JagexSponge

JagexSponge



25 Oct

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Originally posted by EskwyreX

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

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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


17 Oct

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I'ma be honest...

These slap.

Good work, I really like the frosty t7 necrolord


09 Oct

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Originally posted by K4m4Sutr4Reader4827

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.

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I pitched removing leprechauns with Garden of Kharid because they're a mainstay in my nightmares, (and replace with better-looking druids) but it didn't go down well internally.

'theyre iconic'


04 Oct

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Originally posted by yuei2

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

Comment

Originally posted by Ashendant

Here 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.

  • ...

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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?


08 Sep

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Originally posted by Legal_Evil

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


07 Sep

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Originally posted by Caglavasaguros

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...

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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...

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This 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.


03 Sep

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Originally posted by Sea_Incident_853

Unfortunately I'm normally working during the down time, they'll need to take this one solo.


22 Aug

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Originally posted by ThaToastman

Ahh ok makes sense!

Other question, any thoughts on making ‘tier’ in tooltips (also has relevance to programmatic assignments of new gear attributes), more accurate? Unless monday changed it, primal is listed as T99 armor when it is actually T90 mathematically.

Its pretty misleading to noobs, and potentially interferes with your dev stuff if you did a auto-pass of a values table where say, ‘T90 helm = X HP bonus’

Yeah this has bothered me for a bit - 'tier' in general is pretty confusing because it means a lot of different unconnected things (damage/accuracy/armor/wear requirement)


21 Aug

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Originally posted by IndependenceOutside2

God forbid u do your job

My job being what exactly in this case?
If i put everything I was doing (such as working on new content e.g. Sanctum of Rebirth) on hold every time a player asked me to do something I would get literally nothing done.

Unfortunately we live in a world where things need to be prioritised for their impact and time cost and I can't just magic up changes out of nowhere. Thanks for the comment though.

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Originally posted by ThaToastman

Coding question:

Is armor not in the code as a class extension of ‘item’?

Parameters just being

“Tier, armor value, hp bonus, image reference…etc)?

It would be a lot of work but why not just add the parameter now (sorry to the intern who has to do the entry) and then all future armors will have the field by default and be added on creation?

Yeah so the params for hp bonus already exists / how it's handled right now, in general it'd be better imo for a system to figure out your total HP bonus based on a set of criteria so if in a years time we decide we want to change something about how HP is calculated (maybe we decide 10 per gear level instead of 5 or w/e) then it's a single plugin point instead of going and modifying all armor in the game again

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Originally posted by SpeedrunsRS

When this adjustment happens, will unique items such as the Rogue gloves from Deathmatch 'keep' what made them unique before Necromancy?
They were the only set of gloves before the update that provided an LP bonus while also having some offensive bonuses.

Would this update take into account that they were the only gloves that gave an LP boost before Necromancy and give them a greater boost?

yeah probably likewise for torva etc

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Originally posted by SexualHarassadar

When you say "go through every tank armor config" I'm assuming that means every variant of every piece of tank armor (+1,+2,+3, dyed, augmented, trimmed, lucky, ect.) is it's own individual item with its own config that would have to be manually edited?

yep

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Originally posted by JagexRamen

Don't worry

Stop worrying Ramen, it's on the list.

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Uhoh the call out

For real it's on the list, don't worry.

The reason its labour intensive is due to how the HP bonus is 'applied' to gear in that currently it's manually on any config you want HP boosts on. (There's no spaghet, its literally just not had a system made to handle it)

We have two options essentially - go through every tank armor config and apply the HP bonus specific to that piece (plz no - i still have nightmares about shogun making me test mining and smithing originally)

Or we make a new system that just 'handles' it that takes into account special cases (like torva / if we want a tank set thats more hp etc)

The list is long and ever growing for us combat folk but we've spoken about it and everyones okay us 'just' doing it / chipping away at it.


29 Jul

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Originally posted by RedDesires22

any word of fixing fps/lag issues in rebirth? I know a lot of people with good computers who are still struggling there

The update includes some temporary changes to boss VFX which should help with performance.
(temporary until an upcoming engine update that will enable the original VFX with the improved performance)