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

Conjuring up Necromancy has been a long process, and soon our ritual will be complete when Necromancy rises Aug 7!

This will be the fourth combat style for RuneScape, and the first added to the game in over twenty years.

Find out more here - https://secure.runescape.com/m=news/combat-necromancy-insights

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

Conjuring up Necromancy has been a long process, and soon our ritual will be complete when Necromancy rises Aug 7!

This will be the fourth combat style for RuneScape, and the first added to the game in over twenty years.

Find out more here - https://secure.runescape.com/m=news/combat-necromancy-insights

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

Conjuring up Necromancy has been a long process, and soon our ritual will be complete when Necromancy rises Aug 7!

This will be the fourth combat style for RuneScape, and the first added to the game in over twenty years.

Find out more here - https://secure.runescape.com/m=news/combat-necromancy-insights

External link →
over 1 year ago - /u/JagexHooli - Direct link

Originally posted by UnkoalafiedKoala

Might be reading into the phrasing here too much, but Rasial is mentioned as a repeatable boss -- is Hermod a one time only fight?

We'll add a bit of clarifying wording there, it's not implicitly mentioned like it is with Rasial. Thanks for the feedback.

Hermod is a repeatable boss to confirm.

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

Originally posted by UnkoalafiedKoala

Might be reading into the phrasing here too much, but Rasial is mentioned as a repeatable boss -- is Hermod a one time only fight?

Nope!

Both Hermod and Rasial are repeatable boss encounters designed for everyone on their Necromancy journeys.

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

Originally posted by yuei2

Do they have logs and pets? Like are these full on bosses or more like big game hunter?

Yep they'll have collection logs (including a pet).

These bosses have what you would expect from existing bosses, while being designed for everyone on their Necromancy journey.

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

Originally posted by yuei2

Sweetness.

When you saw Godwars that’s kind of a broad spectrum. On a scale of Graador effortless to Zuk hard where are you thinking Hermod falls?

Hermod is more of a GWD1/GWD2 boss (not boss 5 - Nex/Telos).

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

Originally posted by lucerndia

If Necro is a success (which I expect it will be) will auto attacks and revolution for the other combat styles be re-worked to function like necromancy, or is there no plans to touch those?

We are trying a lot of new/different things with Necromancy, and will be keeping an eye on how they perform and are perceived.

Using the basic attack as an example. Yes, if it's a success we will investigate implementing that system into the other styles.

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

Originally posted by Rarycaris

The wording in the post is a little ambiguous. Will Bone Shield work offstyle? And also will necromancy class shields, if they exist (the implication seems to be that spectral might be one), still cause all your conjures to despawn?

Boneshield will work off style yes.

Necro shields will currently clear conjures yeah, it's something on our radar as a consideration, but current shields aren't necessarily intended to work with a conjure playstyle, and if we feel like conjure builds need a shield we _could_ make one that's also a conduit

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

Originally posted by PotatoBaws

If I augment, for example, a t70 weapon/armour and I upgrade it to a t80.
- Do I need to remove the augmentor to upgrade? Like how the TMW upgrade works

- If I don't need to remove the augmentor, are perks still going to be carried from the t70 to t80? Like how the mattock of t&s and the pickaxe of e&s works when upgrading from a t80

- If I don't need to remove the augmentor, are perks still going to be carried from the t70 to t80? Like how the mattock of t&s and the pickaxe of e&s works when upgrading from a t80

Perks will carry between upgrades yeah, no need to deaugment your gear.

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

Originally posted by limixi

The rebalanced exp rates seem very slow and arduous to engage with. Hopefully combat will still be worthwhile.

It's something we're going to watch closely. XP in the past few years for combat has ballooned pretty outrageously.
The idea here is to get us to a more normalized and consistent level across the board with an XP calculation that both players and dev's can actually work with and understand.

over 1 year ago - /u/JagexHooli - Direct link

Originally posted by needmoremone

are we allowed to farm Rasial using bolg or fsoa?

You won't be able to use them as the two new Necromancy bosses can only be fought with Necromancy.

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

Originally posted by _Manks

With the changes to boss and mob hp, is the intention to get players bossing for levels more than camping 1 mob?

The idea behind low-level mob changes is to get combat feeling more 'normal' through a player's journey.
At a low level particularly in the live game, you one shot a large chunk of monsters, so there's no real need to use cool or interesting abilities as they _just_ also one shot them. Then you get to mid/late game and the gameplay of all of combat is just completely different.
We're hoping making it consistent will help ease players into combat rather than giving them whiplash when fighting different monsters.

Regarding XP / Bosses, right now XP for bosses is kinda 'whatever a dev feels like it should be' or they copy the previous thing, which often isn't great to interact with and results in unintended problems. So we've made a system that lets bosses have a consistent XP rate that isn't a trivial amount (you _could_ train there) but that also won't be the best place to go.

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

Originally posted by TrimmingMasterwork

How certain are we on the numbers provided in the wiki tables? IE a Glacor gives 2k combat exp, but the Enduring, Sapping, and Unstable Glacytes it summons each give 3,333 combat exp. An HP value of 5k dictates they should give 250 exp.

Do we go with the new tables, or the 50 exp per 1k hp rule?

In general go with the 50 per 1k HP (then further halved for bosses).
(like Jayden said there are some cases that are now fixed on the wiki sheet though)

There are some cases that will deviate but they'll be rare/unique (such as quest bosses that have overridden values that won't use this (depending if it was supposed to be some form of reward for a one-time kill etc))

over 1 year ago - /u/JagexHooli - Direct link

Originally posted by Disastrous-Moment-79

So existing combat styles aren't getting the accuracy or auto attack changes with release? Lame. If necromancy delivers I expect all 3 of them to be left in the dust

There's a lot to unpack with making that change to the other styles, let alone the fact it will also take some significant design and development work.

The main thing is not changing the core fundamentals of any existing Combat Skill without players having a strong say.

Necromancy gives us a huge opportunity to try a lot of ideas we have to evolve combat in the game within the confines of a single, new skill experience. We're not messing with anyone's existing playstyle in Melee/Mage/Ranged by doing that, which is important.

As Mod Ryan said - if they are well liked and perform well, some of these changes could very well happen to the other styles. But first it's about getting these new ideas in your hands via Necromancy, seeing what you all would love about the approach and going from there.

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

Originally posted by Terry_Dax

So for clarification, what about non-xp combat boosts? The ghost hunter outfit also increases damage against ghosts, will that work? What about the salve amulet?

In general, non-XP combat boosts will work. So long as they weren't style specific/make sense to do so.

over 1 year ago - /u/JagexHooli - Direct link

Originally posted by DracoAxel

We can expect another dev blog next week aswell?

This is the last in our pre-launch Insights series, but we will have more Necromancy info to come. Quite a bit coming out over the next week in various forms.

over 1 year ago - /u/JagexHooli - Direct link

Originally posted by believe_in_u39

I'm surprised clan avatar boost works. It really shouldn't imo.

Thank you (and everyone else) for the feedback on the Clan Avatar Boost.

There's some points being raised around this that are worth further discussion. When the team are back in tomorrow, we're going to take a look at the feedback and consider it fully.

That's not a promise of change, but we did want you all to know your comments are being heard and will be addressed with a response either way.

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

Originally posted by Daewoo40

It will hopefully make more sense than some of the current xp rates.

Kill a Nechryael (8,000 hp) and you get 628.6 combat experience.

Kill a Dust Devil (8,000 hp) and you'll only get 424.8 combat experience.

Kill a Spiritual mage (7,000 hp) and you'll somehow get more than both at 661 combat experience.

Kill an Abyssal demon (8,500 hp) and you'll also get 661 combat experience...

Bringing everything in line makes sense, especially with how it was pre-eoc.

This is exactly the sort of thing we were trying to fix here.

XP was so overloaded that no one really knew how the formula worked, moving to a simpler model is better for the consistency and complexity of the game.

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

Originally posted by ThaToastman

Any comment on scrimshaw of sacrifice working for necromancy given that necro is a combat skill?

Petition to disable it as it is a massive xp boost and would be super gross for the racer meta to just be who stockpiled the most scrims

They won't work as mentioned in the blog post :)

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

Originally posted by Rarycaris

Thanks!

Is it possible to clarify what counts as a "non-offensive" ability? Are reflect and revenge disqualified?

Is it possible to clarify what counts as a "non-offensive" ability? Are reflect and revenge disqualified?

IIRC they work - will check with Mod Ryan when he's back, as they reduce incoming damage.

EDIT: misread revenge as debilitate (it's late for me) - revenge won't work as it's purely offensive

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

Originally posted by 5-x

  1. Does knock-out aura work with Necromancy to increase hit chance (and therefore damage)?

  2. Has the issue of conjures not switching target to player's target been addressed?

  3. What happens if you enable Legacy mode in Necromancy? Can you even do that?

1 - I believe so as it's not style specific
2 - Yes
3 - You can but would probably be better off autoing in non-legacy

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

Originally posted by Blackbird_V

In general go with the 50 per 1k HP (then further halved for bosses).

Arch-Glacor has scaling HP all the way to 4000% enrage, so does that mean the experience will scale, or is it the same regardless?

IIRC arch glacor's base stats update with enrage which would mean the XP would also go up, yeah.

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

Originally posted by Jelle_168

Any insight on why the decision was made to barely nerf Nodon Dragonkin? I don't understand why Abyssal Lords (arguably the best afk magic training method right now), which now are ~2.9m base xp/h with bis setup, would get nerfed down to ~1.1m base xp/h, but Nodons are nerfed from ~2.7m base xp/h to ~2.25m base xp/h. It just doesn't seem in line with how hard all other high level monsters have been nerfed.

That was a bug - the wiki team have been informed and I believe they're updating it.

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

Originally posted by Bullstrode

Will I be able to make just one set or two sets of necromancy gear? Like I make a t90 power set first then I can make up to the t90 tank set or can I make and upgrade them concurrently if I have the resources and supplies?

IIRC you can do as many of each as you want concurrently

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

Originally posted by Comptoneffect

Have I interpreted it right by assuming you can throw BIS perk on from t70, and it will basically carry over to t90?

yea

over 1 year ago - /u/JagexHooli - Direct link

Originally posted by JagexHooli

Thank you (and everyone else) for the feedback on the Clan Avatar Boost.

There's some points being raised around this that are worth further discussion. When the team are back in tomorrow, we're going to take a look at the feedback and consider it fully.

That's not a promise of change, but we did want you all to know your comments are being heard and will be addressed with a response either way.

Thanks everyone for your patience.

Based on the feedback, we have decided the Clan Avatar Experience Boost will NOT apply to Necromancy during the XP embargo. We have updated the post to reflect this change.

Ultimately, we agree this is the fairest move to make given the time remaining till release for capping, as well as for those who may not have found a clan to call home yet.

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

Originally posted by RaizenInstinct

The thought is nice but very shallow.

What about other requirements like slayer lvl? Should I get same xp for abby demon as for dust devil when one is lvl85 and the other ovl 65 slayer? What if I compare it to a monster with same hp without slayer requirement?

If you will want to increase xp/hr you will have to increase the hp of a mob. More hp => less kph => less drops => less gp/hr and slay xp/hr etc.

This is the kind of update that should be beta tested. Seems kinda rushed.

The abby demon v dust question is an interesting one, and it goes to show why we restatted monsters in the early/mid game (and is something i want to continue doing)

E.g. Abyssal demons should likely have more HP than they do being such a high-level mob - but being a commonly killed monster would mean they also need drop table adjustments to make up for more HP as you stated.

I don't personally think the existence of a slayer Req on a monster should instantly boost its XP values, because it tends to have benefits (e.g. unique drops / being able to gain slayer XP at the same time)

That being said post-launch, I may look into adding XP mods to some monsters (things that come to mind are things like mammoths that force you into 1v1, or are slightly more awkward to AoE etc.) To make up for the changes (though, they weren't remotely competing with something like abyssal lords previously, they could be in a better spot.)

Essentially the combat XP system wasn't in a good enough state to support Necro's release, so we simplified it, but it won't be the end of the changes, and monsters (xp and stats) I'm going to keep looking at post-launch.

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

Originally posted by DWHQ

u/JagexSponge Is Raksha's uber heal not considered part of the hp pool?

Na, his stats don't change it's just a straight heal

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

Originally posted by Bullstrode

Yay!

One more thing, is there going to be a difference that someone might want to choose ether set of armor over the other, maybe influenced based on necromancy builds starting out.

I like there is a choice between the two, but hoping it won’t be like the current tank armor vs power armor dilemma where unless it has a significant effect like Cryptbloom or raids armor, then pretty much power armor in all situations is preferred.

Thank you!

I like there is a choice between the two, but hoping it won’t be like the current tank armor vs power armor dilemma where unless it has a significant effect like Cryptbloom or raids armor, then pretty much power armor in all situations is preferred.

There are more differences between core necro power/tank gear than other combat styles have currently.

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

Originally posted by RaizenInstinct

Thanks for the reply.

Wouldnt it be safer to separate the two updates?

Necro will need a lot of care and patches post launch and the combat xp rework sounds like another megaproject on its own.

Imagine if some monster is completely broken and you will have to roll back the game and everyones necro progress…

Maybe do necro now, nerf ed3 and other outliers and do the cb update few months afterwards, including a proper beta test?

I'd say it's the opposite - it's riskier using the live values because XP rates differ by such an incredibly large margin, and there's so many underlying issues to and methods to cheese the existing system.
When we first addressed XP we had a XP mod for necro of 35-70% ranging with level, however, this just cemented the idea that you had to go to very specific locations because the difference in XP between 2 mobs could differ so greatly.
Players would hit 99 in just a few hours as soon as they could hit a high-end method (I don't think anyone would agree that a new skill should be 'complete' so quickly. Part of what I think made archaeology so great was the real sense of progression and discovery, not turboing through. Had archaeology had a turbo method, players would've felt inclined to do so and ruined the experience)

We _couldve_ used a harsher XP mod, but this had caveats too - (we bring the 2m XP/Hr method down to e.g. 500k.) But now what was originally a 500k XP/HR method is 125k, again players just sit at the few 2m spots.

I'm always open to feedback, and there may be some cases where we want to buff XP rates/monsters post launch, but I believe this is a better outcome than players having a ruined experience with a new skill.