7 months ago - /u/JagexAzanna - Direct link

Necromancy combat refinement continues, plus a novel pre-order and a stylish new outfit override - you really can choose books and looks!

https://secure.runescape.com/m=news/combat-refinement--off-duty-outfits---this-week-in-runescape

External link →
7 months ago - /u/JagexAzanna - Direct link

Necromancy combat refinement continues, plus a novel pre-order and a stylish new outfit override - you really can choose books and looks!

https://secure.runescape.com/m=news/combat-refinement--off-duty-outfits---this-week-in-runescape

External link →
7 months ago - /u/JagexAzanna - Direct link

Necromancy combat refinement continues, plus a novel pre-order and a stylish new outfit override - you really can choose books and looks!

https://secure.runescape.com/m=news/combat-refinement--off-duty-outfits---this-week-in-runescape

External link →
7 months ago - /u/JagexAzanna - Direct link

Originally posted by Duradel2

No undead army ability yet? Rip haha.

Its in, I just updated the panel to give a TLDR from the blog notes.

7 months ago - /u/JagexRyan - Direct link

Originally posted by peaceshot

I agree with the overall balancing changes for Necromancy and have no issue with these nerfs.

However, I do have a problem with Command Vengeful Ghost now having a 30 second duration. The duration is simply quite awkward as it will require re-proccing during a Living Death rotation. Extending this to 40-45 seconds wouldn't really help either as you'll be re-proccing it for only a few more seconds of the ghost's on-field time (depending on number of TFN pieces worn).

This is the only change I have an issue with - the 30 second timer only serves to make things clunkier and more annoying to use. I think the overall nerfs are impactful enough that it would be fine to let Command Vengful Ghost just last for the full duration again.

Noted! We saw a few comments about this over the weekend since the post on Friday.

We're open to feedback and making further changes. We wanted to get these set of changes into your hands and then work with you on making any further changes going forward.

7 months ago - /u/JagexAzanna - Direct link

Originally posted by RonaldoVII

No mention of Golden Bamboo in the patch notes, hope there hasn't been an issue with the proposed solution?!

Being worked on as part of the community hitlist and should be coming soon.

7 months ago - /u/Jagex_Stu - Direct link

Originally posted by RonaldoVII

No mention of Golden Bamboo in the patch notes, hope there hasn't been an issue with the proposed solution?!

Golden Bamboo, Feeling Pumped, plus a requested reduction in the anima cost of Slayer masks completed QA testing last week.

They're being copied into a release build today, so IF all goes well in RC testing this week, they will HOPEFULLY release on Mon 30th.

Disclaimer: All predictions are speculative and subject to change. Terms and conditions apply. Always read the label.

7 months ago - /u/JagexRyan - Direct link

Originally posted by Ik_oClock

The ghost was definitely an outlier before, but at the moment it's unclear whether the shorter duration it's 'alive' and the restricted command are necessary to keep it in check. I think Necro generally has a problem where there's too many cooldowns and upkeeps to manage, so I wouldn't be opposed to reducing that (but otoh that's the whole Necro gameplay with the adren removal now, like you just manage cooldowns and upkeep and spend souls/stacks when they're full)

Thanks for the feedback. We definitely have some thoughts already based on comments, but want to see how it all plays out with the update today.

I mentioned it in a previous thread on Friday, but the Vengeful Ghost's command ability was overshadowing a lot, and there's a strong design strategy behind grounding that effect a fair amount. Doing this will naturally have you thinking about what you're missing. You'll more easily have those feelings of "I want this!", which will better help us, help you!

7 months ago - /u/Jagex_Stu - Direct link

Originally posted by ImMoray

weird, i thought mod stu said it was coming this week.

Do you have a source for that? I tried to include qualifiers in comms as past the development stage, there are dependencies I can't control. (Eg both QA analysts in my mini-team were unwell for some of last week, the combat beta limited additional patches from midweek development, etc.)

Best to assume at minimum 2 weeks between code commits and narrowest possibility of release. Development is one of the first stages in a production line to launch.

7 months ago - /u/Jagex_Stu - Direct link

Originally posted by SeaProgram2836

Is there any master max cape changes apart of that hitlist 🎃?

Not in hitlist week 1 SCHEDULED Mon 30th, but it's in the pipe for future community hitlist / game jam release weeks. (Assuming you mean Mod Ramen's cape particle recolouring.)

7 months ago - /u/JagexHooli - Direct link

Originally posted by Madness_Reigns

Why did you push this combat rebalance to the main game if you had any intention of releasing a combat beta world, if this was really something you were still intent on gathering feedback on? The new haunt mechanic just kills the flow of the skill. It feels clunky and casts again just as the ghost is about to die. Now there's another mechanic to take account of as if the screen wasn't cluttered enough.

Coupled with the fact that the other skills are still at their 2012 level of refinement while we had a taste of what a smooth, modern combat skill would feel like, it just killed my motivation to play. I might not log in again until we know the changes are permanent.

We needed to make these changes sooner rather than later. We've had feedback on an imbalance around Necromancy at the top-end for a good while now, and we didn't want to hold addressing that up any further.

By having these in Live, we can make more timely changes - and we have further refinements based on initial feedback already planned for next week (which we'll share news on very soon).

The Combat Beta is about testing the many of the modern approaches to EOC introduced with Necromancy to the original three styles and getting those right. That process may take time, and we didn't want fixing the top-end balance in the interim tied to that development work.

7 months ago - /u/Jagex_Stu - Direct link

Originally posted by ThaFrenchFry

Excellent news! Even if it comes out in the 1st week of nov

Can you share your decision about removing the cooldown for feeling pumped? Last I saw from your other thread ithat part was uncertain

Happy to report that the combat council agreed to remove the cooldown. :)

You also get minimal (token) combat XP on NPC deaths while triggered so that skillpets, scrimshaws, combatant cape shards, etc, still have a chance to roll.

7 months ago - /u/Jagex_Stu - Direct link

Originally posted by ThaFrenchFry

Thanks for the info and great call on the token xp! Didn't consider those, small xp usually means smaller chance to get the pets.. You miss every roll you don't take though :)

Always excited to see Stu updates come out!

<3

Yeah, exactly!