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#Combat Styles Improvements - Beta Update 2
1 messages · Page 1 of 1 (latest)
Can we get better buff bar please it’s so hard to manage stacks and timing for some people, especially with the bugs in mobile… people would hate this but I’d love to see an accessibility feature that allows while on revo for certain abilities to fire only if a certain stack is reached?
I’m not good at explaining
Main issue is certain buffs not displaying at all, meaning I’m wasting abilities as it doesn’t seem as some are active when they are…
Is this meant to say 0%?
Non‑basics don’t produce adren
I’m dumb so my idea may be completely stupid
I'm aware, just confirming the no adren cost for use though
I wish that some sort of a Blood‑themed ability from the [[Codex Ultimatus]] was re-introduced to [[Melee]]; and a Miasma‑themed ability was added to [[Necromancy]].
Wiki links found:
https://runescape.wiki/w/Codex_Ultimatus
https://runescape.wiki/w/Melee
[[Detonate]] costs adren, with [[Magma Tempest]] currently set to fully replace it
Wiki links found:
https://runescape.wiki/w/Magma_Tempest
Wiki links found:
https://runescape.wiki/w/Detonate
That's not what I paid 400m+ on the codex for
I still dont see any updates on how to smooth out hybriding or tribriding? I would like to see what the team is working on to make briding viable after the update
So what does the zuk cape do now
"we've heard you and decided we like pissing you off" Enjoy.
Apparently range zuk cape deadshot does 8 hits
Just increased damage, reduced adrenaline cost is part of base kit now to be a bit more viable pre-cape
"increased damage" meaning its lower for people without cape and the same for people with it.
Love the Necro update
Magic is cooked
Same damage pre-cape, lower cost pre-cape, same damage with cape. It’s purely a buff.
Time for me to pack it up
I whole heartedly disagree with the zuk cape changes, end game pvming should feel rewarding not a modest pat in the back
Gales Grico Deadshot 8 hit combo buff bout' to go crazy
This
surely with quake being back, the zuk will get the boost for it back right?
Interesting to remove deto as well, rip the boots even more ig
agree p much
extra deathskull hits or overpower hits are still a big buff??...
If they decide to keep the zuk changes then they need to up the damage more not keep it the same
T95 wands still don’t get adrenaline though, we don’t even get to pretend Sanguine Charge does anything, we still don’t get sun buff…
i beg you, let us upgrade tmwork to tier 100
This update seems to be hurting endgame pvming on the off set of making early to mid easier
What if Zuk cape decreased ultimate adren req even lower? Or would that be a tad too OP?
if mt is gona cost adren they should let it crit again
Zuk should stay as is no buff jo nerf
you really think leaving omni/deadshot/overpower completely useless until you get zuk cape is a good idea?
The smoke tendrils changes explicitly are designed to make it more viable to use with tsunami and useless without, but ST is unlocked before tsunami…
maybe zuk cape abilities should naturally be 70%, cape brings them down to 60%?
Isn't that buff too little for BiS cape item?
what if we let it buff other abilities besides those specific ones?
tradeoff between making the abilities useless without the cape, and overpowered with it
isn't the cape being BiS (stat-wise) incentive enough already? /g
No? it doesn't have to be the greatest most insane buff ever. Any improvement is good
Fair point
they should make magma tempest not cost adren and make smoke tendrils cost
It always felt weird that the cape made a trash ability super good in the first place
its still essentially the damage of a threshold, but for free
Except at level 65 you don’t have soul split so you’re explicitly spending HP you won’t get back without food.
from the previous beta
It’s not that eating food is terrible anymore, it’s that low level players will always be scared of spending their own HP
However, the lack of crit boosting gear in the mid/early lategame meant in the base kit you weren't comboing off as much as we would've liked.
Okay but you only care about those crits because tsunami and instability which are level 90/95?
i prob wouldve been less scared warly if i could eat a 2k hp shark
They are not useless, need to remind you before zuk these abilities already existed, zuk gave em a boost a reward for high end pvming. Making the game more accesible for new players and those who new to pvming shouldnt hurt end game pvming
i never used them before zuk
@low yarrow will quake gets its buff back when used wit hthe zuk sword? and is there any chance tmwork melee will get boosted to tier 100 with a LP bonus
How does it hurt it? You have the 60% cost and now the cape makes those abilities even better?
Will buff bar be improved? This is a huge hurdle for new/not so good pvmers….
92 defense pures for tmw now need 99
Hi Azanna, can we get an answer as to why the team thought MT should cost adrenaline instead of just granting it as it does currently in live game?
I read the magic section of the blog and saw no mention of this
My point was never the change in abilities or their buffa or debuffs, im happy for the changes i just dont see how an end game reward such as the zuk cape should become less of what it is today
Detonate gone, MT made better to fit into the role
I see
ty for deleting deto!!
Can't say I agree with it, but hopefully it doesn't stick to such a large adren cost
so basically rip 400m
I paid over 400m for this ability and it's completely gutted
It's still good for slayer! 😬
Why does it matter? if you have the cape already nothing changes for you anyways. All this does is make the ablities useful before people kill zuk which is a good thing.
Im all for making the game easier for new players but we shouldnt touch end game rewards let end game pvming be what it is. A reward for hard work and training to beat difficult bosses
Yes MT does more damage now but it still has zero synergies. BTW does Corruption Blast generate wand stacks again?
agree, managing where certain icons are and if we want to see it etc would be great
magma tempest costing 25% adren do deal 320% average damage seems steep compared to Wild Magic which does almost as much damage but for 15%. I guess that extra adren is for the aoe-ness
I’ve found some high end players like to gatekeeper stuff 🤷
team save detonate 2k26 reporting in
blog lists 3 aoe abilities and deletes the only good one
get rid of magma instead
Çan we remove the delay for the greater barge ? Always feel clunky
Dont be so dense
boi
deleting denotate to gut magma tempest is certainly a choice
Will Blast Diffusion boots get a different passive, since they currently boost detonate?
I would like to see blast diffusion boots changes…
@deft blade none of that
And some people do struggle with PVM… so by belittle them?
we don't do personal attacks like that
sorry we ain’t all as good as you
It matters because the incentive to reach end game is being removed
reduced, not removed
Cape still has a buff lol
It just isn't mate, the cape is still BIS
Genuine question for you though Joe, but what's your reason for wanting MT gone?
Is this still a good updage for the master and gm timers?
igneous omnipower is still double the damage of non-igneous
what's it like currently in the beta? same effect as live game?
and similar for others
I appreciate the update as a mobile player we don’t have to mess around with adren pots so this makes pvm better for mobile user with limited bars
mostly because it's visual garbage whenever cast, I don't really agree with the need to reduce the number of abilities at all
If they fixed mobile then sure
Do you think the delay for using greater barge could be remove ? So we could use it more easily in a rotation..?
but of the three aoes named it's the least interesting of the three imo
Because i'm affraid that the combat update will be harder for the master and gm timers
I saw a jmod say they are looking at this
Which I can’t wait for lol
Fair play, im giving my 2 cents thats all
Pog
I do agree it's visually unappealing when cast, but would you recommend at least replacing it with something perhaps?
What’s pog lol
i like the fire
I don't think my feedback in more detail is likely to be more productive given I disagree with the beta's premises
Fair enough
Ahhhh ok thanks haha
I am happy
i wish i could get a refund on magma tempest at least
I just don't feel that because I spent as much on this ability as an unlock, it should feel like such a shit thing to use now
That wait delay is so clunky
Yes
imagine if detonate was a 400m ability unlokced by zuk lmao
You need to stop attacking the target for x amount of time , okay
Try to explain that to a new player that is use to armadyl battlestaff in is suns rotation with fsoa non stop
So that I'm not dwelling on just MT, what exactly is going to happen here with AOE magic?
Because even cblast doesn't give adren
Why are people annoyed at GP cost wasted… unfortunate changes happen that impacts prices - only fix is to never update it? Surely if you are great at PVM 400M is easy to get back? Maybe I’m naive or not understanding it
By that logic lets get a refund for the dagger also lol i can get behidn this
My immediate feedback is that you guys are doing a fantastic job at listening to current feedback, alot of the new changes are great
"Take damage over time" not "burn", wands in shambles.
only real L imo is losing slaughter walking, i really liked the skill expression it allowed with early game combat
Blast diffusion does nothing now
I'm with you. I bought something for 800m and it crashed to 400m later on, I didn't waste 400m - I got something before everyone else
It’s crap for mobile users though… I’d rather see an ability that pushes your enemies back to force them to move rather than player moving
I wonder what they should do with blast diffusions
i think they just want it to suck now
let magma tempest crit on the initial hit
Make an enemy explode for extra AOE damage at the end of a combust or something
What if detonate is a followup on combust
Moving a boss always felt clunking happy to see it remove
great minds think alike
critting on all hits is too OP, but critting on 1 of 8 hits wouldn't be too op
Which makes it deal aoe around a combusted target
For what it's worth, I'm not inherently worried about the cost if that makes sense. It's more that it feels shit to use as an ability to me and doesn't relate to my skills or lack thereof for certain bosses
as a revo++er removing the slaughter walk is music to my ears XD
I can make the money back no problem
The newspost doesn't state how much hitpoints sanguine charge will cost, could that get added?
Does it feel kinda bad and am I having a knee jerk reaction? Absolutely I am
it still generates stacks, I just tested
I’m not trying to have a go mate or be rude I’m rubbish at communicating online lol
I acknowledge this, but to gut the entirety of AOE magic is very off-putting
I am too man, it's okay
Living death not costing adrenaline 💀 ☠️
I do struggle a lot with articulating myself with certain things, so I feel ya
Where are the necro changes i couldnt see them in the link?
20% pf max
its mostly why gut an ability that is an unlock from an endgame boss to have it replace a level 37 ability with no other reqs?
We dont wanna commit to changing any items that interact with a skill while still figuring out what is being done with the default skill, we can update the boots a little later
Of*
there are none
Oh thought j saw some one saying something bout necro
there is one - death skulls without zuk cape is now 60% adren
There are Necro changes
That base hp or max hp?
i like that youve added mechanics that nerf revo++ with imbues, bloodlust and runic charge
I haven't been following the beta very closely.
How are the ring of vigour and other adren-saving effects impacted?
Max 💀
Revo shouldn’t be nerfed… on mobile players are forced to use due to limited bars and some players just struggle to keep up so revo helps them…
unchanged, although slightly better for melee in this version of the beta since several abilities got reclassified as Ultimate
Now combat accuracy is being phased out, what's happening to the Ring of Kinship's customisations that boost combat accuracy in Daemonheim?
It’s a game meant to be fun so this allows those players to engage more
Acroll bit up jmod stated items wont be changed for the time being due to not knowing what the future of all this chanfes will be
Unless they add extra ability bars to mobile we will always struggle lol
accuracy is still present and still means a lot, it just doesn't let you miss completely
yea mobile combat is its own issue
I don’t think it’s fair to punish players using mobile, it should be as equal as it can be and changes defo can be made to improve mobile experience with PVM… saying that I did manage zuk and some other bigger bosses on mobile but it’s tough lol
I don't know what the stance on this would be, but I don't exactly fancy going full manual for something as small as a slayer task either 😂
Anti synergy with tank gear feel weird for blood magic, but it could slot as glass cannon for it
but i personally really dislike what revo++ has done to the wider pvm scene with mainly afk bossing and many players not learning how combat works
imagine doing a mobile zuk and then getting detonate as a drop lol
This I agree with for pvm 100%, but slayer? throw me a bone here at the very least
oh yeah
🙏
Afking is vital for some bosses man, i dont see the point in actively
Killing a single boss thousands of times for log
But loads of high end bosses do have lackluster rewards 🤷
I may have to start using the cannons again
aoe bars should be almost close to max efficiency rotation-wise wkth revo
I can't tell if this agrees with me or not ngl, but it's also still early af for me 😅
I do wish we could have abilities triggered by a certain stack in buff
Would help
Maybe OP 🤷
this is like only really true for the osseous jail cell keys
all other bosses are not afkable or have drops you dont need and/or are common enough to get manually
As a big fan of the slayer skill, I agree with you ^^
ah okay
There are plenty of afkale bosses? All gwds 1 and 2 are afkable even in hardmode
ig thats fair if they want the main reward to be the cape and not the loot, even tho they specifically made it have loot to make it replayable
Runic charge seems great now, but now i only have Dragon breath (and tendrils ☠️ ) in my auto bar, everyone else costs adrenaline or its time-sensitive (next attack or next ability). So many pseudo thresholds in mage too.
just a hm angle now
Sorry, I didn't phrase that properly. I meant chance to hit rather than accuracy. The customisations on the Ring of Kinship all say "Increases chance of hitting with (X) weapons" which implies decreasing chance of missing - Presumably this will soon mean they increase damage rather than reduce chance of failing to hit?
To be fair, what collection logs are mandatory for the standard gameplay experience?
Even rasial and vorksath are afkable nowna days
Guess this is what’s good about betas and listening to players - jagex ain’t perfect and make mistakes and tbf it’s not seeing them try new things
they frankly shouldnt be imo
Atleast they are now listening
And take out feedback on board
They coulda just made the update and said deal with it lol
Remove ghost heal or give the same love to all styles plz
True, but bosses like corp or daga kings im ok with being afk seeing as to how many hours it takes for their logs is unbearable
thats just true
Can we please move away from each style having an empower ability? Gale Shot, Runic Charge, and now Pressing Blow..
I thought we were trying to make the styles feel unique, and not fall into the same play patterns.
Tbf all styles have a healing method
corp is another issue entirely, along with the rex rings being a very odd decision to include 10 of the respective dk ring
that'll be a leftover from before the accuracy changes. I believe the effect they currently have is to inrease your accuracy stat, thus increase your damage potential, just like any other effect that increases accuracy. Like salve ammy.
basically, the tooltip of what they do is outdated.
I hope they dont make healing for the other 3 it would definetly ruin the game lol
Sara gods word is good in a EOF for prayer and heals alongside vap scrim
as for pets and green log nobody is forcing you to get those
Please add a free-to-play BETA world so we can test these changes with all of this game modes limitations. Trying to mimic what it would be like for free-to-play isn't the same as actually being limited. Currently:
- Certain armour suddenly jumps up several tiers because there's a higher tier member variant.
- Poison is active which isn't a thing in the free game.
- Additional monsters are added to the Wilderness and various other locations.
The free-to-play community would like to provide the best possible feedback and the above points is just a tiny selection which prevents us from doing so.
Prooves my point even further, do you wanna actively farm rex for hundreds of hours for reavers?
having bossing be an afk activity is a band-aid fix on an underlying issue
r they gona adress switches
the underlying issue was there were too many b rings and they wanted to sink them to make them valuable again
sweeping issues with game design under the rug by making them convinient is how we ended up with silverhawks
in what way?
range arrows and eofs
I’m begging you, PLEASE do not turn melee into another stack management style
Stack managements fine if buff bar wasn’t so bad
job guages when
Necro sort of fixed this with visuals on character
As the game progresses you learn pvming early and mid, once you reach end game you shouldnt ne forced to sit hundreds of hours for logs
and they then proceeded to not implement it for anything else stack related
high key would rather have a buff bar rework than a avatar rework
nobody is forcing you to get log tho
its not needed for any progression
A log is an achievement, which comes with a certain amount of luck and perseverence
I asked this earlier but nobody replied, but what collection log(s) are required for the standard gameplay experience?
and if you're an iron, that's a restriction you chose to play under#
like any "progression" is conditional on your goals completely
Are they required to level up? For a quest? Anything?
none
Exactly
its runescape bro there is no standard experience
The only way clogs are mandatory are if you're an iron
most standard experience is never bossing at all
?
have you never interacted with people in the game?
I don't think you understood what I asked if that's your conclusion
your question didnt make sense because there is no standard runescape experience
Let's keep in mind nothing is mandatory. It's just a game
even then, the thing holding back the green log is usually a pet drop
This is a feedback channel not a debate channel guys
Yeah I'm not entertaining that, considering how disingenuous that reply is
Also a reminder PVM isn’t the sole
Purpose of the game, there is a lot more to this game than pvm
I've already said my pieces for magic
this
my main feedback is like reinstate som form of slaughter-walking and integrate bloodlust more into melee
bloodlust is melee only right?
as well as giving ranged and mage hp restoration options that dont rely on outside factors like auras, spells etc
ye
Why
No
Slauther walking feel clunky
Happy to see it died
also are defensive abilities/shields/defenders going to be looked at?
i liked the skill expression it added to lower level melee
Some boss are not even walkingable
Honestly, with how much slayer I do as one of my 'when in doubt' activities, I just want to know about the future of aoe magic
What do you mean by that
i think they are trying to walk away from that generally and make it approachable
" i like walking slayer mobs"
im talking about bossing mainly
What are you doing with the boss that can't move
Combust doesn't need to have an 18 second cooldown now that it's not extended by Sanguine Charge. Plus the CD is now longer than the wand spec buff, so if you accidentally combust first then spec your Conflagrate buff will run out before you can Combust again.
Like half of them lol
then slaughter is situationslly not useful
and i dont use that ability at that time
thats the skill expression
Ok so nerf melee for half the boss so melee still have is " expression"
huh
The skill impression of melee was its to bad to use it anywhere
huh
no it was good at walkable bosses
have you actually like used melee

Yes
And I'm happy to see slauther being good without walking the boss
there are a lot of other ways to spend adrenaline and gcds if slaughter isnt usable to its fullest extent
Even with the ability remove in the beta ? I ditdn see alot choice
weapon specs
We still don't have emberstaff or varanus or dclaws at the weapon traders.
What weapons spec
lol
Zgs , zuk z then what
depends
melee user tm
Spawn de claws and the new dagger?
What a great combat experience
Suns , fsoa, spam armadyl battlestaff
Berserk, roar z spam dclaws or daggers
Idk , feel like moving a boss is useless and bad gameplay experience inna game where it's clunky
thats fine its just an opinion
Move one square , Rago go for a walk around the room and kill everyone
Especially on mobile haha
its prob one of the less clunky things in the game
doesn't look like it, maybe when we get a 120 defence update it will be
if you know how npc movement works
Most new players won’t know though
Did you ever went to vorago
jagex.... give us a real tank role and viable shield camping and my life is yours
That boss is a joke to walk it's like a dice
yea, usually MT
its the same pathfinding as any step-under
vorago minion tank, now there's a new strategy
@rapid swallow can we say together greater barge need to remove the wait thingny
No elite tectonic or regular sirenic or kerapac gloves or magic raksha boots at the armor traders
sorry ff14 brained, mt as in main tank
fair enough
i personally saw it as recompense for when melee has forced downtime due to mechanics
like if you cant safely hit the boss you get the gbarge buff
ofc the time could be shortened
Or remove
Trying the new magic in masterwork I'm getting about 200k DPM in the beta (previously was about 208k DPM in live), about 300k DPM with Tumekens + FSoA (previously 230k), and about 320k DPM with Tumekens + FSoA + using the spec and some manual abilities (previously about 310k DPM).
Baseline feels around the same as live but likely a lot more forgiving, end game gear with revo++ felt a lot more powerful than in live (although my live numbers may be out of date) . end game gear with manual input also around the same average but is very inconsistent with swings of high damage.
- I'd have expected a bigger increase in damage from live since my magic is now 120, although this may be because magic spells scale up to level 100 damage only.
- Love the changes to omnipower (60% without Zuk capes) and runic charge (nerfed SW, buffed CB).
- Magma Tempest was bad last beta and somehow even worse now. It seems it will only exist for slayer trash.
- Smoke Tendrils are a noob trap, not requiring adrenaline makes them better for high end players and differentiates them from asphyxiate but the pay off for crits aren't until level 90+ and with this dealing damage to self you'd never want to touch it without those pay offs.
and have an alternate trigger
I haven't tried the changes yet, did they do anything to address the adren gaining outside of sun/tsunami or essence corruption stack gaining with the changes?
but its like a good concept
It's funny they give us 6 dyes for EOF then don't give us the spec weapons for magic and melee...
rip magma tempest fr
I paid a 1B for MT lmao so funny seeing how things change over time
Price ya pay on a game that updates regularly
Same with mage DW weps lol massive price drops
at least t95 dw is still fun
GBarge is a tradeoff, you spend 8 ticks not attacking and then later you save 4 ticks on a channeled ability. It pairs well with berserk, since using berserk is by itself 3 ticks of not attacking. So you are spending 5 ticks before berserk of not attacking to save 4 ticks inside berserk, which is well worth the tradeoff.
Plus anytime you are forced to go off for mechanics its a nice bonus.
Ik but in the past melee was a bit lackbuster for dps compare to afsoa rotation
maybe beserk could immediately ready it imo
I walays thought the waiting time 8 tick not attacking could compensate
If zerk is going to sort of rely on meteor for alot of its endgame dmg rotation, should we consider changing flurry from reducing cd to increasing duration of zerk by 1tick per hit? Zerk cd reduction kinda feels like a nonexistent buff if u dont wanna zerk til your meteor is back anyway. To counter this we could take the zerk timer boost off of havocs
that's not necessarily something that should be fixed by changing GBarge though
Can we get beta on mobile please 🙏 doesn’t seem to load.
I thought this was supposed to make combat easier, not add even more stacks (bloodlust) to keep an eye on..?
if magic is going to 120 shouldn't spells change to scale to 120 now?
Can you send your bar in beta for revo++ mage?
Good point
Sonic wave is still getting consumed by 0 cost abilities btw, they said they fixed that bug but I guess not
They qlways scale up to your weapon at the highest anyway
Spells damage scale based on the spell, so the existing spells would still only scale to 100 but new spells could scale beyond that.
If they fix buff bar stacks isn’t an issue… moving buffs around and making them vanish sucks so bad
Spells scale damage to your weapon tier, your magic level scales damage separately.
Stacks should show separately to main buff bar
i see
Gets so lost
Spell damage has always been capped by your magic level or weapon tier, whichever is lower. So until they release t100+ magic weapons, there's no need.
Or make it like Necro where the stacks show on player visually
certain stacks should have visual cues like necro, and they should prioritize and group buffs
It's def fixed...
like campfire bonus, why is that anywhere near the front of the line?
elder ovld salve having 5 separate buffs is nuts
lol yeah
Ty
I see spells consuming runes different to abilities
How so?
My concern with this change is that deto was the only 'normal' unlock out of those, granted looking at it from an Iron pov but this removes the AOE until you can do raids (time locked with rewards), Zuk (hope you get an early codex), or Gchain (again hope for codex) to increase the amount of targets you can hit. Whilst I agree they sit in an odd spot together it feels weird removing the only one that people actually get from the magic levelling.
Not sure tbf maybe cause I see the spell book and ability book as separate things
Might be just cause I’m used to spells costing runes for 25 years lol
But why is breathing fire free, but throwing a fire ball not free?
I don’t know >.< my brain just says they are separate haha
@low yarrow sonic is still removed by 0 cost abilities and doesn't work with special attacks
mm.. It makes playing mage feel weird though. Like, I can get around rune-less. In a world that establishes runes are a necessity for magic.
If abilities used runes the cost for mage would shoot up
If they remove rune cost then runes have no purpose … it would just be scape lol
Also, anyone else feels like Magic-style is awkwardly melee focused? I feel like I can't get by throwing ranged spells without my character's abilities wanting them right up in the face of the enemy i'm fighting.
Magma tempest or corruption blast should get a "lesser" variant earned on leveling if you want deto gone
I like Necro rune use.. so for utility type stuff it has a cost, maybe mage could do something similar I dunno I’m so dumb it’s unreal lmao
mage does.. its just that most mage utility isnt.. well.. used
that's also a concern. But right now we don't have the best of both worlds. We just have a confusing design mix.
to be fair, you're also a very powerful mage (and depending on where you are in the quest chain, the world guardian), its somewhat acceptable (though it would be an identity loss)
Maybe abilities for mages should be more focused on increasing potency of spells, instead of giving us new free spells that are much more visually impressive than the ones in the spell book.
I like we can trigger spells easier on ability bar tbf
I hated using other spells as switching was so clunky especially on mobile
look at it this way
Spells books are a mess tbf 🤷
combat magic is basicaly rune-less by now, but all the support/skill stuff still uses em
I don’t even use some spell books as cba to keep switching
Maybe they could have a new custom spell book that uses runes to power it so you can have more freedom.. like livid farm spell reward but more choice or that might be OP lol
i always just sit on lunars and use spellswap as needed, but im also a melee main
to me the "rune" in "runescape" is pretty important though... and I don't think rune refers to rune armour. 😂
It's part of the magical identity of the world!
Runescrafting as a skill was so revolutionary because lore-wise it meant they had rediscovered how magic was brought to the world and used by people. Now it's not even needed, unless you want to teleport. But the lodestone network also made that reduntant (sorta).
Right now I don't feel good playing magic user. It's just a flashier melee fighter with weaker armour.
Maybe the Beta 2 will change my mind.
well technicaly it has to do with the lore how runes come from the early ages and we learned to harness em and alla that, so its more about the idea of them existing, but again, its why i brought up the idea that rune-less combat would be pretty big on the identity loss
but then again, BACK when i still used mage (melee main) i mostly used staves that gave free runes anyway
esp those level 82 limitless staves
yeh... I see what you mean
last time i used runes for combat was when i trained in the abyss with blood spells 💀
Chain will be a very solid aoe in your earlier levels alongside DB
What if runes charged your wep? Rather than consumes per spell and consumes from weapon? Or is that the same thing lol
man i wish we got more aspects though..
Does MW Spear enhance bleeds now?
Does Rage Stacks (or whatever it's called) get consumed or does it build up the entire time and just persist?
i feel like thatd just create another issue, since most people already augment, so now you require both divine energy AND runes to power it?
itd also prolly require reworking EVERY single staff to be "chargeable"
This is why I don’t design games haha
the way it reads is that it consumes, as it says it empowers your NEXT attack
hence why the other 2 skills give you max stacks
I felt like magic and melle adren accrual is not quite right. it still seems slower than necro making it slower to play through.
Melee doesnt feel like the abilities tie into each other. - visually and mechanically
Still lacking sustainability - eating more food-etc than necro which slows down combat and makes things more survive focused
Gloomfire spec is considerably worse than snapshot outside of natural instinct+adrenaline imbue (shadows), legatus emberstaff is about the same efficiency as wild magic now except it doesn't even roll crits twice.
I think jagex just needs to remake entire game from scratch 🤷🤣 it’s so messy fixing things lol
Skimmed over the changes to ranged with gales duration being increased and corruption shot being changed to still deal damage over time but a way that fits ranged more and makes it less a copy of magic and love both.
My only feedback from the previous beta was regarding gales duration and corruption shot changes seem (on paper) like a good change. Imo ranged feels finished.
absolutely loved necro death ult reductions - felt like melee bereserk should be reduced
@low yarrow is there any chance we can remove the lifesteal cap from the vampyrism scrimshaw with vampyrism aura being removed?
the masterwork greatsword already has an uncapped 2% hp steal but the scrimshaw/aura are capped at 200.. and 5% of your attack these days is ALOT more than 200
so changing it to uncapped 2% would feel really nice for a survivability boost (esp since tmwork isnt.. very optimal these days) and havoc are quite low on defence
Aura's actually capped at 50 for hits above 1000 lol, you basically don't even notice it single-target
bruh.
so what does zuk cape do now? (im not able to log in)
just the bonus damage
the same as it did before - buff the spells
so like overpower hits twice
Honestly not the worst.
Adds extra hits
Everything it did just not the adren thing
Chain sits in the single target drag in upkeep afk area, not really an AOE in the same way. I can see why it might feel like that fits the same thing but it isn't an 'area' ability, especially when you can't increase the number of targets until you have gchain. This is the same as DB being just a cone. The other styles have the aoe with quake, hurricane, bombardment as part of levelling and so this just feels a bit weird. Guess we will see how it fits but overall feels like a loss for magic without buying upgrades as a main or getting lucky as an iron.
I would also imagine that deto was less used as it can't be triggered by revo so would have been left off bars by those who didn't activate any abilities.
Thank you for the reply though 🙂
Necro living death is a bug or is this for us to test how it would look?
You know, if Zuk Cape no longer reduces adrenaline, and Ultimatums perk take over that slot now? Maybe reduce even further for Ultimates in general?
I know this is a "Bloat" reduction thing, but would be nice for there to be three sources or a side upgrade until people unlock Vigour Ring as a passive.
I have ultimatums and zuk cape, they don't stack in beta yet
i thought they never did? or am i dumb
They never did, but they should
Is it bad if I don't agree with GChain getting a damage reduction there?
when is chain ever used for the damage it does itself
Which bit is a reduction?
Ed's. Maybe Telos if the minions are that many.
General aoe training.
Can we please get beta on mobile azanna…?
I've noticed a couple of bugs. Unarmed combat doesn't trigger any auto-attacks so you just stand staring at the target (this was in the previous beta too).
When switching ability bars if the bar I'm switching to has blank spaces those spaces will be filled with any abilities that were in those slots on the bar I switched from. I noticed this when switching to ranged which auto-switched my bar but because some ranged abilities are gone they got filled with magic ones. Switching back and forth a few times fixed it.
Azanna, the bug with Sonic being consumed on 0 cost abilities is still there.
Be mucho appreciated 🙏
Normal Chain is listed as 75% mirrored damage, GChain gets reduced to 50%.
its beta, bugs exist and have been reported
Yeah think about it, chain is a 75% reduction while gchain is only a 50% reduction, so its a 25% damage increase
Wait. Am I wording bad?
Rip.
I misread it tbf lol
Do you think you could remove the waiting for gbarge use for melee ? Would be much easier to use and explain to new player
I think this hasn't been mentioned, the gloves of passage tooltip says it buffs pressing blow, but the tooltip of adaptative strike says it's being buffed by the gloves of passage while pressing blow's doesn't
get home to your pc
My PC is broken and I prefer mobile lol
Mobile users shouldn’t be gate locked from beta testing…
Invigorate is like +0.5% Adren per hit, right?
We are still part of the community haha
I think that reading it like that is not going to be an uncommon problem. It could be reworded to be better, like "dealing -75% damage" or "dealing 25% of the abilities' damage"
Just reading the notes ATM but; why has magma been ruined... 25% adren cost & still doesnt generate any adrenaline since it can't crit + increased cooldown..... 🤦♂️
After using an Ultimate ability, you will retain 2.5-10% of your adrenaline bar.
Also I'd like an ingame checklist to see a list of passives and which ones I have unlocked
big stronk aoe ability
(Super) Invigorate aura is 10% on ultimate
As an end game meleer. I don't care about basic abilities k. I only use those to build adrenaline and boost crit chance. Don't mess with chaos roar , don't mess with berserk. Not everyone uses ezk where you hit damage ceiling 24/7 k. We use eof dragon mace dragon claws varanus mercy. You indirectly nerfed the lower gears power in end game situations. Dragon halberd still has a eof niche in AOE k. U nerfed that. U nerfed ezk now you're nerfing all the other eof weapons. If you're going to nerf chaos roar and berserk. At least let Zaros god sword work during berserk
so a 50% nerf but it works on all ults?
Plus I want to test beta on mobile to see how more manageable it is
If not a rewording, then maybe bolding one of the words to emphasize things?
and more importantly it'd stack with vigour, conserv and zuk cape
People at jagex hate melee
that's inspiration aura
err
It does need to be clearer. As a moron and dumbass like me I struggle understanding tooltips lolol
well it'd stack with not zuk cape but ykwim
They don't know how to use melee. Lol
Suns-fsoa- Arma battlestaff peak gameplay
Corruption blast giving 0 adren and combust using adren feels bad for synergising with t95 wand spec, which sucks.
i was thinking it could be interesting to see each style have their own resource
We don't care about the damage mitigation during berserk . Because we push devotion during berserk that mitigate damage anyways. So what's the point. Inexperienced melee mods making changes to melee when they're not even end game meleers
That's Inspiration aura, very similar name to Invigorate.
hmmpf I feel so lost now with all the changes...English is not my native language but I feel like I now need to speak encrypted, queens english (posh) to understand what all abilities do...
What do you speak
Make berserk great agaij
What about
Just delite useless ability, and keep everything like it was
What I would give to see some of that footage.
They tried it in stream, go find it on twitch
Mellee felt underpowered
Nerfs berserk*
Melee: last version of the beta I read abilities and made a bar which turned out to be terrible and it took a lot of changes to get somewhere decent with it. This time I've done the same and after reading the abilities was able to make an acceptable starting bar first time. I'm often sitting at low adrenaline but melee feels a lot closer but still needs work.
Ranged: in the previous beta my only feedback was imbune: gales was too short to feel meaningful, which has been increased in addition to corruption shot now having it's own identity. I'm very happy with where ranged currently sits.
Magic: changes to runic charge (SW/CB utilities and sanguine charge) are perfect and I'm very happy with where they each now sit. magma tempest still ain't it and arguably worse than previous beta, shadow tendrils are better but a level 65 ability that deals damage to yourself with crit payoff being at level 90+ seems an odd choice and I think needs something (maybe lower level crit payoff is the issue).
magma tempest shouldve been left alone, it was great for aoe
the fact that it doesn't crit because it behaves poorly with an item/armor combo is also bad
not saying it should be broken, but disabling crit is a bandaid move, fix it somehow
Why can’t it crit and just have a cap added?
idk
Cap based on level so it scales?
What do igneous cape actually provide now?!?!???
Has anyone played to see?
Melee stuff. So in summary...
- we do 12.5% less in zerk, but most abilities went up that much so we probably do a bit more inside zerk than before, then obviously more outside. OK. Fair.
- Hurricane is great
- pressing blow... the concept is fine. The execution feels really underwhelming. Just comparatively, it takes 4 and 40.8s minimum to get the buffs that are lackluster compared to runic for magic which is 30s. Yeah, its dealing damage and gaining adrenaline, but the rewards are just not there. Id bet this is never worth using over adaptive. 2 stacks might make it worth it.
- Meteor buff will obviously be much better. It being an ultimate is super helpful too.
- Pulverize being an ultimate is good too.
Idk. It solves some things, but its not there yet.
Oh just found out shadow tendrils damage is mostly offset by soul split or eclipsed soul, ES is still 75 so later than ST but at least there's some pay off earlier than level 90+
Hasn’t style locked adren gains already been tried and wasn’t liked
🤦♂️
gloves of passage tooltip says it now buffs pressing blow instead of adaptative strike, did you notice this?
So we are going back to this concept again of style locked
i like how their goal was to simplify combat
but they recognize they've made magic more complex, not the other way around lmao
Magic is like the easiest style to learn apart from necro.... Them making it (magma) cost adrenaline makes it harder to use... Tf is he talking about??
idk i just react to the patch notes
i feel like they just want to remove a bunch of abilities and not make it less complex
like they are just considering them as the same thing for some reason
if all you do is camp the same magic spell then yea magic isn't hard to learn, but the higher end spells synergize with abilities really well
the other styles you just don't need to put as much effort in
Tbf range is confusing with all the bolts and arrows lol
Ranged? Is like.... Way more effort? No 🤣
i wont comment on that but it does make me laugh when people say magic doesnt require runes
Can never keep up which is best to use where
don't magic abilities use 0 runes?
But you need to have a spell active which requires runes?
i didn't say spells didn't
this plus some spells make your abilities cose runes
They did, there's now a 20% chance they use runes like with ranged's ammo consumption
Magic absolutely costs runes.... I go through loads? Wdym
you just cant use magic at all without runes
You can’t do any ability without a spell so they do require runes to use abilities
Just saw that Quake isn't weapon locked.
Cheers.
Depends on the Spell you're using. Things like Incite Fear or Exsanquinate absolutely tear through runes.
Same with Blood Spells and the like if/when their effects proc.
Can we have rune pouches have no cap… like Necro so we can add more than 16k runes
don't those only use runes when you cast the spell though
Water runes go brrrrrr
that would be so good
and yea technically you only tear through water runes
i replace any othe rune far less
No it's a 20% chance on any ability now
yeah but you still use them
exsanguinate stops using runes after you reach 12 stacks, but when wrack and ruin is used, it goes back to using runes to build stacks again until you're back to 12
Rinse repeat
thus magic needs runes to use
ok so beta changed how it works then
The beta doesn't have wrack or ruin and the current version the stacks aren't consumed
Does exsanguinate in live use runes on every ability until the 12 stacks makes it free?
To my knowledge, yes
It exists as Runic Charge+ or whatever its proper name is.
At least last iteration, it still empowered Combust alongside whatever effect you decided to use.
I can double check for you later if you need/want me to
idk bro i never tested
Yeah previous version sucked because the stacks were consumed and were only any good if you were using combust.
The current beta version at 12 stacks runic charge is turned into sanguine charge which has a cool down of 20s vs 30s and deals 20% of your max HP to you, keeping you at the 12 stacks.
20% max HP for a 10s reduction sounds a bit steep, but in theory is really good and thematic
Also like that G(?)Flurry gains Stun-Bind properties when Empowered.
Btw does Berserk not refresh Fury anymore or is that just missing text?
Did something happen to swiftness?
Nope. So that sucks. Overall this is probably a buff from the prior beta, but not by much. Passage affecting adaptive made them competitive with cinderbanes.
false alarm
I can't tell what is doing more and less damage with range
Can someone explain to me how nerfing gales will make it more impactful?
To be fair, the 8 deadshot hits do make it better
But casting gales feels way more boring now
Perhaps deadshot is a little better but it doesn’t fix the adren problem range has now
The winds of gales don't feel very searing :p
Okay, t95 wands are starting to work again now that I'm playing "completely burns" instead of "mostly crit build plus burns". I feel like I have just enough adrenaline to wand spec, corruption blast, and Combust on cooldown, but there's still no synergy with Sunshine or adrenaline generation like Tsunami.
Range will be an xbow switch scape with hydrix bolts sim
Na range has waaay to much adren rn
I think casting imbue shadows gave me like 40 adren XD
with deadshot
You know what would have synergy?
Metamorphosis.
:^)
I can get a vod going but still mid-rot craft
40% isn’t that much when dbow costs 65% tho
I guess they are trying to redefine range from being the special attack style (lots of eofs) to be the onhit style. And I might just have to curve my expectations
Appreciate it
I still dislike runic charge, and now its even more accessible by not draining blood stacks, not taking a GCD, and having reduced CD. I don't want to have to prebuild blood stacks every boss kill to make full use of runic charge off the start of a fight. DO SOMETHING ELSE with blood tithe stacks please!!!
I don't want to have to prebuild
am i the only one who just walks in and starts at whatever? lol
you don't have to do it
i do (since necro)
I've never cared to do prebuilds. I want to kill bosses not some random dummy
^
Pre-builds is only for speeds or if you know it'll guarantee you phase skips.
Being 'sub-optimal' is totally fine.
I am you bro.. i skip it most of the time. NOw that runic charge wont deplete the stacks though its like dps suicide to not utilize runic charge in this way
Drop the mentality of powercreep pvm
yea that's the way i think too, i don't want to prebuild before every boss, just repeat and have fun its not some GM speedrun every single attempt
We have places that clear certain type of prebuild with Sanctum
You could just put what the entrance there does, at wars retreat portal
However, the caveat of “Kerapac’s Wristraps detonate combust but dragonbreath does more damage with combust active” still stands. It’s always more efficient to detonate the combust but it still feels off.
IDK. I am gonna adapt to whatever they change. I want this update to happen big time. That's my opinion on runic charge in it's current form ^ hopefully they look at more going forward with 2 iterations to go. If not, I'll adapt.
I wish I could skip rn 😭 not because I want damage but I want to know what ability isn't doing damage
i'm surprised runic charge got 3 buffs
it was already feeling good, it caught me off guard
Has anyone played with hybridding in the new beta?
Will soon, I always do range melee vorkath
If you used it with conc before you were probably coming off worse than not using it
I’m scared to even try Dagannoth Kings with no hybrid adrenaline and no strong basics anymore…
because of the gcd?
I say this having 6500 KC, I don’t think it’s going to work anymore with the changes 🙁
what have they changed to make bridding not work anymore for the context of this message? (i don't brid)
GCD and no damage or adren gain from it
Most magic abilities are multi-hitters so one guaranteed crit wasn't super impactful
The crit buff ultimates are no longer style-agnostic crit buff ultimates. They last 30 seconds each which is overkill for a single King but then the buff doesn't carry over to the next style like it used to.
ok i recognize this
grico no longer buffs mage adren gain
lmao
does it just like
cancel?
I don't have grico on main, the crit buffs were just nice adrenaline generation across styles
It wouldn't work if I did, but I don't incredibly mind
i'm missing context, what does "carry over to the next style" mean
With these changes I assume some combat achievement timers will be impossible.. is there any thoughts on revisiting timers?
is there a video or is it easy to explain
Would it be strange to give magic a "rain of fire 3x3" that's like the dragonwilds fire magic attack, with magma tempest enhancing it to a 5x5?
As a 'greater' version
Basically bombardment as a dot
no. This would probably be a decent idea with the removal of detonate. Early mid game magic aoe is limited to chain and dbreath
So you could nami later in a mage rot and use it to start a melee rot then meteor then mage with meteor buff and just loop
^
I'd still like to limit effects like that to specifically fire magic or something to limit general use ability bloat
People still pumping 600k+ zerks in beta
hi
Oh sorry. At Dagannoth Kings, you bring one weapon for each style. You crit buff and kill the first King with style 1 in about 15 seconds, then equip your next weapon and kill the next King in 15 seconds with the first crit buff still active. Then equip weapon 3, crit buff, kill that King, equip weapon 1, and continue.
The issue I'm raising is that the adrenaline generation buffs no longer work across styles when you're switching styles faster than 30 seconds (which is basically only Dagannoth Kings but it's a valid concern).
oh ok ty
Cant do it now since adren gaining abilities are now style locked
ohhh
so you can't use range abilities (which had good adren gain) when holding magic gear
for ex
no you can still do that
how does the style lock work then
it's just the ults
Tsunami doesn't generate adrenaline on ranged attacks, Imbue Shadows doesn't generate on magic attacks.
So meteor adren buff only works with melee weps equipped. And ranged adren buff is only ranged weps
Side note: is Natty Instinct intentionally meant to not work with Meteor Strike's adren generation?
ohhh
No
12% per tick is Varanus spam levels of adrenaline basically, which is what they are trying to change
what benefits remain for hybridding with this change?
other than "weak to this style" obv
You can still start with mage, Sunshine, Tsunami, 30 second mage rotation, then melee gear, Meteor, Berserk, 30 second melee rotation, then magic again. Basically you get to always have a damage boost ultimate active by changing styles.
None atm. But the giga chads with 5heads will figure it out
It just won’t feel as fluent as it is currently
isn't it still an excellent way to minimize downtime on damage boosting ults?
Yes just won’t feel the same because you can’t overlap the adren buffs.
if they go through with the ultimatum change, magic might be able to just cycle its own ults non-stop lmao
no wait turtling removes the bonus :(
My feedback for magic:
-
Magma tempest feels awful due to the adrenaline cost. It occupied a lovely purpose before. If the idea here was to get rid of threshold skills that compete with each other - isn't magma tempest with a cost just a new threshold skill that competes with other things? And ends up losing too.
-
Combust still feels very lackcluster to be paying adrenaline for. It's basically a threshold skill competing with other skills, and loses every competition.
-
Visual tedium of everything doing a "fake" cool down after using abilities still exists.
-
Runic Charge doesn't feel as snappy as it did prior.
-
Corruption blast not generating any adrenaline feels off.
-
Greater chain feels weird not generating any adrenaline - feels off.
The threshold abilities haven't gone anywhere, just had their requirement % adrenaline lowered and had new ones added to the list. Which lose hard because of being so lackcluster and weird to pay adrenaline for.
Like the changes, especially hurricane not needing 7 enemies hit all t once now lol
Will we be getting a weekly beta update with feedback responses?. So we should get like 2 more changes before it goes live?
They've confirmed here will another update late next week
the lack of adrenaline gain on corruption blast and greater chain are to make them more situational and discourage them as filler in single-target combat
I think you generally misunderstood what they meant by removing thresholds
Did they buff combust and dragon brath or
All I am seeing is lowering the requirement to cast them down to 25% and cycling in new ones. That's still a threshold ability as I see it. Old ones you just needed 50% for and off ya went.
I think the beta closes on he 16th, so hypothetically next Thursday/Friday's would be he last beta update, but tbd I'm sure.
The big question is going to be is when is it "live-ready", which can be different than "perfect", but preferably minimizes breaking the game.
Yea, so how is it any different to new ones with 25% requirement to cast?
it doesnt require 50% adrenaline to cast an ability that uses 15% adrenaline
Yes, but the spirit of the concept remains. And adding it to magma tempest/combust feels very weird as neither is worth it and loses the competition.
I have my doubts it’s going to be fully polished by due date tbh. Probably need patch or 2 to fix things
the spirit of the concept does not remain at all, that was the concept, needing 50% adrenaline, that was removed, that's it.
I beg to differ: while you have removed the moment of choice, the choice remains, and is still there in spirit. Abilities competing with one another.
I have no idea what you're talking about
the point wasn't removing the choise
the point was increasing flexibility on when to make it
hot take, stacks are a silly system
"Do I cast A B C D" - which one is worse? - still the same concept in spirit. I see no real difference beyond it being a fluffier change. Outside of the "you need to be at this point in the bar to do it" - and some of the choices added to the list are a tad too weak to justify being on it ala combust/magma tempest.
Berserk damage increase being reduced by 25% but still only lasting 10s less than sunshine is nuts
also is it just me that thinks melee having 2 skills is weird
Apart from pressing blow, zerk, and punish will there be other ways to generate bloodlust in the future? Its a cool concept and will likely need to be rebalanced a few times to get right but i think tying the stacks into 3 fairly slow abilities and needing 4 stacks to pop is a bit slow without other sources.
penalizing a specific style for no reason
the point of that was to make Berserk do the same damage as live when they buffed every single skills damage to make them better outside berserk
remove the strength skill entirely or just make strength a damage modifier skill for all styles
call it power
i mean it makes no sense lol
i agree i don't like that melee needs two skills either
melee has to do 2x the training for no reason
and it doesn't give you anything +@ in return
i can understand why it hasn't been touched up on all this long but if we are going to have a table flipping change like this they might as well use the opportunity to fix that issue
It doesn't feel like a fullstack system though, it feels more like the death spark thing from Necro? Like get to 4, then you get an assault buff
So is limitless being looked at? Or with removal of threshholds, is it only for def abilities now until you take the threshholds away frok those
interesting take
Ranged and mage use ammo/runes because they attack from afar
except that melee kinda does now with spikes albeit not a huge part of dps
yes and now armor spikes too
and yeah other styles do ranged attacks
Basically vital sparks are useless now
so that take sounds more like a justification to resist change
and yes for the 500th time they're aware of limitless and thinking of solutions
Tell me 501th time
not like they need a justification, deleting strength is squarely in the "not happening" category all the way on the top of the jagex shelf
I mean, from my own experience the single best use of limitless has always been a panic Devotion, so that least there's that
the new changes make limitless useless
Why Melee is arguably the worst combat style
An extra skill to train, limited range, current berserk, and a gear/switch inflation.
An extra skill to train: No other combat style has an additional skill to train but melee does in attack and strength. An entire extra skill is not justified in melee not needing ammo. Melee doesn’t use ammo because it doesn’t attack from AFAR like ranged and mage do. Therefore, ranged and mage pay for their extra attack range WITH ammo. This justification is a fallacy. Therefore, all the extra skill does is give melee extra work to get the same with little to nothing in return.
Limited Range: Melee’s limited range makes it more suspectable to damage by enemies and can make content more difficult with melee attacks and more mechanics. (Jad, Raksha, Vermyx, Crassian Leviathan, etc.). Furthermore, melee is severely limited to the aoe damage it can do, notably when compared to the other combat styles which all have great aoe damage, but melee doesn't unless it has one of the few 2hander 2 tile range weapons that exist.
Current Berserk: While zerk does give double damage, it only lasts 20 seconds while all the other self-buff ultimates for the other styles last 30 seconds. This isn't counting that greater sunshine and deaths swiftness last 37 seconds. Melee also takes 50% more damage. Further, you gotta go out of your way (do greater flurry) to reduce the cooldown.
Gear/switch inflation: Jaws of the Abyss, Abyssal scourge, Masterwork spear of Annihilation, Lengs, EZK, and Tumekens light. All of these things, notably weapons aren’t necessarily valuable to melee for their special attacks but for their passive effects.
Melee does not have anything other than weapons to add additional passive effects/buffs to synergize with weapons. Ex. weapons must synergize with other weapons or other gear like the Jaws of the Abyss helmet for additional effects. Unlike Ranged and magic that have weapons with passive effects and ammo and spells to synergize with those weapons. This of course leads to more switching of weapons in melee than the other combat styles. Ranged has bows and ammo, magic and necromancy have weapons and spells/incantations. This absence of an additional slot/item/consumable/whatever for melee to synergize with weapons has caused many of these problems.
Until they update def to remove thresholds
i wonder what it could even do that isn't a massive buff
But a simple fix is to update Limitless to provide a x% adren reduction on abilities for X number of seconds. This would have to happen in some form, or yeah- sparks become dead content.
until they rework defensives to no longer require 50% adren too for the "thresholds"
Most other Melee abilities have been boosted to compensate. Stronger outside of Berserk now, ~around the same level if not a little stronger based on what some people in game have been saying.
The inital idea was that bleeds act as a fake "range" for melee, but that was always kinda stupid.
well, kind of good
so to give more explanation on this, I don't like stack system for 2 reasons
- keeping track of stacks is a pain. you have to keep hunting for it on your buff bar.
- we already have the adrenaline system, so why not use that
because of modifiers
putting everything on adrenaline means adding several more abilities
stacks act as modifiers to existing abilities
that means less buttons
except that comes at a tradeoff
I think a possible solution/benfit for melee could be better mobility.
While melee has limited range, it does have movement to make up for this. Barge, bladed dive, and the berserk abilities. Barge allows meleers to reach targets quickly, bind and hit them; bladed dive allows meleers to reach multiple targets quickly and do aoe damage; Berserk doesn’t limit meleers to be inside a 7 tile radius, it allows free movement.
Therefore, melee already has this movement combat style identity and it can be something to make up for its limited range. So, let’s make that better.
· Make bladed dive a 2hander ability too.
· Make Barge work like greater barge and remove the need to be out of combat for the damage over time effect. Greater barge can give players an additional Greater barge charge.
· Make it so we can leap from a distance when using Meteor Strike like bladed dive. I think the name meteor already implies this should be a thing.
Make it so melee channeled abilities are not interrupted while moving around an opponent. (Like how rapid fire isn't interrupted when wearing fleeting boots). Perhaps even increase melee tile reach when doing channeled abilities as to allow melee better movement. Could just be 1 or 2 extra tiles.
what, having to read?
Honestly having messed around with it for like five minutes, I like the idea of Bloodlust being our 'empowered' system. I do think it either needs to be reduced to two stacks because of how long Pressing Blow takes to build up stacks OR we need to be allowed to get up to 8 stacks with Empowered abilities still consuming 4 stacks. Right now it kind of hurts getting up to 3 stacks and knowing Berserk is around the corner.
Is that on me for not doing my rotation right? Probably. But quality of life is quality of life.
the hunting hasn't been reduced, it has just moved from the finger hunting keybind to eye hunting buff bar
that's considerably better
and even better when we get a real buff ui
and plugins
so basically outsource the solution that the dev has had to slove to the players
I like all of these ideas very much; they wouldn't work well everywhere, but they do seem fun and unique
You're using the stack system for extra combos. Like right now bloodlust stacks is zerk barge assault (bloodlust assault), then incentive for punish assault, bloodlust stack flurry stun. Kinda like Necro soul stacks but better and more utility
i just mentioned the buff bar
except that's just going to become current buff bar v2
because we have 900 different types of stacks
oh if your problem is having to look at buffs at all instead of the fact that the current buff bar is a mess then yeah i can't help you
get better eyes i guess
You don't gotta look at the buff bar for bloodlust stacks specifically but ye it will kinda clutter
if your finger can't handle the 500 apm in the current combat system, that's your finger issue
500 apm?
Wonder if prayer and summoning will get combat abilities on their reworks / 120 updates.
Jagex training RS players to finally appeal to women
i'm sure all skills will become 120 sooner or later
dw that won't increase my chances of meeting a true gamer girl on rs
also can we please have defensives etc usable off cd
actions per minute
I get that, but 500 APM is kind of wild for RS.
Ohhhhh, they removed Punish's CD refund on execute.
But they did bring Barge back to 20.4s cd, so that's fun.
Ah yes, melee lock all the timers 😄 Great direction for the game
As a near maxed filthy casual, i like the direction of melee. The reversion of some abilities to ultimates for vestments, the return of quake and a rebalance on dismember are all community driven results so its working. Less dependency on zerk is my favorite so far. Not a fan of the increased damage taken in vestments. I hope the balancing of actual damage numbers goes well, otherwise ill see it in the live game when we get there.
Out of curiosity, has anyone been doing any revo++ testing?
I've tried to
But can't find any good way to organize a bar
And every time I've asked about revo in here, it's been ignored
I don't use any external shit
Where is this meter you speak of
Naturally in the game
turn on your runemetrics
Implying I have that
TIL
Which style you want? I've got bars for each style where I think they're okay but won't claim they're amazing
Magic
No this was using exsanguinate, incite fear I felt was only "needed" when using FSoA spec and more manual stuff for the extra adrenaline. It was okay without IF for revo++
As of now, building 4 stacks of bloodlust to heal 10% is a noob trap and a half. Honestly, 1 stack of bloodlust is probably worth the benefits it currently gives and we should be able to store up to 4 of them to spend on those abilities. Maybe even granting the current benefits per stack when consumed. Or if they really want this build up to spend, crank those rewards to the moon. For example, keeping the same abilities:
- Basic: Heals 30% HP and another 30% over 6 seconds.
- Assault: No cost & +30% crit chance
- Flurry: stuns and bind & has more healing.
- Hurricane: adds a 3rd hit and reduces by 6s/target.
I'm thinking, why doesnt the melee basic just have the heal as part of it all the time? Obviously not 10% hp, but even 3-5% is probably fine. Its not strong damage, it could be a recovery tool. Helps early game players mostly.
Magic can have active spell effects tacked onto it. Thats easy.
Ranged idk tbh. Ammo could trigger more often, but arrows dont really have this. Or it could just double the effect of Ammo. Bolts have twice the chance to proc and arrows get double benefit. 2 stacks for wen, double boosted by jas/ful, etc.
Necro could have a little something as well. Maybe a lesser version of whay omni grants, maybe every 7 basics one is doubled. Then omni can reduce this to 4 or something.
I get its basic, should be basic. But its also setting the identity of the style some. They could also be leveling benefits rather than immediately part of it. Could also increase as you level, but that seems convoluted. Just st like level 60 they gain these effects. They're weaker in damage, so it becomes a meaningful decision on what to use.
That was obv just an arbitrarily exaggerated number to emphasize the (unhealthy) apm req that the current system imposes
Turn necromancy into nekomancy that's what it needs
What's the apm req of the current system?
Never really went out to extrapolate a figure, but my shot in the dark is typical high level bossing probably ranges between 50-200 depending on your playstyle/content
Im not getting the reference. Sorry. Lol.
Nekomancy is cat magic
That's just a pun that i make about necro all the time
pretty extensively tested new mage on beta and it still not only feels more complex but also worse. I could sit here and write a paragraph on how i would fix this new beta system as it seems the changes introduced more issues for zero reason, but my best feedback would literally just be to revert everything (at least for mage) to be as close to live game as possible 👍 i cannot see in any world where this new system is easier to learn than the live game either, so im pretty unsure what the purpose of all this dev time is even supposed to be for
Nekomancy train neko girls to level the skill
Oh... im a dumbass. Makes sense now.
Don't worry, if you got thought out feedback it will get ignored anyways :^)
PLEASE FIX MELEE
My main feedback last time was the duration on gales for ranged felt too short, conc blast wasn't worth using on runic charge, and smoke tendrils was shit all of which have been addressed
its so terrible!!!1
its over
Lol
remove this stupid bloodlust!! give us back old berserk!
its already the most difficult style to make work outside of berserk rotation
why would you gut it further and add the fluff to manage like necromnacy??
50-200
I wouldn't call 50 high apm, but I doubt you'll ever reach 200 with only 33 gcds per minute
like seriously you're gonna kill melee
before it even gets a chance
its already 80% used for hybrid only
50 is obv low end of the spectrum when you do full revo etc
I don't think 200 is that hard to reach
melee is my favorite style by far! im begging you jagex if you dont fix this its gonna kill the melee style
at least delay it
Meteor strike is an awfully designed ability. Between COE, vigour, and vestments it costs 5 adren to use and it gives you 300 back for doing nothing. Even if you don't have those upgrades, it's still 40 adren for 300. It doesn't interact or scale with anything else in the game. It just lets lower level players cast assault for 20s straight which is boring, and endgame players to EOF spam without any thought or variance which is also boring. Please take this one back to the drawing board
delay it for a few months
Since your spam clicking to move to a tile, eating food etc all counts i to apm
Its got issues for sure, but its actually going to be stronger than it was in the last beta, including inside zerk. The only real nerf it got in damage was passage gloves went back to a 10.2s cd which I find annoying too.
For example. If an ability deals 1,000 damage and its boosted 2x, it becomes 2,000. Easy math. If they drop the boost to 1.75 and increase the base to 1,250, is this better or worse than before? Ill let you do the math for the surprise.
I’ve spent a lot of time testing the new mage on beta, and it still feels both more complicated and less enjoyable. I could easily write a long breakdown of how I’d try to fix the new system, since the changes seem to create extra problems without any real benefit, but honestly my main feedback would just be to roll everything back (at least for mage) to something much closer to the live version 👍
I genuinely can’t see any situation where this new system is more approachable or easier to learn than what we currently have, which makes me question what all this development time was even meant to achieve.
You'd have to click 2 times every tick to reach that :>
Ppl often spam click multiple times to move to a given tile, eat a fiid etc
Does this dude even pvm 🤔
i dont care about power it feels horrible and boring to use!!!
Each of those inputs count as actions
the basic attack thing is so dumb and clunky
it feels sooo delayed and dumb to use
no variation in combinations
just meteor and spam assualt
Whether that's actually meaningful input is obv a diff story
it benefits monotonous gameplay
as someone who thoroughly enjoys mid and end level pvm
on the daily
i can tell you theres enough monotnous gameplay going on
I can also click 1000 times every second, but this doesn't make it "imposed" apm
your wife must be delighted
tbh i still think they are missing the ball on melee. now it just seems we are going to pop an ulti to adren dump all of our over bloated adren costing abilities... same with the over focus on adding lifestealing abilities...
Too much apm, had to get multiple waifus 😔
i just want melee to be brought to a place where it doesnt rely on burst damage
because it feels awful outside of that burst
imo - they should be focusing melee to work better with special attacks. theres like 30 of them across all the different weapons. putting in an empower that gives a free special attack cost and adding something that can copy special attacks that is accessible at lvl 60 would fix a ton of issues with the overall flow. its allows for complexity and
like say a dragons rage ability - where it can hold any of the dragon melee weapon specs. it gives room for EOF to still shine with high level weapon implements. but lets players choose do i need damage / aoe / acc boost / etc.
its similar to live in that aspect
Obv not 200 apm throughout the whole fight, but things like kiting very much require spam clicking just to make happen
Ok, fair. Im not sure about pre-end game, but other than some clunky interactions and anti-synergy id like them to smooth out, end game isnt horrible. Its at minimum about as good as live.
in my opinion its slightly worse
its more damage just for an increased delay period of no burst
Whatever they do, i hope they give it enough time to collect and implement feedback
i cant imagine how that feels with no auras either
And thats fine. Do you have zgs?
just throw 300% adren at us and say use it
yes i tried it
i usually dont use it
fights dont last that long unless its specific bosses
We all know what happened with eoc1 when they didn't go through enough comminication and buffer timeframe
Ah you'll want to for sure. For long form dpm at least. Unless they reintroduce bleeds to fill between zerks.
Which bosses are you doing?
at the very least because i know they probably wont change it anymore
i hope it gets delayed
and gets a third or fourth look
Do whatever it takes to make the transition as smooth as possible, heck maybe even run old vs new combat live servers side by side for a limited time
hm kera, trilogy, zamorak 50-500, solak, aod, rots
occasionally raids when i can get a team
A lot of those would benefit from zgs between zerks.
Like zammy, no. Or rots. But the rest would.
Cant comment on aod though.
as somebody who is quite a pvm potato, i love meteor strike where it is now
you get so much adrenaline to have fun pressing all the big fancy abilities with
Can this apply to fury also?
The adrenaline part of meteor is good. I dont like it being tacked onto a big aoe still.
Adrenaline & Basics: Ranged feels limited with only 3-4 basics. Removing adrenaline gain from Corruption and Frag Shot feels clunky.
Ability Value: Standard Basic Attacks currently outclass Snap Shot and Binding Shot in damage and Bolg stack priority. Snap Shot needs a buff to remain a relevant threshold.
Ultimate/Imbue Nerfs: Imbue Shadow losing its damage hit feels poor compared to Tsunami/Meteor. The 5% crit buff doesn't compensate for the loss of the live-game 8% RNG crit + Nami switch.
EoF & Specs: Adrenaline costs make Dark Bow EoF unusable. Without SGB/ECB, the EoF is just a stat stick. Even with 100% ECB uptime, damage feels ~20% lower than live.
Risk vs. Reward: Ranged requires high effort and zero healing (ECB) to still deal less damage than Necro’s passive conjures and sustain.
Glaives & Snipe: Imbued Glaives deal too little damage for the GCD. Snipe feels okay, but being capped at 0–5 adren under Imbue feels like a punishment.
The Good: Deadshot redesign is excellent. Grico cooldown reduction is a great quality-of-life improvement for stacking.
Bug: Consistent disconnects occurring when using Smoke Cloud.
I think it works well since it allows for hurricane spam in aoe scenarios
Right, but it could be its own ability separated from meteor and do the same.
True
Would be cool but melee cant have nice things. If they did it they'd have to nerf melee somewhere else.
some abilities have to pull double or even triple duty to reduce bloat, i don't mind it at all
but this certainly feels way better and more consistent than the crit stuff did especially when melee didn't have crit gear
in a 1v1 boss fight it doesn't really read as an aoe
Wym we had the warrior ring /s
And dagger spec
Dagger spec doesnt count if it ls been in existence for like 3 patches
Melee was definitely the least recipient of crit benefits beside necro.
Lmao
Tbh i wonder how dagger holds up in modern rotation
Or if something else beats it out
hai jaq
also these melee look great i think we're close to a breakthrough for the combat style, I'm interested in testing this stuff out myself to give my final opinion
(PART 1) MY OPINION AS A MELEE CAMPER (thousands of hours, melee first kill/camp if possible on everything even hm zuk on release/ hm nakatra etc.) (not from a bridder point of view) (mostly on feel of melee. numbers are easy adjustments)
IDENTITY: melee identity as a whole is just gone. it feels just like necromancy. too little abilities. (removing bloat = win / having abilities that do interesting fun stuff = win / having too little abilities that lack flavor = BIG LOSS) melee as a whole just feels the same and BORING. skill and complexity with melee is gone. 2h/dual wield identity also feels like a back pedal from the x2 hitsplat change months ago. melee is lacking 2h/dual locked abilities to really make choosing either one or using both rewarding and makes interplay within melee gone.
(PART 2) MY OPINION AS A MELEE CAMPER (thousands of hours, melee first kill/camp if possible on everything even hm zuk on release/ hm nakatra etc.) (not from a bridder point of view) (mostly on feel of melee. numbers are easy adjustments)
PROPOSED CHANGES:
- DO NOT MAKE MELEE A CHARGING STACK STYLE LIKE NECRO AT ITS CORE PLEASE PLEASE PLEASE. Leng stacks are ok cuz its for the weapon. Melee as a WHOLE does NOT need charging stacks please. Melee needs to be nice to learn and rewarding to master. Hit enemies = go boom with interesting ability effects that are NON CHARGING OR STACK RELIANT.
2)melee needs another adren generating basic w interesting effects.
3)BASIC ATTACK GCD IS AWFUL. basic attack = normal gcd / 2h harder hit / dual wield x2 hits
4)melee needs 2h/dual locked adren spenders to further have 2h/dual identity and interplay amongst both. this category of abilities makes those weapon styles unique the most. should have 2 min - 3 max. makes skill REWARDING.
5)Melee still feels bad off zerk but adding the above suggestion for 2h/dual abilities can make it fun/rewarding with interplay in melee and off zerk rots using zgs. These changes can make every zerk feel different based on PLAYER CHOICE. - non abilities feel bad really bad. Make them generate adren.
Afaik it barely edges claws on average damage. I dont have it yet. Was waiting on this beta and the price to drop.
It's more damage and way more consistent adre than claws
With crit buffs. Without those the adren is even. So we look at the damage of each spec.
Plus hitcap issues
based on beta numbers
Claws are 400% average
Dagger is 345% + (180x1.25x.25 + 165x1.5x.5) = 345 + 180 = 525% average
Factoring in current max crit, claws are roughly 649.6% average and varanus is roughly 862.7% average
Hit cap of course taking into account, you can punch in your gear and see if you're interested https://rs-analysis.xyz/melee . Actually a huge difference in avg. damage
My feedback as an average-skilled PvM player (Reaper Crew but not Hardmode kills on most bosses): I think the tier 95 wands feel okay to use in terms of "only spend on burns" instead of "mostly plays like crit but you build with burns" like main.
However, using only burns means I have zero synergy with the rest of the Magic kit. Metamorphosis as the damage buff for burns is gone--please make Sunshine boost them if you're removing Metamorphosis! None of the burns cost enough adrenaline to justify Sonic and your burns can't crit, so I'm then using runic imbue on Dragonbreath for "boring big hit"--and Kerapac's Wristwraps still conflict when using Dragonbreath before or after Combust!
With crit buffs
Non crit buff melee is doomed anyways, doubt you'd ever use the spec then
(Apparently double dashes triggers wikibot, I thought it was only double brackets)
do we have a comparison to live?
Ah, I see. Yes I have that bookmarked already. Incredible resource. Sucks theyll probably have to redo it. I was hoping the rotstion builder part of it would get finished at some point. Wish I could help but im a potato in that area.
But I see the dagger is a bigger boost than I thought. Cool. I thought it was like 5% mkre than claws but looks like its closer to 10-15% more. Ill grab one then.
That's for live only afaik
numbers are easy adjustments i hope all those melee'ers are focusing on the feel of it rather than the numbers of it. it feels so awful
What feel, I just revo everything 
So dagger still wins out bc crits are good
Thats what im getting lmao
Um, I guess theres another thing to consider. Most rotations i utilize roar > claws in first zerk then obviously roar > ezk the rest. I imagine roar > claws is better than roar > dagger but ill check the analysis. Just my gut feeling on there since the 3rd hit is super loaded.
roar > claws is better than roar > dagger
Nope, still better to dagger
It also gets increased crit damage on top of the chance
I think what Fuzzy is saying is the dagger third hit will go way over hit cap so you lose damage there
Ah yes, but even then the average damage of dagger is higher
I guess a better way to think of it is roar is effectively its damage + what it boosts.
So if we want to maximize 2 abilities worth of damage, you want those combinations to be the highest.
when they remove the hit cap in the code we can prebuild to dump hundreds of thousands of damage at the start
I mean prebuild speed kills already happen but it’ll be even worse.
So is melee still gonna be kinda grimlocked?
i dont like the idea of deto getting removed, it was accessible to everyone unlike tempest or cblast
Personally
Tbf I am dumb so maybe be a me issue but I always forget to actually detonate detonate lol
I dont think abilities should be rare drops. More bosses should utilize a teci system that guarantees it after x kills
I’ll use it and just forget
Yeah just 25% Chain until endgame boss codex is kinda sketchy…
cant wait for the damage numbers and hp crunch happens so the hit cap can be addressed
and then we REALLY zoom with dpm / dps
If you ask me, Detonate should auto-trigger at 100%, unless otherwise.
I’d love that haha
sure deto is niche and it doesnt work with revo but who cares
I’m such a noob lmao 🤣
Twin Furies 😄
for me it was low level mage training in shattered worlds
deto was used at solak and other bosses with phase transitions
it was quite unique too
I wish agility tied into melee… be so cool to have an ability that makes you dash around and single hit each target… like barge but auto hits enemies as you dash round… if that makes sense…
Iirc it is also used pre-tumekens for normal damage if you have the boots?
Put my gear into the analysis and it says roar > claws is 66k avg, then roar > dagger is 67k avg. Lol. So thats good news. Just use dagger eof all the time. Ezpz.
Oh... but actually it'll definitely be better because both roar and zerk go to 1.75 potentially. So the cap will potentially be less an issue.
Leaked screenshot of melee detonate
Roar should be the same both times, so you can just compare the dagger vs. claws 👍
yeah a deto with blasties before was also somewhat used in normal rotations, but a lot of people skip using it in practice tbh
auto-trigger at 100%
Only if another ability is used please, since often you wanna wait with it before activating
Ngl, no clue how worth it would even be with autoing gone
This but for all styles 
I remember deto was less worth compared to a lot of stuff like wildmagic and asphyx
maybe even gstaff
can't remember exactly, but it was pretty low prio
im more invested in mage and the stuff they changed today made it go from feeling great to feeling awful
I think it was still used though especially if you didn't have all the upgrades yet
The t95 burn wands feel okay to use in terms of game flow, but they end up relatively very weak because they get zero synergy with the rest of Magic. Honestly I might just pretend wands are a crit stick plus a nice spec, with how little synergy they get. Sunshine Burns PLEASE!
Right. I did realize that the analysis calc is using 2x for both roar and claws and in beta its 1.75, so the cap should be less of an issue unless they also cranked the base value of thsoe specs up to compensate. Then it could actually tip toward claws. Ill have to wait and see what happens. Either way the dagger is great and a bigger improvement from claws than I thought.
yup wand still feels bad. Still cant reset wand spec if you open with it, no synergy with gear or crit or TA
Looking it up it seems to be the same damage as Nami, +8.6 sunshine dmg if you count the auto
Or wait
deto was 4t not 3t
Supposedly specs were boosted to counter the zerk nerf
But still should prove to be somewhat true
-
Please bring deto back, precharging deto before spawns and during immunity phases was the most fun ability interaction in the game
-
I don’t understand why the adrenaline reduction was nerfed, sunshine costing 20% adren finally made a buff ult not self-clash in design
Bug Report: Punish does not work on Flesh Hatcher. The damage does not get boosted below 50% hp, and neither does the bloodlust buff. It does work on other bosses.
looks like the devs are trying to get magma tempest to replace deto
- It’s hard to overemphasize how good deto was, almost no abilities are intrinsically fun as a direct consequence of their design elements and deto was at the top
so is it clear what the Zuk cape effect is replaced with?
100% this.
adds more damage to the ult
Makes ults stronger as always, the adren reduction is just baked into the ability now
they know about it yeah
Right. Depends on how much. If they bumped them by the same 10-15% they did for the rest it could be even more than before, but with roar and zerk both being hit, my intuition is that will be slightly less which should favor dagger then. Entirely depends on how much they bumped the specs up.
