JagexSponge

JagexSponge



08 Feb

Comment

Originally posted by Imaskilla097

I can't begin to fathom understanding the lack of knowledge and realization it shows these mods have with these kinds of changes... I honestly try to not mean any disrespect, but with updates like this that you plan to implement into the game it honestly doesn't make any sense. I say "plan to implement," because after the last BETA, where we were polled and asked what we thought of the FSOA and AD (with the changes all receiving a majority negative response), they still get implemented.

Why are you changing FSOA again? To attempt to make up for the nerf you gave it months ago or maybe it was the sonic wave change? If anything now you're diminishing dual wield at this point and making both sides of the style not worth using.

Now we've moved onto the BOLG and adrenaline gaining abilities?? Is the goal to just absolutely plummet all of these styles so NECRO just remains at the top? These are genuine questions I feel most people have and are already asking, especially ...

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We've shown through the previous iterations we're not going to just implement things without player feedback, its our primary concern.

Why are you changing FSOA again?
We pulled down crit adrenaline values because power being introduced with the beta players had commented on being too high, so it was a lever for us to pull and see what happens. As a result magic (which was in a good place powerwise on the beta fell behind so we wanted to give some of that back)

Now we've moved onto the BOLG and adrenaline gaining abilities?
Yes, they were levers we wanted to try and see what players do and dont like. Botlg generally speaking had gained alot of power from crit chance, damage and hitcap, so we wanted to try pulling those down, as it wasn't in need of extra power, and players had commented on it.

We need to be able to have adult conversations about these things as community, so we can kee...

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Comment

Originally posted by Chrismite

I get what the beta is for, but these changes will have to an impact on the equivalent of necromancy with being a jack of all trades combat and now that ive had months to use it. I don't see me going back to the other traditional styles unless theres a big enough change where i can feel i can put in the same effort and get the same result like necro.

Why would i do 4taa mage when i just can do necro semi revo.

It's worth stating that the beta's purpose is porting parts of whats good from necro over (hitcap/crit etc) It's not intended to solely pull you over to the other styles, doing so would require more changes/complexity than this beta would allow.

We want players to come away from this with the new systems in, and combat feeling nicer, but it doesn't have to do everything at once.

Comment

Hey all! Appreciate some of the changes here can feel like 'nerf,nerf,nerf'
That is the case for somethings, absolutely compared to the previous beta iteration, but it is worth iterating that the beta is just a test environment and this has been on purpose, so you can tell us exactly what still feels good/bad.

(e.g. "my kill times at kerapac have gone up, compared to live, but i'm having less fun due to lack of adrenaline" - great we could bump back up crit adrenaline, and bring down some damage values etc.)

It's important that you try them out and compare to the live game so the feedback is useable as some comments of "X number has gone down, don't do it" might not be taking into account the whole picture of damage gained in the beta through increased crit chance/damage/hitcap etc.

If the general consensus is leaning in one direction after you've tried them out we could hotfix in different beta values to try out different combinations (e.g. ...

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05 Feb

Comment

The varrock guard has been dispatched for undisclosed taxes on gifted items.

No one hides from the varrock treasury.

Comment

Originally posted by HighElbowGuillotine

What parts of Necro do you feel are overturned and what changes would you propose? It feels very powerful currently; really interested to hear what aspects of the kit you feel have a bit too much oomph

Hey so worth stating purely my opinion (not necessarily the opinions of the rest of the team), but I feel that necro is overtuned mostly in numbers and would only need some slight tweaks to be better in line.

IMO burst is slightly too high for a style that has a large continual damage source and if you want that big burst you should be sacrificing the continual damage in some form.

To be specific I think death skulls and living death would be where i'd look to bring damage down. (potentially reducing Dskull damage slightly, LD's finger multiplier and maybe dskulls cooldown up slightly to stop you triple skulling)
Worth noting I only think these need very slight changes to bring the style fully in line.

There's other minor number tweaks i think would be positive for opening reward space for the style, e.g. conjure damage down slightly so you're reliant on choosing conjure positive gear if you want to play around them etc.

Comment

Thanks Rubic - worth me clarifying, I thought the mob stat rerebalance (turoths and co) was going out today (5th feb) but I was mistaken and it's set for the next update.

As always somethings don't quite come across as I necessarily intend when read, so happy to answer anyones questions if they want stuff clarifying from the stream.

Comment

Originally posted by AnastasiousRS

Did I read delete resonance lol

Worth clarifying because I can see it getting people confused. It's a little out of context reading it instead of watching and wasn't fully a serious suggestion nor was it fully jesting.

I genuinely think there are problems with resonance that affect combat and the wider game, but that doesn't mean it's going anywhere. I think the only time it'd be changed realistically is if we got to do a full defence book / shield rework of some form.


02 Feb

Comment

Originally posted by SuperSpeedyCrazyCow

I have one other question if you are not too busy, sorry.

Do you know if the firemaking cape works for the shilo village quest as a light source? Like the one you have to sacrifice to light up the cave

looks like it should work, yeah.


29 Jan

Comment

Hey, from what i can see the following mobs have access to it:

Burthorpe intro trolls (if the farming path is done)
Mogre
Rockslugs
'Farmers' (not on F2P worlds)
Catablepon
Cave crawlers
Rocklobsters
General malpractitioner
Rum Pumped Crabs
Tenacious toucan
Giant ant worker
Reborn warriors (all varieties from the Phoenix cave)
Exiled kalphite soldier/paragon


25 Jan

Comment

Originally posted by The_Jimes

Equilibrium Aura has been redesigned

  • Aura Effect: Now increases the player's ability damage stat by 12%, but prevents the player from critically striking.

Is caps farming dead?

I could be wrong (i often am) but i think you might have a better time farming them, like another user stated. Because of the damage range squish your min hit is going to be up so you can probably one shot them with a higher variety of builds

Comment

Originally posted by googIeit_osrs

Okay guys, I am a noob with about 60s range/melee, 70 mage. I don't really have a reference point for low level combat pre-necro but coming back and doing some slayer recently before i trained necro, getting absolutely destroyed by low level mobs from a Mazchna task lmao.

How can i best do some testing / provide feedback for the beta? Any recommendations besides trying to run some slayer without necro? Or maybe a low level mob that you guys think is balanced around my levels to compare the others too? thanks :)

Anything you 'can' do would be helpful really.

Of note in a seperate update (coming soon-ish) i've toned down most of the low level slayer mobs that were giving players troubles so you shouldn't get slain yourself so much.

Comment

Originally posted by Alexexy

I feel the core issue of the old combat styles is still the uselessness of the abilities and the ridiculous bloat that comes from basic ability rotations.

Abilities should have a function aside from just doing damage and I would say only a fifth of the current basic abilities fit that criteria.

FWIW I agree, it's a multi stage process though and we wanna check players are happy each step of the way rather than doing everything at once.

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