Runescape

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30 Nov

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29 Nov

Comment

Originally posted by Windsofthepast

It's only outclassed when you have access to it, though. The playerbase isn't all maxed out, not everyone who has the levels for it has access to T90 armour. There are still reasons to justify fixing tank armour as a whole even if it's outclassed by something else. The fact that tank armour has been pretty much useless since EoC launched back in 2012 is ridiculous, and the fact that you're trying to justify not including it is arguably so as well. If there is no point in retroactively adding in these items, why are they being added in the first place? I don't mean to sound rude or pissy, but I'm honestly baffled how an argument can be made for having the mining and smithing rework and yet not addressing an extremely large issue at / around the same time that is only going to continue to get worse as time goes on.

I'll end on a positive note, since I wasn't expecting a single reply from you, let alone two; issues with tank armour and incomplete weapon tiers aside, ...

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Really glad to hear you're enjoying it.

The problem with developing, especially in a live environment, especially for a game that's been running and updating continually for over 15 years, is that everything is a tradeoff.

In isolation I completely agree with you. Tank armour should be fixed. (You probably wouldn't agree with me about the fix I'd implement, but regardless we agree the current situation is silly.) Low level tank armour should be fixed.

But fixing things takes time. It's not that we begrudge the time, it's that we try to spend our time wisely. It's easy to say "this ought to be fixed out of principle" but when it comes down to it, which fix is more important? I have players angry that there aren't more quests. I have players angry that there isn't more skilling content, or that skills are or aren't going to 120, or that there are still empty chunks in certain quests. I have players angry that weapon style diversity isn't in, or that w...

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Comment

Originally posted by Nuku_

How long ago, the beta was only out for the last couple weeks?

I think it was over a year ago, but it could have been only eight months or something. It did initially require PVM to repair, but that was around the same time it required dragon to make as well.

Comment

Originally posted by Teamemb99

1 - Was fairly well executed, although it does not interest me a lot of people I know are enjoying the new achievements

2 - Very very useful, more QOL then an update though

3- I love that you are giving us a BETA environment, would be better if we had more supplies to provide us. (currently unsure but when i tried, you could not get the t92 armour for free, I am a pvmer and I wanted to test it)

4 - Ok Quest, Not a fan of quests, but I know a lot of people enjoyed it. Hope that it opens to something bigger.

5 - EU pissed cuz of prices. Personally I will most likely get it, but lots of mixed feelings.

6 - Again, I dont really care about MTX as long as we get good updates. This was not an update.

Looking forward to winter weekends. :)

There's an NPC inside the door at the artisan's workshop who can give you free T92. If it's not on him, try the other one.

Comment

Originally posted by RunicLordofMelons

Alright if you guys feel you can't add extra dmg power on top of everything the armour already has. In the intrest of not making players even more powerful, Here are a few other suggestions that don't buff damage, but also don't feel like set effects that would work way better for tank armour.

Bind a target (not stun), if they are out of melee distance from you.

The armour can "drag", enemies within 2 squares of you towards you

A chance to prevent opponents from healing

Berzerk will no longer reduce your armour rating while being used.

Chance to temporarily freeze prayer drain, (your prayers remain active but do not drain points)

Bleed Abilities (Blood Tendrils, Slaughter, Dismember, etc) have a chance to be dealt as a single hit as opposed to damage over time.

I get that the issue of tank armour is out of the scope of this rework, and that's a completely fair response. However with this update you guys are i...

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The degrading bonus applies even if it's augmented.

Comment

Originally posted by Windsofthepast

I feel as if this should have been it's on project developed alongside the M&S rework way back when in 2016 because it was just as much an issue then as it is now. The fact that you guys are getting ready to release 4 tiers of useless armour is a bit disappointing. If an update to address this was coming out with / around the same time as the M&S update then it would be understandable, but given how you guys are with getting issues like these resolved, it's very likely that this won't be addressed by 2020 and the 4 tiers of armour will be useless the whole while.

I'm not upset that the M&S rework doesn't cover this, I totally understand the fact that it's outside of this scope, I'm upset that despite the fact that the M&S update is coming out and will make this issue even more apparent, nothing is being done about it in an attempt to resolve it. This'll just end up as more unfinished business that may or may not see the light of day by 20XX.

I think you're worrying too much about the low tier tank gear. Even if low tier tank gear was useful on low tier content, high tier tank gear already exists. The nature of the way it works is that orikalkum armour would be totally outclassed by elder rune armour. That's the problem with retroactively adding in armour.

Comment

Originally posted by RS_Horrors

The problem that's going to keep coming up is this armour's set effect seemingly suitable for tank armour, but I think a lot of people are overlooking another aspect of tanking with Melee. The vampyrism items (aura, scrimshaw, blood essence) are items to help users tank, but they rely on DPS output entirely. Trimmed Masterwork Armour works because the damage bonuses from power armour allow the effect to fully utilize vampyrism items in order for Melee to be more viable for end-game bossing. The set effect does not reduce damage, but instead you are given a chance to heal through leech effects with better DPS yielding greater return.

Assume that the set effect was instead used for tank armour - would it be as viable as power armour with no set effect? Probably not since end-game is all about getting the fastest kills and the meta would remain with Magic being top dog. If going with Melee, people would still use power armour and potentially get more out of healing fr...

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Actually you hint at a potentially great solution to this problem. What if we could make the set effect scale with damage dealt in some way in the same way that vampyrism did? That might satisfy the people who feel like, regardless of usefulness, that the ability doesn't "feel" right on power armour. I'll think about this.

Comment

Originally posted by Zaraos

Essence may still be how it works, the wording may have been wrong but the concept has changed and the point of the comment has been missed. Yes essence is still required as you have just said but the long term value of bosses like ROTS are still in jeopardy with this new system. By removing the PVM armours (Torva and Malevolent) from the repair process of the new T92 trimmed Masterwork Armour, it creates a massive long term drop in the Armours. Once the new masterwork and trimmed masterwork armours are circulating in the 10000s which will happen, the value of them will now drop too. Malevolent is literally going to be useless as an armour, masterwork alone sees to that, literally no one will use malevolent anymore. which in turn will make ROTS become dead content as the energy will drop. i please ask that this change is reconsidered and to look at the long term effect on the value of malevolent in particular. The original system of requiring the essence to keep the t92 armour runn...

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This isn't a "new system". It changed to not require essence for repair a long time ago. This is intentional - the entire skills of mining and smithing need protecting far more than two combat updates do.

Comment

Originally posted by Windsofthepast

While I still feel like the set effect is better suited for tank armour, this doesn't really change the fact that tank armour still needs to be fixed, and this is a perfect time to do so, given that you're adding four new tiers to melee armour.

Jagex please, you guys have beat around the bush with this issue long enough. This needs to be addressed or it's never going to be.

I get where you're coming from and I'm frustrated too, but as you mention the update has taken forever already. Expanding its scope to include every issue that everyone thinks ought to be fixed because it's associated with melee armour would mean it still wouldn't be done in 2020.

Fundamentally this is is the Mining & Smithing rework, not a combat rework and not a melee armour rework.

Comment

Originally posted by HashTagDeeperino

Definitely understand it's not your decision and such - I just hope the people who get to make that decision hear us.

The people who made the design (the combat council) aren't wrong. I've gone into more detail in the OP.

Comment

Originally posted by Vex_rs

I see. Would be nice to have a confirmation /u/jagexjack

You use essence to make the armour but not repair it. It's in the design document.