JagexSponge

JagexSponge



16 Mar

Comment

Originally posted by ericcb1

One of the great aspects of the staff spec was the synergy when it came to the auto attacks were the benefits you got from blood barrage spells. Most notably healing from blood barrage but to a lesser extent things like damage/accuracy debuffs from shadow/smoke barrage and damage reduction from Emerald Aurora. Are these synergies essentially now removed with the change to an ability based damage structure with the staff spec?

I'd say these were one of those synergies that were just over tuned. Ancient effects were 100% on autos due to autos inherently being weaker than most abilities and so this translated over to the FSOA spec too.
The excessive healing from the barrage is not something that we'll be looking to add back as it was particularly egregious, and reduced what we could do with the staff.

Comment

Originally posted by Lolable97

These seem like very reasonable changes which we have needed for a while. Any thoughts about not allowing the staff to proc off of dummies? Great work btw xoxo u/JagexDoom u/JagexSponge

In general, I'm against dummies being used for cheesy mechanics like drawing extra crits out of the staff. I think there are bigger things to fix first, but yeah i'd like to remove that interactions with dummies in boss encounters.

Comment

Originally posted by Sticky__Mick

u/JagexSponge Hello Mod Sponge, would you be able to explain the thought process behind the ability damage of the FSoA. I've been suggesting this exact nerf for over a year now, but I'm wondering why you chose to not have the ability damage the same average damage as a 2h auto attack. I understand that this will make GConc better, as it will no longer throw dual-wield autos, but rather a flat ability damage. However, without the recursion, will the difference in average damage between the old and new be a bit too heavy of a nerf? How was it in testing? Do you have any percentages to give us at the moment for comparison?

Thanks!

Hoping to throw up a comparison later if time allows (currently a whole lot here to get through)

IIRC the damage value per hit is slightly above what you would've fired for a mainhand staff auto previously (so a buff under gconc, if you weren't staff switching after firing)
I'm very aware that the damage value could be pushed up slightly, however, if we go too far it again limits what we can do in the future with the play style (or we'd have to nerf again, something i'm categorically trying avoid)
Which is in part why we're fishing for feedback here, to see what the community wants from it.

Comment

Originally posted by gdubrocks

I want to start off by saying that I strongly support the balance change being made to animate dead and fsoa, and that I strongly condemn the fact that it took 2 years to make the changes.

Are there going to be more regular balance/numeric changes in the future? Some examples below:

  • Changing hit chance to reduce damage by 1.5x instead of missing, using a different colored hitsplat to designate a miss
  • Adjusting lengs so that they are not outclassed by a 200m weapon
  • Tweaking hitcaps per style (or maybe adding some hitcap boosts to pocket slot items that are not grimoire)
  • Buffing zgs to increase bleed damage
  • Adding bad luck protection to bosses like arch-glacor, vorago, kerapac, and AoD that have unreasonably long grinds.
  • Giving accuracy auras a 2.5% damage buff
  • Giving aegis aura a 5-10% buff
  • Reducing 24 hour cooldown on Mahjarrat
  • Giving staff of sliske a numeric adjustment
  • Reducing ...
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Are there going to be more regular balance/numeric changes in the future? Some examples below:

I'm not going to promise this, as often things get in the way of intentions. But speaking to the combat council, it is fully the intention to hit numeric changes more frequently, especially with lighter changes so we don't give players whiplash.

Comment

Originally posted by Mr__Perfect_

Can we get a list of what is core vs. soft vs. hard typeless so we can actually know what it protects against? Right now nowhere in game explains this and its very confusing.

Core damage types are your standard damage - magic: (fire,water,earth etc) Melee, Ranged etc.

Both soft typeless and hard typeless will no longer be reduced by AD. This is something we're aware of as being confusing(soft and hard typless being different things), we'd like to update their hitsplats when we're able so it becomes apparent which is which.

Comment

Originally posted by Angeels

I do feel that an additional pass over the FSOA changes needs to be made. As it raises a couple of issues:

  • The damage looks to be way too low, especially with recursive removal.
  • You lose a massive amount of adrenaline gain (makes ABS a lot less desirable which was always a fun interaction).
  • You will lose utility from ancients spell effects (most notably blood barrage).
  • The staff's damage is still ridiculously crit rng for next to no real gain (and super reliant on grimoire).
  • You will never really equip the staff - 4TAA makes a resurgence and thats the only time you will equip the staff now as for any players not doing 4TAA its better to just camp DW for gconc.

Couple of potential solutions:

  • Set the player's crit chance when under the effects of FSOA upto a static number of 50/33/xx% for the spec's duration. This reduces need for grimoire whilst under its effects and reduces the rng of the benefits of the...
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Damage of the spec should scale depending on wielding the staff or dual wield - as it currently does in game whilst also considering the damage bonuses from inquisitor staff if players choose to wield that. It also just feels boring to wield the staff for the spec then swap off it (or eof it lmao).

Appreciate the feedback.
We're aware that getting the damage per hit here is going to be the hard bit to get right (both for release and for the long-term health of the game), so we'll absolutely be taking feedback on this.

The reason we're suggesting these changes is because it essentially lets us do more with the staff - if we find the staff isn't performing well enough (or feedback suggests this) we COULD move the damage lever up now if needed, or increase the consistency of the effect (e.g, flat crit chance buff whilst it's active) something that wasn't possible with the previous effect due to it essentially having no cap on the effec...

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Comment

Originally posted by TTTonster

The changes look good.

Was hoping to get Animate Dead ported to ranged and melee tank armour as well with the toned down version.

Fsoa bring ability damage is expected and understood. Could we see the crit changes to magma tempest being removed? Allowing pre magma tempest to synergies well with fsoa spec.

Was hoping to get Animate Dead ported to ranged and melee tank armour as well with the toned down version.

This is one that I see fairly frequently. This is something I'm personally trying to avoid - in the past, the combat styles have been (imo) too similar to each other, with alot of abilities being carbon copies of each other, resulting in styles feeling 'samey'.
I think that's something that has been resolved (at least partially), in particular with range and mage moving playstyles towards multi-hit & crit. The hope is that this can be extended to the tank halves of each of these styles, where ranged/melee could get some nice buffs in a different form. Appreciate it's not entirely satisfying, but we're hoping to improve combat in the long term, not just make short-term feel good changes.

Comment

Originally posted by ThaToastman

It would be great if you posted a table for fsoa (Similar to what you did for AD) comparing the damage dealt from 25,30,35, and 40 crits from FSOA, vs the damage post change (as well as math on the approximate number of crits youll get while under this new spec) so we can get a sense of the capacity of the nerf

Likewise, will this nerf allow for reversion of the magma tempest nerf allowing it to crit again?

Also will you look into rebalancing zammy in response to weaker animate dead (the zammy realm seems designed for animate dead)--and the amount of hp he has seems balanced around having God-level power with fsoa

It would be great if you posted a table for fsoa (Similar to what you did for AD) comparing the damage dealt from 25,30,35, and 40 crits from FSOA, vs the damage post change (as well as math on the approximate number of crits youll get while under this new spec) so we can get a sense of the capacity of the nerf

Hoping to get the chance to do this, this evening - in which case i'll get it added above.

Comment

Originally posted by Positive_Ball_9689

A 'nerf' always leaves a sour taste in the mouth, I think the best way to go about it is buff the other styles to be able to compete with the numbers that FSOA puts out.. (it's not restricting future content its actually giving you a good path to go down for other combat styles and a good ballpark number to have other weapons put out similar numbers and get the dopamine you get with a FSOA)

The main issue with AD is that there is only one style of armour that benefits from it properly, Typeless damage is not the issue it's the fact that at certain bosses you don't even need to worry about the attacks as by the time you notice it you have soul split all the damage back as health, For now i think making it work for all 3 combat style attacks is good but we need more armour similar to cryptbloom for the other combat styles. (like asap)

Also with updates you need to consider ironman mode more, It was not viable at all to use a FSOA on an ironman unless you were want...

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I think the best way to go about it is buff the other styles to be able to compete with the numbers that FSOA puts out.. (it's not restricting future content its actually giving you a good path to go down for other combat styles and a good ballpark number to have other weapons put out similar numbers and get the dopamine you get with a FSOA)

The issue isn't wholely with the damage fsoa was currently able to put out (whoever it was VERY) strong, but rather that any future upgrades pushed that number way higher, essentially roadblocking us on what we can do with mage.
Other things absolutely could do with buffs, however I don't think just flat-line buffing everything up to FSOA's level is the way forward and just leads to more issues further down the road.

Comment

Originally posted by ImRubic

Overall changes seem well thought out for why they are being changed and modified. I'm not well versed in combat so I can't really comment as much as I'd like on the exact balance of the changes.

But I do have a few concerns moving forward:

  • Will tank armor viability be forever tied to Animate Dead?
  • Will future rewards be beneficial to players who may not utilize near or at the best combat gear?
  • Will old bosses be modified to be more consistent with any design themes?

Finally what other combat equipment are up for consideration of being changed (buffed, nerfed, or modified)? For example the Ring of Death has been a big focus of discussion by the community yet we've seen very little of that from Jagex.

Will tank armor viability be forever tied to Animate Dead?Will future rewards be beneficial to players who may not utilize near or at the best combat gear?Will old bosses be modified to be more consistent with any design themes?

Finally what other combat equipment are up for consideration of being changed (buffed, nerfed, or modified)? For example the Ring of Death has been a big focus of discussion by the community yet we've seen very little of that from Jagex.

It's absolutely not the plan for AD to be tied to all tank armor viability going forward. A large part of this going forward in my personal opinion is making defensives and other styles tank gear more satisfying/reasonable to use. We've got a lot of defensives right now that are... underwhelming, and I think improving tank from the bottom up is the way to go there.

As for gear that's up for consideration to changes, I don't want to promise anything but I'd say theres a...

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Comment

Originally posted by PM_ME_YOUR_BANKS

fsoa is going to use alot less runes is there any plans to make ranged ammo cheaper aswell

fsoa is going to use alot less runes is there any plans to make ranged ammo cheaper aswell

So there's nothing concrete right now. However it's definitely something that's near the top of the list - in particular, runes/arrows only being drained through autos.

An example would be if we can get to a nice, reasonable drain rate for runes/arrows through abilities we could remove the dinarrows custom consumption, making a consistent drain rate for all ammo from lv 1-99

Comment

Originally posted by Wiz_Tot

Would it be possible to allow magma to critically strike again with these FSOA changes? /u/JagexSponge

Would it be possible to allow magma to critically strike again with these FSOA changes? /u/JagexSponge

It's a good question.
Part of the issue I personally had with magma crits was the huge swing in adrenaline from tsunami.
I'm not going to say it's a no - it's something I'd want to re-look at more for consistencies sake than anything.

Comment

Originally posted by Rarycaris

Will the new FSOA hits be affected by Sunshine?

Will the new FSOA hits be affected by Sunshine?

Yep, it'll be affected like any other standard ability.


08 Mar


07 Mar

Comment

Hey, just jumped in to let you guys know this was resolved by Mod Fowl this week. Going forward there will be a toggle to have bladed dive pick-up scenery or not so you can have it active as/when you need it. I'm not certain if it'll be in Monday's build, but I'll try to expedite it, as I know this issue is particularly annoying.


22 Feb

Comment

Originally posted by IAmFinah

Waiting for /u/JagexSponge to confirm 😭

:)


20 Feb

Comment

Hey feel free to dm me over details and I can pass the details over so someone can investigate if this is a legitimate issue.


08 Feb


03 Feb