JagexSponge

JagexSponge



25 Jan

Comment

Originally posted by CallMeExiled

Damage extra hits from 30-32.5 dropped to 10-12. Am I reading it wrong possibly?

extra hits changed from 30->32.5 and from 10->12 (not 30->10)

Comment

Originally posted by hamwo41310

I can’t imagine the Herculean task this is to take on. I figure this is why there hasn’t been much update on new actual content. I appreciate that you folks are really giving this the best you can. I cannot wait to get to use my magic, ranged, and melee gear again! Everything looks great.

My only additional question following reading all this: Is the Seren God Bow spec any different aside from the loss of hit cap? Is SGB getting nerfed?

SGB should work roughly the same right now IIRC (the only changes were damage range squishing which all the other abilities got too)

We have a job in to rewrite the special at some point - (just back end changes really) that shouldn't really change how you play with it/how impactful it is

Comment

Originally posted by Geoffk123

kekw - Mod Sponge

To reiterate:

KEKW

thank you.


16 Jan

Comment

Yo, I can see you're a very passionate player, so I appreciate the post even with the way it's been approached.

I stand by the fact that monsters were harshly balanced with EOC, as an example; level 77 basilisks were 4,000 HP, with a max hit of 220 damage: if you did a 'simple' translation to OS this would be the equivalent of them having a max hit of 2, which sounds whacky. Cows, some of the first monsters you meet had 25 HP the equivalent of 0.25 HP in OS, it does argue what's the point of them having HP at all.
We can go into why monsters should have relevant damage/hp (Buffs/Levels/Gear/abilities/food being of no relevance if I take no damage/1shot everything) but I don't want to bloat this out too much explaining each of them

Recently I posted about rebalancing a bunch of the monsters you can see here:

...

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Comment

Originally posted by whiskey_wednesday1

As long as they don't smoke you through 5 piece crypt again that'd be nice lol

Gave em a play test today, after some of the rebalance to bring down their accuracy/dmg you can soul split afk in ~70 power gear, I'd imagine lower stats/gear are still comfortable too

Comment

Originally posted by Buzzd-Lightyear

u/JagexSponge

Y’all need to worry out rebalancing the low to mid-level combat experience, not trivial shit like this.

I'd say ~55 slayer is pretty spot on for low-mid level combat experience, champ.


12 Jan

Comment

Originally posted by Love_Hammer94

Thanks for looking into this today Sponge.

I have one specifically I'd like to bring up: Turoths! I have 99/120 (where applicable) all, and these mid-tier slayer monsters absolutely hit like a truck. Moreover, their "stronger" version, Kurasks, don't even come close to their level of danger. I could not be afk at all during the turoths and getting those drops for log were miserable.

yep cheers, gonna hit up turoths so theyre more in line with their slayer level ~55 than their current combat level

Kurasks fell in one of the upper categories so need a rebalance to start so i probably won't do those with this job

Comment

Originally posted by TheSadScientist

Could you please look into early-mid tier mobs such as hellhounds, deadly red spiders, lesser/greater demons?

These are some of the few options that f2p players have to train combat, but even with 90-99 stats and full t50+ armor, they're wrecking them.

I can take a look, IIRC though only spiders out of those were changed

Comment

Originally posted by Nolifedemon

Early game slayer was a big thing, tried to reply to you on reddit but it seems you have me blocked, not sure why, but anyhow.

Banshee task, I killed 4 before having to bank, and this was using necromancy at lvl 40, with the tier 40 upgrades. and being told by a slayer master im to over levelled for them and to go to vanakka.

Things like low level slayer mobs in general, cows, chickens, the wolfs on white wolf mountain are 1 bite youre dead now. but my general testing seemed very weighted towards low level slayer, and anything even in the lumbridge catacombs is hitting 3 times harder, banking after 4-6 kills isnt a pleasant experience.

Appreciate the reply.
added banshees to my list of things to check over, I vaguely remember doing them on necro release myself without issue, were these regulars or might banshees and weird question : but were you using earmuffs

unblocked, not sure why/when i would've done that

Comment

Originally posted by Any-sao

I hate to say this, but I really need to.

Are these reversions really necessary?

I can see the community is upset about it here, but is there really harm in requiring players to level up a bit before having free reign of the world to explore? Does overworld combat have to be so easy?

FWIW i'm not looking to revert back to how it was pre-necro. But there are some clear issues where some mobs are overtuned and players aren't having fun at those as a result which is a problem

Comment

Originally posted by balmcake

As someone who maxed a long time ago I don’t care about any of this as it doesn’t affect me at all.

But that said, why isn’t rolling back low level monsters stats back to previous patch version an option?

Would it have not made more sense to increase a select number of monsters individually instead of blanket update to make sure it was the right move?

It seems odd that Jagex chose to do a blanket update with no foresight, it comes across as disingenuous and like many said, a poorly cobbled together idea to bandage another bad idea, at this point the game feels like a broken dam of issues and every patch you just make things worse by “trying to make it better”.

You brought out a new combat style which was massively over-tuned and to combat that, you thought the best course of action was to give all the lower level monsters steroids, which has basically ruined the levelling experience from what I can see.

I only play the game on and off so I d...

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But that said, why isn’t rolling back low level monsters stats back to previous patch version an option?

So my stance on this is pre-patch they were absolutely in a worse place than current - (this is still the case for a chunk of mid-high end mobs), introducing a new combat style you want there to be clear reasons for different abilities, combos etc to exist at all stages of game play level 1 up to level 120 and for the game to transition across levels smoothly, had the changes not gone ahead, early/mid game necro your conjures wouldve essentially done nothing as the target would be dead before they ever arrived, the same can be said for ultimate abilities, whats the purpose of an ultimate if I'm killing the target with a basic in one hit, teaching players bad habits of not using these abilities throughout the early game, up until a sudden breakpoint where they hit modernly balanced monsters which then work completely differently to everything t...

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Comment

Originally posted by Xerkxes

Made a hc not too long ago for the Christmas event let's see what I can remember.

At level 1 attack you have ~20% accuracy against rabbits in burthope lol

Burthope trolls give 17 total xp, that's rough

Everything in the waterfall quest WAS pretty brutal. I was over leveled for it but it was still rough

The demon in the golem quest line was pretty difficult to hit with silver light and lvl 30 attack. Not sure how reasonable that was but maybe its ok

Literal bears by manor farm will also fk your day up lmao.

I avoided combat though so my experience is a bit limited

So having had a play myself, I wonder if you were wearing some off style gear early. As with bronze weapons & 1 stats im seeing a 68% hitchance vs rabbits.

Appreciate the others i can take a look

Comment

Hey, as someone in the replies posted - I'm looking into this today, there's clearly some issues early game.

If you have specifics issues you've encountered and the gear you were using it'll help me out.

Of note somethings I'll be looking to adjust:
Reducing the rigidity of stats: (a lot of mobs attack and defence stats line up exactly when they don't need to - a simple example is cows in live are 2 defence, 2 attack, when in reality they should be at the lowest defence as theyre super early game)

Making 'gatekeep' mobs less dangerous: Theres mobs in areas designed to keep players in a place for a period of time (wolves on Whitewolf Mountain designed to stop early players venturing out of burthorpe, troll chuckers etc) Going to bring these down a peg so theyre still stronger than e.g. the cows in burthorpe but not so strong that you have 0 chance of making it across the mountain

Matching expecta...

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Comment

Originally posted by -Uffy

I replied to his tweet with this reddit link too, so hopefully he does look at it

thanks for that!


19 Dec

Comment

Originally posted by GamerSylv

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

It's hard to judge because the current abilities weren't designed around it -> 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.

Now that we've got some feedback on the system we're happy to pull it back out (and if we want to move forward with it: iterate on it and improve melee's basics to be more interesting alongside basic attacks (and make basic attacks more interesting))

We don't want to just leave it in half-baked as it'll warp other feedback

EDIT: just seen Ryan responded -> apologies for spam


15 Dec

Comment

Originally posted by Blackbird_V

Your comment about champions ring I just consider a design fail on my part -> I don't think I should've made a crit ring that's reliant on bleeds, with bleeds being anti-synergistic with crit. (really should've been a more generic crit ring, then an additional bleed ring that has nothing to do with crit, separately)

Arbitrary example, but something like this?: Crystalised time thread (from Kerapac for arguments sake) + 10 Warrior rings = Ring of Aeons

  • Increases bleed duration by 50%
  • Enchantment: Each time you deal damage with a bleed, reduce the cooldown of your bleed abilities by 0.6s.

A bleed ring could be a way to move away from switchscape with the MWSOA and maybe give it some other effect. It would also be a way to stop Ezk from becoming EoF fodder, I guess?

Yeah pretty much

Comment

Originally posted by Ordinary-Ad-9930

Pvm still too hard. Can u pls make revo+++++ so we can copy paste full boss rotations from pvme into our ingame pvm macro builder. That also seems a bit hard to pvm still so could we also get an auto eat function where if our hp falls below certain threshold it will auto eat a food and combo eat if selected.

Have you heard about the mining and smithing rework Necromancy?

Comment

Originally posted by yasminty66

Dont you think that this new equilibrium perk might introduce a new switch to be used off zerk, SS and DS? If yes then wouldnt it be weird when you would use mwspoa perked with eq and having its effect counter champion ring with enchantment for example and biting? I think the whole idea of removing crits with eq isnt appealing and people will use the perk as a switch outside ultimates increasing powercreep. Material used to get equilibrium is cheap and not much is needed, i think equilibrium should die and focus be shifted on other issues instead, people are now free to combo as4 with slayer perks which is nice seeing how new bosses are weak to it. P6 demon slayer for main hand, as4 undead slayer for off hand and biting 4 dragon slayer for armor

Yes potentially at some point - I am weary of creating more meaningless invention switches through the new effect, and would be interested to see what you all think (if it's a problem / potential solutions)

Your comment about champions ring I just consider a design fail on my part -> I don't think I should've made a crit ring that's reliant on bleeds, with bleeds being anti-synergistic with crit. (really should've been a more generic crit ring, then an additional bleed ring that has nothing to do with crit, separately)

Comment

Originally posted by igornist

Can't believe you give in to those entitled brats... The other effect was really interesting and game changing.

And it can/will still exist but in a way that's available for those who want it and not forced on those who don't.
I agree with the fundamental issues players were having with the old perk of "I've spent X amount to perk out my weapon, and the new effect is anti-synergizing with my gameplay, so I don't want it forced on me"

Comment

Originally posted by stumptrumpandisis1

You might catch some flack now for it being "boring" or "too simple" but I'm fine with that. Like you said, a generic damage boost is basically what it currently does already, except now it's gonna affect more things.

Will we ever get something for Invention that lets us modify gizmos with 2 perks on them? Removing one of the perks, splitting them into 2 gizmos, etc?

I can't say yes because there's nothing in the works right now. But I do think we should consider the perk system in general for a potential overhaul