JagexSponge

JagexSponge



12 Apr


22 Mar

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Looks like the Culinaromancer is back in training


14 Mar

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Hey, I have the next section of mine designed but I've not really worked on a piece of content I felt was appropriate or had the time to insert it into since Garden

(It tends to be if you have a day or so free towards the end of a project, and everyone is happy with the extra work going in (QA/Producers etc). It's kinda like adding polish++

Maybe my current project will be fitting though.


11 Mar

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Originally posted by Degrandz

/u/JagexSponge this so much.

The legendary STAFF OF ARMADYL. Used for a spec and then hidden away. Worthless.

I think 'worthless' is a bit exaggerated for one of (if not the) strongest specs in the game.

I agree it could do with a passive, but I think some core issues to mage could do with being sorted first (like staves being mediocre, crit having a mixed identity between DW and 2H etc) so it fits in properly


07 Mar

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Right now, no... however IIRC back when I was QAing EOF during development it'd try to blow up your mainhand weapon and drop you out the game because it couldn't find a hand cannon

(shouldve kept it as a feature - train your firemaking!)


05 Mar

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Originally posted by MemojiFun

If I remembered correctly, u/JagexSponge worked on the minibosses from Zammy release since I recall him making animate Fred and such. Would appreciate this caveat being fixed to be viable again instead of completely guttered. D: It was a seamless and fun method to do with others all aiming for important Dungeoneering unlocks like charming imp for summoning or ring of vigour or even chaotics for players trying to get a good starting wep. Forgot to mention, but please add a damage soaking hitsplat to Cerberus instead of the invisible soaking it does. It also soaks even at melee distance which is odd because the only way to not get any soaking if you damage it on the literal square tile it is on which is odd because a player would think melee distance is 0 soaking but nope, have to be attacking under/on top of Cerberus's tile.

Hey, do you have an example loadout/stats that was previously doing this method to a decent degree, I've got an old test world I can use to compare/make tweaks to cerbs damage reduction.

Cheers!


04 Mar

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Hey, i'm not aware of us changing the passive version - but we'll take a look and resolve any issues caused - cheers!

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Originally posted by RegiSilver

That's because of the Channeled Bar thing being where the special action button used to be.

I feel we're gonna have this for a while because Jagex haven't touched the Mobile client in ages...

I want to be wrong tho, but be prepared to have this buttons on your back for a while.

Tagging /u/JagexSponge and /u/JagexDoom just in case.

we've got a job in to fix this - thanks for the heads up

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Hey, feel free to DM me over your IGN and i'll get someone to take a look

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Originally posted by stathread

We are still crashing in certain places across the map on mobile too! I would of thought these type of problems would have been quickly hotfixed rather than leave us dealing with them for weeks/months at a time.

The engine team is aware, and actively working on it, that's all i know i'm afraid.

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Thanks for the post, someone is investigating

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Originally posted by Mike_From_Red_Deer

Did you fix the invisible fire floor on TzKal-Zuk's Igneous Rain phase, perchance?

This is/was an engine issue from the last build IIRC, i'll check the status of the fix


26 Feb

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Originally posted by SneedsFeedsSeeds

Why are you talking like a zoomer 🤣

It's now Canon how sallys speak I'm afraid boss

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Mans got the armguard of the first salamander, the gill bound lantern and the slime of the first salamander, they unstoppable now.

salamander gang rise up


13 Feb

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Of note : I broked the ice swords (if they go to negative cost they'll cost you a whole lotta adrenaline) -> We're gonna look to hotfix the beta. My bad!

EDIT: hotfixed :)

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Originally posted by KobraTheKing

While I do like the attention for quest bosses, the hit chances + hp changes seem to mostly try to keep them in the same place, when they are almost universally severely underpowered after EoC radically nerfed them.

The hit changes are very good, and deserve credit. Some of these get boosted by a lot of hp, which is great, but some still seem a bit weak. Elder Kiln has boosted the champion by almost 5 times the hp, which highlight how weak it was before, but with 75 magic as the requirement I still don't think 35k hp is a lot.

Pest Queen, for example, is a fight that need high 70s to even fight, 51k hp feels like a joke, she should at minimum have the Dominion Tower health, if not more. Elvarg is probably in a good place now, but Nezichkened is several quests later and seemingly not really much stronger.

I hope this isn't the last time quest fights get changes.

I've spoken about this internally before; a lot quests bosses need to be bumped up (not as part of this project as we don't want to scope creep the release) as the majority don't 'feel' like bosses.
Where I can / when I have time to do them justice I'm statting them up, however it's hard to get right as the difficulty is kinda subjective once you move away from 'just left click it and it'll die'.


12 Feb

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Originally posted by Sasternaali

My primary question remains with the hit in HP. Why? If the survivability is then much better, that's fine, but is this all just to prevent turoths from becoming a good XP/h spot for higher levels? A closer look to old Turoth xp shows that with the current nerf it means they'd be around the old xp rates, at least. I always understood why ED3 deserved the nerf, but why did everything else? Was it all in an attempt to make the upcoming Necromancy grind take longer (hello, untested ritual xp rates) or was it an actual design choice?

From the perspective of someone going for 200m in combats it's ridiculously dreary (and I rushed 120m before the nerfs went live). There are right now so few mobs that you really can feasibly do at semi low-effort (cannon, overloads, etc. supplies that you need to manage) that provide you with decent XP/h. If this was like any other skill where you only have to bear the activity once I wouldn't be so annoyed by it. But combat has right now 1,2b wo...

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My primary question remains with the hit in HP.

It was a common complaint from players that turoths were over statted, hence bringing them down, lowering it helps resolve this, making the tasks faster for mid level players, and makes them slightly more relevant for farming seed drops (lesser issue imo) They weren't changed to stop them being good XP they were changed to make them better for mid/low level players.

ED3 deserved the nerf, why everything else

XP was essentially uncontrollable it had bloated to where XP rates were excessive, and changing stats had whacky knock on effects - as an example, today cows went from 1100 HP ->1000 HP and 2 defence -> 1 defence.

You 'd think their XP would come down with stat reductions; with the old system ... nope.

The data pulled from the RS bestiary using todays update (thanks wiki team):

Diffs for 20970 [Cow]
defence: 2 -> 1
lifepoi...
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Originally posted by JohnExile

Changing them to melee means they will ball up easier, allowing you to easily nuke them down with their new mage weakness. You should kill a f**kton more now than you did before. I dunno about their damage getting changed, I agree it seems like it's barely been touched but I guess I'll have to go check myself instead of just kneejerking.

Yeah, as you said you'll generally have an easier time killing them, damage didn't need to come down too much when accuracy also came down, and you'll no longer be tanking ~10 at a time which also increases survivability there.

Will OFC keep monitoring feedback on them / the other changes though.

Additionally, whilst XP/kill will have decreased, the XP/HR at turoths will have most likely increased depending on your setup, as they're grouping harder, your AOE's will clear more, faster


09 Feb

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Originally posted by yuei2

Does the teleport jewelry have charges? Also does this gem have an enchant spell?

it doesn't have charges (it's like onyx jewellery in that respect)

It uses level 5 enchant IIRC

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Originally posted by Colossus823

Will the same thing happen with thrower trolls on the road to GWD? My elder rune looks like paper.

they have been given lighter, less accurate rocks to throw