Runescape

Runescape Dev Tracker




23 Oct

Comment

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.

Comment

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.

Comment

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.

Comment

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.

Post

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 →
Post

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 →

20 Oct

Comment

Originally posted by Ssamy30

Quick question please,

Will the Lengs spec be turned into a passive in this beta please? Or is that still being looked at?

If the community likes the hitcap changes then effects that already raise hitcaps (Dlong, Lengs) would likely get reworked, or just removed in some cases (IE grimoire: the old effect could probably just get removed making it just a crit book)

Comment

Originally posted by RegiSilver

/u/JagexSponge, on a more serious note, how likely would it be to rename the Zombie to "Plaguespreading Zombie", or just "Plague Zombie", which I think reflects its effect a bit better than Putrid, which tells me he's rotting away and of low quality.

Given one of my favourite Yugioh cards is plaguespreader zombie i could 100% get behind this (if i can sneak it past Ryan)

Comment

Originally posted by BrilliantFinding

they're roughly every month quote me on that

Ok, thanks!

Ruh Roh

Comment

Originally posted by legolasvin

Thank you for the response! Not to ask for a specific date, but how frequent are engine updates? Can we expect something in the next month? Or the next 6 months?

I think they're roughly every month (but don't quote me on that)

Comment

Originally posted by duke605

I'm unhappy they they nerfed without fixing the path finding on the conjures STILL

Pathfinding issues are being looked into, unfortunately it requires some help from engine so it takes a little more time to resolve.

Comment

Originally posted by legolasvin

Are the conjure pathing fixes in this? All 3 conjures get frequently stuck behind obstacles

Not to pull the 'classic' waiting for engine support but...
this is genuinely an engine issue where conjures in combat would occasionally fall back to 'dumb pathing' when they shouldn't. It has been fixed however and is awaiting an engine release to go live.

TLDR needs engine support. (got engine support) ((coming soon'TM'))

Comment

Originally posted by Sparrow1989

Jagex logic, nerf damage, not fix pathing, make things harder.

A fix for the pathing has been completed but awaits an engine build.

Comment

Originally posted by Vex_rs

Most of the changes look good. However, this is a massive nerf to command ghost and I think it’s a little over the top. The damage nerf is very significant and the cap on duration seems unwarranted. The command duration should be like 45s so you don’t have to recast it mid-living death. Also, haunted should stay how it was but with a 20-25% modifier instead of 35%. Please revisit these choices /u/jagexryan

We are open to making further changes, so please do continue giving us that feedback.

In reference to the 'Command Vengeful Ghost' ability, as it was over performing a lot, we feel that it's best to get it into your hands in a grounded position as then it'll allow you (the players) to get a feeling for what is missing and suggest those changes. Whereas currently the effect of the Ghost was overshadowing other elements of the style, so it is less obvious about what it could do instead.

TL;DR - Open to changes! We're happy to iterate on these after seeing how they play out and hearing from you.

Comment

Originally posted by FlippehD

Only thing I'm not sure of, whats the point of life transfer now if summons are 0 adrenaline, and if they can all just be summoned at once anyways?

Skeleton Warrior rage stacks is the stand out right now.

However, it's always worth thinking about the future. New conjures, or equipment/effects that modify how existing spirits work could change the value of it.

Comment

Originally posted by XBattousaiX

It would resummon only the ghost, since the others are still up I'd say.

This is correct.

The cost is also accounted for.

E.g. It only conjures the Ghost, costing 2 ectoplasm.

Comment

Originally posted by HideUrPixels

Any news on zombie not in range to attack targets while the skeleton has no issues attacking?

Is this still an issue? As far as I'm aware a fix for this went live a few weeks ago.

Comment

Originally posted by the01li3

Kinda curious to see how this goes tbh, and if it bring the other combat styles kinda back. Really hope the bug causing the command ability to not return to summon is fixed when this comes out too.

Yes! This will go out next week too. It isn't listed in this post as it's a separate bug fix from the 'Necromancy balancing feedback' job.

I'll see if we can get it added to the news post. If not, you'll see it in the patch notes on Monday.