JagexLight

JagexLight



22 Jun

Comment

Originally posted by KeepForgettinMyname

All Demons in the game have very high Magic levels, so Magic spells feel very weak against them

Excuse me what? That is the exact opposite of the truth. Abyssal demons, Black/Greater demons, Bloodvelds all have level 1 magic thus piss magic defense.

It's even in the lore: Demons are magical and thus have shite defense towards magic.

Did Jagex legalize the marihuana?

The best solution we've seen so far is to allow Bloodvelds and Hellhounds to drop bones alongside the Ashes they would also drop. Whilst not ideal from a lore perspective, we'd be willing to compromise on this based on your feedback.

Let us know what you think. Should these demons also drop bones in conjunction with their ashes?

Please don't. Dropping both secondaries is dumb. Runescape needs less AFKscape, less Slayerscape. Hellhound tasks are awfully dull, zero drops and your prayer regenerates. All you need is to mov...

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Ty for your feedback! I've amended the post to say that it's only the case for some demons. It was my oversight I derped a little but I promise I'm not high!

Comment

Originally posted by A_Sphinx

I don't understand this bit:

"All Demons in the game have very high Magic levels,"

Just looked up lesser, greater, and black demons - all have 1 Magic and -10 magic defence? What demons are they referring to with high magic levels, I've always been told demons are weak to magic because of their low magic resistance...

My apologies, it's my oversight; I definitely should've taken the time to wiki them all. This feedback was more aimed towards Demon Bosses (e.g Skotizo and K'ril) and the ones mentioned above in replies which do have high magic levels. We received feedback about this that I captured but I generalized it to all Demons which isn't the case. I will amend the Newspost to clarify it's only for some Demons. Thanks!

Comment

Originally posted by turbobutton

We could also look at shortening the animations used with these spells, whilst adding a cool-down between casts to preserve the experience rates that were polled when outside of combat.

A Kingdom Divided & Arceuus Spellbook Rework Poll Blog:

Demonic Offering
Converts up to 3 piles of Demonic Ash into Prayer points, granting three times the base experience. Demonic Offering will take 5 game cycles (3 seconds) to complete casting.

the spell is 8 game cycles (4.8 seconds) in the live game, which is already slower than the experience rates that were polled

Thanks for pointing this out. It was poor wording on our part when explaining the spell, but the jist of it is that we're going to improve the spell and make it better to use following your feedback.

The warmup (that can be cancelled) is 5 cycles, and then the spell casts. However because we know that players want the spell to have a bit more utility during slayer in particular, we are going to make it non-interruptable by monsters.

Following this we would also like to remove the warmup and replace it with a cooldown after the spell is cast, which should shorten the animation but on average not make it able to be casted more often than currently. If players are in favour of this approach it can be done probably by next week.

Comment

Originally posted by RobDaGinger

AKD was such a great quest I definitely would want the sequel to be fast tracked

Thanks very much that's really kind of you!

Comment

Originally posted by valarauca14

FYI /u/JagexLight Death Charge doesn't work at some bosses, notably Grotesque Guardians in my testing. I filled an in-game bug, but I'd appreciate some additional review.

Thank you I'll make sure this is passed on to QA for review. As always we really appreciate the feedback and help to identify issues swiftly.

Edit: We've got a fix in for Grotesque Guardians but we aren't aware of any other instances where this issue happens, if you do find additional ones could you let me know and I will pass it on to the team.

Comment

Originally posted by GayVegan

Only gives 50% now, and still no kourend prayer points.

We'll be re-polling the 100% diary perk in a mini poll which will happen hopefully in the next few weeks as we don't intend for players to be waiting too long on that.

Comment

Originally posted by ptorpey

Where’s the wilderness blog?

We expect it's going to be live this week.

Comment

Originally posted by The-Invalid-One

Maybe they meant zulrah? who knows

I'll change it to Zulrah, it's probably my mistake on that one thank you for spotting.

Comment

Originally posted by cyanblur

Any word on a fix for Dark Lure deleting impling spawns?

We recognised this was a bug caused by an Engine problem which made the Script crash. We've got in a temporary fix while we wait on Engine changes, so it should be resolved and hotfixed in by tomorrow. If it persists after the game update tomorrow, please let me know and I will pass on to the team.


17 Jun

Comment

Originally posted by JuicedJack

Weird that the Arceuus Spellbook is out-DPS'ing the Harmonised Staff, which is an INCREDIBLY powerful item, so the solution is to instead buff the staff to out-DPS the spellbook again.

I understand why it has done it, but creating a balance problem via a game update, to which then the logical solution is to buff the BIS mage weapon is quite rediculous. Potentially buffing the Harmonised should have been polled in accordance with the thrall releasing, etc.

I can confirm that any changes we make to the Harmonised Staff would be polled. We're hoping to find a suggestion or solution that most players are happy with. If most players don't want us to make changes then we don't have to.

Comment

Originally posted by Sprintzer

It seems like the thralls won’t attack “Melee” phase Zulrah until you damage (not splash) it. Other phases the Thrall will attack as soon as you do provided it doesn’t get stuck.

Much appreciated, I'll bring this up tomorrow to see if we can improve.

Comment

Originally posted by Zeus_Painthunder

I love the new update! Everything about it! But, as I was doing the quest and walking through Kourend, a lot of the areas feel like they're still a bit "bare".

I'll give you one example: the "border" between northern wintertodt area and arceuus is just flat land with nothing on it. Not even a rock. I feel like it needs some foliage or cliffs or anything that won't make the area look easily walkable. There are more, but this is example stands out the most for me.

And the new Shayzien, OMG <3 I'm in love with it. People say it stands out too much because it's so much nicer/has so much more detail but I think there's nothing wrong with it. In my opinion, you stayed true to the OS style except you turned it up to 11. I am hoping other areas in Kourend (and more?) will receive similar treatment.

<3

Thanks so much! Yeah I certainly hope so, perhaps we can discuss this further with the art team on a stream sometime and get their take on it. I'm sure they'd love to talk about it <3

Comment

Originally posted by GodricLight

Is it possible for Thralls to follow you into instances? Currently, if you summon the thrall outside of Zulrah and board the boat, the thrall will be despawned and you'll be forced to resummon the thrall once actually on the island.

I found the ghost thrall to not really follow much which lead to the thrall getting stuck and not actually contributing quite often, I'm not entirely sure what's the best plan to fix this. I'm thinking if you tighten the leash range the ghost will move more and would also lower the dps output of the ghost in high movement areas of the game. I was honestly hoping I could at least manually call the thrall over like a pet but unfortunately you cannont.

I would assume it's limited and would not be able to follow into instances however I'll double check on that when I talk to the development team. I've seen reports from other players saying it feels a little buggy sometimes, so will continue to monitor it and see. Good ideas though! Thanks

Comment

Originally posted by CXgamer

I was exited when I found the Kourend map, but disappointed that it can't be hung in the Quest Hall. Specially since it's the 150th quest, it ought to be on par with RFD and Legends quest.

I'll bring this to the team. <3

Comment

Originally posted by CaptainAlphaWalrus

I understand not wanting to let demonic ash be the same as bones in the catacombs, but now Bloodvelds and hellhounds are completely different tasks now that they don't drop bones. Maybe still let them drop bones and dust?

Added as feedback. :)

Comment

Originally posted by _giskard

I tried thralls in the Fight Caves yesterday. Whenever the next monster I attacked was a little far from the thrall, it would never follow me and would instead wander around until it disappeared, even if it was recently summoned. I had to re-summon constantly depending on the wave's configuration.

Noted, thanks.

Comment

Originally posted by Requiem_for_you

New summons seems to be a bit buggy.

I was hoping to be a breakthrough for me on my ironman to start Zulrah but that summon seems to be not attacking more often than not. I would understand if zulrah is on another side of platform but they dont attack even from position they can reach it. And sometimes they stand on same tile for 10sec doing nothing, then randomly starts attacking boss (without moving a tile at all!!)

edit: but overall I am happy with new update. New ashes seems like a huge addition. I just wish I had more regular supply of wrath runes on my iron (got 250 from vorkath on 250 kills). But it completely change praying training for many many irons (and not only irons).

edit2: Vile vigour (prayer conversion to run energy) is kinda useless. only thing people can think of is perhaps zmi running but you would need to make tabs for that to work.

grasp spells are twice as effective with mark of darkness. So if undead grasp is 2.4sec with 50% ...

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That's really valuable feedback, thank you. Is anyone else experiencing this?

Comment

Originally posted by [deleted]

[deleted]

Nah it was definitely me being ignorant. The bonecrusher's XP perk comes from the Morytania Diary so it's a typo from me. Will get that corrected asap. Sorry.

Comment

Originally posted by modmailtest1

There's a bit in the quest where you have to talk to a character and the quest journal says they are "Behind the castle" when they are actually not behind it at all, but south of it. I think that should be changed, because it was quite confusing.

Ah yea I've seen that pop up, I'll put a note in as feedback. Thanks. :)