I see that the idea of the main tank only taking melee damage is scrapped. Could we at least make it so that the magic hit is delayed so we can at least swap prayers in time?
Possibly, how long do you reckon you'd need?
I see that the idea of the main tank only taking melee damage is scrapped. Could we at least make it so that the magic hit is delayed so we can at least swap prayers in time?
Possibly, how long do you reckon you'd need?
God damn it Pi. How am I going to mask my wild magic PK on Vorago player links now...
But yeah, Pi doing gods work.
Well shit, I need to learn to read more then. Feel free to downvote this. Thanks for the change :)
All good man! Did you hop on to give the changes a try?
Nice. Can we have a permanent beta server exclusively for testing out pvm changes in a safe environment?
I asked but sadly it's not viable to keep it up at all times but not to say never.
Thank-you Ramen! It's really nice you brought in a beta server for us to test.
:D It's an opportunity I could not pass up on! Big thanks to /u/JagexEasty for letting me do tbh.
Feedback like this is crucial to success, especially when it's tweaking something that has been in the game for almost 2 years.
Plus, Nex is my baby just as all my other projects are and I feel bad for neglecting her as long as I have!
When basing I noticed that she gives me 0-4 shield icons on me and on top of that a mage hit, she never splashed once in all phases. It might be simply that she never splashes now but I feel like she also gave me higher melee hits..
I like that she forces melee distance in last phase.
I don't see the point in giving her more hitpoints when while phasing we don't attack her anyway as we are busy with reavers/amalgs/minions etc PLUS we do 1% damage during that time. Also it is annoying that she also attacks while phasing..
New ice mechanic seems nice.
Glad you like the new ice mechanic, seems to have gone down well!
Can you explain more about the 0-4 splashes you had? Nothing changed with her hitting the base tank, I did stop her hitting them with mage attacks but reverted that before upload to beta.
just tried an hour it actually wasnt, and smokes are comming earlier now, something seems wrong with smoke timings
Which smokes? The black pool or the smoke blades (lines)?
Also something to add, yesterday we had no problems with the random aggression of AoD when we tested it out. It came today with the patches.
It was a problem yesterday too, nothing I changed today would have effected aggression. I explained on a comment below:
Basically during that special, Nex has a long period where she isn't attacking anyone which effectively takes her out of combat, meaning she has lost focus of the original person she is targeting.
Will find a way, i'm sure /u/JagexPi can think of a funny way of keeping her in combat in a cheeky way :P
Yes, i never got a red message that i was iced on screen.
Interesting, will investigate. Thank you for giving her a go!
What did you think of the other changes?
Hey mod ramen, what are according to you the new phasing points of AoD. Like the current aod has 2.1m, 1.8m and 600k as phase points. With the new aod what are the new phase points according to you and is it possible that Amalgamations spawn during a different special thats already going on?
Extra 500k split between all the phases so add 166k to each phase.
She phases based of the % of her max lifepoints.
was more referring to this video https://www.youtube.com/watch?v=3RS06oh1O0M
was in same team and we were testing earlier today.
Yeah I've got this saved, thank you. I know what it is, it's just workout how to get around it.
Basically during that special, Nex has a long period where she isn't attacking anyone which effectively takes her out of combat, meaning she has lost focus of the original person she is targeting.
Will find a way, i'm sure /u/JagexPi can think of a funny way of keeping her in combat in a cheeky way :P
Hey all!
If you didn't know already we're running a beta for the upcoming Mining and Smithing rework! Whilst it was up we decided we would also sneak the Nex: Angel of Death changes in for some thorough testing and feedback.
If you'd like to see what those changes are they can be found here
This is a really good opportunity to play through the content in a safe environment whilst also being able to provide feedback on any of them. It's better for us to gather feedback like this than to just presume and release to live.
We've made a few hotfixes to Nex: Angel of Death changes to the beta;
I wrote Angel of Death when I was back in QA and since joining dev have learnt a lot. With that I've always wanted time to go back and give her that extra level of polish she needed which is long overdue. With the RS Gamejam happening this weekend this was my opportunity to give Nex (Or as players call her 'money bird') some love.
Below the current changes I have made to the Angel of Death boss fight. Please understand that these are subject to change based on your feedback and i'm also aware that some of these are slight nerfs but for game health and future players these had to happen at some point and nerfs are never going to be welcomed with open arms!
Boss kill times are wiped upon login.
Boss kill times will only be tracked when there are 7 players or less in a fight (this is logged at the very start of the kill to prevent players logging to bring the player count down at the end of the fight)
...
This development blog has been a long time coming! It’s time to start talking about the Group Ironman update; What it will involve, how it will play and what we need to get right for it be a success and feel fair.
We recently put a poll out to get a general feeling about several topics in relation to the update, so the first part of this dev blog I’ll go over the results and breakdown my thoughts on them. From there we can start a discussion and ensure we’re moving the correct direction.
Before we jump straight into the poll questions, we need to address the ETA for Group Ironman.
When we announced it at RuneFest we said it was an active project that was being worked on and, with an ETA being within the 6 months after RuneFest, as we’re now in June this clearly didn’t hit the goalposts we wanted. Sadly we’ve run into some roadblocks with the engine work needed for this project to work. As it currently stands we do not know how long it will take to work aroun...
Read more External link →Hey everyone!
We're now approaching the end of the working week here at Jagex, but we wanted to give you an overview of everything related to Solak, in this post you'll find information on what bugfixes we have coming, what hotfixes we've done so far and much more!
It goes without saying that we're thrilled with Solak's release so far, streams that broadcasted Solak did incredibly well and we here at Jagex loved watching the battles on our screens.
Unfortunately some bugs did slip by, some of these revolved around bypassing the damage caps we implemented in to Solak to stop you "skipping" phases.
We’re assessing how many players abused this and will follow through with appropriate action based on the severity of their abuse. Bug abuse is something we will not tolerate.
However, our work is never done, we've been relentlessly tracking down issues and fixing them where possible, to give you an idea check out the list below