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There has been zero clarity around the rationale for ending a huge number of high level PVM strategies with the crit buff change, uneven nerfs to all combat abilities with the overload stealth nerf (looking at grico and magma tempest), and the lowering of hit chances against high level slayer mobs.

There have never been nerfs released all at once which have changed what rotations are available for players more than this one. And yet, nothing from Jagex on why this was done and what to expect from here?

This has soured the launch of Necromancy as it signals a complete 180 from the clarity around the FSOA nerf. We now live in a Lala land where the half-baked “fixes” of developers break the game with no hope for improvement down the line.

When will we hear from JMods about what changes will be reverted and tweaked over the next few weeks?

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9 months ago - /u/JagexHooli - Direct link

You'll hear from us soon - it's a conversation we'll definitely have and take feedback on.

The dev team's time right now has been focused specifically on Necromancy and initial feedback / bugs specifically on that content as the priority. Once the dust settles on release a little bit, we'll work with development on having a conversation around this - won't be long at all, we're talking days/weeks not months.

All your thoughts are being read by the team - here and elsewhere - to consider already though.

9 months ago - /u/JagexSponge - Direct link

*Updated : 13:10 game time*

Hello, I'm gonna jump in to try and give some clarity on this stoof.

Firstly - I wanna apologize for the lack of communication on my own behalf, it's been a manic couple of days with a whole lot going on behind the scenes. You'll start to see me and a few of the other devs coming to life now.

If there's anything I've missed in the thread feel free to let me know and I'll try to comment when I can.

Potion Stat Boost

TLDR: This one was short-sighted on my end.

Why we wanted to do it:

We don't feel Invisible buffs/debuffs are great for the game, nor are they good for players that don't already know about their effects.(On a more extreme case : You'd be surprised at how many returning players were getting confused/frustrated when attacking ghost trolls and missing because theyre wearing full melee gear, due to it just being a harsh invisible debuff)

When designing necro, we didn't want the extra cognitive load on players to know that using an ability that hits 50% damage twice was 'always' going to be better than using a single 100% ability due to behind-the-scenes buffs, this gets more confusing the more the ability hits (You can see this in the magma tempest case). Likewise, DoTs aren't affected at all? And my priority list of abilities can change depending on if im potting, or using a zerk aura/We're happy to add those kinds of effects to necro, we just don't think it should be on a core system like stat-boosting - instead, as an actual choice the player makes because they want to prioritize multi-hitting in their gameplay (and likewise something that does the inverse).

As a result, we decided we didn't need the buff for necro, it just didn't add anything meaningful and if anything made balancing a whole lot harder.

Why did we remove it from the other styles

When making necro, we didn't like adding invisible buffs, but likewise, we didn't really like adding invisible inconsistencies with no plans to remove them, so we decided the best course of action was to remove the buff entirely.I think you can tell from necro, but we have a lot of plans for combat, and an element of getting those out is... getting them out, so we can iterate.

In this case, I need to apologise as this was rushed on my behalf - I should've dove deeper on the side effects of removing it (things like magma tempest being harshly hit / bladed dive starts being affected at Raksha should've been better considered)

I do still stand by a minor DPS squish isn't the worst thing for the game in the short term given that we'd also like to add some of the necro systems to the other styles in the short term that could offset this - but the effect on certain abilities has been too harsh.

The timing on this probably wasn't the best, we have had a chunk of fixes / nerfs to bits of combat recently (whilst there are others we still want to do, they're probably best paired with buffs we want to do to other respective parts of necro) so we'll bare that in mind in future updates.

What we're doing:

We're still investigating what the best course of action is for this - it's something we're currently working on. (apologies again as i know this can come across as a bit of a non-answer)

I hope you agree changes like this are for the greater good in the longterm so we can remove the needless complexity and add more well-thought-out and understandable complexity for everyone.

*Update*

We're gonna revert the potion over stat stuff until we come to a solution that is better fitting for everyone (likely to happen Monday). I appreciate all of your feedback on this. :)

Monsters:
I havent seen many/any players really complain about these but i think it could be worth talking about anyways - if you do have issues i'd love to hear them

TLDR: Happy with how these are panning out. Happy to take on board any feedback.

Sorry for an absolute wall of text:

This is another one of those weird complexities thats been hanging over us.

For those that don't know some monsters around the time EOC came out were made 'taggable' taggable means the first person that hits it gets the drop. The majority of mobs in game are taggable (bosses are not). Shortly after EOC launch all mobs that were taggable got some stats halved behind the scenes (From what I've been told, there were perfectly valid reasons for this to exist, but it was a bandaid that was aimed to be resolved later)

Now this isn't ideal because of a few reasons:
The difficulty of 2 vanilla mobs can be completely different despite them having the same levels (2 monsters with 80 def, would have completely different accuracy values)
It disconnects us further from combat level (E.g. a level 80 monster with taggable could actually be more comparable to a level 60 monster once everything was accounted for.

Now obviously alongside removing the taggable adjustments we also rebalanced some mobs early game to make the slope from early game - mid game - end game less harsh : Typically you'd run around the early game one shotting everything, not needing food and not really needing to worry about using anything but basics (why use a skeleton or ultimate if I'm just gonna 1 shot everything anyways). and then hit a point in the mid-game where that just flips which wasn't a great learning curve.

So it made sense to resolve this with Necro given that we want to try to slowly teach players both the skill and combat, and that we were doing some new accuracy stuff.

Overall this seems to be panning out well (both the taggable & rebalances to mobs) I'm sure there will be some monsters that have slightly too high damage or slightly too high defence since the taggable change - but we're 100% open to feedback and could potentially make some stat changes to account for this in a much more simple to understand manner.

As always if any question re: any of the above, feel free to reach out and i'll try to answer to the best of my ability.
(I am at wedding tomorrow so won't be around to answer questions (sadge no necro) but will be around this evening/back friday)

9 months ago - /u/JagexSponge - Direct link

Originally posted by RunicLordofMelons

Based Sponge, thank you for reverting this.

I agree with you that its not so good to have this bug existing, . The easy solution is to add it to the OVL tooltip, but I do think it would be cleaner to remove it and rebalance the abilities most impacted, those being Magma Tempest, Basic Bleeds (Dismember, Combust, Frag shot), Grico, BD.

Appreciate the reply! - will look to go through others soon too.

Part of the issue with adding it to the tooltip is that it's not exclusive to overloads but anything in game that can stat boost you. Which ends up being a whole lot that needs to dynamically state the boost depending on the how much it's boosting by. That and I struggle to find a way to actually explain the boost in simple terms. It is a nice idea though.

Interestingly in your list the basic bleeds aren't/weren't actually affected by the stat boost previously iirc

9 months ago - /u/JagexSponge - Direct link

Originally posted by ThaFrenchFry

Does the revert mean necro will also receive the dmg buff from stat boosts?

Edit: btw thanks for the great writeup, always great to know this is being looked at with care!

Necro will not receive it no. It was designed with that in mind. :)

9 months ago - /u/JagexSponge - Direct link

Originally posted by RunicLordofMelons

oh really thats very interesting didn't know that. Do you know if Corruption shot/blast are impacted by it? As well as maybe Slaughter and Blood Tendrils?

I would add that Gconc is also relatively effected by this, less so than the above listed abilities but still noticeably so. Each hit of Gconc does ~ 47%, 53%, 60% average ability damage (my numbers are not precise this is from memory). Assuming 1800 ability damage thats

846, 954, and 1080 damage per hit (2880 total), if the overloads were adding a flat 84 dmg per hit. This extra overload boost was adding 8.75% extra damage to Gconc in this napkin math scenario. So by no means an insignificant amount of damage. I could also see similarly sized damage impacts to regular Fury, Piercing Shot, and MAYBE Greater Dazing shot (puncture stacks specifically)

Thanks for the response, I do agree that adding it to the tooltip sounds like a NIGHTMARE. I've had a hard time explaining it to alot of friends due to how complicated it is. Personally I would lean towards removing it and adjusting the abilities that are heavily impacted by it, but maybe there is a better way?

Corruptions / slaughter / tendies also wouldn't be affected by potion boost

Yeah would agree, depending on how/what the resolution is, i think the 'lost' damage from gconc could be better served somewhere else in mage if it keeps the same DPS for an overal rotation.

Personally I would lean towards removing it and adjusting the abilities that are heavily impacted by it, but maybe there is a better way?

This is the sorta thing we're looking at -find the best way to remove it with as little negative impact as possible.

9 months ago - /u/JagexSponge - Direct link

Originally posted by secundulus

Are you going to address crit buff changes or are we just going to continue to ignore them?

Checking back in on the thread today - I am yeah but lost time Wednesday to working on necro fixes for mondays release (and have been at a wedding thursday/today).

Will try to do a write up when i can :)

9 months ago - /u/JagexSponge - Direct link

Originally posted by Xaphnir

Well, if you haven't seen anyone complaining about the monster xp changes, allow me to be the first (of course, maybe you've seen some since you commented this).

It feels really bad for xp to be tied to monster hp so strongly now. It has a few effects, all negative:

-The number of spots with decent xp rates is drastically reduced. The higher xp that some mobs had independent of their hp allowed mobs that couldn't be AoE'd down to still have good xp rates. This is no longer the case. If you're not AoEing, you're getting crap xp. This means less variety in mobs to train on, and more competition for the now rather limited effective training spots (unless you had set up your player owned slayer dungeon with those mobs before Necromancy release). It feels reminiscent of back in 2010 when bots were so numerous you couldn't go to kill anything without it being flooded by them.

-Added mechanics that increase kills times or make the monster more difficult to kill aren't factored into xp gained, meaning that these monsters give terrible xp rates. Monsters like Glacors, Camel Warriors, and others, while never the best xp before, are worthless for combat xp now.

-You don't really train combat with single-target anymore. This leads to less variety in gameplay.

This adds up to a somewhat dull and frustrating leveling experience, for a skill I otherwise really like.

EDIT: Oh, and one other thing I just thought of: you seem to care a lot about clarity, but the change to make xp dependent upon how much damage you did to the monster is the opposite of that. How many players do you think know that using a Putrid Zombie reduces your xp gain, due to the fact that it deals poison damage?

EDIT2: I can put some kind of hard numbers to this, now, too: earlier I was lucky enough to find an open spot at Abyssal Savages in the Wilderness. I spent about an hour there and got around a million xp. Later, unable to find an open spot anywhere, I went to my POSD, where I've placed 5 of them. XP there is less than half the rate I was getting earlier. There is far, far, far too much competition at the moment for training spots, with thousands of players capable of AoEing at Abyssal Savages and only enough room for a couple hundred players, if that. And aside from that, there are few decent spots to AoE down monsters. This change should not have been rolled out with Necromancy. It should have either been delayed by several months, to allow the initial rush to clear out somewhat, or should have been released months earlier, giving Jagex time to iterate on it and fix the glaring issues before Necromancy's release.

Appreciate the reply/feedback!
There are a number of things we want to do to further improve the combat XP system, but still think it was the right decision to push it out with necro to give us better control over XP and necro in its entirety. A few of the things you've listed are things we're going to discuss fully / investigate when we can (XP mods to mechanically intensive monsters / single target mobs / bosses etc)

Clarity point re: poison
- This is a fair point, but was a part of the old system (but was bugged to only take 1% of your XP from poison in a fair chunk of cases) so not something we've actively changed. It's not on our urgent list to address but we we're considering passing zombie poison specifically through the necro damage channel (meaning it'd give XP)