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

Howdy Folks!

With yesterdays update we made some changes to Necromancy and there has been plenty of discussion and feedback around the topic, next week we are addressing some of the friction that has come along with these changes but we wanted to let players know ahead of time.

Read about this update here : https://secure.runescape.com/m=news/-necromancy-combat-refinements---update

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

Howdy Folks!

With yesterdays update we made some changes to Necromancy and there has been plenty of discussion and feedback around the topic, next week we are addressing some of the friction that has come along with these changes but we wanted to let players know ahead of time.

Read about this update here : https://secure.runescape.com/m=news/-necromancy-combat-refinements---update

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

Originally posted by Raldor

What's the point of Haunt not being a passive at this point though? Not asking for more buffs. Just pointing out the pointlessness of the "Command Ghost" as an ability now. Literally no reason to not use it.

Just so I give some something more than a whiney question: I think it would be cool if the Heal and Haunt swapped places. Heal being command and haunt being passive with some more balancing on heal obviously

This is ultimately just the first iteration of the ability. If you think about greater abilities in other styles, how they enhance/improve an ability, that's what you might expect from this in the future.

Complete example, but... What if you could upgrade this ability so that after commanding it to enable the effect, you can then command it every X seconds (cooldown) to enhance/modify the effect? Think similar to how 'Spectral Scythe' has variations of itself.

There are also reasons as to why it's best not being a passive, which I'll talk more about this in the livestream later this week.

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

Originally posted by mini_elliot

Ghost healing buff really was not needed, you claim that 'sustain is one of necromancys strengths' but the style is so broken that everything is it's strength because it has literally no weaknesses lol. Command ghost change is pretty good though, honestly would just like to see ghost apply haunt passively since casting command will always just be done pre-fight and is a pretty meaningless input but it is what it is

This is something we are monitoring, if its overperforming it can be clipped a little but there was a larger hit to the healing then we first wanted and it was compounding issues so we felt a boost was warranted.