer the case. These most recent changes look painfully un-fun and has reminded me why I quit to begin with.

It is worth reiterating that the beta is just a test environment and the nerfs in this environment have been on purpose, so you can tell us exactly what still feels good/bad.