JagexSponge

JagexSponge



13 Dec


01 Dec

Comment

Originally posted by Ztaxas

Hey Sponge, just a reminder that Leng isn't a person as the wording makes it sound, I suggest something among the lines of "Unleash the never ending cold of the blades from Leng" or something that makes it clear that Leng is a place.

Good shout, i'll make a note for that


30 Nov

Comment

Originally posted by yasminty66

Hello sponge, how are you doing

Personally i dont like stacks playstyle cause it can be backloaded and with cane removal this will impact melee burst cause bleeded assault, hurricane , overpower and dclaws are the only burst abilities for melee.

What made gbarge great was it turned a channeled melee attack into dot making it burst. If hurricane gets removed then dw is left with only channeled thresholds to use in zerk( assault, destroy flurry and frenzy potentially)

I think making cane 2h only ability will promote more switching which is a major issue with melee

Hurricane is integral in many rotations and having it removed to be replaced by 30% adren spec only good if having enough stacks isnt what we mainly want.

I like the synergy of multi hits and frostblades, however i think burst abilities are always gonna have the upper hand over channeled abilities and melee already have backloaded damage issues from ezk.

Overall i think mele...

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Hey thanks for the feedback!

Personally i dont like stacks playstyle cause it can be backloaded and with cane removal this will impact melee burst cause bleeded assault, hurricane , overpower and dclaws are the only burst abilities for melee.

Fair feedback, if you don't like stacks, you don't like, that's perfectly reasonable
I would however recommend giving the set a try as current, it's worth noting its much less intensive than e.g. boltg tracking, as the special is intended to be a free bonus on other effects - for arguments sake the spec could just be hurricane cost/damage, keeping all the other effects but removing the concept of the stack.

I think making cane 2h only ability will promote more switching which is a major issue with melee

I don't personally think the solution to this is to have a way to bypass it with a very specific item, as it retains the problem for everyone not usi...

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Comment

Hey thats me!

Something worth reiterating is the stuff above is very whip and open to change. The thing to bare in mind is it's way easier for us to tweak / balance once y'all have something tangible in front of you. (If you don't like stacks we can change stacks, if you don't like X we can change X) It's much easier than putting out a bunch of hypothetical proposals.

Anything is up for grabs really (E.g. does the spec need an adrenaline cost and instead have a stack count could it do Y instead of X)

I've removed the cane/destroy crossover for the time being to see if we can get the same feeling as the old cane whilst reducing 2h and dw feeling blended into one / to let us do more playstyle specific stuff with destroy/cane.

Happy to chat over anything else if there's specific questions


06 Nov


03 Nov

Comment

Originally posted by Ik_oClock

Grico only got a functional change to separately roll each hit. It didn't get a damage buff on the small hits like magma tempest to account for the loss of power after the boosted level change (while it is also heavily affected by it).

So because of how grico previously scaled it actually gained less benefit from the stat boost than you'd expect. That being said I'd be fine giving it a couple % boost if it's generally felt necessary


02 Nov

Comment

Originally posted by Juan-More-Taco

We're not trying to 'force it in' but it's a mechanic that's broken for various reasons, hence us trying it in the beta again.

Here's an idea; stop trying to change something that the community have told you multiple times now we don't want changed. Overloads are untradeable with high level requirements. You absolutely should be stronger for using them. They're in a fine place. You clearly have a different opinion which is why you tried this before. You absolutely are trying to force this change.

You rolled it back previously, hope you'll do it again because the response is the same. God forbid the game is fun right?

The majority of feedback last time was regarding the dps loss on abilities, hence us trying it in the beta after applying various changes that raise player damage.

I think its a bit sensationalist to say it makes the game fun.

Comment

Originally posted by StarmanT10

Whats the benefit of boosting magic and range at all then? Do they get crit buffs?

You do still get an accuracy boost as well as the base damage increase from being a higher level. We are/were considering having stat boosts affect critical strike in the same way you gain Crit damage at level thresholds

Comment

Originally posted by Drakerin

just leave it be. It was in game since 2012 for a reason.

Something existing for a longtime doesn't justify its existence.

Comment

Originally posted by 5-x

Removed damage per level granted by boosting Magic, Ranged & Strength stats.

No thank you. I would like my ovl boost back.

This is arguably the biggest change of all of the beta tests and it's sorta hidden in there.

Jagex tried this once when Necro launched and fortunately (or unfortunately) nobody noticed because everyone was training Necro. However, they rolled that back because it's truly busted. This will make all of the combat triangle weaker by 10-15% across the board. I don't understand why they're trying to force this in again.

We're not trying to 'force it in' but it's a mechanic that's broken for various reasons, hence us trying it in the beta again.

If there's any legitimate DPS loss, we can easily adjust damage ranges now to compensate, albeit with the other changes in the beta I don't think there will be any loss.


30 Oct

Comment

Originally posted by HighElbowGuillotine

I think I just feel really disappointed in the direction of the combat beta from reading what the proposed changes are (I am aware that we haven't tried it to see things addressed.) It kind of just feels like the beta proposes more damage. I'm not sure damage is the solution as to why combat feels unsatisfying.

It feels extremely clunky. Just to touch on a few of the difficulties within combat:

  1. I have to cancel channeled abilities because it's higher damage.
  2. Animations often don't match the damage hits, so I have to animation cancel as well.
  3. Magic has like 5 different basics to use - none of them are interesting beyond damage scalings.
  4. Why dodefensive autos exist? (same issue as 4taa?)
  5. Why do auto attacks exist? Why am I doing them at all when I have powerful abilities to use. I think necro really got the simplification of this correct.
  6. HItboxes don't match tiles (sunshine/death swiftness).
  7. The tick syst...
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Like others have stated: This is the first iteration.

We're looking to frequent updates to the beta as we develop with players feedback, a lot of the things you've listed we are intending on trialing fixes for, but one step at a time.

Comment

Originally posted by AjmLink

Due to hit range variance for melee, landing a critical strike feels bad. It sometimes feels like theres 2 independent crit systems because sometimes you crit a 6k and other times it hits 22k.

I noticed this testing dds. Its clunky to lowball crit and high roll non crit creating a weird dynamic where the non crit hits higher than the crit.

Additionally, ezk bleeding 3ks from a 25k initial hit doesnt feel correctly scaled.

We'll be squishing damage ranges in a later build of the beta which will resolve this weirdness. I'm working on it currently. - Sponge.

Comment

Originally posted by maboudonfu

Why OG tank armour don't have HP bonus like necro?

it's on the list, don't worry; it's just very labor intensive with less to show for the work additionally we want to make sure the beta is used to it's full potential, arguably something like the HP bonus wouldnt make the most out of the beta time period so it's 'less' important to trial on there.


20 Oct

Comment

Originally posted by Ssamy30

Quick question please,

Will the Lengs spec be turned into a passive in this beta please? Or is that still being looked at?

If the community likes the hitcap changes then effects that already raise hitcaps (Dlong, Lengs) would likely get reworked, or just removed in some cases (IE grimoire: the old effect could probably just get removed making it just a crit book)

Comment

Originally posted by RegiSilver

/u/JagexSponge, on a more serious note, how likely would it be to rename the Zombie to "Plaguespreading Zombie", or just "Plague Zombie", which I think reflects its effect a bit better than Putrid, which tells me he's rotting away and of low quality.

Given one of my favourite Yugioh cards is plaguespreader zombie i could 100% get behind this (if i can sneak it past Ryan)

Comment

Originally posted by BrilliantFinding

they're roughly every month quote me on that

Ok, thanks!

Ruh Roh

Comment

Originally posted by legolasvin

Thank you for the response! Not to ask for a specific date, but how frequent are engine updates? Can we expect something in the next month? Or the next 6 months?

I think they're roughly every month (but don't quote me on that)

Comment

Originally posted by legolasvin

Are the conjure pathing fixes in this? All 3 conjures get frequently stuck behind obstacles

Not to pull the 'classic' waiting for engine support but...
this is genuinely an engine issue where conjures in combat would occasionally fall back to 'dumb pathing' when they shouldn't. It has been fixed however and is awaiting an engine release to go live.

TLDR needs engine support. (got engine support) ((coming soon'TM'))


02 Oct

Comment

Thanks for the post!

Yeah we're well aware and there are jobs in to handle these, unfortunately its more complex than just increasing the XP values for these, but nonetheless something we want to fix (albeit it's not super high priority)

The 'fix' is to have things like QBD have a full HP bar showing her full health rather than continually resetting each time you phase them, but that requires a non-trivial amount of rewriting phases etc

Of note for your list IIRC vorago and twin furies should also be there.

Rasial is the outlier, and I think with current kill times, could have his modifier removed without any real issue.