about 1 year ago - /u/JagexAzanna - Direct link

Now that Necromancy has settled in, there are two key areas of focus to tackle next based on your feedback - the high-skill balancing of all styles and the desire to see some of Necromancy's combat systems added to the other styles.

We know these topics are really important to many of you, so we've been putting the pieces into place to enable a committed development effort in the months ahead. This all kicks off with some initial rebalancing on Monday, followed by the launch of the Combat Beta on October 30th to bring some of Necromancy's systems to the existing styles.

Most importantly, a Combat Beta gives us a great opportunity to work directly with PvMers on getting this right!

https://secure.runescape.com/m=news/a=97/necromancy-combat-changes--beta-update

External link →
about 1 year ago - /u/JagexAzanna - Direct link

Now that Necromancy has settled in, there are two key areas of focus to tackle next based on your feedback - the high-skill balancing of all styles and the desire to see some of Necromancy's combat systems added to the other styles.

We know these topics are really important to many of you, so we've been putting the pieces into place to enable a committed development effort in the months ahead. This all kicks off with some initial rebalancing on Monday, followed by the launch of the Combat Beta on October 30th to bring some of Necromancy's systems to the existing styles.

Most importantly, a Combat Beta gives us a great opportunity to work directly with PvMers on getting this right!

https://secure.runescape.com/m=news/a=97/necromancy-combat-changes--beta-update

External link →
about 1 year ago - /u/JagexRyan - Direct link

Originally posted by the01li3

Kinda curious to see how this goes tbh, and if it bring the other combat styles kinda back. Really hope the bug causing the command ability to not return to summon is fixed when this comes out too.

Yes! This will go out next week too. It isn't listed in this post as it's a separate bug fix from the 'Necromancy balancing feedback' job.

I'll see if we can get it added to the news post. If not, you'll see it in the patch notes on Monday.

about 1 year ago - /u/JagexRyan - Direct link

Originally posted by HideUrPixels

Any news on zombie not in range to attack targets while the skeleton has no issues attacking?

Is this still an issue? As far as I'm aware a fix for this went live a few weeks ago.

about 1 year ago - /u/JagexRyan - Direct link

Originally posted by XBattousaiX

It would resummon only the ghost, since the others are still up I'd say.

This is correct.

The cost is also accounted for.

E.g. It only conjures the Ghost, costing 2 ectoplasm.

about 1 year ago - /u/JagexRyan - Direct link

Originally posted by FlippehD

Only thing I'm not sure of, whats the point of life transfer now if summons are 0 adrenaline, and if they can all just be summoned at once anyways?

Skeleton Warrior rage stacks is the stand out right now.

However, it's always worth thinking about the future. New conjures, or equipment/effects that modify how existing spirits work could change the value of it.

about 1 year ago - /u/JagexRyan - Direct link

Originally posted by Vex_rs

Most of the changes look good. However, this is a massive nerf to command ghost and I think it’s a little over the top. The damage nerf is very significant and the cap on duration seems unwarranted. The command duration should be like 45s so you don’t have to recast it mid-living death. Also, haunted should stay how it was but with a 20-25% modifier instead of 35%. Please revisit these choices /u/jagexryan

We are open to making further changes, so please do continue giving us that feedback.

In reference to the 'Command Vengeful Ghost' ability, as it was over performing a lot, we feel that it's best to get it into your hands in a grounded position as then it'll allow you (the players) to get a feeling for what is missing and suggest those changes. Whereas currently the effect of the Ghost was overshadowing other elements of the style, so it is less obvious about what it could do instead.

TL;DR - Open to changes! We're happy to iterate on these after seeing how they play out and hearing from you.

about 1 year ago - /u/JagexRyan - Direct link

Originally posted by Sparrow1989

Jagex logic, nerf damage, not fix pathing, make things harder.

A fix for the pathing has been completed but awaits an engine build.

about 1 year ago - /u/JagexSponge - Direct link

Originally posted by legolasvin

Are the conjure pathing fixes in this? All 3 conjures get frequently stuck behind obstacles

Not to pull the 'classic' waiting for engine support but...
this is genuinely an engine issue where conjures in combat would occasionally fall back to 'dumb pathing' when they shouldn't. It has been fixed however and is awaiting an engine release to go live.

TLDR needs engine support. (got engine support) ((coming soon'TM'))

about 1 year ago - /u/JagexSponge - Direct link

Originally posted by legolasvin

Thank you for the response! Not to ask for a specific date, but how frequent are engine updates? Can we expect something in the next month? Or the next 6 months?

I think they're roughly every month (but don't quote me on that)

about 1 year ago - /u/JagexSponge - Direct link

Originally posted by BrilliantFinding

they're roughly every month quote me on that

Ok, thanks!

Ruh Roh

about 1 year ago - /u/JagexSponge - Direct link

Originally posted by Ssamy30

Quick question please,

Will the Lengs spec be turned into a passive in this beta please? Or is that still being looked at?

If the community likes the hitcap changes then effects that already raise hitcaps (Dlong, Lengs) would likely get reworked, or just removed in some cases (IE grimoire: the old effect could probably just get removed making it just a crit book)