JagexRyan

JagexRyan



22 May

Comment

Originally posted by 5-x

Especially /u/JagexRyan is a pleasure to listen to, he's highly knowledgeable about game design/implementation and player trends. It would be very cool to have a livestream or discord podcast in which Mod Ryan talks about stuff such as:

  • what Jagex learned from Necro
  • whether Necro really took over the bossing landscape as players perceive it
  • what the combat improvements update changed in player behaviour
  • which bosses are popular and why Jagex thinks they're popular
  • how tiny the endgame bossing scene really is
  • what are some of the philosophies for future boss design
  • whether releasing Necro is actually Jagex shooting themselves in the foot when it comes to future combat direction

etc.

That's very kind, thank you.

I would LOVE to sit and talk endlessly for hours about RuneScape design. Finding the right place to do that is the tricky part.


17 Apr

Comment

Originally posted by [deleted]

[deleted]

u/JagexRamen I've been mistaken for yourself, but as they have referred to you as a God, I am here calling for your almighty presence.

Sponge, myself (Ryan!) and Pigeon have discussed why certain abilities that look like channels aren't channels (even if they're 1-3 cycles long), but we have no answer to your question right now.

Comment

Originally posted by Legal_Evil

They can make the 4th conjure be a weak offense but high defence tanking conjure that helps reduce damage for us.

This is actually fairly in line with a concept we had early on for a 'Phantom' conjure. That it wouldn't attack but simply mitigate damage for you, with the 'Command' ability being more in-line with a defensive (e.g. you get it to increase the damage it mitigates for X seconds).

Comment

I'm not too sure what was said on the stream and can't find a specific clip, but as one of the Necromancy designers I'm happy to add some additional context/detail.

The ideal, is that we release a 4th regular spirit as a conjure (e.g. Phantom). For the release, we prioritised getting 3 released and the 4th was a stretch goal. In hindsight we probably shouldn't have added the skill guide entry until we added the 4th spirit.

Balance is definitely something to consider, as adding another regular spirit while keeping the idea of a 4th slot is completely additive, however there are numerous ways we can resolve this so it isn't inherently the blocker.

What we would like to do, is to find an opportunity to add that 4th regular spirit and then explore the concept of 'Hero' and 'Legendary' spirits. I responded to another comment on this thread detailing them a bit more, but the general idea would be that you could use one of these spirits but they would take up more ...

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Comment

Originally posted by ItsYaBoiDragon

Better solution. 4 slots for "conjures" but each conjure has a "space" value. So say you have Dharok introduced as another conjure. He would hold like 2 spaces instead of 1 so when you conjure army they would be able to do 3 total but balanced around space total.

This has actually always been an intention of ours!

In the original design we discussed having regular spirits as the base conjures (i.e. Skeleton, Zombie, Ghost and Phantom) and then gaining access to 'Heroes' or 'Legendary' spirits (e.g. Barrows brothers, Ancient warriors, maybe even Vorkath) from other content which would use up 1-4 slots.

We haven't spoken too much about ideas that are on paper for Necromancy in the future, but this is just one of them. You'll find that most/all projects have a ton of ideas that don't come to fruition for the original release, but are written down to tackle and explore in the future.


19 Dec

Comment

Originally posted by IStealDreams

Why is EQ changes being shelved? Wasn't that a massive issue with squished damage values? Are we just gonna be left with useless perks now, instead of being reworked into Deadly?

Nope, that's what we're planning to do.

Sorry if my post wasn't clear. I was stating that the Equilibrium changes that are on the beta would be sheleved, and we will look to replace them with the alternate idea that Sponge has spoken about (Deadly).

Comment

Originally posted by MeleeUnsolved

I'm confused on why you would revert limitless? It felt really nice to not have to accidently waste it when slightly above 50%.

A good amount of players mentioned that it was useful when you're using adrenaline consuming abilities (Thresholds, Ultimates and Special attacks) as they would always consume >=10% which meant that if you're over the threshold right now, they were used to be able to press it in advance (i.e it doesn't matter which order you press the buttons in).

Comment

Originally posted by Kilsaa

Really like the channel bar but it feels a bit out of place in it's current state, IE its position on screen.

Any way that, in future, the bar can be bound to the position of the character? Similar to how the HP Bar/Adrenaline Bar/Necromancy orbs are?

edit: Also when will these changes be up to test out?

If you enter 'Edit mode' from the menu, you can move it to a location that better suits you.

The changes mentioned in this post will be available in the next beta update which won't be until the new year.

Comment

Originally posted by RS_Holo_Graphic

if we move forward with it we'd need to rework a fair number of their basic abilities to be more unique as in a simplified view right now they're 'just' damage.

When, if at all, will changes to abilities and combat style reworks be available to test?

When the Beta was originally announced, this was pretty much given as the very reason for having the Beta. Now, maybe that was a misunderstanding or the scope changed, but we've all been kind of holding our collective breath waiting for the promised "Rework the other skills based on Necromancy" changes. Stuff like basic attack abilities, builder-spender gauges, ability chains, synchonized cooldowns to create logical rotations... that sort of thing. I completely appreciate that a code cleanup needed to happen for combat overall, I'm just wondering when the truly compelling meat and potatoes of a combat beta test is scheduled to happen.

I think it's a bit of a misunderstanding.

A number of the Necromancy features that we mentioned exploring for the other styles are, at a foundation level:

  • Hit chance -> Damage potential (no more missing, just reduced damage per hit)
  • Modern critical strike system (% chance to critically strike and +% critical strike damage)
  • Hit cap increased from 10,000/12,000/15,000 -> 30,000

Then when we get to more specific Necromancy style features, they are much more complex to implement into each style without overhauling them from the ground up:

  • Modernised 'Basic Attack' (replacement for the hidden auto-attack)
  • Cleaner visuals (hitsplats line up with hits and animations don't overlap)

The beta currently has the foundation changes for Melee, Ranged and Magic which are very impactful changes on their own but also set us up for the future. They do raise a number of issues to the surface that need to be a...

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Comment

Originally posted by ZJK_RS3

You and mod sponge are doing a great jobs but I can see there alot more stuff that needs to be done for beta to come to live game but is there any info on elite tectonic getting set effects next year

Since you mention 'a lot more stuff that needs to be done for beta to come to live game'...

What do you think should be included before changes come to the live game?

I ask as we feel that incremental changes to the live game will be better than doing nothing. As it can end up resulting in trying to find a 'perfect' state which can push things back further and further.

Comment

Originally posted by GamerSylv

So the "basic auto" wasn't popular for Melee?

In it's current state, and after discussions with various players, we don't feel that it's ready to go live yet. This is perfectly okay though, as it's exactly why we're running the beta!

We're going to spend some time in the New Year looking at alternate/better ways of improving the auto-attack/basic attack functionality without necessarily just making all styles utilise what Necromancy has.

It's one of those features that Necromancy uses that doesn't necessarily translate as well to other styles based on how they currently function (vs something like the 'Hit chance -> Damage potential' system which translates very well).

Post

Hey all,

Just a quick update on the latest round of beta feedback, and what we're looking to address so far.

More information on what's included in the latest beta update: https://www.reddit.com/r/runescape/comments/18ia8d8/combat_beta_update_2/

Melee rewrite

  • Reinstate the auto-attack from...
Read more External link →

14 Dec

Comment

Originally posted by Divine_Eel

Refunds for AS4E2? Thanks

This is just a beta. We've acknowledged various issues mentioned with this potential change. Don't fear! We'll resolve whatever is needed to make sure that whatever the outcome is, it's not disruptive.

Comment

Originally posted by chinalicious

What does the squishing mean again?

Narrowing of damage around the average.

Example:

Previously, if an ability was 20%-100% ability damage, it would have an average of 60% but with a wide range.

Squished values could be 55%-65% ability damage, which would still have an average of 60% but with a more narrow range, increasing the consistency of your damage.


21 Nov

Comment

Ah, thanks. I've passed this on to the Vorkath team as some changes they made there for the boss encounter likely caused this.


24 Oct

Comment

Originally posted by Raldor

What's the point of Haunt not being a passive at this point though? Not asking for more buffs. Just pointing out the pointlessness of the "Command Ghost" as an ability now. Literally no reason to not use it.

Just so I give some something more than a whiney question: I think it would be cool if the Heal and Haunt swapped places. Heal being command and haunt being passive with some more balancing on heal obviously

This is ultimately just the first iteration of the ability. If you think about greater abilities in other styles, how they enhance/improve an ability, that's what you might expect from this in the future.

Complete example, but... What if you could upgrade this ability so that after commanding it to enable the effect, you can then command it every X seconds (cooldown) to enhance/modify the effect? Think similar to how 'Spectral Scythe' has variations of itself.

There are also reasons as to why it's best not being a passive, which I'll talk more about this in the livestream later this week.


23 Oct

Comment

Originally posted by Ik_oClock

The ghost was definitely an outlier before, but at the moment it's unclear whether the shorter duration it's 'alive' and the restricted command are necessary to keep it in check. I think Necro generally has a problem where there's too many cooldowns and upkeeps to manage, so I wouldn't be opposed to reducing that (but otoh that's the whole Necro gameplay with the adren removal now, like you just manage cooldowns and upkeep and spend souls/stacks when they're full)

Thanks for the feedback. We definitely have some thoughts already based on comments, but want to see how it all plays out with the update today.

I mentioned it in a previous thread on Friday, but the Vengeful Ghost's command ability was overshadowing a lot, and there's a strong design strategy behind grounding that effect a fair amount. Doing this will naturally have you thinking about what you're missing. You'll more easily have those feelings of "I want this!", which will better help us, help you!

Comment

Originally posted by peaceshot

I agree with the overall balancing changes for Necromancy and have no issue with these nerfs.

However, I do have a problem with Command Vengeful Ghost now having a 30 second duration. The duration is simply quite awkward as it will require re-proccing during a Living Death rotation. Extending this to 40-45 seconds wouldn't really help either as you'll be re-proccing it for only a few more seconds of the ghost's on-field time (depending on number of TFN pieces worn).

This is the only change I have an issue with - the 30 second timer only serves to make things clunkier and more annoying to use. I think the overall nerfs are impactful enough that it would be fine to let Command Vengful Ghost just last for the full duration again.

Noted! We saw a few comments about this over the weekend since the post on Friday.

We're open to feedback and making further changes. We wanted to get these set of changes into your hands and then work with you on making any further changes going forward.


20 Oct

Comment

Originally posted by Sparrow1989

Jagex logic, nerf damage, not fix pathing, make things harder.

A fix for the pathing has been completed but awaits an engine build.

Comment

Originally posted by Vex_rs

Most of the changes look good. However, this is a massive nerf to command ghost and I think it’s a little over the top. The damage nerf is very significant and the cap on duration seems unwarranted. The command duration should be like 45s so you don’t have to recast it mid-living death. Also, haunted should stay how it was but with a 20-25% modifier instead of 35%. Please revisit these choices /u/jagexryan

We are open to making further changes, so please do continue giving us that feedback.

In reference to the 'Command Vengeful Ghost' ability, as it was over performing a lot, we feel that it's best to get it into your hands in a grounded position as then it'll allow you (the players) to get a feeling for what is missing and suggest those changes. Whereas currently the effect of the Ghost was overshadowing other elements of the style, so it is less obvious about what it could do instead.

TL;DR - Open to changes! We're happy to iterate on these after seeing how they play out and hearing from you.