Runescape

Runescape Dev Tracker




31 Jul

Comment

The camo outfit will give the same bonus as gloves of silence but only if you've done plagues end and you are wearing a full set of camo.

The reason why it requires Plagues end is due to emulating the Trahaearn exoskeleton where the gloves work like gloves of silence that won't degrade.


30 Jul

Comment

Seems to be impacting US folks more then other regions currently, unsure if it's being caused by a few factors.

Sorry about the trouble folks

Comment

Heyo, folks are having a look atm. People are reporting having some trouble logging in but are able to get in after a couple attempts.


28 Jul

Comment

Originally posted by RaizenInstinct

Thanks for the reply.

Wouldnt it be safer to separate the two updates?

Necro will need a lot of care and patches post launch and the combat xp rework sounds like another megaproject on its own.

Imagine if some monster is completely broken and you will have to roll back the game and everyones necro progress…

Maybe do necro now, nerf ed3 and other outliers and do the cb update few months afterwards, including a proper beta test?

I'd say it's the opposite - it's riskier using the live values because XP rates differ by such an incredibly large margin, and there's so many underlying issues to and methods to cheese the existing system.
When we first addressed XP we had a XP mod for necro of 35-70% ranging with level, however, this just cemented the idea that you had to go to very specific locations because the difference in XP between 2 mobs could differ so greatly.
Players would hit 99 in just a few hours as soon as they could hit a high-end method (I don't think anyone would agree that a new skill should be 'complete' so quickly. Part of what I think made archaeology so great was the real sense of progression and discovery, not turboing through. Had archaeology had a turbo method, players would've felt inclined to do so and ruined the experience)

We _couldve_ used a harsher XP mod, but this had caveats too - (we bring the 2m XP/Hr method down to e.g. 500k.) But now what was originally a 500...

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Comment

Originally posted by Bullstrode

Yay!

One more thing, is there going to be a difference that someone might want to choose ether set of armor over the other, maybe influenced based on necromancy builds starting out.

I like there is a choice between the two, but hoping it won’t be like the current tank armor vs power armor dilemma where unless it has a significant effect like Cryptbloom or raids armor, then pretty much power armor in all situations is preferred.

Thank you!

I like there is a choice between the two, but hoping it won’t be like the current tank armor vs power armor dilemma where unless it has a significant effect like Cryptbloom or raids armor, then pretty much power armor in all situations is preferred.

There are more differences between core necro power/tank gear than other combat styles have currently.

Comment

Originally posted by 5-x

This incentivised helping out in your clan's citadel when a new skill is out, when people would otherwise ignore the upkeep. Making citadel apply to Necro was good for clans and good for community building.

The only people unhappy about this were those who ignore their clan or aren't in a clan. I understand their position but I'm not happy Jagex did such a kneejerk 180 on this.

It's not so much a "kneejerk" reaction but a reassessment of the situation with a more thorough lens.

RuneScape has hundreds if not thousands of variables and situations that could come into play in these cases, when reviewing what should and shouldn't work we didn't quite hit the mark with the initial read on the clan avatar buff, it fell into the bucket of "buff players can earn through gameplay" and wasn't given enough scrutiny at the time to catch the concerns people have raised here such as "not enough time to react to its inclusion".

In an ideal scenario this information would have been released sooner, giving all players the time needed to prepare the clan buff regardless of how active they had been prior, but due to combat being arguably the biggest pillar of this skill we wanted to give the team as much time to refine aspects as possible and this has had some knock on affects.

While I agree that revitalizing the Clans system to have more impact is a...

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Comment

Originally posted by DWHQ

u/JagexSponge Is Raksha's uber heal not considered part of the hp pool?

Na, his stats don't change it's just a straight heal

Comment

Originally posted by RaizenInstinct

The thought is nice but very shallow.

What about other requirements like slayer lvl? Should I get same xp for abby demon as for dust devil when one is lvl85 and the other ovl 65 slayer? What if I compare it to a monster with same hp without slayer requirement?

If you will want to increase xp/hr you will have to increase the hp of a mob. More hp => less kph => less drops => less gp/hr and slay xp/hr etc.

This is the kind of update that should be beta tested. Seems kinda rushed.

The abby demon v dust question is an interesting one, and it goes to show why we restatted monsters in the early/mid game (and is something i want to continue doing)

E.g. Abyssal demons should likely have more HP than they do being such a high-level mob - but being a commonly killed monster would mean they also need drop table adjustments to make up for more HP as you stated.

I don't personally think the existence of a slayer Req on a monster should instantly boost its XP values, because it tends to have benefits (e.g. unique drops / being able to gain slayer XP at the same time)

That being said post-launch, I may look into adding XP mods to some monsters (things that come to mind are things like mammoths that force you into 1v1, or are slightly more awkward to AoE etc.) To make up for the changes (though, they weren't remotely competing with something like abyssal lords previously, they could be in a better spot.)

Essentially the combat XP s...

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Post

Thank you everyone for your detailed feedback and discussions on the Clan Avatar XP Boost being enabled for Necromancy Launch.

Based on the feedback, we have decided the Clan Avatar Experience Boost will NOT apply to Necromancy during the XP embargo. We have updated the post to reflect this change.

Ultimately, we agree this is the fairest move to make given the time remaining till release for capping, as well as for those who may not have found a clan to call home yet.

External link →
Comment

Originally posted by JagexHooli

Thank you (and everyone else) for the feedback on the Clan Avatar Boost.

There's some points being raised around this that are worth further discussion. When the team are back in tomorrow, we're going to take a look at the feedback and consider it fully.

That's not a promise of change, but we did want you all to know your comments are being heard and will be addressed with a response either way.

Thanks everyone for your patience.

Based on the feedback, we have decided the Clan Avatar Experience Boost will NOT apply to Necromancy during the XP embargo. We have updated the post to reflect this change.

Ultimately, we agree this is the fairest move to make given the time remaining till release for capping, as well as for those who may not have found a clan to call home yet.

Comment

Originally posted by Comptoneffect

Have I interpreted it right by assuming you can throw BIS perk on from t70, and it will basically carry over to t90?

yea


27 Jul

Comment

Originally posted by Bullstrode

Will I be able to make just one set or two sets of necromancy gear? Like I make a t90 power set first then I can make up to the t90 tank set or can I make and upgrade them concurrently if I have the resources and supplies?

IIRC you can do as many of each as you want concurrently

Comment

Originally posted by Jelle_168

Any insight on why the decision was made to barely nerf Nodon Dragonkin? I don't understand why Abyssal Lords (arguably the best afk magic training method right now), which now are ~2.9m base xp/h with bis setup, would get nerfed down to ~1.1m base xp/h, but Nodons are nerfed from ~2.7m base xp/h to ~2.25m base xp/h. It just doesn't seem in line with how hard all other high level monsters have been nerfed.

That was a bug - the wiki team have been informed and I believe they're updating it.

Comment

Originally posted by Blackbird_V

In general go with the 50 per 1k HP (then further halved for bosses).

Arch-Glacor has scaling HP all the way to 4000% enrage, so does that mean the experience will scale, or is it the same regardless?

IIRC arch glacor's base stats update with enrage which would mean the XP would also go up, yeah.

Comment

Originally posted by 5-x

  1. Does knock-out aura work with Necromancy to increase hit chance (and therefore damage)?

  2. Has the issue of conjures not switching target to player's target been addressed?

  3. What happens if you enable Legacy mode in Necromancy? Can you even do that?

1 - I believe so as it's not style specific
2 - Yes
3 - You can but would probably be better off autoing in non-legacy

Comment

Originally posted by Rarycaris

Thanks!

Is it possible to clarify what counts as a "non-offensive" ability? Are reflect and revenge disqualified?

Is it possible to clarify what counts as a "non-offensive" ability? Are reflect and revenge disqualified?

IIRC they work - will check with Mod Ryan when he's back, as they reduce incoming damage.

EDIT: misread revenge as debilitate (it's late for me) - revenge won't work as it's purely offensive

Comment

Originally posted by ThaToastman

Any comment on scrimshaw of sacrifice working for necromancy given that necro is a combat skill?

Petition to disable it as it is a massive xp boost and would be super gross for the racer meta to just be who stockpiled the most scrims

They won't work as mentioned in the blog post :)

Comment

Originally posted by Daewoo40

It will hopefully make more sense than some of the current xp rates.

Kill a Nechryael (8,000 hp) and you get 628.6 combat experience.

Kill a Dust Devil (8,000 hp) and you'll only get 424.8 combat experience.

Kill a Spiritual mage (7,000 hp) and you'll somehow get more than both at 661 combat experience.

Kill an Abyssal demon (8,500 hp) and you'll also get 661 combat experience...

Bringing everything in line makes sense, especially with how it was pre-eoc.

This is exactly the sort of thing we were trying to fix here.

XP was so overloaded that no one really knew how the formula worked, moving to a simpler model is better for the consistency and complexity of the game.

Comment

Originally posted by believe_in_u39

I'm surprised clan avatar boost works. It really shouldn't imo.

Thank you (and everyone else) for the feedback on the Clan Avatar Boost.

There's some points being raised around this that are worth further discussion. When the team are back in tomorrow, we're going to take a look at the feedback and consider it fully.

That's not a promise of change, but we did want you all to know your comments are being heard and will be addressed with a response either way.

Comment

Originally posted by DracoAxel

We can expect another dev blog next week aswell?

This is the last in our pre-launch Insights series, but we will have more Necromancy info to come. Quite a bit coming out over the next week in various forms.