Silenced had all overheads active, thats just playtest server stuff right u/ImRubic?
Must be. This definitely is not a feature of Necromancy.
Silenced had all overheads active, thats just playtest server stuff right u/ImRubic?
Must be. This definitely is not a feature of Necromancy.
It was extremely low post zamorak
Post Zamorak was different though, and I'll explain why.
We were operating in a bit of a 'hanging in there' style on the CM side at that time.
I've talked about this on some recent community podcasts, but to put it honestly, there was a lot of change needed across the team that needed to be in place to improve our communications (including the CM team).
The way we operated, processes, how we stay a lot closer to dev in remote working environments - we'd been so fixated on just keeping up with everything that we hadn't spent the time to rip the band-aid off, step back and make big fundamental changes.
In the last half of year, it was rough for us - we had to spend the time to step back massively so we could put the right things in place to get to where we are today, knowing how much that would be a noticable drop off for all of you while we did so.
I say this a lot which is "judge us by what we do, not what we say". But what I hope is you've f...
Read moreThey won't due to the embargo. Likely will after that ends, but that won't be anytime soon.
IIRC Jagex mentioned they have plans to do so, but not directly on release, but more so later down the line. Keep in mind the only Dyeable gear will be the T95 and not the Upgradeable one.
Rubic has a TL;DR Post where he mentions this.
Yeah this is correct. Being able to dye the T95 gear (which will be the only Necromancy gear to support dyes) will come after release.
We don't expect it the wait for that to be long, but with the amount of art going into this release, we had to push it back slightly to make sure we could spend the time on it that it deserves.
This new boss isn't necro only right?
I wonder what we're going to get. Ranged still needs a t95 crossbow, magic needs t95 wand/orb, maybe t95 armors for magic/range...
Or just be necro stuff, ig we'll see!
We can confirm the boss in November will not be Necromancy only.
The bosses releasing with Necromancy are that way to make sure they are a test of what you've learned in Necromancy - and lore wise, the only way to truly defeat them is to destroy them with Necromantic energy.
Jagex, please for the love of god, don't give us copy and pasta halloween event
The good news is it specifically says "New Halloween Event" for that reason!
The team are working on something fresher for this year's Halloween Event.
As a note on Necromancy launch -
While the update time is 12:00 Game Time on August 7th, we expect 10-15 minutes of downtime while it deploys.
Edit: The 404 link mentioned below has been fixed, but the all caps text mentioned here was just removed; no video was added.
______________
On the "Necromancy Insights: Combat" category, there is a part in all caps which says "EMBED VIDEO".
I assume a video was meant to be there?
Team are getting this in now. Got overlooked on the upload.
Is it me or seem the update times for next week slightly off? It says 13:00 game time, but then after it says 12:00 BST. It would seem to be the other way around, as GT is currently 1h behind BST?
Team are getting this updated.
It will be 1pm UK time, which is 12pm Game Time.
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 →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.
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.
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.
So existing combat styles aren't getting the accuracy or auto attack changes with release? Lame. If necromancy delivers I expect all 3 of them to be left in the dust
There's a lot to unpack with making that change to the other styles, let alone the fact it will also take some significant design and development work.
The main thing is not changing the core fundamentals of any existing Combat Skill without players having a strong say.
Necromancy gives us a huge opportunity to try a lot of ideas we have to evolve combat in the game within the confines of a single, new skill experience. We're not messing with anyone's existing playstyle in Melee/Mage/Ranged by doing that, which is important.
As Mod Ryan said - if they are well liked and perform well, some of these changes could very well happen to the other styles. But first it's about getting these new ideas in your hands via Necromancy, seeing what you all would love about the approach and going from there.
are we allowed to farm Rasial using bolg or fsoa?
You won't be able to use them as the two new Necromancy bosses can only be fought with Necromancy.
Might be reading into the phrasing here too much, but Rasial is mentioned as a repeatable boss -- is Hermod a one time only fight?
We'll add a bit of clarifying wording there, it's not implicitly mentioned like it is with Rasial. Thanks for the feedback.
Hermod is a repeatable boss to confirm.
Just to confirm - this isn't an intended change. It's been bugged and we're looking into it.
It's pretty unfair that they changed it without notice. Especially with the upcoming dxp. People were likely saving up for it. An abrupt and pretty big change like this should've been announced with 2 or more weeks notice.
This is something we've discussed coming out of this.
We were aware this was coming a few weeks ago, but to hold our hands up, we (meaning the CM team) overlooked communicating it early as we've been pretty wrapped up in a lot of other things.
The feedback has been heard - we'll look at how we can capture this stuff and get it out earlier in future.
So with this 10 min lobby timer, does this also count for mobile of no?
It does yes! As long as your account is part of a Jagex account.
Have you or the mods ever considered publishing how the project system works? From conception to release? And the various steps taken between there? I think it’d be really informative and open a lot of people’s eyes as to why some of these updates they think are small, actually take a lot of time
Honestly that would make for a really interesting stream. Will raise the idea with Doom!