I swear I fixed that months ago smh
I swear I fixed that months ago smh
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!
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.
The downright abandonment of the discord outside of announcements is also annoying. I don't think I've seen a single jmod reaction to a suggestion there once. I'm at the point of suspecting that it doesn't even get read by them.
The game suggestions get read and passed along but unfortunately commenting or reacting to the suggestions can create expectations on it making it to the live game before the idea has even been investigated and this just causes more heartache.
It is sadly a larger project so it is not ready, sorry!
I think reddit is the single largest source of player feedback, but it's not the "main" one because that implies that it's the only one that matters. The CM team gather information from every source we have available to us. Even Facebook.
I think there's a bit of a misconception about polls as being somehow sort of "morally authoritative" in a way that alludes to direct democracy. Participation in polls is historically pretty low, and while I don't think that makes them invalid (if you want to vote you can vote) it doesn't make them especially informative if what we want is the best understanding we can get of what our players really want for the game. I don't mean polls are bad, and they do serve a purpose that we should make better use of, but they're "inaccurate" in much the same way reddit is.
(There's a complex tangent there on how difficult that question is to answer even in theory - for example, to what extent should currently inactive players be tak...
Read morewas that first one an office space reference?
"I did nothing.
I did absolutely nothing, and it was everything I thought it could be."
Who's behind the examine on one dead Fr. Hackett - "He couldn't" ?
Also guilty.
Oh yeah, speaking of dead people, the gravestones outside the Invention of Disaster guild were also a highlight:
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.
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.
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 āThe man, the myth, the examine text legend, sofa king awesome Mod Stu.
<3
Those were great but I've always wondered...
Which examine is your favorite one of all time? Because a huge majority of them are golden :p
Aww, thank you! :D
It's really hard to pick a favourite. After over a decade developing RuneScape, the set dressing starts to blur together.
Here's several that float to top of mind when I think on it:
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.
Guilty.
Hey Folks, anyone who has been having this problem can you reply to this comment with your RSN so we have have a look into it further.
Heyo! With the removal of the Adrenaline cost of the ability it now functions as a debuff your ghost places on an enemy, using command ghost lets you refresh this debuff or swap to another target!
Is there any master max cape changes apart of that hitlist š?
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.)
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.
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!