Do you need to be on task to get the slayer helm drop? If not, does it affect the drop rate to be on task? Thanks so much!
no task needed to get the item, drop is improved greatly on task though
Do you need to be on task to get the slayer helm drop? If not, does it affect the drop rate to be on task? Thanks so much!
no task needed to get the item, drop is improved greatly on task though
Are the new Scabarites task-only, or such as other popular releases instanced for the first week? I can imagine the dungeon being swarmed the next couple of days otherwise. What about coil or cannons in the cave?
theyre instanced to 4 people each (with 4-5 spots to kill them in, so shouldn't be too rammed)
I understand. It would be nice though to fix the things that players have wanted for a while/leftovers from last time. Was it dragged out too long? Combat is a core component of this game and I feel it would be worth it.
I 100% agree; i'd spend all day every day just tweaking/reworking/fixing combat / player requested bits if I could
Was it dragged out too long
- I personally think a little yeah; it's of course important, but i think the reduced content of 2-3 devs working on the project for a few months was felt by players
Mod sponge! Ezk spec buff and passive when?
https://x.com/JagexSponge/status/1849727753211249104
We were looking at these (commonly requested items to buff/rework) on the side of primary projects, however we're seeing if we can get a small project committed to it so it has a solid date, where we can essentially just deliver on all the little bit's we've been trying to find time to do/chipping away at.
(No confirmation / promises at this time though; the combat teams pretty rammed with CMA's currently)
Maybe its time to cook and bring another combat beta? I would really like to see this again. Maybe making it a yearly thing.
Unfortunately it's not as simple as that; we can pitch another one internally and see if there's time/scope to allow for it between our other projects, or if it can be slotted in. There was a bit of a consensus last time that it dragged on a little long, and some of that time could've been used to deliver more content to players
How about an x% chance to execute the target when their life points are below 20% or 30,000, whichever is lower.
So basically Death Mark for ranged. These would then be bolts to switch to near the end of a kill with the hopes of procing the execute.
on paper it sounds fine - however i imagine it'd end up too niche as execute of 30k would mean you only use the bolts at that threshold limiting their use, and a 20% at 30k means the effective damage of a bolt is 6k? and reduces as their life gets lower (i think that maths); it'd probably work out that you're better off just going for more damage
Give it a 69% chance to proc a huge Nice coming out of the next critical hit on target.
nice
I was thinking more of a 95% chance of allowing irons to obtain h'oddments. Seems like a better idea.
Sounds too meta warping
One of the comments in this thread had a great idea for these.
They inflict the Haunt passive from Command Vengeful Spirit.
I think this fits really well imo
That would be pretty fine i think? Means you wouldn't bother if you have a necroer on your team, however my assumption is it's duration would need to be way longer via bolt so you can benefit off it yourself
6.6% chance to give mod sponge a migraine
It is a genuinely good question because it's a decent reward space that can be delivered on; the issue is having something niche enough that it doesn't just overwrite the usefulness of another bolt; but also avoids being red topaz levels of niche
I'ma be honest...
These slap.
Good work, I really like the frosty t7 necrolord
Why don't you graphically rework them instead?
It's (in my opinion) just not a good use of resources, we could do up a monster / armor remaster / anything else pretty much and have more impact than leprechauns would.
Let us break them down into stackable shards. So you break water talismans down into water shards. Then at the altar we can fuse them to create water runes.
This gives us an almost stackable essence but it’s not overpowered because each can only be used at their respective altar, makes it easier to sink talismans from the game, makes it less of a pain when doing slayer as you can pick up and break down the talisman so it’s not eating more than one slot.
You shouldn’t get a ton of exp from this, both because you are combining shards to make a rune so I think logically the output should be lower and as it’s stackable you don’t want to break exp rates.
You wouldn’t even need to create new item models, use the unstable essence/rune model which already stacks. So you break the water talisman down into unstable water runes and then take them to an altar to stabilize them turning them into regular water runes.
That's pretty cool actually; Do you think you could use them to make a kinda sloweless intensive method?
- e.g. So you can just sit at the altar and consume talisman shards less XP/Runes per hour but a much less intensive form of training
Having a decent sink of talismans could lead to them being a slightly less janky PVM drop which would be cool
Read moreHere is a bunch of suggestions that ill add to as I remember:
Runecrafting tool main hand that increases the multiplier. Preferably crafted or charged from Talismans to increase their value. And maybe crafted from Silver Smithing like tiaras? Perhaps upgradeable like Slayer souls to give people a reason to do runecrafting runs.
Merged Rune Pouch. Ability to store rune multiplier items in pouch. Perhaps RC Urns too?
Runecrafting cape leaves a message in the chat when you activate the ability that tells you what the third rune for goldberg is.
Increased value of Talismans by adding more runecrafting based uses.
Necromantic rune multiplier item like the catalitic and elemental ones.
New combination staves for air runes. Im saddened I cant complete my collection.
Ability to upgrade the Elemental staff further, perhaps by combining all combo staves into one.
...
Some great Ideas on here; (and this thread in general) have sent over to Frosch so it doesn't get lost.
I particularly like 'Increased value of Talismans by adding more runecrafting based uses.' But am interested in what sort of uses you'd like to see?
I'd be more on board i think with making 2H compete with DW for single target but with different playstyle (e.g. big slow hits vs quick multi hits) and then 2H having an added bonus of being able to flex into AoE; it'd mean 2H can be more than just slayer/trash clearing. It's a hard situation to figure out in it's entirety though
How about Jagex adds more bosses where AoE dps is more important than single target dps, like how Twin Furies are?
Sounds good to me generally speaking
I think thats not ideal because It's inconsistent with 'known' runescape mechanics: Halberds have extended range, always have.
Masuta's Warspear and Laniakea's Spear already muddy the waters of what counts as a halberd.
Would you be opposed to giving all 2h Melee weapons halberd range? 2h melee just can't compete with dual-wield for single target DPS because it misses out on both Greater Flurry and Destroy, and Quake is way too weak to justify use. If its strength lies in AoE, why give 2h melee a two-tier system of halberds and non-halberds? It puts standard 2h melee weapons in an awkward spot where they can't do their job well, and thus have no incentive for being used unless they're propped up by a passive effect.
That is very true I didn't consider those - DRL too I imagine was the first to muddy the waters?
Would you be opposed to giving all 2h Melee weapons halberd range? 2h melee just can't compete with dual-wield for single target DPS because it misses out on both Greater Flurry and Destroy, and Quake is way too weak to justify use. If its strength lies in AoE, why give 2h melee a two-tier system of halberds and non-halberds? It puts standard 2h melee weapons in an awkward spot where they can't do their job well, and thus have no incentive for being used unless they're propped up by a passive effect.
I wouldn't necessarily be opposed to it as a rule, I do think it reduces the amount of gear that can be relevant which isn't super ideal.
I'd be more on board i think with making 2H compete with DW for single target but with different playstyle (e.g. big slow hits vs quick multi hits) and then 2H having an added bonus of being able to flex int...
Hey thought I'd dispell some of the confusion? here. I don't think anyone on the combat team is actively against Nox scythe getting outclassed, (It's been top dog for a while, and it'll be maintained by components / being the more budget halberd vs a 95 variant - i think more vanilla gear should get unique components really, like praesuls etc)
I think it's a point of us not wanting that outclassing to be from Zuk sword or MW sword that's being misconstrued.
If we were given a fitting piece of content to pack it with I think everyone would be pretty happy to release a 95 halberd tomorrow (there's probably some caveats like wanting Zuk sword to be good first but the point stands)
However we need to be careful with 'good' reward spaces as we can shoot ourselves in the foot by killing them off when it comes to a piece of content that we want to deliver meaningful rewards (and having nothing left in the tank).
There's been some chatter about just sla...
Read moreThis is a very fair point/post! Summoning always has (in my short experience) been kinda left to one side, probably because its more support than core combat; in a similar kinda fashion to Prayer, it's just a seemingly random set of buffs without much tying it together. (Prayer at least has the benefit that you can have multiple active at once / different books, potential to tie prayer bonus in on effectiveness etc) Whereas summoning just sort of exists?
I would love to see it get a redesign to an extent and familiars reworked so we don't just see the same ~5 or so being used and thats it. Ways to level up your familiars to make even the lower level ones relevant could be interesting / add some extra variety to combat.
Unfortunately I'm normally working during the down time, they'll need to take this one solo.