Runescape

Runescape Dev Tracker




06 Nov

Comment

Originally posted by Nameless_Psycho

IT IS bullshit

You're not a dumbass I am on your same boat Had over 20k h'oddments saved and 200 gorbs

This is absurd, I am really frustrated honestly

May your frustrations melt away like Mandrith's Mallows melt on your tongue - we've hotfixed this now. Have a good day!

Comment

Good morning! We've hotfixed the date for these to actually expire when they said they would. (Candy doesn't go off anyway, right?) The date it shows is now correctly confirming when it expires: 23:59 Game Time, Wednesday 8th November, 2023.


03 Nov

Comment

Originally posted by Ik_oClock

Grico only got a functional change to separately roll each hit. It didn't get a damage buff on the small hits like magma tempest to account for the loss of power after the boosted level change (while it is also heavily affected by it).

So because of how grico previously scaled it actually gained less benefit from the stat boost than you'd expect. That being said I'd be fine giving it a couple % boost if it's generally felt necessary

Comment

Thanks for your feedback, everybody!

Sounds like Excalibur's options remain a divisive topic.

As many of you have suggested, adding an ability that triggers Excalibur's heal (pre-EoC it was a special attack anyway) looks to be a more palatable and less controversial alternative. Will next investigate the feasibility of that.

EDIT: The combat council are working to reduce the number of abilities players need to manage, so would prefer to not add eg an Excalibur ability. So I'll explore some other options.


02 Nov

Comment

Originally posted by Juan-More-Taco

We're not trying to 'force it in' but it's a mechanic that's broken for various reasons, hence us trying it in the beta again.

Here's an idea; stop trying to change something that the community have told you multiple times now we don't want changed. Overloads are untradeable with high level requirements. You absolutely should be stronger for using them. They're in a fine place. You clearly have a different opinion which is why you tried this before. You absolutely are trying to force this change.

You rolled it back previously, hope you'll do it again because the response is the same. God forbid the game is fun right?

The majority of feedback last time was regarding the dps loss on abilities, hence us trying it in the beta after applying various changes that raise player damage.

I think its a bit sensationalist to say it makes the game fun.

Comment

Originally posted by StarmanT10

Whats the benefit of boosting magic and range at all then? Do they get crit buffs?

You do still get an accuracy boost as well as the base damage increase from being a higher level. We are/were considering having stat boosts affect critical strike in the same way you gain Crit damage at level thresholds

Comment

Originally posted by Minimum-Order-8013

The whole premise of your statement is flawed to me, if I'm being honest. You stated that you only changed it for the visuals, but then ask us for feedback regarding how it feels. You didn't ask us if we wanted the visual updated, though? Why not just up date the visual first? THEN ask us for feedback. Not the other way around. You're asking for feedback for a change that was just ascetics according to you, but in reality, it was an actual nerf. Feels like we're being gaslit.

Honestly , I am just diving into an emerging topic and engaging the players on how they are feeling around it.

The intent of the change is to improve the visual clarity of the skill and see how that plays, ideally we would have bumped the visuals up but it wasn't viable to do in the beta as it would require art time.

I wanted to dive into the conversation that was emerging here around the size of the affect , I wanted to know more about the usage and situations where the extra size helps or if it didnt come up often.

Comment

Originally posted by caddph

Right now the feedback is "Don't make it 5x5 as 7x7 is better" , that's fine its a good starting point for feedback but how do we drill deeper into this conversation.

My issue is the blogpost isn't phrased well if the intention is to test different sizes for Ults. It's phrased as though the only reason it's being changed is because the effect doesn't match the visuals, which is poor rationale as the only reason to want to play with the sizing.

I would put some of what you wrote here in the blogpost as it seems like visuals not matching effect is bringing up a question you'd like to play with vs. just changing it because it doesn't match.

The change isn't to test different sizes of ults, its to improve visual clarity. The question that is basically being asked is "Do skills like Death's Swiftness play better when you can better visually tell where you need to be placed"

I would imagine the takeaway is "Yes, its better if the visual matches the skill" & "The size of 7x7 is ideal" and if that's the outcome then that gives a very clear path to the resolution.

Now in an ideal world changing the visuals to match whatever size would be great but its wasn't possible for the beta so the best way to test this was reduce the size to match the visual as we could do that change more reasonably.

Comment

Originally posted by JustOneRandomStudent

lmao instead of making the visuals match the buff, they nerfed the buff. outstanding, lazy devwork as per usual

Its beta mate, to update the visuals would require dragging some of the artists off live projects to update the visual for something that isn't confirmed to go live.

Tomorrow the size could be 6x6 or 7x7 or even 10x10 cause its a beta, the point is to try things out and see how the are feeling.

Comment

This is one of the fun parts of a beta, trying out things to see how the fit and how people engage with them. The intent of this change is to have the visuals match the effect so that to the person playing they see the cause and effect of the situation.

Right now the feedback is "Don't make it 5x5 as 7x7 is better" , that's fine its a good starting point for feedback but how do we drill deeper into this conversation.

Do people want it to stay 7x7 just cause that's what it is and any reduction feels bad? That is one outcome, maybe then we focus on enlarging the visuals to match that size. My point being we want to know why you feel how you feel about a change.

Does the extra size help in common situations or is it niche? The more information you can give to explain your take on a change the more we can understand where it is coming from.

Post

Hi, folks. Lately I've been tinkering with Excalibur (all variants) to respond to community hitlist feedback about its inconsistent options (eg Check for the augmented Excalibur on action bar instead of Activate, and having to open the minimenu to Activate Excalibur).

The primary use case, AFAIK, is that Excalibur has a very handy healing special, and being able to left-click Excalibur to activate that heal (wherever you have it - in backpack, equipped, or on your action bar) would be a Good Thing.

I've implemented that easily enough.

Where it gets thorny is that, at least in the past, weapon switching with Excalibur was a thing, so I've seen several historic requests to also be able to configure whether Excalibur's left-click is Wield/Remove. From what I can gather, the request goes beyond being able to configure whether Excaliburs in general flip Activate/equip, to setting that rule specifically on individual action bar slots.

That's proving to be ...

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Comment

Originally posted by Drakerin

just leave it be. It was in game since 2012 for a reason.

Something existing for a longtime doesn't justify its existence.

Comment

Originally posted by 5-x

Removed damage per level granted by boosting Magic, Ranged & Strength stats.

No thank you. I would like my ovl boost back.

This is arguably the biggest change of all of the beta tests and it's sorta hidden in there.

Jagex tried this once when Necro launched and fortunately (or unfortunately) nobody noticed because everyone was training Necro. However, they rolled that back because it's truly busted. This will make all of the combat triangle weaker by 10-15% across the board. I don't understand why they're trying to force this in again.

We're not trying to 'force it in' but it's a mechanic that's broken for various reasons, hence us trying it in the beta again.

If there's any legitimate DPS loss, we can easily adjust damage ranges now to compensate, albeit with the other changes in the beta I don't think there will be any loss.

Comment

Originally posted by 79215185-1feb-44c6

When do these changes go live to the beta server?

They are already there.

Yeah changes are live for testing at the moment

Post

What's New?

Today, we've released a significant update to the ongoing Combat Beta, and we want to hear from you again! Check out the blog post below for a full list of changes, as well as some insights into the respective abilities affected, and why.

The full list of changes can be found here: https://secure.runescape.com/m=news/combat-beta-updates

Catching up?

For further information on the previous iteration of the Combat Beta, please see: ...

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Comment

Originally posted by Sakirth

Happy cake day Azanna!

Thank you, I plum forgot this was a thing.

Comment

Originally posted by gojlus

Just a suggestion, it would be really cool if the banner displayed/featured content a player could have missed when not defaulting to the most recent.

eg: "You last played 659 days ago!" Show a random major content update from that time period, eg: M&S rework, EGWD, Extinction, Zammy Undercity, Necromancy, etc.

This is oddly something I think the team is working on, might not show up in your banners right away, but personalizing content for the player so it could give them insight into stuff they may not have seen yet is being ideated on.