#Combat Styles Improvements - Beta Update
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Every layer of dailyscape is terrible
yeah but the tutors are extra bad
Chargebow and air staff…
air staff helps with letting you cast the air spell... but if you are depending on air staves you don't get an upgrade in F2P and have to wait till 30 in members
and then you get stuck at 50 until/unless you can get a Limitless Air for a T82 option
(2.6ish mil)
(and a bunch of research)
The game was never meant for you to use elemental staves to 99. Plus for a t80+ magic weapon 2.6m is the cheapest option I think
Just lower the cost of shop elemental runes back to 5 and increase the stock
sounds about right, yep
Wait a second, what's this??
a t82 air staff
Elemental Impulse is a Master Clue reward
lets you upgrade Mystic Battlestaves into T82
augmentable
Oh it degrades, that'll be why I haven't touched it
is, unironically, the cheapest way to get T70+ magic wep
because Ahrim's are at least 5 mil
and Cywir Wand and Orb are 10+ mil
Augmenting it makes it non degradable
It still degrades it's just on a different system
charges feel a lot better to me than any other degrade system
just go do somewhat afk skilling for a while and it's fine... or run Gate? are there any other bosses with energy drops?
I know the feeling but once I started using coin-repair items I realized how heavily I’d been handicapping myself. The t92 armor degradation is ruinously expensive but coin-repair items are cheaper than the overloads you’ll be using with them.
FoG equipment: Hold my 2007 degradation.
But, hear me out:
Elemental Strike:
- Unlocked from lvl 1.
- When selected, you choose Wind, Water, Earth or Fire. Your Magic AA, and some magic abilities, inherit the chosen spell's type.
- Costs 1 Mind Rune + 2 Elemental Runes of the chosen type.
(Can be upgraded to Elemental Bolt at level 25, Elemental Blast at level 50, Elemental Wave at level 75, and Elemental Surge at level 100, to increase maximum scaling damage)
Design note: This spell is always just one icon, and exists in both the normal and ancient book. Ancient Book has different types of elemental spell effects than Basic. Right-clicking the icon allows you to swap it when out of combat.
Entangle
- Unlocked at level 27.
- Deals moderate Earth damage to a target.
- The target becomes stunned for 1.6s (increased by 0.8s at level 50, and 100)
- Costs 3 Nature runes, 4 Water runes, 2 Earth runes
Fortify
- Unlocked at level 50.
- Surrounds yourself with stone, granting you 10 (+ 1 for each 10 magic levels) Defense levels for 30s.
- While Fortify is up, you may activate Shield abilities without wielding a shield.
- Costs 5 Body Runes and 10 Earth runes
Magma Tempest (replacing the Magma Tempest ability):
- Unlocked at level 85, requires a Magma Tempest Tome to learn this spell.
- Deals heavy Fire Damage on-cast, and resets your Combust ability's cooldown.
- For 15s, your next Combust ability will ignite the ground in a 2-tile radius round the target, dealing 50% of the burning damage to all other targets within it.
- Costs 5 Blood Runes, 5 Fire Runes, 5 Earth runes
Marginally because it puts your weapons and most your armour on the same system, but I find it slightly annoying that helm, gloves, boots aren't on the same system (even if they get no perks) and more importantly, if I want an item that doesn't degrade I mean at all (which is why I have an Armadyl Battlestaff bc afaik it's the highest level magic weapon that gives air runes and doesn't degrade)
...did I hallucinate seeing someone with energy in their gate of elidinis chest in a video or did that get changed?
oh never mind
found the energy in the drop table
Personally I like how they’re moving away from degradation entirely on high-tier equipment, but you’re really hurting yourself if you’re not using anything degradable.
Maybe if they weren't bugged. Some BiS degradables in F2P are actually bugged and I consider using that bug abuse.
ok so now you want Chronozon completely changed or you want people right clicking a spell to do the quest
and also a pile of other changes where magic lore gets involved
huh... luminous energy is on a lot of drop tables lol
Incandescent isn't on so many but AoD and Telos both have piles and you can pickpocket amlodd
yeah, some pvmers just outright don't need to go looking for energy for charges lol
It's only for stuff like events or trash slayer I'll use Armadyl Battlestaff and ig Tuska Warpriest
Actual combat I use Tumekens and FSoA which which are augmented
I doubt this will get noticed but I’m throwing this in there: ranged and magic are good. I think melee isn’t fully ironed out as many have said before. That being said: please let there be some role of defensive gear for melee. I’d love for dual wielding, 2h to feel different. Shields look amazing and many new players gravitate to them but they serve no purpose with necromancy (bone shield) Maybe it can provide damage reduction or extra life points after it’s been on for a while to prevent it from being a switch? People can then have their dexterity build or bonk build or tank build. Just some ideas! Thanks for the work so far 🙂
i really like what they did with magic. if they incorporated elemental abilities it would have been cool, but the flow of magic in the beta is smooth.
ranged is pretty smooth too and has a cool identity.
melee however needs some serious attention. 14 abilities removed and how often u have to use the basic attack off zerk? plus its shown to be the lowest dps style, and having metoer>nat instinct> zerk> eof spam is required to get 600k dpm when the other styles soar above 700k with ease. It might need somwthing like necro where it empowers the basic attack.
if its gonna be the least damaging style, make it have more healing than necro. but other than the numbers with bis, melee just doesnt flow too well, it could be a lot better like fixing meteors cd.
having shields be good would be so nice
...ooooooh... Adaptive strike has a dual wield and 2h option... but not a single wield option... does it turn off when you have a shield? It could do the old Sever thing of nerfing enemy damage when you have a shield!
this. though i dont think theyll touch defense abilities update till 120 def comes out
Since we are getting combat reworked and streamlined. Can we please consider a mechanic of using an EOF and the weapon on a fountain or something that consumes it and just becomes a skill so we don't need to switch as much?
An alternative would be to introduce a basic macro system.
I think if you are trying to attract new players then you really need to have the ability to cut down on switches. It works for oldschool but it feels tedious in RS3.
I don't think they need to touch defensives tbh
using a shield as a weapon should be attack/str anyway
only thing limitless is useful for now is the defensive thresholds
oh yeah
that'd be a good thing
moving defensives off threshold and into the new paradigm
but outside of that... eh
I don't mind defense abilities being "deal with mechanics and give your damage reduction"
why was barge changed from 20.4 base to 30s cd 😭 with melee being required to be melee distance, mobility is key
Cause melee needed a nerf (meme)
melee needs a massive rework still, its way under powered in this beta
they could give melee its bleed bonuses without having to move the boss
greater flurry reducing cooldown of zerk + meteor
remove pulverize, add smash again
they should use this update to add 12 minute aspects to range and melee. melee could have a vamp aspect for healing
barge to give bleed bonus without moving and staying out of combat
i think with the auras going away, we could finally use vamp scrimshaws?
Unrelated, but it would be cool if jagex had more bridding support like abilities that carry over when you swap a combat style, abilities that reduce the cooldowns of other styles’ abilities, buffs that make you do less dmg but give more adren if you put on a different combat style
I want to see what happens when flurry reduces all melee cds, not just zerk. Too many cds are 60s or 30s and if we could hypothetically zerk every 50.4s with 2 flurry used, even the 30s cds become desynced. Also would need to hit aome specs like ezk and zgs down to something like 45s. But thats just one of many changes melee needs to feel like its designed to work with itself than agaisnt it.
You can now. You sacrifice the book slot to do so, which depending on the book is a big deal, but thats already an option if you dont mind doing less. Fair tradeoff.
Ive done it at a few places where the book isnt actually important and sustain makes the kills WAY more casual. Like melee zammy is an example. I haven't hit the point where having the book or not made a difference but scrim feels way more casual.
Hot take, overload duration draining effects are silly and shouldn't be a thing
what drains ovls?
rax mage form is one iirc
I think telos can? Its not often, but I know theres at least one other instance, I just can't recall where.
Ah thats it.
Where can we see what is being changed in the beta? Or have the adjustments based on player feedback not been made yet?
Afaik nothing has been posted about changes to the beta yet.
I’m a little concerned; the new combat style doesn’t feel quite right yet.
I guess they're working on the changes right now
“beta”
they're planning to release it on the 22nd, so there's a little bit of time for some changes
idk how much they can though
Yeah, I believe they still need more time.
They were experimenting with removing the charge-up on barge, and the increased cooldown is a holdover from that.
Next iteration will probably have this reverted or barge will be significantly changed in some other way
Well the post that told us they're releasing it on the 23rd showed us it's running until the 15th, if it gets an update before then the week of the 16th they're going to go over their takeaways and should be able to make further changes for the release to live
I know they're in the timeframe where they probably just want to dial it in, but I hope they just take some big swings over the next 2 weeks to learn a lot.
It's a narrow window but if the beta gets an update for an additional round of feedback I think they could maybe have a chance
Right. Here's hoping. Beta isnt the time to be safe.
maybe the 23rd, nobody works sundays lol
ah yeah probably the 23rd
As far as what i could gather changes are being made this week (beta was released friday, nobody works weekends) so they started taking on feedback that they're aware of to work on this week. My guess is we will see those changes on friday for us to play test over the weekend.
If thats the cadence they want, with 3 weeks left, id like them to get bold with this round, take next week to get close to what they think will be final, then try to spend the last week tweaking that.
It sounds like magic and ranged are close to something solid, but my concern is melee. I barely touched magic, and ranged I haven't at all.
Not since the first itteration.
They're aware of the melee "lack luster" i suspect that will be getting the most love with their next rendition of beta patches
Has it been reported yet that unarmed combat is pretty much disabled in the beta? you can do some damage by spamming the basic attack, it's tedious to do combat that requires you to be unarmed, like Recruitment Drive
I've mentioned it yeah
Have they said if they want caroming to buff aoe or totally repurpose it?
last I heard (first day of this beta) they were looking for suggestions
Berserk should be a condition not an ultimate exclusive to melee.
imo, it'd be more fitting to make it modify the auto attack instead.
caroming (1-4)
alters non-melee basic-attacks
- deals (rank * 10)% increased damage
- bounces (rank * 1) time(s) to another target.
- damage is split evenly between targets
or something close to that
Mage is far away from beeing nice
Modifying the basic would be a good use for it actually. Nothing else will besides maybe invigorating, plus caroming needs a home.
Is it? Whats making it so far off to you?
My use was limited so im not gonna say one way or the other. But ive heard many say its got issues, but not anything huge.
I have bis mage in main game and i can say my dpm got a 300k dpm increase. Now i'm not a speed killer by any means with magic and i didn't 4tick and i love that smoke cloud actually applies it when i ask it too, instead of having to click smoke cloud and my target and wait a second for it to apply. it just felt weird to me and now it feels smooth. I know people say you lose a GCD when using smoke cloud now but does that matter when runic charge, sonic wave gives you a 20% sun cost? do you really lose time and with a damage increase does it really hinder you to lose a GCD? I'd love to understand why the highest level of pvmers don't like it if someone as average as me can get such an increase in performance out of it.
Got any proof of this improvement such as a showcase?
i have a screen shot of me hitting 1.1m dpm with mage in beta, i average around 800k on main game, but i can't get metics on main to test it anymore.
and a screen recording i could upload and get hated on it for lol
both of which inside a single sun rotation obviously those numbers drop off massively when outside of your buffs
@vocal delta made a great point regarding melee having access to more movement attack abilities such as bladed dive and barge.
He suggested a new ability leap that works in the same way as these (taking you to npcs to deal damage). https://discord.com/channels/303835144073248770/1468315982417100881
I think making melee more of this movement based style sounds really cool and it could give it an advantage over the other styles that have the advantage of longer range attacks.
I think (and so might he) that meteor strike operating in this way (like bd and barge) would be awesome.
Id worry less about values and more about flow. If it felt good to do a rotation once you got familiar with new tools that's a good sign. I would HIGHLY suspect the runic sonic won't be as strong on release. Sonic could stay 20% base I think, and runic could raise this to like 50%, maybe 40%. Also the runic conc into tumeken asphyx is absurd. Its basically a juiced ezk spec. Id suspect theyll tone a lot down before release.
I also think they should change tsunami from crits to something else. I suggested granting adren/tick while channeling. That stops the absurdity of unlimited adren once you assemble the crit gear late game and radically improves the adrenaline gained before this point. It doesnt need to be during channels, it was just something magic does a lot of thats on theme. Like on hit with ranged or bonus adren on basic for melee that likes to combo.
Actually i like this - rather than crits being baked into magics core identity, it can be just items (fsoa) that care about it, and crit is a general "all styles" upgrade
Right. Magic still wants the crit items because fsoa go brrrr, but its not making it so you just camp 100% adrenaline the whole time with end game gear. But more importantly, it makes it so before end game gear you can actually meaningfully benefit from tsunami. Like ranged and melee with with their respective juicers.
It also gives room for future items to be juiced in different directions and not miss out on part of tsunami
Eg sanctum duals giving instant dots make you want to invest more into dot stuff and less into crit since they cant crit, but tsunami makes you want crit
#1450511863589900410 message I wrote a bit about each style having two distinct directions and the player is free to choose.
Yea, but baking one playstyle into a lvl 90 buff seems too restrictive. Maybe we'll get a second version for the secondary style that shares a cd, unlockable with codex or smth
But seriously though. I don't get why Jagex is looking so badly for a new "style unique" angle for Magic when Magic literally already has a style-unique aspect on combat: Spellbooks. Instantaneous spells, auto-cast spells, aspect spells.
How many of these spells would you wager the average user ends up actually ever using?
probably over half of em
lota teleports and skilling spells
niche / low usage spells aren't a bad thing by itself
but tiered offensive spells could be combined with a right click 'intensity' setting
or be combined into a generic version, with active element being something you select on the basic attack
quite a few approached to 'clean it up' so to say.
all with some trade-off on clarity or some such though
OVER HALF???
Half of these spells are literally rudimentary tiered or completely depricated or trivialized.
Even an ironman that needs some spells of those to obtain certain items/upgrades would not get anywhere close.
basically 30% of all those spells are teleports, with some being tele-others
all the standard book skilling spells are used for pretty common training methods, outside of perhaps the charge orbs spells
Yes I'm not counting teleports, dw.
half the skilling spells on lunar are also used for a variety of things
and ancients basically has nothing thats bad
outside of the teleports being less commonly used
there's probably some use for each one of those spells, but overall, the spellbooks could do with a bit of cleaning up
whether it's compressing the different tiers of spells or getting rid of ones like the cure poison ones in lunar spells
Like, this has been the experience of me and my entire guild so far.
Red = Close to never, maybe on a blue monday.
Orange = Rarely, more often for ironman than for anyone else.
Yellow = Regularly, depends on your progress or activity
Green = Can't live without.
I was surprised to see why everyone just slammed air spells for climbing their account progress, until I saw why; Air spells are free with just an air staff. No other combat spell can be trained for free.
hey bones to banana is good for f2p money
lmao
f2p
I could see the Charge Element Orb spells moved to 30 Magic along with their Crafting requirements, and XP equalized between the 4 staves.
also intercept is good for amascut scarabs
and ruby aurora is just free damage smh
Who picks ruby aurora over exsanguate?
chance to buff group dps
I suppose, only up to 3%.
no downside for just using it for 1 auto at the beginning
Doesn't the spell say it's a "chance" to? Not guaranteed?
every amascut group i have been in (albeit thats not much lol) has a guy or two using it
doesnt hurt
I'm not sure. Being late on your Exsanguate buildup sucks.
yeah if you 4taa ruby aurora, there's a chance that it doesn't give stacks to your allies
dont use it as magic lol
anyways, it's just one of those things that spice up the rhythm in endgame pvm, or used to
idk I just don't like the idea that more and more actions in endgame pvm is going to be every 3ticks or 1.8s
playing the rhythm game with more variety in endgame pvm in rs3 is just so much more fun
Ruby Aurora (Instantaneous spell)
- Place down a prism that lasts for 30s.
- Every time you perform the Wild Magic ability, Ruby Aurora gains a stack, up to 3 times.
- Increases all damage dealt by players within a 5-tile radius by 1% for each stack.
- Costs 5 Fire Runes + 2 Soul Runes to cast.
granite maul EoF can be used off gcd assuming you have infinite adrenaline which you don’t anymore because meteor
you can surge off gcd ig…
Or hell, if it really wants to go the Support route, make it stack off of any player using Wild Magic instead 😛
(so long they are within range)
if you play a rhythm game and every note is 1.8s apart all the time, would you have fun?
different keys, but always 1.8s apart
Crumble Undead (instantaneous)
- Marks a creature with expedited decay for 60s
- A marked creature takes 30% additional Magic damage if it's an Undead.
- Costs 5 Earth, 5 Air, and 2 Time runes to cast.
I really don’t like the “it’s just another enfeeble” on living targets. Crumble Undead should do nothing special against non-undead.
Fair enough
I actually keep the tele prism in the back of my mind, it was helpful before I had double surge/dive/mobile but it tapers off after getting those unlocks
its good for p2 and 4 in amascut
that's why stuff like 4taa, lossless smoke cloud, bridding, gear swaps make the game a lot more fun
it's cause they interfere with and diversify the endgame rhythm game so it's not just 1 key every 1.8s
as the statue holder I loved when someone left a tele outside for me
or fragment, whatever it's called
WholesomeScape
telegrab was the other one in that picture that'd be green for me, I always kept them on hand while questing because you never know when shit would be just out of reach
you know, thinking about it, given how ive seen a lot of people say that the dismember combo feels terrible to use, esp needing to move the second hit and the third hit giving nothing...
What if the third dismember use procs "movement" for the purpose of bleed? Would that aleviate some of the issues?
That wouldn't put it on green, that would put it on orange, because that's then only a spell you need to progress on something.
Green = you use it unconditionally, very often, as part of your main average routine.
meanwhile I'm sitting here like... telegrab has been absolutely critical in the past and I'm kinda just waiting for Jagex to find somewhere to make it a big deal again
Last time it was a big deal was in the combat dungeons for some pages.
and a few quests as well
vampires, desert, Mahjarrat all need it
I keep the runes for a grab on hand while questing because I like to go in without guides as much as possible
only thing is I have QC now so I guess post-qc it isn't green but I still keep them for mini quests just in case
it's also just fun being able to yoink dropped items seemingly out of nowhere
As someone who plays 10+ hours a week, reading through this update plan scares me... THIS IS WAY OVER THE TOP and not in a good way.... making this many changes to the game all at once and I'm done I will cancel my premier membership and I will never spend my money on this game again
it's definitely a pretty big change all at once
idk though, I do see some potential if there's enough polishing
It's just that Jagex seems like they wanna redesign the whole combat system when it has a lot of great parts already
twas a bit silly to have 10+ basic / threshold stuns that were basically duplicates
and lasted too short to actually synergize with stun punishing abilities
on top of a large majority of relevant combat npcs being stun immune
outside of innate mechanics
ability bloat is for sure one of the things that needed to change
there's a lot of parts of the game that just do kinda need big changes to not be hot messes of layers of contradictory design
what if berserk altered some abilities into an enhanced version
...that's already what it does and now you are just adding complexity for complexity
yea but i mean more like while berserk is active, assault becomes decimate
that kinda stuff
could be a cool idea
could also tie into maintaining some unlocks in strength
by having those variants from there
or having it transform flurry into frenzy
would also allow for equipment to change what berserk enhances or add / remove it
e.g. a berserker helmet would alter the stun into a headbut
or wearing battle axes while berserk is active replaces slice with havoc
could also remove the duration on berserk and have it last untill you run out of adrenaline
Not exactly. Like sure it could technically function if the 3rd use counted as moving fhe target even if it doesnt, but thats just clunky and kinda weird.
Melee feels almost worst in the beta than in live
I could have just a bias cause it feels slightly different
Is there a way to add equipment and levels?
Theres a lot going for it in the beta, but theres definitely still a lot of stuff that doesnt flow and has anti-synergy.
Okay so I’m not going crazy. I mean melee has already had its fair share of anti synergy but I agree it doesn’t really flow as well
Feels like theres moments in which you’re like “okay uhhh i guess ill try and get my adrenaline back with basics.”
But it doesnt feel like its timing right or have enough adrenaline for stuff
I cant tell
Post zerk is fuckin brutal. Feels like you fall off a cliff. Even more than live somehow.
EXACTLY
Thats it!
I do like that berserk resets greater fury
I do like meteor strike its neat in a vacuum
But even getting into zerk theres less adrenaline during than live, but thats a numbers issue. Bith can be remedied. If adaptive grants more adrenaline than now and the meteor buff is stronger. Its more that things are clunky to get rolling or fight one another.
I think they also need to adjust the cooldowns on the abilities too on top of that
Also as someone who mains melee I hate bleeds man, it feels like a bandaid for the combat style
I think its ok to have them even if they dont appear in a lot of rotations.
But I did a whole novel write up on reddit about what I thought.
I would be too if they didn’t say they’ed be getting rid of useless abilities
Got a link?
Appreciate it
No problem. Buckle in. I get wordy and I dumped a lot. Lol.
Question on power scaling for 120 Strength and Attack. When the update goes live, will 99 Strength/Attack be the same damage as it is now (assuming no aura active)? Or will the scaling be reconfigured in some way? Haven't seen this written anywhere, and I'm curious if we'll be doing less damage on release if, say, we use Supreme Invigorate now, which doesn't actually modify damage output.
As I understand it, the only aura's leaving on the new 120's launching are the accuracy auras
and then all the combat styles will just work like Necro
getting more accuracy past 99 and being even on accuracy with having the accuracy auras at 120
the full aura removal is being saved for later
and I wouldn't exactly be shocked if it winds up working much like the accuracy auras leaving
with auras leaving in chunks as their effects get added to level progression or other unlock sources
How though? Having them perma for free sounds kinda op
well, like... Resourceful would very much not be op as an add to woodcutting/mining/arch
or like all the "now you have high success chance" auras are literally just the accuracy auras for skilling
or like the Surefooted Aura is just the Agility Cape
but also you could get things like, say, Super Summer Pie
so you make a Summer Pie and add something more and now the agi boost includes no failing for X time
and maybe the something more is simple, Primal Extract, maybe the something more is a drop from a new agility activity
Yeah skilling ones are fine to just add, meant combat ones, vamp, penance, eq... Maybe they just remove them, but then they should just do it when they release 120s imo
Vamp is like... there's already two non aura sources of lifesteal before we go to weapons(hi, every style has a MW weapon with lifesteal attached)
also the Passive Saradomin Sword
so it shouldn't exactly be all that hard to go "Vamp Scrim/Blood Essence are now buffed)
Penance technically also has Passive Sara Sword, kind of the Dung Necks, kind of Penance Powder
I don't think it'd be super unreasonable to put it on an amulet/the Holy Wrench(potentially as a new upgrade from a new quest)
(also there's a blood essence for that too... just need to buff it so it's actually worth using)
most of the combat ones are like... could be a new invention perk, could be new items, some of them could just be quest unlocked passives
issues with zammy now . rico from range will now murder b and force you to die and same thing with dragans breath with mage with start it is mad annoying bascially force to just use basic and some other ablit that is it
It's a learning opportunity that should be looked at and if it's not available with pvme for further theory crafting now then it's easy to claim anything empty handed
If you're launching through steam with proton, set your launch options to --configURI rs-launch://www.runescape.com/jav_config_beta.ws
HUGE
would be nice to just have a dropdown selector in the Jagex Launcher to pick the beta, if there's one running
like surely this would be an ideal use case for making their own launcher
replaced with 2taa or 3taa depending on weapon speed
the, "pull the plaster out fast, versus pull it out slowly" analogy comes into mind
it is definitely restrictive. to think otherwise, would be extremely puzzling.
if the objective is to make the style's identity of a certain type, why is it being locked after 92 levels into the game, instead of it being done so at the base/start of the game?
is that even an identity of the style anymore?
crit style should therefore, like bleeds style, be side-grades throughout each style, and not restricted solely for one.
equipped weapons or ammo should be the way to define how the style plays out.
but each style should have their own playstyle.
e.g. necro has souls and necrosis that set the baseline mechanics of its playstyle. then, based on gear, you work around those 2 mechanics of the style, which we get from omniguard and devourer's guard.
How u mean this?
Since Everything triggers gcd
ability gcd is still 3t
but a dual-wield causes gcd to be 1.2t until you use an ability
you can try it on beta if you haven't already
essentially, its a major upgrade/change to the "sub-styles" of dual wielding and 2h to set them apart
I usually switch to dual wield when there's nothing important to cast at 94 or above adrenaline. Feels pretty cool
When getting ready for an ultimate
It's funny though since none of the styles have a dual wield meta right now
and that's okay. that's the beauty of this change which is a rework/revamp of combat.
eoc-v2 i guess? or is it v3 now after 2024's changes?
It's just that there's probably nobody giving feedback on the dual wield autos since none uses dual wield :p people who can't afford fsoa
maybe people who can't afford fsoa*
dual wield for magic sucks right now. cant build stacks for dots at all
Anybody in here good with linux/the steam client? Im trying to get into the beta, but I cant find a way to make it work :/
.
Man if that works I will be so fucking happy 😂 Ive been banging my head against this wall for like 4 days now
linux isnt really supported by jagex im afraid
Im all too aware after this fiasco :kekw:
Wow it didnt complete the emoji Ive been betrayed
its kinda funny that out of all the games i play, indie or otherwise, runescape causes me the biggest issues
Is it known why they arent willing to support linux?
A couple days ago I gave my feedback on each magic ability's changes or where I thought it sits and wanted to go over a couple I think are in particular need of change:
- Runic Charge needs a buff to the non-sonic wave options to justify the GCD without any adrenaline or damage, perhaps most noticable with concentrated blast only improving the crit chance of the first hit on multi-hit abilities which are the majority of what magic has.
- Smoke Tendrils previously you only wanted to use under tsunami + instability for the crit benefits, it's had the damage dealt decreased and self damage increased. For a full use I'm getting around 15k damage on a 4.8 second channel with asphyxiate being about 13k for the same duration but without dealing a ton of damage to yourself, on a shorter cool down, and available at a lower level. Smoke Tendrils as is is a level 65 ability which no one in their right mind will use until level 90+ for tsunami (90) and instability (95). It was already a noob trap before, it's worse now.
- Magma Tempest doesn't justify itself not gaining adrenaline and I'm honestly unsure why it can't crit (as FSoA spec doesn't trigger from itself anymore and I believe only the primary target triggers instability).
What region is the beta world based in?
Germany apparently
🤣 That makes sense. I think I have a ping of about 350 atm
So what kind of rotations have people figured out for ranged? Im a long time melee camper, but this on hit stuff looks pretty neat
I'm a mage mostly which is why that's where my feedback has focused, but this is the ranged revo++ bar I tried out which seemed okay
Does rapid fire extend gale in that configuration?
If deadshot is not a channel, then it should?
Anyone able to access the beta via Steam on Windows? I'm 2FA/backup code locked out of my Jagex account so can only play through Steam 🙁
#1466811914452598865 message This is for using steam on linux, might work for you too
With the ranged Zuk cape, yes. Without it deadshot takes 100% adrenaline so you don't have the 20% for rapid fire after.
Oh right, I just assumed any time someone is using the zuk ults that they have the zuk capes because otherwise its a bit questionable :p
You'd be surprised with imbue shadows working as it does
Which is how, exactly? I only just figured out how to get the beta working today, thanks to the linked message above, so I am horridly behind on the finer details, just seen a few overviews on youtube
Ranged hitsplats grant 5% adren (not counting bleeds)
so rapid fire grants more adren than it uses
Although there seems to be some interactions with hydrix bolts that breaks it?
Oh turns out with imbue shadows you don't need Zuk cape and it still works
Oh damn
Not sure why but if you use imbue shadows first, after Deadshot you have 35% adren but only 10% if you don't. I guess deadshots hits are so rapid that you get the 25% from 5 hits straight away?
It probably gives you adren based on when the ability calculates the damage, and deadshot might do that all in one go?
Yeah what you get a 25% adren return from deadshot + shadows, saving 20% from coe + vigour so it only costs 40%, so in total you're looking 40%-25% = 15% adren deadshot cost in total.
If you have imbue shadows and zuk cape you come out of rapid fire with 95% adrenaline again
Hydrix bolts is working on rapid fire
No longer just basic abilities
Rather, it works on everything that isn't an ultimate ability
Bug or intentional buff? 🤔
That's up to Jagex, personally I'm in the buff bolts camp, but it's probably a bug because I think they wanna rebalance items at a later point?
Exsanguinate was given a different effect (which is actively bad if you're going crit playstyle) so it's not impossible they looked at bolts
True, looking more at bolt effects:
Opals are fine
Sapphire cool for infinite-ish prayer regen but likely impractical (also hard to tell when the effect triggers without watching prayer points)
Jades are awful, rng stun is just pointless.
Pearl is cool, but we don't make use of weaknesses so they've fallen off.
Emerald are fun for a poison build (but the sound effects are spammy)
Red Topaz, I could see some niche use for, maybe, bit too pvp focused to be truly useful.
Ruby bolts adding 4k dmg to a hit, do these still have the internal cooldown?
I don't think any of these thus far should have an internal cooldown, it's already feeling like a loss to use any of these against a bow with ful arrows the proc chance on these could all be bumped up to 10% base and I'd still be leaning towards ful arrows for the consistency.
(but ful arrows are a problem anyway because of how consistent they are)
Diamond bolts, just a worse bsa+ful. This could trigger on every single hit and it would be equal to ful.
What's really cool is seeing the diamond appear above the target on a proc. I like that, more gem procs should do that I think.
At minimum bolts should be looking at 15% dmg per hit if they're gonna focus on dmg, if they're not making ful look like a bad pick, they're not worth using imo.
If they're focused on utility, stuns are worthless
Prayer points/hp are nice
It's a shame Pearl isn't more useful, but also the dmg stinks
I haven't tested it yet but gales seems like it might be nice for the crystal shielded enemies/mobs in zuk waves where you have to try and hit above a certain damage threshold
Well that's gonna be weird, that's two different instances called "Deathmark"
Hope the spaghetti code isn't gonna act up with two statuses having the exact same name.
Don't worry the necros are safe from adren gain
||there's a space on the necro version||
@zealous raptor hey Sponge, genuine feedback for this (I've talked about it before last night), but Magic still has way too many abilities, of which most of them overlap each other (3 DOT's, 4 chasers, 2 channellers, etc).
Rather than pursuing unique abilities for each of their own, why not invest into the Spellbook system? Adressing the spellbooks, by adding new Instantaneous Spells (as pseudo abilities, like Necromancy has Conjures/Commands), reworking how AA spells scale and progress, adding more style-defining AA spells (like the God AA spells, weapon-bound AA spells), changing how Skilling Spells work, and further exploring the Aspect spells.
In addition, many people have already expressed frustration about why so many spells are split between different books, and how BP/SBS is a crutch extra step for something that's clearly not working well. Why not redefine how a "known spells" list goes v.s. "usable spells"? How about giving players the ability to assemble their own spellbook using spells they can know, a bit like Dungeons & Dragons's system?
Something to think on but shifting everything over to attack kinda ruins the viability of str pures.
I think strength as a whole skill got shafted with this update
A better idea than just overloading attack with weapons and abilities would be attack having weapons and the critical strike damage boost. The skill identity would be weapon upgrades and improving your critical strike damage. The Strength skill identity would be increasing your power through learning new abilities and increasing base damage overall. Keep the two obsidian strength weapons tied to the skill just for some uniqueness and nostalgia.
This allows for both skills to have a core identity and not make Strength feel like the combat version of the firemaking skill.
And ofcourse this change would also save a very niche community intertwined with runescape history.
adding onto that give the 120 magic cape perk "omni spell book" having to spell book swap just kinda seems outdated and unnecessary inputs when the direction you're going for is less inputs and convoluted combat systems.
I think if they were to do some sort of mixed/omni spellbook it def shouldn't be locked behind 120 magic, probably quest locked since the ancient and lunar spellbooks were and maybe relatively high magic but def not 120 or the cape perk
I'd rather have a system where you get a personal spellbook that you can fill with 3 + (Magic Level / 10) spells, to a max of 15, and that you need to visit Wizard Towers or Altars to re-assemble the spellbook.
Magic 99 cape perk would be that you can assemble your spellbook at any bank
Magic 120 cape perk would be that you get a 16th spellbook slot.
Customizable spellbook with x spell slots would be a decent perk for constructing and enchanting a tome stand at the wizards' guild
Borrowed Power would get reworked then that you can wildcard that "slot" to any spell you want from any one book on demand for 1 minute.
Spellbook Swap would then be a spell that allows you to swap any other spell in your book of the same spellbook origin (Standard/Ancient/Lunar).
Construction could certainly expand on that further.
Like, creating a Runic Orb that allows you to imbue it with an Auto-Attack Spell, and while that orb remains, that Auto-Attack Spell is always available to you even if it isn't in your book.
No I mean like; basic Air / Water / Earth / Fire / Ice / Smoke / Blood / Shadow spells
The Runic Orb stand then just gives you that slot for free only for one of those 8
That's just an off-hand version of this.
https://runescape.wiki/w/Greater_runic_staff
I don't mean the weapon........
With smaller spell selection
I mean a STAND that you build in your POH
Couldn't resist that one
Anyway, sounds like you want the old borrowed power from livid farm
That allowed you to use a spell at all times, by charging an amulet
Spellbooks to me, seem like one of those things where you can sand down the rough edges until nothing about it feels special.
If you just merge it all into one, you just kinda remove all the friction that made working around spellbooks engaging to begin with.
Whilst Jagex has sanded down a lot of these rough edges, they've never made the full commitment to breaking spellbooks entirely.
I'd go the other direction, start by adding a cooldown to spellbook swap, so that the barrier between spellbooks feel more solid, and breaking down that barrier feels less of a trivial convenience.
Tbh i'd love it if magic abilities were partially unique per book
E.g. tendrils only with ancients

That would be the next step once spellbooks themselves are more identity defining.
Doing abilities exclusive to spellbooks.
It would be interesting in fact to see lunar spells introduce skilling abilities.
Book locked abilities sounds kinda bad because it complicates abilities so much more
cries in manual cast Vulnerability
While also tangling abilities and spells awkwardly
The other three styles can bring any of the books, whether they want to bring standards for manual casting vulnerability, lunar for disruption, or ancients for Barricade+Intercept in teams. On the other hand, mages are forced to use ancients to do any reasonable damage. They then miss out on the utilities split across the other books without bringing extra runes and APM for Swap.
It’s really annoying that the Magic style runs into the most friction with spellbooks.
How about making blood tendrils the melee healing ability? It has the name blood in it which can easily be tied to healing. It can be used with both dw and 2hs. Also, with both mage and ranged keeping their tendies it seems weird that melee doesn't. Just a thought
zerk should last longer than living death
Also melee has always had great aoe with 2handers. I would just make all 2 handers have 2 tile range. 2hs have been traditional aoe weapons. I would make melee dw more burst damage focused
tbh melee should have a 6 tile range with a halberd
Outrange thrown weapons?
Really now?
its a halberd
You can throw a halberd as a javelin
bin every style and just add guns with some of yalls logic
I also like melee having more mobility than the other styles to make up for its lack of attack range. This could be done by making bladed dive a 2h ability too and further meteor strike could also have characters leap to do it, just like bladed dive. I think the name meteor already implies this should be a thing.
I'm curious if there has been any talk about the 120 skillcape perks for mage, ranged, attack, str, hp, prayer, and sum
idk about lasting longer than living death. But it does seem weird that zerk only lasts 20 seconds while all the other self ultimate buffs like it for the other styles last 30 seconds. This isn't the counthing that g ss and ss dw last 37 seconds too. This is also with melee also taking 50% more damage.
It just seems weird that yeah zerk gives u double damage, but it also lasts 10 seconds less, you take 50% more damage, and you gotta go out of your way (do greater flurry) to reduce the cooldown. Like damn, melee can't get a break here
How about this interesting take. Make zerk last 30 seconds or at least 26.4 secs (what it lasts with vestments). Remove the 50% more damage.
Further, dw hits/abilities do double damage.
2h hits/abilities do 50% more damage, but! all 2h hits/abilities gain an extra tile reach during berserk.
melee suffers the most in this beta tbh
Melee aoe kinda blows
I'm trying to wait for 7 enemies to get triggered by my aggression pot
So I can try and farm cane resets
love the changes to mage, melee not so much tbh, it blows
I accidentally brought abyssal armour spikes and the enemies died to armour spikes before my agression pot would agrro enough enemies.
Taunting perk bis
Taunting should force melee range
help there's 7 enemies but they're just out of cane range
melee needs to be buffed, this beta
Also please make either str or attack apply to all other combat styles too and free melee from being the only style that has to train another skill.
Str could give every style it's crit bonuses/ be another req for strong weps/abilities.
Attack could just be how every style measures its accuracy just like how defence measures how we avoid every style. Just please do something
He just walked off! My aggression pot is useless?!
this would actually be really cool
I had the idea of the Zaros gs having an aggro like effect, attracting mobs. It makes sense since it's called black hole after all
There's only 6 mobs here...
I think 7 is too much for a reset, and melee needs a way to pull farcaster mobs into melee range
wow, for example has healers that heal the tanks and dpsers.. imagine meleeing, exposing yourself more to mobs, shorter tile ranges, need to dps and focus on ss flicks and food spam
Probably reset on 5?
also hurrican reset has no applications in boss fights whatsoever
magic has self buffs, range too
melee needs one
hurricane should be a dw ability too. Tbh, i think it makes more sense for that to heal you than flurry. Blood tendies makes most sense tho
im talking outside of zerk, mage has the wrack, and sonic wave, range has the 2 new self buffs
you could use on deaths swiftness
melee has nada but meteor strike
Hurricane and flurry could be like adaptive strike, but instead be called adaptive swing
which is out of sync with zerk once u gflurry
I wouldn't mind this tbh
A semi-success for hurricane got 1 reset on entry, but on the mob respawn there wasn't enough mobs nearby
I get the attempt and wanting to try weapon speed out with the basic, im glad they did, but I think the game would make much more sense and be more intuitive if they scrapped speed all together and just put the ability damage on the weapons. No speed at all.
If ya don't swap between different attackspeed weapons, it's smooth either way though
How?W
Then weapons have 2 stats, damage and accuracy. Which id like them to play a bit more with disparity in these. Like ezk has t90 acc and t100 damage and lengs have t90 damage and t100 acc. Not necessarily implement that, but they would gain some different use cases depending on the defense of the boss.
We already have gear like that
Or 2h has +5t damage but lower acc and scim is the opposite.
unless. they buffed reaver again and thatd solve the sustain problem with melee?
I know they do, im saying more of it.
Like the gwd2 stuff is this way. Lani spear.
Sure, but that doesn't have to come with the removal of attackspeed
Sure, but I dont think the potential 2tick gcd is worth having an entire weapon Stat. If a new player sees speed, whats their intuition? Id think i could use more stuff, but thats really not the case. It affects 1 ability.
Perhaps heavy weaponry could simply add a 1-3 tick channel to attacks that are don't have em normally
As a tradeoff for harder hits
Keeps global cooldown at 1.2
And allows moving to interrupt
Melee can still swing while stepping to the side
Or if they insist on keeping speed, make it clear on the weapon:
"Basic attack cd: 1.2/1.8"
But you could get fancier with types like that too.
Weapons on live have attack rate tooltips for exactly that
Live in beta or main game?
If they have this in the beta that makes it clear its only the basic attack ability. Then sure, give it a go since its done. But I still think a 1.8gcd without weapon speed and thrn ability damage and accuracy is more clear to players whats going on.
I know it has its uses, but these seem so niche its not worth the confusion.
Main game has attack rate.
Haven't had a chance to check beta tooltips yet
Idk if it want these cds linked unless melee gets another threshold. Like bring back quake/destroy and thats beginning to give options. I dont think it'll be fun to do assaults and 1 other threshold until you get to end game shit with eof etc. At least having cane and flurry separated allows for 2 if you swap.
If you mean fastest, fast, slow, etc. That requires the wiki to understand unless it says the CD on the tooltip?
Attack rate is in seconds on the tooltips
Could track cooldown independantly and still be on the same ability
That could work too I guess. Saves a potential action bar if they did.
If tracked with a (de)buff, you could even tie mechanics to using them interchangably
And reward swapping
Idk. Theres so much i want them to try, but this beta isnt long enough. As much as I want new toys to play with, id really rather this beta be another month. They probably have other work to move onto though.
I mean, this one is mainly for early / mid game changes.
There's more planned i believe
Like if they coupled flurry and cane this way, they could lean into something on each that buffed the other. Thats fun. Flurry could say "your next hurricane used in Xs does...." and visa versa.
This basically yes
I figure theres more planned. Hopefully a brush up/minor rework of t95s, specs, then obviously Defense and constitution.
I feel like all t95s beside ezk are really close to being or are fun and interactive, with ezk requiring a bit more to feel that way.
Perhaps melee could have a counter / parry basic that's melee exclusive
Channel for 1.8 seconds, reducing damage, if hit, hit harder back

Or restore some of damage taken in that duration
Given how much people keep asking for sustain
Like fish isn't real
Or some vampyre flavored knives that heal you for a % of your bleed damage
One thing that hasn’t been discussed much is the parallel balancing issues of FSOA and Tumeken’s Shadow (OSRS). Both are (relatively) weak on their own without (crit/magic damage%) on your other gear, but then they scale way harder than any other weapon once you do get said external boosting gear. Every other t95 we have works fine on its own, extra gear being a bonus, but FSOA requires external gear to work and at the same time limits how strong it can be for balancing.
Require is a bit much imo.
It's more so that people use the best in slot as baseline
Instead of the actual basic gear
If they changed tsunami to not be off crits, they can safely chsnge the crit damage passive on fsoa to crit chance which helps a ton with all that.
It's a multiplier on a multiplicative scalar
Subjugation + t95 wands beats subjugation + FSOA despite the 10x price tag is what I mean.
But parry is like an offensive reso in essence?
Style locked, seperate from the generic defensive
And less effective than a proper defensive
Would be the go to, imo
Sooo…reflect+reprisal but only melee and only one hit?
Sure
Spitballing concepts, that sounds close enough
Require a 2h weapon, or offhand weapon
Defender lets ya use it, while allowing defensives
Without bone shield
Oh, fsoa should feel better as well with them juicing crit chance out of the base kit more with runic and gconc.
In the earlier late game at least.
what have been people thoughts so far on adren buffs aside from magic being moved to a set adren gain, i'm yet to have the oppertunity to try it out. In my head though it seems like its gonna remove most / all variance and improvisation in rotations? can anyone let me know how it feels and there thoughts don't wanna just assume stuff
The wrack ability is amazing,
It’s always confused me why the Ranged Stun was Binding Shot. It has the same useless 1.2s stun as the others, but it also applies a 9.6s bind. Ranged isn’t supposed to be used against melee monsters, wouldn’t it make for sense for Magic’s stun to apply a bind instead? Especially with Magic’s historical identity of Entangle/Ice Barrage.
I made a big post over on Reddit, but the tldr is: the stated melee identity does not make sense with how the core kit functions given just how powerful Assault is as a channeled ability.
As such, I think the actual identity of melee is and should be combination attacks and on next ability (not hit) effects. This includes buffs and functionality improvements to barge, fury/gfury, chaos roar, a new channeled Quake for 2h, dismember 2, and meteor strike’s adrenaline gain.
so the melee improvements updates tomorrow?
Would there be room to bring back wrack or some new ability that is almost the same as an auto-attack, but can be augmented by spells? Like instead of exsanguinate modifying runic charge (an ability you'd want to use often anyway) it'd modify this ability and other abilities could do the same with it being little different to an auto if you're using a spell that doesn't change it?
A beta update is tomorrow
Barrage spells basically do this with the basic auto attack.
Other spells can simply modify that in the same way
Like how crumble undead basically adds undead-bane
I guess ancients do modify the auto-attack in a sense, just thinking of a better alternative for exsanguinate
Sanguine charge is decent imo
It's shit if you aren't using combust
Well it makes sense from a fire magic perspective
But it could be more
Asphixiate draining blood instead
Stuff like that
But that kinda stuff would work best with magic types being more distinct
Rather than ancients being regular elements with another name
If it were to just buff combust that would be fine, but the activate being on runic charge means it's an ability you'd be using if you're not using combust
Either sanguine charge should buff asphixiate too so regardless of build you benefit, or it shouldn't be on runic charge so you don't lose the +12% damage for no gain
Sanguine charge a 2nd buff from the cast right?
So you just get 2 buffed basics from the cast
you lose 12% basic damage
Combust isn't a basic, but yeah you still get the benefits of runic charge (which you would want) but the sanguine charge buff does nothing, yet activating it takes all your stacks
it was designed to make wrack more valuable, so the design doesnt work with runic charge which is already valuable
Could just split the damage bonus buff from the charge buff
or just do something else
But it's probably an intended tradeoff
like an empowered basic attack
nah I think they plugged it into runic charge since runic charge is wrack
btw part of the point was double damage on wrack, runic charge does no damage
exsanguinate should just be changed
Tbh i found the original exsanguinate enhance rather bland
Doesn't tie in flavorwise at all
Just a raw harder hit
of course
I think it's just because they reused the symbol from wrack and wrack buffed combust (in addition to dealing damage and gaining adrenaline) so should def be changed whatever form that takes
I didn't like that it took wrack away from you
exsanguinate piggybacks offthe 'bloodfire' idea that they shoehorned into the game for like 3 years
Although in beta I've found I no longer need wrack to maintain a rotation
Soo, win win
and got rid of, but kept the whole 'blood is fire' thing for weakness
blood should be blood
Sanguine charge extending combust does this too
Has anyone looked at water surge btw, cool as hell.
Will see where they wanna go with the long term ideation
But elements boiling down to recolors has always been pretty eh
Twas part of why ancients was as hype back in the day as it was
Normal magics would need something big to compete with incite fear
I mean, not necessarily
Crumble undead 
Lower upkeep cost, can hold its own
Eh not really
upkeep is dramatically lower in the beta though lol
incite fear camping is gonna be like 200k per hour
On ancients you can use incite fear for your 5 stacks then switch
On normals you don't have any abilities, but even if you did they have to compete with having access to incite fear
If water / ice are properly distinguished for vulnerabilities, it'd probably work well enough
weakness barely works in rs3
Even if normals are close to or even better than most ancient spells, if there's nothing to get tsunami off earlier it's gonna sink
Which is why gsonic is so crazy cause it opens the door for that.
Imo weaknesses really should be simplified to style rather than damage type, idk why white knights are weak to water in particular or Yanille soldiers to earth rather than they wear metal armour so magic is better against them but this was all talked about a couple days ago
That would be fine for most targets
But specific weaknesses are a good thing to have as an option
Like the elemental wizards south of fally
actually, incite fear ends up remaining around the same cost of around 1.3m per hour
A fire elemental shouldn't be weak to fire magic, e.g.
exsanguinate however is down to under 300k per hour to use
well, if you ever used wrack and ruin
Agreed. Elemental styles are unintuitive and it feels like way to much squeeze to be worth the juce to try and push them for the sake of immersion when the other 3 styles don't have a path to a similar level of variation -> alignment. Jus ends up being annoying for magic users.
I can imagine they'll get looked at to reduce them a bit but in general I'm very much not into this whole "this is useful because you're spending less money" angle (outside of egregious costs) because you're deliberately designing things into a corner of only being relevant to people that aren't good enough to make money
it'd be massively pigeonholing the normal spellbook
It was merely an example
Ideally basic elements would have their own niche thematics
Pyro charge:
- convert dragon breath into a channel
- stronger combust
- detonate larger aoe and apply combust
Agree with his- even if simple... Fire spells buff burns. Ice spells extend stuns, earth spells increase crit odds or apply a passive crit debuf.
idk. Some basic flare would be nice to align with different builds/rotations.
Aero charge:
- Asphyxiate is a damage over time
- concentrated blast extends on crit
- dragon breath knocks back
Stuff like that

if we're being honest both exsanguinate and incite fear's effects were made with the mentality of "we can't update the normal spellbook anymore" which is why incite fear affects tsunami and exsanguinate buffs combust
there's no reason not to just copy incite fear on a high level water spell
Copying it whole sale would be a bit icky
it's essentially stolen valor
keep the tsunami effect, make the passive one different
All that stuff is likely to be shuffled around if magic is getting more indepth tweaking tbh
what stuff
I wouldn't be surprised if tsunami will be decoupled from incite fear
In favor of something else
very much doubt it
It's basically in the same boat as pulverize and ezk
no idea why you think that
At some point incite fear does feel required for magic
Not part of these combat style improvements but I could see a later "combat update" focusing on spells and ammo effects being changed/rebalanced
I guess you could say it's accessibility if tsunami is 40% by default
imbue shadows is after all
🤔 I guess you ain't wrong... it's 100% because it's an ult but we now have ults that can cost less so the default could be changed if they were looking at spells
I mean... if you ARE using Incite Fear... I don't think you're in early/mid game anymore tbh
tsunami unlocks at level 90
incite fear isnt that hard to get?
i can use it without knowing what it does 🤷
like, I have Incite Fear unlocked, I HAVE used Exansuingate... but... I'm doing Barrows and NM AG and GWD1 and trying to get into GWD2...
and like, I look at Incite Fear and I go "that is hilariously expensive for me"
Barge:
Barge needs to spammable but do no damage. You can cast other abilities along with barge. Make barge similar to surge in the (is the term gcd?)
If people like the damage, then it can do it on a cooldown while spamming around.
Greater Barge adds the bleed effect and more damage. Or it can just do damage on EVERY barge.
Death Swiftness:
Reduce the buff but increase the bubble area that you run around in.
Shields:
Make them a qualifying offhand. Look at Captain America. Maybe reduce the defensive stats by half on all shields and add attack stats to it.
Does anyone know where to put a bug report for the Beta? It looks like dominion gloves lost their effects
just post here
It really sucks, I spent a whole ton of time grinding those gloves out and they just removed it all.
You mean Captain Carter, the team is based in the uk after all.
Yeesh, it also broke legacy mode
In Beta amascut solo tanking its nearly impossible to nati>immort>cade
Since adre Management is totally ass now
can't tank with power gear anymore? oh no
What exactly does Tank Gear do better?
Since Both Attacks will kill you there is no difference at certain enrages
Maybe those are some of the points theyre trying to focus on? Also def and lp hasn’t been beta’d yet so there may be other plans we just don’t see yet
Oh no, people wanting to use abilities in their ability based game 
What's stopping you from using immort and cade
Just use less DPS spenders
There is still plenty of adren to tank
Sounds like fun and engaging combat
You can nami for 0% adren now bruh
peak performance
What are you talking about
I was asking @atomic sphinx
returning to the elemental magic topic from earlier here #1466811914452598865 message
each element having it's own runic charge set, could be a neat way to build up an omnipower with multiple charge effects
Still point stands, not being allowed to use dps spenders sounds like fun and engaging combat!
would also make for a good usecase to retain dual wielding magic types
(just get your dps pile to voke and do the mechanic instead of cheesing it with immo
)
Sounds like skill issue to me
cant do things the exact same way i was doing them before, chopped update 0/10 ruining the game
So youd say you do more dmg while tanking the same?
No I'd say you should easily be able to figure out a new rotation because the kit really hasn't changed all that much
Talking about Skill issue is ridiculous, if the whole reason of This Shit Update is to simplify the combat
But theyre Making it more difficult imo
Same with Meta removal
Casual Players cant sun amascut p7 and benefit from it while you could With meta
The update is geared to simplify the basics of combat but they're still retaining difficulty at the high end so this isn't really outside of expectations
Tanking amascut is very much a high end activity so you shouldn't expect it to be dumbed down all that much
Im Talking that its getting more difficult than before imo
And thats just because you get less adren
@atomic sphinx Btw I went ahead and tested it, it seems like you still can do both just fine
Sure i can spamm Autos or something and getting the Tank Phase done but thats Not really enjoyable
Without nami?
Nami is over before the Part comes
1s lemme record
but gsonic -> sc (lmao good change!) -> sun -> fsoa -> gconc -> nami -> asphyx should set you up
I do divert sun adre pot gconc nami fsoa
really wanna gsonic instead of divert
@atomic sphinx Ignore me struggling to click an actual adren generating ability at the end 
Can juice it more, I suck at basing
If the devs want to make wands play entirely differently from crits, then I would like to see burns getting a stackable spender ability. Right now you spend on wand spec, dragon breath, spend on combust, corrupt for zero, then build for 15 seconds till corrupt again. Wild Magic or Asphyxiate have absolutely no synergy with burns, there’s not even a burn EoF.
There is the Deep Burn eof :^)
Which effects? Their unarmed damage is finally "working" after being broke since EoC
On main it was possible to play wands very similar to a crit build except you’re using burn abilities on cooldown (warmup?), but if the intent is to make wands play totally differently then they need a separate adrenaline generator and a spammable spender that actually stacks with burn code.
Add a generation ability that triggers from burn damage. Remove/significantly lower the CD on Combust and make it stack. T95 wands burn-only builds are now 100x more viable.
Even better, remove the flat +30% burn damage on wands and add that into the base damage of burn abilities. Now burns are somewhat viable without Roar and Ode!
In hindsight, idk why I fsoa'd so early, it just runs out way too early that way
yes this is convenient over clicking links on the website
I was thinking it ought be easier in beta to do tanking, and so it is, just reqs a different rot.
I did more or less the same p1 rot as main game fwiw
Wouldn't call it easier either, just less fun 🤣
Seems like my gsonic is sometimes glitching out and doing no damage/generating no incite fear stack
Seems like it's only after tc with no target near?
My suggestions to rework magic burns into a ramping damage build similar to Bik Arrows (but requiring a bit more strategy than just "use the green arrows"):
Remove the burn detonate effect from Roar and Ode, but increase the cooldown reset chance to 50% and when it triggers a cooldown reset you are refunded 10% adrenaline. Remove the +30% burn damage from the set bonus, as the rework I'm proposing will make burns significantly stronger at base.
All burns now stack damage from multiple applications, and all active burn durations refresh when using another burn ability or Dragon Breath but have a shorter base duration. You have to strategically time burn timer refreshes or you won't build up damage. (Maybe code something where burn timers don't deplete during boss Immune phases, so they don't run out when you can't refresh them.)
Instead of detonating burn effects, Kerapac's Wristraps Dragonbreath increases the current per-hit damage that Combust is dealing. Probably reduce the % boost to 10% normal/15% enhanced so you're not going exponential to the moon. deals a % of the total burn damage active on the target, without reducing the actual burns. I'm talking 20k+ Dragonbreath in long fights.
Detonate becomes an off-GCD ability which consumes all burn effects, in case you want to force a DPS check or something at the cost of losing your built-up DoT. Blast diffusion boots will spread out the burn damage across targets within 2 tiles instead of all damage dealt to the main target, maybe useful at Nex AoD Praesuls?
Add an adrenaline-generating ability that scales on burn damage (not burn hits, burn damage, so you get more adrenaline as you build up more fire. Share cooldown with Tsunami.)
Keep the 12 Exsanguinate stacks when using Sanguine Charge, so you get the Combust boost without losing the +12% multiplier on your subsequent Dragon Breath. The Wrack and Ruin boost is now +30% damage stacks on your next use of Combust rather than extending its duration.
Note that the Roar and Ode spec damage per hit will be significantly reduced as you can refresh its duration indefinitely as long as you're using magic. This will also help reduce the whole "Ingenuity+Wand Spec" being used by the other 3 styles.
Suggestion in case of lack of healing for ranged. What if there will be an arrow with a simular effect to the onyx bakriminal (e) bolts? The splintering arrow seems dead now with the abilities no longer in the game? What if you make it t T95 arrow and have some kind of healing effect? A bit in comparison with the healing the ghost of necromancy can do.
Or, what if you could use bolts with a bow, to give higher variation in what you need? Some source of healing for ranged would be nice. Considering the fact that the Ghost is really good for necromancy but would be nice if not only limited to necromancy as a style for heaving healing options. Also an option for more AOE damage would be fine..
I really love imbue shadows. It's good, strong but not to strong. It's exactly what ranged needed as a replacement for incendiary shot. The other changes for ranged feels nice and in line with the combat style. I do kinda miss fragmentation shot, it was quite the strong ability on moving targets. Giving imbue gales a small hit on cast would be nice too, nothing major, just a small hit so it's not just a self buff. Great job guys!
"t95 arrow" and "ghost healing" are not remotely in the same level bracket. Ghost makes necro strong because you get self-healing long before lategame 92 prayer; 80 Ranged for (incredibly expensive) onyx rune bolts as your first real lifesteal with ranged is already way too high.
Since range has arrow effects and mage has spells. Can melee get weapon greases with various effects? Extra dps/adren/healing? Whole new reward space which can bring it up to the other styles
I liked the suggestion that ranged get some sort of way to hit count maybe 3rd or 5th hit heals you
would be a good way to actually introduce stack counting early on, whether that comes from gear or a spec or a new bow or an ability idk
but
less sweaty players can enjoy incidentally getting the extra healing and people who like planning can try to factor that into mits/healing/consumables
That's true.. Altho I wanted more something in a form of a healing arrow that high end can use too.. but need to be looked at in lower levels too. But if I'm not mistaken you can fire arrows from level 92 with lower level weapons? but you might need the level 92 ranged, not sure
You'd still need level 95 ranged to equip a t95 arrow even if you're using a Willow Shortbow.
True, but besides that I think the idea of making such arrow is solid 🙂
Surely the other styles will get sustain and we don't leave only necro with free insane healing
i'm fine with them getting some built-in sustain options but ghost probably needs to be omega nerfed
i'd also want healing options to feel like more of a deliberate part of the kit for a playstyle/substyle instead of "these arrows heal lol"
By resolving the above, our end goal is this: We want to offer better routes for learning combat and getting into bossing. We want to bring back individual combat style identities as well as return the game to a place where leaving your bank and heading off to combat is something exciting that you plan and prepare for, especially with a mind to being able to sustain and keep yourself in a fight for longer.
(From the news post)
This sounds like they plan on nerfing ghost sustain or nerfing wars retreat somehow
wars and max guild portal was definitely a mistake. or at the very least, putting you so close to the boss rooms was a mistake
why? It's one of the best updates from the past haha
it completely killed the idea that you want to make your boss trips last a while because having to regear and head back isn't incredibly trivial
staying to do an extra kill should result in more kph than leaving and coming back after every kill
No, as someone who played before then, it just made banking way more annoying
Theres so many bosses where you have to tp after each kill
Running 30s to rax every kill does not add anything to the game
rax was not a fight you had to bank after every kill for
Technically true but effectively, especially for lower level/newer players, yes, you do have to bank every kill
longer trips to reduce time spent banking seems like a good reason for people to try and improve vs it not mattering how sloppy a kill is as long as they make it to the end
I dont think any additional incentive for cleaner kills is needed tbh. Theres already inherent incentive for doing so - more reliably getting to the end, reduced supply usage and generally faster kills (with some exceptions). Intentionally tanking certain mechanics for speed kills is a different discussion
Surely we just fully remove ghost heal 🙏
Also an option, but if it stays give it to all styles
No sense in it as it is
part of the issue with rs3 compared to other mmos is that we dont have a healer class - every style is expected to sustain themselves with their own kit (incl soulsplit) + food
man it's like healing support could be a subclass of magic but that's not allowed because everyone and their nan has decided that magic = crit spam and isn't allowed to do anything else
What do you mean, we used to have heal other spam at kk and raids :^)
woo healer role is a 1 off spell from a fremmy quest!
something something ice asylum
I remember when we were noobs doing ed3 trash runs and someone accidentally pulled bossymcbossface or whatever his name is and we panic asylum lol
The devs have made it pretty clear they don’t particularly want to add a healer/buff-er class to the game. Having a “base tank” taking auto-attacks at the endgame bosses while everyone has to do mechanics is as far as they want to go towards the DPS Tank Healer triangle.
And besides, anyone already can fully heal the whole party with Barricade Heal Other or make the whole group immortal with Barricade Intercept, it’s kinda busted.
and thats fine - but just noting that having a dedicated healer class is one way to help solve this issue of styles getting sustain
Can we get some code tweaks so that draining your stat levels doesn’t prevent you from using abilities by level requirements? You can’t boost to use abilities early so stat drains shouldn’t stop you from using abilities you already know.
Is there an update on when the next iteration of the beta will drop? Just dropping one version and then going live in a few weeks feels kinda sus
Comes out tomorrow I believe. I was hoping for a new post about the changes they are putting in today though
Update post about the next iteration or actual part 2 of the beta?
Seems very silly that they're giving communication on all these different things apart from an on going combat beta that's going to change a massive part of the game.
Where's the logic.... Tell us what's happening please.... 🤷♂️🤦
they didn't post a blog before the beta last time because they dont want to give people 24 hours to speculate based on text
smaller but same deal this time, there's not really more good than bad to posting the changes before people can do anything with them
Yeah, specifics - I can understand but just "tomorrow" with 0 details?
And a "tomorrow" message that probably 0.1% of the people who care know since it's somewhere hidden in on this channel xd
it was in pvme, and generally the updates have been on thursday with the friday release of this beta iteration being explicitly a delay
That makes it worse 💀
Instead of having somewhere to keep players updated on a specific topic - they say it's tomorrow in a 3rd party discord... Yikes
what's the point in having a heads up? your job allow you to take time off within a week?
That's literally just dumb
tbh as far as I see it, if you were paying attention you would already expect a thursday update
Yep, that's totally how it works 🤣💀🤦
They've barely released any beta's in the past 3 years but; based on like 4 beta's were meant to know the day and time they're making updates 😭🤣
The fact someone is arguing at wanting communication from Devs is fucking wild
This community is fucked
I was being favorable and ignoring the fact that it didn't matter, since you'll be notified when the update drops
I'd like more advance notice but I would be lying if I said it hasn't just resulted in early anticipation more than keeping me informed
it's one day you wont die
It just seems very silly how I've been hearing the information and I don't know if it's true since jagex themselves don't post it all in one place for us to look at
they don't get asked in one place
As of currently, if we want to simply summon the zombie in a more relaxed manner and keep it around the for extra damage, you can't really unless you use 2 ectoplasm with Summon undead army. Or manually summon him, which then defeat the point of wanting to keeping it around while AFk'ing, since the Command Putrid Zombie , which is triggered by the Revolution, makes the zombie explode and dismiss it, while it is an ability that is supposed to be VERY deliberate in it's activation.
I propose here that the Command Putrid Zombie can no longer be triggered by Rotation, so that it can fit more nicely into an AFK combat bar without changing on how the zombie itself work. It'll still be summoned automatically, but you will be able to decide when he blows up.
Yes i know the improvements are currently on the three first style, but since it's an update about combat, it doesn't hurt to lump it with the rest
Im sure this is something that can be done, but the question is whether they should. The zombie creates incentive to do more actively. If you want to afk, should you get the zombie too?
thats exactly why i want the Command Zombie to not be triggered by the rotation.
that way, both works!
I get that, but I'm not sure they should be making changes of thsi kind to entice afk is my point.
coutner point !
i just wanna be able to use my zombie when doing a non high intensity combat like slayer that doesn't require me to be active
my only other choice is using summon undead army with only the zombie. and that means 2 ectoplasm instead of one :c
"it's just 2" turns 1000 ectoplasm used over hours into 2000 ectoplasm oused over hours T^T
These are good points. No one is expecting us to full manual or even manually activate thresholds while casually slaying.
As you said, conjure army already solves that though, surely 2 ectoplasm isn't too much of an ask
in general, lower effort/intensity combat tends to have higher costs, whether by intent or otherwise
for example, more ammo used due to more autoattacks, or penance powder to upkeep prayer instead of sipping restores
of course, higher intensity stuff costs even more than that due to wanting to juice as much as possible, but doing the exact same combat afk vs active tends to be more costly at the same gear level
im not saying it shouldnt be changed, and in fact, the ammo stuff i mentioned is being changed
it absolutely is tho.
"it's just double the cost" over the course of many hours is a lot.
Right lol, ammo costs are being leveled so it is likely expensive at all levels without a chargebow or an equivalent
Low level irons in particular are kinda screwed lol. Theyll have to level a ton of fletching because shops just dont sell enough t30-t50 ammo
double a small cost is still small
it's not a small amount to me
if you resummon 60 times a hour, with an extra 1 ectoplasm per cast, its only 70k more a hour
and i'd rather not lose it
but the perspective is appreciated
still think it shouldn't be the case
isnt the low level iron range meta just ... not to range?
since ranged requires so many things to work well
you.
i like your name.
that's all.
70k a hour is very small, if you do a beginner money making method for 7m a hour, you can supply 100 hours of the extra costs per hour you make money
That would defeat the purpose of reworking low level range
i mean yes
So it should be considered in their new designs and early game reworks
but theyre also planning on changing shop stocks i thought?
so you should be able to buy a lot more from shops
not sure if i hallucinated that though
and its certainly not a part of combat beta
Throwing knives/axes might be a viable solution, only requiring smithing. But idk when they are updating shop stocks
Do throwing knives even still exist?
my vision might be warped a bit, i will need to check this out.
still believe that it shouldn't be a thing.
Runescape very much knows and encourage lower intensity AFK combat
and is usually much less higher on ressource cost than active combat
the real costs for afk dont come from extra ectoplasm anyways
you use summon army everywhere
since it saves a ton of time
i never do , unless fighting against higher tier mobs/boss
if i do low intensity, it's all individual. i'd rather not double my supply cost just for a few seconds
but again,. the discussion isn't about the cost ressource, it's just about making command zombie not be triggerable by AFK
But there are places where you actually do want zombie to explode
Adding an extra toggle just because a player doesn't want to spend an extra 70k/h isn't worth any dev time I'd say
(in the first place just make zombie explode something that you wanna use, don't make it nuke the zombie)
yeah honestly just making it so that bloody zombie doesn't disappear to begin with would be better... it always irked me since day 1
will there be an update today on the combat beta?
yes
You know looking at everything I have to wonder if soulsplit was just a huge issue for the games balance. The introduction of this level of sustain though it was a long time ago made it a clear change and breakaway from the usual just eat food to restore hp. And its so inbuilt that it makes it obvious necromancy is just great because it can keep itself alive, and the other styles have to work way harder to stay alive it seems like while absolutely having an over-reliance on soulsplit. Technically the only other form of "sustain" that was accessible was blood barrage but that was ancient magic and not even commonly used back in the day.
when update
i dont feel like soulsplit was a bad idea,
Earlier when fight lasted way longer, and our damage output was lower. prayer flicking would make the difference between killing or not killing a boss.
It added some skill expression, that was great to do.
But now for most bosses we can get our dmg numbers so high that we outsustain the boss. and don't need to prayer flick anymore.
We still need to do that on high enrage bosses, but at lower enrages. or normal bosses, we do not.
Necromancy made that even worse by adding more sustain on top of that, making most pvm'ers lazy. because they never needed or learned to prayer flick
there's a reason osrs doesnt have it lol
I taught myself prayer flicking at NM Arch-Glacor with only the Flurry (prayer flick mechanic) turned on, but yeah ghost healing completely outscales that even with no prayers used at all. I only used Necromancy when learning 0% HM as the ghost sustain was just barely enough to get me through with correct prayer flicks. I eventually taught myself SS flicking so I could use other styles and start climbing, but for the longest time I would only use necro 0%.
not really
ss isnt that strong for new players since you cant out heal that effectively and more experienced players doing harder pvm will have to flick since the boss just hits hard lol
what times the beta update today? will there be changes to the existing beta?
when i first got ss, i still defaulted to reflect prayers since i just was not able to deal enough damage
Hmm. If people are doing all of the content with prayer flicking then why is there so much mention of sustain then?
True maybe some 15 years back, but it's kinda built into the design of the game these days
where?
The problem is that hard bosses being balanced around SS means that lower players are too intimidated to even try until they learn ss flicking, then put down the game as the skill floor is too high.
It's fine if low-level players can't effectively kill harder bosses, but they should be able to at least slowly get through them. Tank armor please Jagex...
they arent necessarily balanced around ss tho
I thought I saw a lot of it in this chat. Maybe I've just been misreading though. I'm just now returning after 3 years myself because of them finally adding changes and hoping for the best tbh haha
The risk is if you add more sustain to lower the floor of entry to bosses, you risk making bosses afkable for optimized builds. Rasial is a good example.
Vorago and Solak autos hitting 2000 through prayer...
thats why base tank exists
and you can camp deflect range for solak
There's complaints of sustain issues from people who haven't learned how to use soul split, or just gave up learning altogether.
like in the blight phase in solak, most ppl in my teams just camps deflects range since sustain with ss can be very sketch lol
and you cant ss camp with base most of the time
thats a good way to get hit for 5000 damage!
They are designed around ss flicking unless you want to bring a mammoth full of brews.
But the more real issue is, what do players do before they unlock soul split?
That's what sustain in flurry/ghost is really there for imo.
Bosses don't even come into it
We should be talking talking jimmy doing his abyssal demon slayer tasks.
actually, before i got ss, i just use protection prays and blood ammy
and reso the strong attacks
or if im slayering, ill put sacrifice on my bar lol
SACRIFICE!
i was somehow able to do araxxor without ss 😭
But basically the lack of sustain mentioned here, is basically aimed at early game before you unlock soulsplit
and people compare it to necromancy, and feel like ranged, magic / melee should be on level with that.
what if they made protection prayers block 100% of attacks, and got rid of devotion?
😭
but makes everything easy af
still gotta pray flick
Then you just get to osrs sustain problems
HM Kerapac is now "dodge the jumps and afk"
I think they've started ignoring protection prayers 100% protect right?
lol
lmao true
4000% A-G is now "flick the autos and afk"
4000% Telos is now "dodge the rocks and afk"
rasial is not deflect necro and afk
in that case no style can have self sustain as well as necromancy
solak is not deflect rang and afk lmao
Not every boss breaks with 100% deflection but a lot of them do. There's a video of somebody soloing 60,000% Zamorak with Everlasting Faith on Leagues, even the Disintegrate rune wasn't enough to stop this man.
#1445602238772023487 message
advertising 😭
unless melee lets you summon, nords that work like necromancys ghost
problem solved
This is the "make suggestions to improve combat" channel...
nah ik im just joking
Sorry, I crashed last night. Would you say that the balance of being rewarded for afk would be a higher cost? If everything is afk and its the best way to do things, what incentive is there to play actively?
This won't work in modern RS. Too strong. But... i do think theres an argument for making them better than 50% to smooth the learning curve. Not sure with the 3% solid food tax from 10% how munching food feels, but id like to see them try something in a beta where protection prayers are 75% and SS healing is cut in half. Balance souls/eof/powder to +5% and split soul to 800% to keep those the same. But as of now, eating food and properly praying is about as safe as just camping ss in a lot of instances, but its a lot more work. So in order to improve, you essentially need to jump from camping ss to ss flicking, which is a massive jump in what youre juggling. Ideally what I propose would make this not true. It would halve SS and double food effectiveness, quadrupling their difference creating incentive to try to use prayers properly. This wasnt much of an issue when we did 200k dpm because SS didnt heal nearly as much, but anymore with 700k+ dpm, it is.
mmmmm... this kinda leaves me wondering about SS as "the prayer you use when afking hellhounds" and similar use cases
because it doesn't JUST do the thing it does at bosses
...maybe more bosses should have something like Memory of Nomads thing where SS does less at them specifically?
but with them reducing the penalty of eating food would that not incentize people to flick less and eat more?
since the penalty and skill level is lower of that
3% is still a good bit tho
if you spam food, you are gonna nuke your rotations
I wonder if food will actually be worthwhile going forward. like it's already got the issue vs other methods of restoration that it's only one item per slot where even potions of restoration can easily be 4+ per slot
Vamp aura, Vamp scrimshaw, Vamp blood essence, SGS spec, SGS passive, Blood spells, onyx bolts, Excalibur, bones to peaches, bunyip, unicorn, titans
vamp aura will be getting removed though isn't it?
bones to peaches 😭 🙏
at the end of this month at that
Can't forget the OGs :P. Still viable for early gw1 kills
You can stay at Kree for a full hour in level 70 gear with a bunyip, onyx bols or blood spells, and bones to peaches.
The greatest challenge with sustain is you want to promote sustain a bit to allow people to minimize bank times, but you want to try and mitigate risk of folks waiting unil they unlock "afk-ability" to be able to go to a boss.
You can't even use onyx bolts(e) until 80 ranged, not to mention you'd be burning like a million an hour on them...
Right, thats what I meant by im not sure if the food penalty going from 10 to 3 helps. I cant imagine it just makes it all completley fine.
I mean that's a benefit of food right? food takes away afk ability because it's generally speaking a limited amount of heals
ehhhh
though I guess beasts of burden get past that anyhow
the main thing that removes afkability is mechanics that require response
so like, QBD is a pretty low level boss
but if you tried to afk her I'm pretty sure you'd die
even if you were in bis
I know afk stuff is a part of the game and will be, but im not particularly a fan of catering to it. In this instance I suspect camping deflect + any form of sustain is adequate. Necro still makes it a breeze.
given that there are no intentions to remove afk as a concept
I guess we'll see. As somebody who prefers mage I hope they revamp spells and spellbooks at somepoint, but also from what I've seen melee is the biggest issue still they need more fixing, magic is okay though crit + bleed is a bit anti-synergistic and i kinda feel like it should focus on spellbooks over abilties but I digress. Melee looks rather unappealing still though with the changes
and killing hellhounds in useful quantities is... well, a lot of hellhounds
and fighting hellhounds is like... not interesting
I dunno why you'd want to specifically nerf hellhounds
for training purposes i feel like afk is fine
training, charm collection, clue acquisition
but obviously add a reduced rate to active skilling pvm'ing
for me it could be a 50% ratio
doing something afk shouldn't be more than 50% effective than doing something active
It's amazing the amount of players pretend that onyx bolts don't exist.
Onyx bolts are crazyyy sustain honestly.
Sure, for like slayer or something. But for GW1, GW2... most mid level bossing you're going to come out ahead.
pressing X to doubt
I come out ahead using elite tectonic and a grimoire at normal mode Kerapac. Doesn't mean I'm not losing 90% of my profit.
There's no level requirement for ranged ammo. You can use them at level 1 range
it was a nice switch to use at kree'arra when i got low
Right, well the trade off between Effort - Money - Time is kinda a fair pick-two triangle.
Sustain should almost never be best dps and cheapest all at once ideally.
That's a good trade off decision; effort (switch bolts) for cost and/or dps.
Nooo I got a flight flight skip but I wasn't recording
Saaame 
XD
hi, perhaps im a nesh and this wont be considered but, what about the defensive abilities? I was in the process of making a particular account when i noticed thresholds, basics and ultimate's of the defense and constitution variety remain untouched.. obviously this is not a specific style of combat but considering its used with all styles, does anyone else think maybe they should also be looked at?
They will be looked at
They will be looked at in a future beta, but right now the devs are focusing on balancing offense.
def / hp will be looked at in the future. Right now it's just the actual combat styles themselves
ah okay understood then I'm sorry i missed that. thank you for a quick response C:
Hopefully they will give Defensives and HP abilities a good look next and give them more consistent sustain/damage denial, especially with shields.
Debilitate being worse Reflect...just give Reflect two charges...
Used to be fine because debilitate could be used without shield. But that became irrelevant when boneshield came out and there was never a need to choose debilitate over reflect
they are not gonna give you two charges of reflect lmfao
I'm of the opinion that shields should be the main provider of sustainability, players have become too conditioned by SS/Vampyrism.
lol i mean limitless seems useless if we are getting rid of thresholds entirely
and i didnt know debilitate requires a shield now??
800m deleted
and 3 bonds deleted with mahjarrat
Everything has to be tied to damage, so everything that trades damage in favor of something else becomes increasingly negative.
i hope ill get refunded lol
Doubt it
i think they would just change limitless to do something else
considering its a traded good and all
It's been a meme for 14 years but...
Debilitate doesnt need a shield
here i thought i was crazy lol
Almost like that's what i said 🤷♂️
ohhhh that was my fault i missunderstood what you said
Yeah your wording was wierd
Boneshield made it never a reason to choose debilitate over reflect
bone shield made that benifit irrelevant got you
I still use debilitate more to save necro runes
One thing that needs to be addressed either way is that Bone Shield killed the defender due to its half-tiered formula. It should be raised to tier-5 like all power armor.
I def choose between debil and reflect all the time tbh
I use debilitate all the time because my brain hasn't been rewired to know boneshield exists
So blindly pressing keybinds still defaults to debilitate
except you can use both when you screw up big time
you can debil + reflect solak pads if you dont have powerbursts
with 2 reflect charges, you cant do that
and you can do the same for amascut scarabs if you dont have adren for baricade
True. But it was obvious enough that i was only talking about using one of them a time. And i don't think theres a reason besides having no money to not just use reflect
debilitate is also good if you run out of runes mid run lol
saved me a few times
Sure. But assuming you can actually use both and have enough money to afford buying new necro runes
I don't like the ek zek kil change. You nerfed a legendary weapon lol. The weapon was special cuz u guys nerfed its bleed set up. Quake removed and then u remove another passive . K
mfs look at 120k+ damage in one tick and say ugh nerfed 🙄
Was never worth camping ezk, always dual wield lengs
Bruh I'm an end game meleer.. ur suppose to use leng and ezk. Lmk when u can do hard mode zuk with melee on mobile
and +12% damage throughout that 1 minute and forever after
still nice
With this new bleed set up. Ezk probably would be stronger right now if it had its old bleed passive
but adding a few niche passives to it to then take them away less than a year later just feels bad
Precisely especially when the old bleed wasn't even bad
you're gonna be feeling a lot of 'just feels bad' throughout the next year
There isn't. The only pro is the meteor strike with the new range adren dump
U mix it together with greater Rico
And natural instinct
@scarlet frostlets quit tagging jmods
if you have feedback, just post it in here
and it will get read
Then u shouldve told me to edit my message. Now I gotta retype everything
lol
Ek zek kil needs to be reworked. The community was already angry that ezk was reworked twice in the beginning. We were fine with the bleed passive with the masterwork spear switch. Now u guys change combat with new bleeds that would've made the old ezk good but now nerf the ezk with the niche passives. That's not fair
And no one cares about stupid ezk 120k damage dump. I can do that with varanus dagger with meteor strike. The niche passive was good for ezk
melee is no longer grim/crit build locked and meteor can be used flexibily now that the cost is reduced. There is way less keybind bloat, massacre is kinda dope now, and pulverize can now be used without EZK. DPS rotation are also less centered on varanus spam, which is funner imo. Those are the main pros to the update to me
Lol bruh ur using meteor strike wrong. I can use it and fight zuk at the same with while doing natural instinct build up
I ran a few solak melee kills in the beta and found it to feel significantly less awkward compared to live game
Solak is easy solo
things id love to see 1. either remove increased damage from zerk or increase its base duration 2. make bleeds receive the damage multiplier from zerk 3. allow me to hydrix grico with meteor strike up even if it doesn't give a massive adren boost 4. give back destroy 5. make meteor give adren per hit and the 3% adren per tick rather than 1.5x adren for basics and the 3% adren per tick
Exactly what I said
The only good thing for melee rn is range adren and meteor strike
But they didn't need to nerf ezk
In team battles. Quake and pulverize was something. Only ezk can do
Now everyone can do it
also give back ultimate status to meteor and pulverise as vestments being nerfed as well with the current state
Why buy a 2b weapon
U could just buy varanus dagger and eof it
U can 120k dump with varanus mercy easy and cheaper
and do less damage compared to ezk
I'd be interested to see that in the beta.
No ur not experienced. If u do meteor strike and natural instinct..u can spam varanus mercy 10 times without expending adrenaline
Ur not experienced
does pressing the same button 10 times in a row take experience now
Chi didn't spam ping people in a fit of rage
gotta respect you for that ngl
So that's bonus points
"now everyone can do it" is a ton of stuff in the beta not loading all effects between endgame unlocks
Its harder to damage dump with varanus dagger but it's a cheaper way than ezk
I wouldn't waste my time on mobile, big respect
You know what they should change though, 4 hits from EZK, make it 1 with lifted hit cap after crunching numbers by a 0 
No that's bad for pvp. U need 4 hits to waste their resonance
real lol
Yeah sometimes they stack disruption shield too
Pvp is more of a niche than anything complained about with "why did you change it"
Its niche for people who aren't good. The people who duel everyday or pvp. They do red portal fights for big money
Oh another one of those groups.
Nawh just a pvper . Especially in RuneScape 2 days. 💀. Don't go camping green dragons with the dwarf cannon now.
That's not what I meant, but please get back to actual feedback without spamming people's notifications. 
@scarlet frostlets stop with attacking people
telling people to "get good" isn't productive in a feedback thread
not going to warn you again
keep it civil and respectful
*☠️
couldn't help yourself. penalty box you go
That was my experience too. I could do it fine in both cases, but less micro and setup for some parts of it
stop calling you and your friends "the community"
I still think the autoattack ought to take center stage a little bit more
you still get that "I've got to avoid using it as much as I can" feeling
Apparently they said they don't want big number buffs for live game so maybe they'd pull down a bunch of them, which would leave autos a bit better
But yeah unless the auto does something better it feels like something to avoid
Like the 100% proc rate AOE barrages are worth it sometimes
Barge and MY are causing problems
Is PVME better for feedback than here?
That'd be rude
Seemingly. The Combat team is much more interactive over there.
Mods can ban hammer me if cross-linking discords is illegal:
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