5 months ago - /u/JagexSponge - Direct link

Hello friends, the feedback around equilibrium is loud and clear (primary issue being you don't want to have to mess around with the current perks you've set up)

I've drafted up a simpler effect to replace equilibrium.Some of you might be wondering why any change to equilibrium needs to happen, so a quick TLDR:

  • On the beta we've squished damage numbers this directly affects how effective equilibrium is (pre-beta equilibrium can increase damage on an ability anywhere from ~1% up to ~2.5% per rank) Post damage squish this is closer to 0.2% per rank (Essentially making equilibrium much worse). So essentially we wanted to trial some new effects because the old one doesn't really work with shorter damage ranges.

Now the new-new effect: (WIP title : Deadly)I've drafted something up to replace equilibrium (again) this time a generic damage boost effect as for all intents and purposes that's what the old equilibrium did.

  • New effect : You gain x% ability damage per rank
    • Applied in combat setup so affects bleeds/poison/conjures etc
  • Your current gear in live with equilibrium would move straight over to being 'deadly' so no negative effects to you/your gear no need to shuffle perks etc.

This also includes the option of introducing the old-new (crit tradeoff) effect as a new perk on different components (either now or in the future) with some slight tweaks from immediate feedback on it I've seen (notably low perk ranks are very bad as the damage gain is less than the damage gain from base level crit chance)

Anyways: would appreciate feedback on all the above, any questions etc.

(And Merry Christmas)

https://preview.redd.it/u2rfwm1cug6c1.png?width=1200&format=png&auto=webp&s=c824ce7330c8af208150c4b1efed157c2e36dd7e

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

Hello friends, the feedback around equilibrium is loud and clear (primary issue being you don't want to have to mess around with the current perks you've set up)

I've drafted up a simpler effect to replace equilibrium.Some of you might be wondering why any change to equilibrium needs to happen, so a quick TLDR:

  • On the beta we've squished damage numbers this directly affects how effective equilibrium is (pre-beta equilibrium can increase damage on an ability anywhere from ~1% up to ~2.5% per rank) Post damage squish this is closer to 0.2% per rank (Essentially making equilibrium much worse). So essentially we wanted to trial some new effects because the old one doesn't really work with shorter damage ranges.

Now the new-new effect: (WIP title : Deadly)I've drafted something up to replace equilibrium (again) this time a generic damage boost effect as for all intents and purposes that's what the old equilibrium did.

  • New effect : You gain x% ability damage per rank
    • Applied in combat setup so affects bleeds/poison/conjures etc
  • Your current gear in live with equilibrium would move straight over to being 'deadly' so no negative effects to you/your gear no need to shuffle perks etc.

This also includes the option of introducing the old-new (crit tradeoff) effect as a new perk on different components (either now or in the future) with some slight tweaks from immediate feedback on it I've seen (notably low perk ranks are very bad as the damage gain is less than the damage gain from base level crit chance)

Anyways: would appreciate feedback on all the above, any questions etc.

(And Merry Christmas)

https://preview.redd.it/u2rfwm1cug6c1.png?width=1200&format=png&auto=webp&s=c824ce7330c8af208150c4b1efed157c2e36dd7e

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

Originally posted by stumptrumpandisis1

You might catch some flack now for it being "boring" or "too simple" but I'm fine with that. Like you said, a generic damage boost is basically what it currently does already, except now it's gonna affect more things.

Will we ever get something for Invention that lets us modify gizmos with 2 perks on them? Removing one of the perks, splitting them into 2 gizmos, etc?

I can't say yes because there's nothing in the works right now. But I do think we should consider the perk system in general for a potential overhaul

5 months ago - /u/JagexSponge - Direct link

Originally posted by igornist

Can't believe you give in to those entitled brats... The other effect was really interesting and game changing.

And it can/will still exist but in a way that's available for those who want it and not forced on those who don't.
I agree with the fundamental issues players were having with the old perk of "I've spent X amount to perk out my weapon, and the new effect is anti-synergizing with my gameplay, so I don't want it forced on me"

5 months ago - /u/JagexSponge - Direct link

Originally posted by yasminty66

Dont you think that this new equilibrium perk might introduce a new switch to be used off zerk, SS and DS? If yes then wouldnt it be weird when you would use mwspoa perked with eq and having its effect counter champion ring with enchantment for example and biting? I think the whole idea of removing crits with eq isnt appealing and people will use the perk as a switch outside ultimates increasing powercreep. Material used to get equilibrium is cheap and not much is needed, i think equilibrium should die and focus be shifted on other issues instead, people are now free to combo as4 with slayer perks which is nice seeing how new bosses are weak to it. P6 demon slayer for main hand, as4 undead slayer for off hand and biting 4 dragon slayer for armor

Yes potentially at some point - I am weary of creating more meaningless invention switches through the new effect, and would be interested to see what you all think (if it's a problem / potential solutions)

Your comment about champions ring I just consider a design fail on my part -> I don't think I should've made a crit ring that's reliant on bleeds, with bleeds being anti-synergistic with crit. (really should've been a more generic crit ring, then an additional bleed ring that has nothing to do with crit, separately)

5 months ago - /u/JagexSponge - Direct link

Originally posted by Ordinary-Ad-9930

Pvm still too hard. Can u pls make revo+++++ so we can copy paste full boss rotations from pvme into our ingame pvm macro builder. That also seems a bit hard to pvm still so could we also get an auto eat function where if our hp falls below certain threshold it will auto eat a food and combo eat if selected.

Have you heard about the mining and smithing rework Necromancy?

5 months ago - /u/JagexSponge - Direct link

Originally posted by Blackbird_V

Your comment about champions ring I just consider a design fail on my part -> I don't think I should've made a crit ring that's reliant on bleeds, with bleeds being anti-synergistic with crit. (really should've been a more generic crit ring, then an additional bleed ring that has nothing to do with crit, separately)

Arbitrary example, but something like this?: Crystalised time thread (from Kerapac for arguments sake) + 10 Warrior rings = Ring of Aeons

  • Increases bleed duration by 50%
  • Enchantment: Each time you deal damage with a bleed, reduce the cooldown of your bleed abilities by 0.6s.

A bleed ring could be a way to move away from switchscape with the MWSOA and maybe give it some other effect. It would also be a way to stop Ezk from becoming EoF fodder, I guess?

Yeah pretty much