#Combat Styles Improvements - Beta Update 2
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Oh trur
yeah I think the zuk cape change was reasonable
Yea the damage comees from cape but necro can now use death skulls without zuk cape
still need it to do lots of damage with the ults
As an example
Its just 1 less bounce
I can use overpower on my iron but its weaker
Etc etc
Zuk capes boosting the damage of those abilities alone is enough to warrant getting them. People fussing that they lost some benefits and shohld be compensated are overreacting.
Bad example, i got my zuk cape for melee
aren't they trying to promote using other styles than necro? now necro is even more op
100%
The zuk capes are still omega goated
And the adren cost drop should have been baked into more ults ages ago
those ults weren't worth it before in earlygame
which probably wasn't great design
Because 20% sunshine is absurd. Lol. I get it flowed, but 20% zerk would too, but its clearly busted if it were the case.
Its why i think we should decouple the zerk timeboost from havocs too
disagree with this hard, but I get the meaning
bro š
too late for that
Capes yes, but i think t95s should warp them.
gear like ezk and stuff wouldn't be as cool if they didn't change up your rotation
Feedback on Bloodlust Mechanic: the 15% crit chance on Assault is cool, but if you get no crits on it then it feels like a useless mechanic. The other three effects are all guaranteed, so I think I would like to see that one changed.
Maybe a guaranteed critical hit on Quake instead of a buff to Assault since Quake doesn't need a specific weapon type anymore.
yeah
a very non pvmer thing to say
Weapons have abilities in them so thats def an exception
āgear should not define rotation except for the ones that doā
Ive done lots of pvm i just have also played other mmos
if you've played any other mmos gear really doesnt define your rotation
i understand the idea behind making ulti like omni/overpower worth using in early game, but this entire updated is aimed to update range/melee/mage not indirectly make Necro even more op (skulls not will hit like a truck again with zuk cape)
Weapon specs are literally an ability that gets added to the rotation but a cape or a chest shouldnt warp an ability so heavily that you functionally cat do a real rotation without it
its a wholly unique thing to runescape
but yeah I agree with making zuk cape abilities more worth in earlygame
Jagex actually has said theyd update necro in part with this beta.
Its actually not just styles.
Just that the styles are the majority focus
In live game, death skulls is functionally dead without cape
This update changes that
what
bro forgor fsoa, roar, omni, tumekens, ezk, lengs, bolg, vestments and more
I mean in passives too. Like Bolg imo is the best designed t95. It constantly affects your rotation. And while sweats have it mapped, most players arent following a step by step process. Proper utilization of the extra hit on the fly is what will reward players.
I wish ezk and lengs did something as impactful to rots.
most t95 weapons have passives and/or specs that change rotation
True enough, bolg has been stated by the mods to be so overtuned they dk how to make a crossbow good ever again basically lmao
its not ājust a specā
But thats a power level issue, not design. Dial numbers back and they can.
Ik its not just a spec but most of those passives are built to feed directly into the spec
eldritch is a crossbow technicallyā¦
bolg design was pretty good
Fsoa is the exception i can think of
Ecb is a grico swap tho
In live game*
Cant speak on its presence in beta
Right, fsoa, both necro, and bolg do. But lengs really dont much. The passive at best impacts when you spec, but doesnt reward you much for capitalizing on frostblades. Then ezk is boring as fuck imo. Big whack makes happy chemicals, but for the rest of the rot you use it because the passive 12% is overtuned, not because its actually fun. It might as well just be a t110 2h with a big spec.
Berserk for melee really needs to be extended at a base level and not just fixed to a set of armour thatās already a glass cannon type armour. It needs to be universal just like swiftness and sunshineā¦
Fsoa passive doesn't impact rots much, but still does. And it warps your whole rot for 30s after the spec.
I wouldnt make it 38s
ezk is definitely more boring compared to the other specs, but big specs and big damage are also pretty fun
going either way with the ezk would be fine imo
But yes decouple the 6s buff from havocs
20s is dogshit and zerk was bad as fuck in leagues as a result
I agree, it doesnāt need to be 38 seconds, but 25 seconds across the board regardless of the armour
Honestly if they're bringing it to 1.75, it could be another 3.6s longer. Vestments could still increase it by 6.
Literally just add a 3rd option to codex from zammy that makes gzerk 26s
Use lunging comps or something idk
Its the SAME BOSS
But if they want to add a different passive to that slot in vestments and make it longer by default thats fine too.
but melee alone couldnt have gzerk as an ability
Thereās a lot they could do in general for boosting berserk duration, just so long as berserk gets brought up some and itās not tied to the armour
Well yeah, they'd have to buff melee for that to happen. bdum tss
idk why they dont try to tap into the fact melee has the most special attacks of any style.
if they created an 25% cost ability that could copy dragon specs it would reduce overall ability count a ton. then give players the ability to kit as they need. creating lots of unique choices and gameplay styles
Flurry reducing zerk cd feels pointless now also
Since ur gonna wait for meteor anyway
Like damn thats a good ability
Even pre buff it was damn decent
Almost always has. It desyncs from the rest. It was good at zammy, but mostly useless benefit. I still think they should try having it reduce all melee abilities rather thsn zerk alone. Fuck it, its the beta.
reducing cd of all abilities would be cool to sync them up again, but that'd be pretty op
maybe it's the buff melee needs
it would mean you can do your rotation earlier, so more dpm
Base flurry could get the same with a lower max reduction.
Same general effect, no cd drift
Right, undoubtedly its stronger, but I doubt its broken.
Nah id be ok with it being greater onky
Just if theyre trying to make greater abilities not totally different from greater. Greater is greater, not different.
Bc i think zerk should just get a passive timer boost anyway
At least that seems to be the goal.
But drop zgs and ezk cd to 45, flurry does all melee abilities, and drop dba cost to like 40%. Let us fuck with that. If it sends melee to the moon, dial it back. But ffs let us try it.
Also the conversation about bleeds being affected by berserk
Still toiling with the idea of bleeds shouldnāt cancel out other bleeds
In group situations
Agreed on group stuff, but I'm one of the few who doesnt mind that bleeds arent boosted. A class of ability thats strong, but doesnt get Juiced helps differentiate more from revo to manual. But they NEED to make it clear that they arent boosted.
Hey, if eventually we can get the W on berserk being increased flat across the board even just by like 3-5 seconds without it tied to havoc armour, and maybe havoc buffs it a little more to be unique by another 2-3 seconds, Iām happy
Itās just crazy to me how if you have range or mage your ultimate buff is 38 seconds. Sure the EZK now is cracked, but general dps for melee isnāt great
If base zerk was 24s and havoc added 3s, thats still cool.
Yes
I also think they should look at zgs. It could cost a bit more if needed, but make it 35% boost from 25%. Also, whether its a codex or not, add a version of old ezk back as an ability. Then melee has options to fill between zerks.
If the boss has time to cook, the bleeds could be better, but if phases or whatever are in the way, zgs could be preferable. That seems ideal to me.
Yeah
Melee I feel like always gets the least love out of all styles
And people have been asking in the PVM community for YEARS that melee has its big time issues and this serk argument has been one of the big ones
is range better with beta
All styles are at least somewhat better with the beta
If anything range is the best noticeable difference
splinter shots gona be good?
Pressing blow should be 7.2s cd. With tighter timing this allows 2 uses in a 60s rot. At 10.2, its effectively 1.
If they want to keep the current power level of the buffs, make it off 1 stack or remove the stack system and have it just buff the next. Could remain 10.2s then. If they want us to stack up, then make the buffs much better.
Also, its kinda fuckin shitty that the gloves of passage work on pressing blow now to buff the next ability AND bloodlusted buffs the next when most the bloodlusted buffs dont benefit the same kind passage does. Like hurricane sure, but thats not great for bossing. This just feels terrible imo. Unless bloodlusted stays so you can for example pressing, OP, then assault and boost both. But I didnt try that. The wording on pressing says the next ability.
I'd rather see adaptive go back to working with gloves of passage if they want to keep pressing and its followup buffs.
Not that it necessarily changes much, but I did see that bloodlust stacks fully off berserk and punish below 50%. That helps, but I still think this system needs a lot of work before it feels good.
xdd (1 fsoa sun)
you can press > op > assault
hey, what would people think of these two additions for melee?
give melee a buff food that lasts 12 minutes that gives slow passive bloodlust stacks, similar to darkness incantation or temporal anomaly
using bloodlust can be used to buff special attacks
1 normal sun, with only 1 wm reset š¤£
This update further concerns me that the devs are doing too much to magic that honestly just needed a lighter touch. Magma as a spender feels bad. It also feels bad as a non basic. Itās a codex from an endgame encounter and sat very nicely on live as a strong basic ability to be used conditionally for building adren and whenever it can be pre-placed
Furthermore, deto filled a niche just fine as aoe early on. Its use falls off with levels and unlocks etc but removing it and revamping magma so heavily - an ability that comes quite late - to fill its role seems misguided
Kera wristwraps are still cooked in this beta version as well imo
I think some ablity id's got crossed. My bar is completely scrambled upon logging in. And a few abilitys donet even work
reslot them
this is with todays update ye?
ik it was hitting close to that last week
Yes
oh live is going to pop off then
since they removed the 75% crit damage this patch
And I was doing a sub-par rotation I think
magma tempest has been gutted and i paid 430m for it a few months back SMH!?? ive not seen any feedback anywhere that would suggest it to now cost adrenaline?!
allow the bleeds to generate adrenaline again!
mage?... to ask
I did. Most are working now but barge just dosent work now
I havent had issue with barge
I did have to reslot everything to get them to work though
Oh. nvm in in a poh thats why
I just right clicked the cogwheel -> clear bar
Hate that
bit annoying yeah
tyty
I think I saw a comment about blast diffusion boots which was like āweāll update them laterā - but if zuk capes were updated given the changes to ultimate abilities, why werenāt blast diffusion boots updated too if youāre removing deto? Arenāt they just useless now?
Because deto removal is tentative presumably
No point updating items when the abilities arenāt even set yet
Hopefully deto gets kept š
Agree
And magma gets big time reverted hopefully
And generates adrenaline again prayjj
They're on the radar but they want to see how people feel about deto removal first
The zuk capes they're more confident in, but if deto would be restored in next beta step making an alternate blast diffusion boot effect right now would be a waste of dev time
Lost a comment i was reading about about pressing blow being only able to be used once per min, theres notes (im at work so i havent tested yet) about zerk and punish granting bloodlust stacks as well. Maybe theres a key rotation that allows for ~3-4 pops per minute.
Makes sense ty!
That would be mine and I amended it to reflect that. But I still maintain the buffs are really lackluster. Its still 2 with zerk plus 4 punishing. 3 or potentially 4 with punish.
I agree that theres some lackluster buffs unlike the amazeballs that magic got. But like everyone always says melee is like the red headed step child. But the pressing blow is at least a good start and a direct upgrade from the previous beta earlier this week. I think theres sone tuning to get in but its getting there. Slowly. Maybe if one more basic generated a stack that would help fill in the gap.
Well, FSOA/crit rotations got buffed. Burn rotations with the t95 wands are worse than using them for crit rotations at the moment...
Wtf cracked š¤£
The template isnt bad, I just think it needs a lot more. Plus passage AND bloodlust buffs from 1 ability feels weird. I think lowering the count to 2 or have no count and have it just give bloodlusted flat out.
they overtuned (its actually bugged in beta but im trying to not say it directly) rune claws. jmods actually did a game of which item is it with pvme for a bit
kek
Im not comparing all of melee to all of magic, more like just runic charge to pressing blow. The magic variant is much more clean. Pressing is kind of all over the place. But that doesnt make it bad just odd
Wtf, I didn't even know rune claws had a spec
I feel like pressing blow should be a consumable stack. Can stack up to four and then use them one at a time instead of havin to wait for max stacks.
Cause as it is now im not guna get to 4x stacks before i use zerk and max out my stacks anyway.
Maby increase the cooldown of the ability and let us use stacks as we see fit.
Bruh they try to compensate berserk nerf by raising the damage reduction taken which is stupid because you can just pop devotion before berserk activate. Its a straight up nerf
U can pop limitless debilitate as well
It's not a nerf if they raised the dmg of the oher abilties.. It's the same base damage was was previously present. The non-zerk phase of melee now is buffed and zerk is the same. If you kept zerk the same and buffed other abilities that'd functionally be a double buff.
Lol bruh we don't care about the basic damage. Especially if ur a hybrid meleer
I end game melee hard mode zuk
you should, basics damage amplifies things.
They raised base values. Zerk should be more damage than it was before, only you also do more outside zerk too.
But he dmg value of non zerk abilties impact the dmg output of zerk?
especially since this is an early game update
Woah boy. Then you should know how multiplication works? Maybe?
Lol none of u guys know how to spam eof with free adrenaline from meteor strike or natural instinct combo
Its a straight nerf
ok, first off. you literally dont have a scope of whos in this chat
I hybrid š
Nawh I have master level achievements
hmm so a 10%er
anyways since you arent the big fish here. its ok to have an opinion but drop this im better than all of you mentality
literally nobody cares
there are literally GM achievs players talkin in this chat
Lolol ur obv not from w1
They also said they raised the values on specs. Assuming its the same type of formula damage should be at minimum comparable to zerk, only we get a lot more outside too. Saying they gutted zerk is just wrong.
Reading comprehension / multiplication issue. idk what to tell you dude.
^^^
Now, I do think theres room to try stuff like making zerk 24s base and vestments add 3s. But... thats more to help smooth it and help melee catch up with the others, not to bring it back to where it was. They already did that.
The zerk and base damage changes were likely to help less technical players getting used to melee. Its less punishing now to mess up a rotation a little and more. Stable outside of zerk.
They can just pop devotion and survive during zerk. Its dumb
And if u want soul split. Learn to flick
That was the worst part of melee gameplay tho š
I did a check with pvme even they are saying its in the good change zone
@flat rampart yeh getting to spam 5 declaws for free.
Base damage of every melee ability and spec increased by 20% or so, berserk damage multi reduced by 12.5% = 2.5% more damage inside berserk, 20% more damage outside berserk.
Some weren't bumped by 20%. Like assault deals almost exactly the same amount of damage as before. Not the point, but it looks like they tried to keep things roughly the same.
its like a ~1% loss for assault on a technical standpoint or something weird
Also things like dba would be a tad less for that first zerk too. But any lost during zerk is gonna be like 1-2% and we gain like 15% more outside zerk. Clearly a solid trade.
@tropic violet doesn't matter . Some ppl hybrid and only switch to berserk after fsoa sunshine rotation ends. This nerfs melee hybridders
ok and
Oh no, 1% loss on melee when magic is like 15% stronger
this is for early game. your concerns about your own gameplay via hybrid is getting changed
Fk up my 2m damage score on dwarven barrel. What's your high score on barrel
ranged feels horrendous
its a done deal. they want it to where you arent aggregiously op with hybrid while trying to maintain timers on speeds. - the vision
update currently. early game and early game ONLY
mid / end game is later this year
some abilties didn't get bumped up
like op
provide your feedback with something useful and leave it at that and drop this anger contest because of your 2m damage score
ye, they are addressing stuff. im happy the are actually nitpicking areas
Horrendous as in āmy live server rotation doesnāt workā or as in āI gave it a fair try for several hours and still donāt like it.ā
I think the previous iteration of melee was better cause there was less adren to play with, think they've gone too far with meteor?
id argue its not too far but not enough things to adren dump imo
Yup could've just got 120 farming for adrenaline meteor dino
Melee rot is back to dagger spam
maybe both? both can be true
Anyone also dcing consistently after casting smoke cloud in beta?
Universally disagreed upon by testers, so interested in what your case is here?
I agree with the range comment at higher levels
This was my write up
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 Necroās passive conjures and sustain.
⢠Glaives & Snipe: Imbued Glaives deal too little damage for the GCD. Snipe feels okay, but being capped at 0ā5 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.
darn sounds bad
How is a 45-55% ability beating a 135-155%?
Range has too much adrenaline rn but more risk reward would be nice
Imbue Shadows is still better than incendiary until 63% crit chance, which only happens for a few seconds right after rapidfire. Every other time in your rotation itās better.
Losing the ability to stall tsunami for ranged is a good thing for game balance and also āgame making senseā
Summoning should get polished to further support the new combat beta
For example that bug on blood reaver should create a new idea
Nope. Zerk damage is about the same. The loss of universal crit buffs absolutely neefs hybrid, but not today's changes.
are there live changes or is this beta only
No matter what your thoughts on this beta are or what it will end becoming, I think every single person can agree that the live release needs to be delayed , Feb 23 isn't enough time for this to come out in a finished state . If we focus on things that everyone agrees on and communicate that i think everyone will be alot happier with the process , because i dont want rs to lose players because of a process cos i can understand people who would quit if the combat system of rs3 is effectivley in beta due to it being unfinished .
Its 15% damage reduction. Ezk doesn't feel it cuz it's going to hit max hit regardless but if u use d claws or varanus mercy u will see the nerf
Beta only. Version 1 came out a week ago. Version 2 today.
šÆ
ok
Agree summoning would be super cool to see to go to 120
And for losing the nami stall I completely agree for balance thatās fine but I donāt think it has enough reliable adren gain to consistently be using d bow/ multiple eofs
They may not have tuned up those specs to match the zerk decrease. Said they would. But in any case use melee abilities not just eof. I know eof spam with adrenaline refunds has been the meta for a while, but perhaps try something different... ya know... because things are different. Same shit won't work.
Classic "fix everything but change nothing"
Creators get results when they are incentivized to take risks
They should've kept ezk bleed spec if they were just gon add more bleeds into the game
Accel pot tech 
I miss when melee had the era of drain tanks
This is cool and all but like do you have a version of just range?
Nope XD 3 dark/gloom bow specs is should be doable regardless tho
Deadshot is basically a second grico, gives you like 30 adrenaline
(btw the melee part of that rot is completely rng and reliant on ful procs XD on a consistent dba kill the time is still the normal 1:22 time)
Iāve used the t95 wands for at least a hundred hours on main. My ideas to make t95 wand camp at least a viable option in the beta (fsoa still way better of course but wands viable)
Make Sunshine increase burn damage as part of the ability (not requiring endgame gear like Tumekenās Robes). With the removal of metamorphosis, burns no longer have a damage-boosting ultimate at all.
If Combust is going to stay a spender rather than a basic: make Combust hit every tick instead of every other, and reduce the Combust cooldown by half. That way itās somewhat consistent as a spender rather than āonce every 18 seconds then spend on wild magic or something.ā
Make Temporal Anomaly resets act like wand resets and detonate the DoT. Currently itās anti-synergy in terms of APM as you have to check the bossās debuff bar to see if the damage is still active (TA reset, if you use it again youāre wasting adrenaline and/or a GCD) or if it was a wand reset (great, apply same burn immediately).
Kerapac Wristwraps are still in a weird spot as Dragonbreath and Combust donāt have a clear priority order. I know specific item effects arenāt being tweaked yet but something to keep in mind.
is legacy combat going away with the removal of attack speeds on weapons?
Mostly; but just turning on āautomatic use basic attackā should work anywhere legacy did except dual-wield tormented demons.
legacy mode is very bugged with attack speeed removal. dual wield was doing like same damage as abilities
Thatās the intended behavior for the Basic Attack changesāusing Necromancy on legacy mode (I donāt know why but if you did legacy necromancy) the legacy auto attack does the same damage as on regular combat mode only using the basic attack.
but why would youy use abilites if you could jsut afk with legacy mode
We should remove legacy mode to show people rs3 isn't just turning into osrs š
Because AFK with a Revolution bar is going to beat AFK with just Basic attack 100% of the time
Go try Kerapac the Bound (or any boss released after 2012) with legacy mode.
eitehr way legacy mode with no attack speed make soul split make you perma immune to dmg
They didnt add any? They took one away actually.
Yeah no legacy is not even close to EoC (and it shouldn't be). I'm using the t95 wands with blood spells and Soul Split on Legacy and very much losing health even at Normal Kerapac, not to mention I was doing over 2.5x as much damage on EoC.
Waiiiit I just got the same time with dba adren loss and ful book
DW GCD change is horrible, and inconsistent depending on abilities you use. adaptive strike? reverts gcd to standard 1.8, and other abilities did too. this feels like absolute trash bouncing from 1.2 to 1.8. just leave the 1.8 gcd and dont mess with what works.
you also didnt address limitless?
what was the point of the attack speed change? why not jsut adjsut stats on weapons
to achieve same dmg from basic attacks
Is this an all ability thing or just the AA thingie?
different length abilities have always existed like deto taking 4t+ with boots to charge, channeled abilities taking like 8t, snipe
things taking 2t is gonna take getting used to, but I think jagex embracing the core part of the game, the 0.6s tick system, is a good thing
but is 0.6 good? seems ancient restriction
it's not that great tbh cause there's clear limits, but that's what the game's built on and it's gonna take lots of money to improve
lots of players kinda internalise that 0.6s tick system at this point, so I think you could build off it
you could always halve it and double actions across the game over time to normalize. 0.6 is like the same as 600 ms
playing combat like this turns me off in modern games. if thats what eoc v2 is trying to do...modernise
lmao there's probably so much spaghetti that'll probably break if you were to speed up the tick system
break it. betas here
send eoc v2 then do a v3 to modernize the tick system over the course of 2026
did jagex make 'auto setup bar' more reliabe in beta?
yeah it's just my guess that it's gonna take years for devs to chase down all the spaghetti to make the tick system faster, but I really have no idea why
the slow tick system is definitely one of the things that turn off new players
100%
Imagine going from .6 tic to .01 tic and everything in game was just 599% faster or however that math works? Welcome back to through the fire and the flames GH3
couldnt they just create a 2nd tick system designed jsut for combat actions?
and leave the rest of the game intact?
They should make .67 ticks
revo for melee feels usless. you never build up to 100% lol
not good lol
revo is pretty broken, and probably will be until abilities are finalized, unfort
am i just stupid or does the game not teach how to order revo abilities?
nah the game doesn't really tell you
people go to wiki and pvme, which isn't super great design
that stuff should be in the game if possible
They said auto bar setup was designed to be bad to make us reorder
be nice to fi that
fix
revo should include tool tips that tell you what each ability synergizes with
see i sort of learn what abilitis work well together
but when i put on bar it never works
thats where i get stuck lol
my disabled brain cant keep up with manual
i also think they should go away form multuple builder and multiple spenders...
they have said they want to make the auto bar more revo friendly
but that's for post beta
when the changes are finalized
ah ok
ultimate should have its own fill up bar
wasnt sure if they implemented or not
tutorials and guides should come with the combat beta, but jagex is prob gonna let the players figure it out for ourselves
id love for the game to teach me whats right, not rely on pvme or wiki
as much as i apppreciate it, copying doesnt teach me
yeah for sure
id probably understand it more if the adrinaline was decoupled from ultimates
adrinaline should be for thresholds and ultimates should have its own bar or something designed to fill up via all actions
wuthering waves has really good ways of teachig each characters abilities and teaches combos in a cool way
or ultimates should just be a CD....remove resource managment from it and jsut make it time management
jagex should definitely look at the new player experience for pvm
having more guides baked into the game would be good
telegraph and adren bar pass!!!
im a player of 25 years and it confuses me, i have bis everything
but all the changes over years confuses me
i learn a style then they change it lol
.<
to many things fighting for 1 resource
im disabled so assume its just my brain
lol
thats why i wish abilities triggered with stacks so it helps manage it all
nah it is a constant game of keeping up
That's sounds like wow.
and wows combat has a huge liking
Neat.
i struggle with tooltips wording - it isnt clear especially all the random numbers and %
inspiration is how games can stay relevant
again i put that down to my brain lol
necro was first time i truely understood a style and found it manageble
so many clear visuals
like stacks showingon character
abilities synergy is very clear
i still think EOC v1 should of taken inspiration from diablo vice wow. less abilites and more custom interactions
I still wish we had basic macros tbf
so many players use macros
but jagex arnt clear on the rules
it saysagaisnt rules, then jmods say its your disgression
so confusing
i dont know wow
but liek linking abilities
there definitely are people who macro in endgame pvm
so 1 input = 2 outputs
the people I know probably don't macro though
like for arc glacor - i struggle to do the canon mechanic
mainly cause of lack of bars on mobile
idk i dont play rs3
but would be nice to be able to press 1 button and it switches to shield and auto does next ability
bone shield exists for this at least
r you bind duel weild to 1 item
i came back to osrs after like 10 years last year. saw rs3 was trying to overhaul and decided to see what was happening
so you can swich with one button
still dont like it
instead of two
i think a lot of people who do use macros do it for like, full gear switches
true, but limited to lower level uynless yopu do that god aweful chaotic boss 100 times lol
less bone shield is plenty good for 99% of situations
they need to tiidy that boss up
i dont think ive tried it recently at arch tbf so thats on me lol
switching to duel wield should be 1 input imo
swapping to duals is pretty reasonable I think
guess its easier on desktop but with the limited actionbar and invent half showing its hard to manage
on mobile
since ticks are still 0.6s in the endgame, I don't think it's that bad to not macro endgame pvm, cause you can like press more than 8 buttons in 0.6s
why does it have to be 0.6 its so confusing lol
that's the length of a tick in the game, which the old code rs3's built ontop of
although the tick bar did help loads
just wish we had a more constant visual of tick system
that could be a good idea tbh
visualizing the ticks would actually be pretty cool and help people understand the game
the gcd on button actions could show the tick vice gcd
the bar does help but when it goes i have no clue lol
You likely don't have to press that many buttons, and also not in that short of a time window š
yeah it's usually never that much
ah this should defo be added too as tooltip/guide/tutorial
so newbies are aware
There are niche scenarios for PB pushing and the like that do. But beyond that? Not really.
Even in those, you usually don't have to switch fully on tick afaik, only thing coming to mind is that weird aod rotation where some people did rapid fire -> some melee ability
But yeah macros would be great š
ive always wanted a system where if you do an ability it then highlights the best next ability if that maes sense, so you get a visual propt what is reccomended butoyu can choose to ignore it
i feel thats a good way to teach visually
next best ability is highly situational fwiw
waaaaah lol
Honestly.
yeah thats fair
this is why im a payer and not a game designer lol
Im probs ranked highly in the dumbest rs players lol
nah
you aren't dumb
nah, I am
it's not a competition, but I'm winning
i just feel so stupid not udnerstanding simple stuff - whereas most seem to understad these changes easily lol
fellers learn things differently
I mean what they could do is some kind of Combat Academy tutorial that unlocks every so often and wants you to perform a rotation x amount of times ala Fighting Games.
Something like 'Spend x adrenaline as Mage while also casting Runic Charge x amount of times before reaching the goal'. Or 'empower your Range abilities x times while reaching x damage before timer ends'.
some fellers benefit from seeing things done. others can read it and pick it up immediately. etc
just gotta find the way you learn best
true
That kind of stuff would probably have to be crowd sourced from the community, but it'd be neat to have that sort of 'here are rotations that synergize, now get to practicing'.
something definitely needs to be designed about the pvm learning experience so that that stuff's baked into the game
a new player shouldnt need o use discoord or wiki to learn the game
Like right now I think Meteor Strike has a whole DClaw/VDag spam while it's active, so that could be a good training routine.
on games like wuthering waves i can manage well and do combos - because it has really good tutorials for each character
and you can replay them
Same with Necromancy having that whole Souls outside of LD, Fingers within.
and cant progress till yopu get the hang of it
Again, rework Blood Pact into an actual combat tutorial explaining adrenaline etc. rather than just āOSRS combat triangle rock paper scissorsā. Much better use of dev time than reverting Cookās Assistant and Sheep Shearer XD
yeah lol
tbf thersguy did a decent video looking at the beta
but think that was first beta....
i like this idea a lot
its like I can not for the life of me kill Rashka, I know his mechanics now but I juistcant manage cause everytime I die, I dont learn anything
the game doesnt teach you why you died
if thjat makes sense
it doesnt really tell me why I died or what I need to do better
The Signature Heroes farming in the Burthorpe Troll Caves could also be brought to the Lumbridge Catacombs post-TBP and explain their respective styles more in-depth.
I liek arch because you can choose the power it uses, so you can learn each mechanic easily
and slowly add each one in
more bosses should have that system imo
or add it to practise mode for bosses
Raksha is extremely tough to be fair, I canāt imagine trying him on mobile.
zuk was vile on mobile, mainly due to movement
took me years to learn lol
pizza phase was the worst
Not really. But I'm also a higher end pvm'er, so I can probably catch what murked me immediately.
Zuk isnāt extremely APM-heavy though, heās more strategy-focused. Raksha youāre expected to prayer flick, attack, move, and kill minions/shadows all at the same time.
if i cant do a boss, my trick is wait for power creep updates then try again lol
Zuk youāre doing maybe two of those actions at a time.
When I was learning Barney the Unfriendly Dinosaur from our Collective Nightmares, it was spacing issues that resulted in attacks blending together, as well as spacing issues resulting in tail swipes not going off or me failing to count properly and getting a tail swipnto the face for free.
i wat arch style mechanics added to practis emode so you can learn each step
Unfortunately with Raksha, that wonāt ever really work as heāll stun-lock you if you donāt clear the pools. You canāt just DPS-skip unless youāre GM-skilled.
then for real kill add everything together
yeah I have yet to kill Rashka :3
after all these years haha
That sounds like just bring a shield, tank gear, and maybe food and just sit there and get exposure therapy.
Death cost sub 100k, at best.
my logic was try again afteer beta is complete and see if that makes it better lol
for me some mechanics get lost in the visuals though
vorkath is worse
yuk lol
- I really miss the metamorphosis elemental form vfx, could you add it to tsunamiās crit buff, the empowered state would also have clearer visual feedback that way
im really liking this new bloodlust stack thing melee has going on
Melee just needs more sources of bloodlust generation that isn't punish/zerk
id like zerk to make all basics generate a bloodlust rather than instantly max it out
or all abilities
Bloodlust feels kinda meh at lv 15-60 cause it costs 40 seconds to be useful.
Honestly they need to make it have two charges somehow, whether that means Empowers at 2 and max 4 or empowers at 4 and max 8.
Right now it's a little awkward for single target rotations when you can't get Punish early enough.
Also, Punish should get its execute CD refund back.
40 seconds of spamming pressing blow for 15% crit chance or a 750 heal >.<
Mage rework thoughts specifically, its the only style i care about
-decouple incite fear/exsang, make imbue 20s cd naturally, make them single target/aoe focused and thats it, make tsunami cheaper
-Bring back detonate and Meta
wait since when does ezk generate adren on spec?
Uh. You sure that's not from Havoc Robes or Meteor Strike?
i think i just never noticed since i dont melee much
Like I'm happy to be wrong because that'd be neat, but as far as I knew, EZK was still Flamebound Rival stuff and nothing else.
Wait, wait.
That's on recast.
right there at the bottom
Yeah, no, that's been for a bit.
recast refunds some adren yea
I don't remember if it was originally a 'lowers cost' or a 'refund' though.
Eh. Not really. Honestly just Meteor Strike. Should solve most Adren issues.
ah ok thanks
meteor strike feels quite good now too
I don't remember if it grants 300 Adren over the timer, but at the very least it's enough to Varanus spec constantly during the duration.
ty guys btw for the reassurance and help
with my previous stuff
sucks feeling stupid lol
what is the reason we cant use wep specs on revo?
is there a genuine reason?
Nope its just the way its set up right now
be a nicee change jagex hint hint wink wink lol
hang on why can you use adreneline bar on desktop to trigger spec, but not on mobile?
U can activate dismember 3 times yeh? That's 3 bleeds my guy
Should've just kept old ezk
Thats dismember, slaughter, and massacre. All bleeds we had already. We lost tendrils. Maybe learn the game?
The last ānewā dismember was a dw ultimate nobody used (that i know of) were still down blood tendrils
Lol wut? U can add a bleed stack switching to abyssal scourge
Then switching back to ezk
hard to learn the game when it changes so much haha
Ik switching is too hard for u
I dont think you actually understand the game at all.
What's the hardest boss you've beaten solo. I can solo beast master
dicks are out
wish tooltips showed when you lock bar >.>
So can I, so do I, but that doesnt mean you understand the game. If you can emulate a rot, doesn't mean you know anything.
I dont use necro. I only use melee and magic. Don't even have 120 necro.
I used to.
I got fsoa and zuk capes on mobile. Legitimately.
Not the hard mode one š
ok.... lol
No one cares about the standard zuk cars
u win
Capes*
i do :3
this shit is so funny
They wanted to measure dicks. Idk. But stating we gained bleeds when we didnt is just wrong. Probably a troll fishing.
Its golf rules right?
Dismember update still adds an extra bleed even if they did take off tendrils
shrug
i dont get tendrils removal
i liked each style had its own versio
should be 1 ability that switchs with the style
I don't get tendrils removal either.
like adapative strike
why 3 abilities when it could be one that adapts to the style
and give necro undead tendrils lol
Still same amount of bleed . See the third picture? That used to be an ultimate. U wouldn't use that one in rotation cuz youd hit berserk, meteor strike, or natural instinct instead. So the third ability replaces the tendril bleed. U actually get 2 more bleeds to use more often
a lotta effort to be correct about something so technical
better to talk about why that change is good or bad
They dog shitted ezk after the bleed removal. Just for the community to say that ezk is dog shit. Then they updated it again with special passives. Just to take it away and give a bleed update to melee.
They need to buff ezk or bring back the bleed and spear of anhillation
yeah melee identity has been going between burst and bleed for a while
i thought bleed fitted melee really well
wonder what people think about the damage changes in beta vs live for melee. I think the base damage boost helps a lot out of zerk, but im only hitting ~27k with ezk under roar and zerk now due to both getting nerfed a bit. i dont have t99 prayers so maybe that adds a bit, but i believe on live you hit 30ks consistently with the same setup
Sounds like a great reason to lean into full manual!
i think its a fair tradeoff for stronger abilities off zerk/roar
They nerfed zerk roar. The only weapon not effected by it is ezk cuz it hits max hit no matter what u do
you don't hit the dmg cap as much, but overall melee does a lotta damage still
im not hitting max with ezk anymore on beta is my point tho
with the recent changes, it's pretty comparable to the main game
yeah and that's intended
Ur not chaos roaring with zerk?
i think its a fine tradeoff, but just wanting to get some other thoughts
Only way to know is if u hit Ingenuity of the humans and then spec
Sounds about right, unfortunately.
I imagine the missing damage is made up via other abilities, assuming all of the are properly upgraded. I know some people have been saying the changes are missing.
dont have ingen, testing on dummies with zerk roar ezk
Gotcha
its gettin in the 27k ish range
even with 100% accuracy and max gear, you don't always hit 30ks
t95 prayer only also
No potions or prayer?
Bet u can with supreme potion and berserk blood essense
And dragon battle axe
hmm that's probably possible
With 120ās for melee and the loss of zerk aura average defense has improved with minimal damage loss if any theres a positive note.
pup was hitting like 29ks at raksha in p4, but I didn't pay attention to which buffs he had
probably overloaded instead
zerk also has less damage taken
That's crazy ezk isnt hitting max hit and the nerf the specs
dba probably makes a noticable difference
The only thing special about ezk is that it hits hard no matter what after bleed spec removal. Welp it's just beta
hmm got a bunch of 29ks there
roar does work with ezk in the main game
because thats an untrue statement?
it still does, it's just not hitting the 30k hitcap like in the main game
ahhh ok
its that zerk and roar both got nerfed to 1.75x
which is now stacking to roughly 3x damage instead of 4x damage
i kinda wish roar got changed a bit to not do damage on its own, and instead apply a buff only
ah so not just on 1 ability after it?
I feel like that's what jagex was trying to do with the bloodthirsty stacks
could still be next ability, just it wouldnt do damage and therefore could let you do stuff like charge barge (tho why you'd roar barge idk), or change the ability a bit to buff the team for 1 hit
or stack gfury roar
i want barge without delay lol
or use it when not in md for another reason, such as needing to dodge a boss's attacks
yeah gbarge is pretty awkward and not super intuitive for new players
the way it presents make it seem like you barge into combat and just do damage
but its kinda opposite... you have to stop
just feels clunky
it'd be fine if the delay got reduced to just a single gcd
I think they said they are looking at it thouygh so hopefully.....
Ah yes, a bezerk nerf is just what we needed with its short duration š
you still do comparable damage to zerk in the main game rn as melee camp, not too sure about brid
zerk nerfed, but base dmg for abilities was buffed
You talking about the multiplier? Yeah, they (supposedly) buffed the other abilities, so it should equal out at the end.
i think they could honestly buff zerk duration a little, 19.8 compared to 30-ish for sun/dswift is short
vestment buff is good, but sun/dswift have the greater codices as well
We also get a 25% boost or so over the others, right? Let alone base values?
Honestly I think Berserk can stay as is.
1.75 vs 1.5 yea
i think minion skip at rax with melee got a little more crit dependent
Perhaps the functions fullfilled by berserker / meteor strike for damage / adrenaline, could be better served through a stance system.
it'd allow melee to basically have an innate 'aspect' like magic can grant through buffing.
basically bringing back the old 'attack styles' but with a slight modern twist.
abilities could get certain bonus effects, based on what stance you're in.
they'd basically work as a solid foundation for thematic builds / item effects.
examples:
berserker
- increased damage taken / dealt, more adr. on attack, generate adr. over time
duelist - increased accuracy / crit chance, crits restore some health & grant bonus adrenaline
guardian - bonus max hp, damage reduction, consistent small sustain bonus on abilties
butcher - basic attacks apply a small bleed and heal for each bleed on the target, increase attack speed on low health targets
another benefit would be that these could be used as a way to tie in a melee skill tree system like necromancy has.
where you can unlock aspects of a stance by using it in combat, or doing specific tasks without switching to another.
having equipment that'd trade power from one stance for boosting another, would also allow for more focused builds to thrive, aside of a generic switch between all of them on demand one.
limiting certain stances to equipment, could also open up some nice design space (e.g. no shields in berserker or no 2h in duelist)
anyways i htink thats all the testing thus far
melee feels fine now, just might take some tuning and tweaking
id like quake to become single target affinity debuff, id like to see zerk not give instant 4 stacks but build stacks on powerful abilities, and a couple minor things, but they wouldnt ruin the style if jagex doesnt implement them
basically i think its a bit too easy to line up a zerk barge buffed bled assault right now, and id like to reward planning by building to 4 stacks before zerking, and then have zerk give more oomph during
Unrelated, but good shout to that Au Sol pfp.
Never forget what they took from our sassy space noodle.
š« š« š«
Iāve been wondering to myself about what the biggest possible heal on a player. Iām thinking a 30k heal (maybe an Uber Heal?) can be achieved in PvP.
Step 1: two players. P1 is wearing full Primal +5 armor including melee weapon and shield, and has Font of Life, Bonfire, and Eclipse of the Heart HP boost so base HP is over 16384. Player 2 is in full Tumekenās Robes with a physical Legatus Emberstaff.
Step 2: the two players āstart a duelā, then just stare at each other and build to 100 adrenaline being careful not to kill each other with basics. Player 2 manual casts Vulnerability on Player 1.
Step 3: Player 2 activates Sunshine (with Planted Feet to prevent the DoT), then adrenaline potion to 35% or above. Player 1 stores HP down to 1 with a Prism of Loyalty, then activates Berserk, Powerburst of Vitality to boost max HP to 32767 while still at 2 HP, and finally Resonance.
Step 4: Player 2 activates the Legatus Emberstaff special attack. The damage multipliers should push it to over 30k damage even without crit.
If all goes according to plan, we get to see if Resonance has a cap of 30k or if it can go over and Uber Heal a player for 32k+.
lmao
the biggest heal you can get is your max HP-1, the HP cap on players is below the point of Uber
since the whole Instant Kill/Uber Heal thing is a way of indicating values over 32k
Nope it caps at 32768 with a powerburst of vitality
oml
uberheals are also inconsistently defined iirc. some heal 30k, some heal more (perhaps by directly setting hp?)
yes it's as high as hitsplats are allowed to go before converting to a non-descript form
that's why they cap it
and when I say "32k" I'm rounding down for ease of reading
I know it's technically the specific number from the size of the variable
Oh ok. Iām still curious whether it would heal 30k flat or 32768.
my honest opinion on the beta:
Mage:
I'm still incredibly frustrated that the t95 dw weapons are basically useless. I put the wand into an eof and that seems to be all its good for now. I put together a rag tag mage rotation and went to vindy, and got a 27 second kill without fsoa spec. the damage is there in bursts. extended encounters seem to be lacking but making more use of greater sonic wave would help with that over time. all in all its baseline functional if you dont use any damage over time abilities outside of corruption blast, or the t95 dw set. I still think the cooldown of sonic wave and runic charge should be reduced, maybe 10 and 20 second cooldown respectively. I'm just avoiding sanguine charge all together, as it stands apart from the 12% damage boost it really doesnt seem to serve much purpose
range: i tried out range at raksha, the damage is there and it flows a lot better, apart from needing to learn a new rotation I like the direction range is headed. it still requires a lot of switchscape which is fine, the abilities work together well though.
Linear complexity for the sole sake of replacing the prior complexity does not feel like a good or satisfying gameplay loop replacement, creative complexity offered a far more enjoyable experience where you had to improvise and benefitted greatly from doing so proficiently.
I donāt see the linear complexity style being enjoyed long term by anyone, just because xyz abilities now go together better imho.
Far less enjoyable ceiling to engage withā¦.
Even if it is fun for most people in the short term scope dabbling with new things.
My feedback on the t95 wands specifically as I donāt have a FSOA on main so I wonāt try learning it yet. #1469301607047889020 message
Make melee abilities unlock with either attack OR strength level.
agreed, it is going to become a situation similar to necro where it is "figure out when to sunshine and build to it" similar to LD, thats literally the only rotation with necro
Yeah exactly, Iāve never been a diehard ānecro haterā but i saw it serving a purpose⦠this purpose⦠an entry style that albeit way too strong, as an āentry styleā at least it ended with the necro style aloneā¦
The treatment will somehow make all 3 core styles become more spreadsheety and less interesting stillā¦.
No one wins
Every new boss record - pull up and do the standard copy paste rotation correctly and grats on being the first one there š« š
Ez world record
Because of the synergies with the crit ability kit but zero internal synergies with burns, it honestly feels better to pretend the Roar and Ode are just a t95 stat stick and do sunshine + tsunami rotations. Burns donāt even get Exsanguinate anymore D:
snipe still seems like it is in an odd place in conjunction with piercing shot.
the ability itself just does more damage over a channel (which is great), but the long cooldown it has makes it an ability that doesn't gel well with how you're using basics to build into something useful.
i think to make snipe integrate better, it should have an effect for range that is separated from range's current "pseudo-style" of being a multi-hit play style - it could be a play style that directly competes with that
My thoughts on having 2 development directions for each style (devs are failing pretty badly at the moment) #1450511863589900410 message
my perspective on this slightly differs when it comes to magic, mainly due to temporal anomaly which provides some differences to your rotation (it does for me at least)
the only true way your rotation would be always random, is if every effect, cooldown and damage values are randomised, making you unable to predict the "next move"
albeit necro is more concrete in rotation than the others
sigh, i don't like the split between dw and 2h only abilities for melee. It seems so weird to get into this when no other style has this
For the most part, you could probably camp ezk
you're right. It just seems unnecessary having to switch to dw for g flurry and it's so dum because it's the only thing that reduces zerk's cooldown. So to have an optimized rotation, you have do it.
Like ig having to switch to 2h for pulverize isn't as a big of a deal when using dw, but it still seems unnecessary why can't I just use it with dw too
May or may not be an unpopular opinion but I have not seen the Split Soul topic touched too much as most of the debate is around current abilities. Anyway, I propose removing Split Soul from the Eldritch crossbow special (ironic cause it introduced the effect into the game) and instead have the split soul effect for magic, melee and ranged be a standalone ability with a cooldown to match and cost (to be determined) aka the complicated route or be a universal incantation like Darkness aka the easy route. Switch weapon scape is *** and should be as minimal as possible, not encouraged. Just my two cents on that. Obviously the Eldritch crossbow spec would have to be redesigned, and be attractive enough so as to keep the price of the bow as stable as possible which in turn encourages Ambassador boss kills.
Also the Strengh skill should be either unified with Attack as a new skill named Melee or detached from Melee and instead serve as a general combat adjacent skill akin to Defense, but in the opposite sense (damage potential). As it currently stands it's an old design relic of the stone age of game design. Melee takes twice as long as all other combat skills - makes absolutely no sense. The easy and cheap way out to make it fair is to double xp gain akin to a 2x modifier aka remove the xp gain split system, ergo training melee trains two skills equally at the same time.
Unfortunately we canāt merge attack and strength 25 years into the game. I would support making Attack be actually for all styles and Str just be Melee for damage, abilities, and weapons, but thatās not likely either.
We can, the dev team just gotta have the balls to do it. And yeah it can be either Attack or Strength, really don't matter which gets the axe or the repurpose.
They seem dead set on just pumping attack full of the unlocks so might aswell just delete strength at this point lol
Some traditions are good and some are bad. And some traditions are so integral that trying to remove them causes genuine issues, whether the tradition itself is good or bad.
either str or attack applies to all other combat styles plox
Attack applying to all combat styles makes sense since it can just become the accuracy skill for all combat styles
str applying to all combat styles is a bit funny with magic and necro but it opens a bit more doors with other skills like gathering ones. Mining already uses str
Like str could possibly also be trained with gathering skills too, wc, fish, etc
Extreme example of tradition: we build a climate bubble across the whole planet and set the global temperature to 24C. Clothes are no longer necessary to prevent sunburn or keep you warm, but we should still wear them.
I understand the tradition and identity arguments. If Jagex wants to keep the "two skills = melee" system in place (and not touch a hornet nest of reddit rage) then make it fair with other skills. Remove the xp splitting system for Attack and Strength which would feel like a 2x. More or less the same result. Many ways to tackle the issue in my opinion - just suggestions, flexible. I just don't believe as it currently stands it's fair and since they're trying to revitalize the game now this is the age of being bold aka opportunity time aka no taboos.
like there could be 2h skilling tools which require str lvls too
After a bit of running magic thoughts:
Burn Build is borderline Dead, Sun Still not buffing it at base, all bis Magic is build for crit, Forcing the only non-book burn Ability to cost adren and not giving a basic burn to magic build for Rod and Ode sucks, Is burn intended to be killed by this update or are we making work within this combat beta? cause it feels the more the beta is updated the faster the Rod and Ode become Useless
The Hp drain from activating Saguine is rough and desensitizes use
Dislike the turning Magma Tempest into adren drainer as a normal but i accept being in the minority on that
Please make Tsunami a 40 adren ability like the other 2 its weird being forced to have A high level spell to make it equivalant to the other styles I understand incentivising quests but magic needing to do city of Sen and having a really high magic lv just to get a Tsunami that matches Shadows and Meteor is bad design IMO
I agree. Make tsunami 40%, make the proc on incite do more damage for aoe situations. Id also like them to try something other than crits for tsunami for the next ifteration. Helps early/mod more like that. If its a disaster, use crits.
crits feel so weird
But I think something like 8% per tick channeling would do it. Kinda matches melees rate on meteor since you won't channel the whole time, just a lot of it.
they wind up so important but like...
what early game crit boosts are there?
new Conc?
Thats basically it.
by some definitions I suppose Matriarch Rings are mid game?
Magic will feel bad until tou get ceit gear and most is late game.
There is Tuska WP armor a low drop chance but it is a mid early game set
im fine with magic being the crit style being it has a legendary weapon who only cares about burn abilities and it doesnt have any basics to build stacks with means they are borderline dead content when they are solid in base game atm
but magic does need more early game crit chance items to use while building to endgame if its solely going to be crit
Tuska WP has crit bennies?
Ye
Before etect got buffed, people were using sliske anima core attuned to tuska set for the crits
Cause it stacks with biting
If they do end up mostly killing bleeds for magic hopefully ode and deceit get some meaningful change
Got another proposal which I'm sure may have been floated before in some fashion and is combat related targeting both keybind bloat (for switchscape) and inventory space optimization (to be more fair compared to 2-handed weapons):
Anyway; the Ability to make Dual Wield weapons into a combined single functional item. Example: Dark Shard of Leng and Dark Sliver of Leng = Dark Shard and Sliver of Leng. The combined item will take up one inventory space, and can be keybinded to a single key press. Combat wise the item will perform the same as in it's "separated/individual pieces" form. The combined item can be "separated" into its individual parts at any time in the right click item option menu. Any Dual Wields will obviously fall under this system - wand and orbs, claws, crossbows, lanterns and guards etc. Obviously it's not as easy as it sounds on the coding side of things. This will obviously require a system to be built to properly implement as there are possible combinations of dual wields which will present "issues" - say an augmented main-hand and a non-augmented off-hand (when say, clicking the combined item to check for perks). So, depending on the complexity of those combinations exceptions to this system may have to be made (i.e "you can't combine these items"). Those are for Jagex to figure out and toy around with. The goal is to make dual wields more functional by reducing inventory space consumption and reducing keybinds needed to be pressed for switching. In essence a quality of life update and simplifying combat further.
That would be problematic when trying to equip a shield
If you have it in a combined form you won't be able to wear a shield and the combined item at the same time (technically you could add an option to do so but it has to be coded so as to default to either the off-hand or main hand component depending on the item that is to be paired with, say a shield - not sure if that would be intuitive to the player - has to be play tested). The combined form does not destroy or replace the items in their individual separated form from the game. The combined item can be separated at any time provided it's in the inventory of the player and the player has one available extra inventory slot open. Obviously not while in combat. By having the "combinable" option, if you don't plan to use a shield for a boss fight or whatever combat encounter you are in you gain the benefit of having more inventory space available and one less keybind to press for a switch.
One coding problem with that is items with metadata take up more storage space on Jagexās end. The max amount of bank spaces we have pushes against the limit on how much data they can store per account, if every slot is a single augmented item. If some moron decided to fill their 1900-slot bank with combined dual wielded augmented items, suddenly the playerās bank is taking up twice as much data space as it should and you run into data corruption issues.
The same reason they havenāt increased bank space in years. They are trying to expand the limit behind the scenes but right now they literally canāt fit more data on your account.
That may be valid, yes. Only Jagex ultimately knows I guess. Definitely would be nice to have in ideal conditions.
Heard magic is still too strong and burns are still too weak. I feel like what they could do here is manage the power budget by moving some of the damage from crits to burns. Also heard that some of the burn combo synergies actually work against each other, like dragon breath buffing combust and then needing to wait 7 seconds to make the burn instant with dragon breath
yea, it seems like they would need to update kerapac wraps.
i imagine the desired effect would be to greater chain + combust, then dragon breath causing all hit targets to immediately explode.
so i would think they'd need to update the internal mechanics.
which - really seems to be one of the things missing in the beta. the three styles have tons of armors that interact and change our abilities. (much like necro and the soul well)
so its hard to say if something is really tuned enough if the armor effects aren't smoothly interacting.
imo - they need to change the three combat rings to synergize with the new direction. they all either give small crit damage or % buffs. with them moving away from crit reliance it doesnt make sense to have all three rings centered around that.
The beta ability that buffs dragon breath should probably be updated a bit
Out of curiosity do you have a source on this
Read through Mod Sukotto's posts in this thread, he's the one working on it https://discord.com/channels/303835144073248770/1020537530803814445
Ty that was a great read!!
when i tested i couldn't get my dpm higher than live game. previous week was 1.1m dpm this week its like 720k and live game i get 750-800k. I do not feel like magic is "strong" considering we are losing auras and gaining 21 levels. It just feel sub par. not even close to be the same as live game. I dunno i feel like they said they were going to make combat easier to understand but they've done the opposite were good dps is dependant on chaining certain abilities together and if you don't damage will suck... necro got boring and braindead so fast because the rotation is the same for everything. Then with all the extra effects one ability does to another ability they've convoluted the combat system even more going the complete opposite direction that was intended. 2026 boss guides are gonna be "press these 5 abilities in this order and kill boss" leaving very little room for improv because that'll just punish you.
I genuinely think if Jagex releases the combat update as it stands or similar, they will lose a lot of the existing player base. The magic and melee changes are no where close to ready. This is their first major update after promising integrity and players helping shape the future of the game. From what i've read here, talked to with players in game, and experienced myself, they do not like the changes proposed for those 2 styles. Range is actually pretty well done and if that releases the way it is with some minor tweaks i won't mind that, but with magic and melee they need a lot more work. this feels like 2012 eoc 2.0 and if they release the update without a majority consensus from the player base that is feels good to play, most people who leave probably won't return even if they make the changes we are asking for now. this is just my opinion.
What would be optimal, to me, is they release the 120 for all styles, add the basic attack to all the styles, delete the redundant abilities, release the ranged update as it is the closest to actually feeling good to use, and do magic and melee separately. There is no reason they have to release everything at once, and it puts a massive constraint on them releasing a quality update just to say they did it. this also gives time for players to learn range with the updates, while also working on the other styles. Again, I could be way off base but that's how i see it
guys. take a chill pill.
there's no statement to say they're gonna release things as they are, is there?
it's clear these are still in beta and opened to us for testing for iterative feedback.
they are wanting to release the update at the end of the month, if they maintain that deadline and all we have to go off of is the beta, and no one is happy with the changes that are proposed, then the release will be what no one is happy with
^yep
Beta should go on another month. Unless they somehow nail the next itteration.
Ranged is currently in a pretty good spot in the beta. Mele is almost there. Just needs more good basics and a bit of work on bloodlust.
mage is okay, just need some changes reverted like magma temp and such.
And they all need to be made so there are no abilitys give/take no adren. They feel so out of place.
Melee is not almost there. There a lot thsts good but there a lot that isnt.
Theres so much in melee atm thst fights itself.
If they want it to feel like its meant to go together they need to fix some of that
Like honestly, gflurry is bugging me a lot. We can get zerk back in ~50s, cool. If we do long form this is eh and throws stuff off. If we brid, its pointless.
this is a feedback post we are allowed to share our concerns, we don't need to chill out we need to air our concerns for them to be heard.. if we all just chilled out then jagex wouldn't know what the players don't like and we'd end up with shite. And if we are going off statements jagex have made, making the combat system more understandable was their main one... they've reworked everything to a point that its just as confusing for everyone now... we didn't need new ability buff chains and all these niche little things. They could of made the current system easier to understand but instead they've added an entirely new set of ability buffs to confuse new and old players its counter intuative in my opinion.
Gotta consider trying new rotations with these changes too. The consensus on magic in many places seems to be that it's too strong. As for rotation similarity to Necro, they aren't too similar in terms of feel. Magic is still like do crits to juice adren, high adren meaning good performance. Melee the oppsite, spend as much adren as possible, high adren meaning bad performance. Range is generally focusing on playing around rapid fire and Gales and getting insane adren with shadows deadshot grico for pressing abilities correctly, Gales combos changing often due to cooldowns, while Necro doesn't really have anything for playing with adren like that
Though I do wish they had an element of rng somewhere, like fixing your bolg stacks is kinda fun if it's not too rare of a fail
Ranged is there, magic isn't too far off, melee is making progress
There's room for another 2 betas for rounds of feedback and changes which based on the turn around from the previous beta to this current one could do it
@rocky yacht Combat achievement timers wonāt be getting messed with will they? And if they do, those of us who have recently completed master/grandmaster speed achievements will we keep that or have to REDO it?!
Some sort of bug crashes the beta when you drag the combat tabs. So far it was magic and it did it 3 times in a row.
Random test idea: dart Ambi but youāre actually using dragon darts instead of deathtouch.
Yup, seems dragging the magic book crashes the game. Just did it for shits to check.
Hello friends
can the available weps be updated within the bets? Varanus's Mercy is not available however the gloomfire bow is
(yes im too poor to buy it in maingame)
hello #1 theory crafter
the emberstaff is also not available
Impressions after messing around with the beta:
- Range: feels a bit schizo mode. Having two buffs to keep up makes it feel like there's way more going on and to keep track of. Though neither of them seem very interesting? No reason not to have shadows up as often as possible, and gales is just "always use before these other abilities"
- Magic: not much has changed here. Feels very much the same. Really the only difference is that you can throw in a Runic Charge every once in a while to juice something in particular. Pretty disappointed, imo magic has the most latitude to do something really different with spells and runes
- Melee: feels pretty good, this is definitely my favorite. I also expected it to change the least to be fair. Between adaptive strike giving 12% adren and meteor juicing all adrenaline for 30s and only costing 40%, there's SO MUCH adrenaline now. Bloodlust doesn't feel super important to the core, so not sure how that could be integrated better (or maybe it just doesn't have enough payoff?). Otherwise my only gripe here is that Quake should be 2h locked as an AoE ability, which then means that DW needs another unique ability - maybe bring back destroy?
Other thoughts:
- Stalling should be removed. It's jank that should be removed, it only adds ways to abuse mechanics in unintuitive ways
- Reducing the food adrenaline penalty is great. Food snowballing has always been one of the bigger issues between high and low level play
- Idk how to feel about weapon speed affecting the autoattack cooldown. I don't hate it, but it also makes everything feel a bit faster and busier? Also makes it more likely to accidentally trigger when you don't want it to, like if you have a bloodlust proc ready
how is staling bad?
I absolutely love melee compared to the first beta.
Being slightly less reliant on Berserk and having it not nuke you as hard is pretty special.
I think bloodlust could actually be melee's aspect (or stance).
An idea, but probably not exactly 100% how it should be implemented.
Bloodlust stacks up to 25, with 5 stacks given from Pressing Blow and 3 stacks coming from Adaptive Strike.
Berserker's Bloodlust
(Offensive aspect)
- Damage Dealt is increased by (āļø4% of attack level) per stack of Bloodlust.
- Upon casting Berserk, consumes all bloodlust stacks. Damage dealt and damage received during Berserk is increased by 1% per Bloodlust stack consumed.
Survivalist's Bloodlust
(Defensive Aspect)
- You take (š”ļø4% of your defence level) less damage from core damage types for each stack of Bloodlust.
- Upon casting Berserk, consume all bloodlust stacks. Damage taken during Berserk is reduced by 1% per bloodlust stack consumed.
Stalling is in the same category as 4taa of "weird unintentional interactions that exist and have been abused by the community." They should have never existed. There's no reason why they need to continue existing. This whole rework is the perfect opportunity to chuck them.
by removing stalling or 4taa ure potentially reducing dps by alot if they are to be removed something should be done to mitigate dps loss dont you think?
just met stalling in itself on vest + aura thats 6 abilities u are needing to do to get back up
well on beta idk if 6 abilities will do the trick its kinda iffy rn
Not necessarily? "We can never nerf or fix things because it would reduce DPS" isn't exactly a healthy balancing approach. Maybe they'd need to adjust some boss timers
but the rule of thumb thats 6 abilities that you used to dps with rather than gain back adren
well its not an opinion its a fact removing stalling as it is means u will need to rathar than drop dps abilities use abilities for adren gain
that is dps loss
I'm not saying it wouldn't be lol
but then again, with the way meteor is going to work i dont see how stalling is relevant either
only for the reduction of adren in what 30% i think
not sure hvnt mesesed with it alot
Reworking these styles at their core also shouldn't have a goal of "their damage output needs to exactly match what they did previously"
And if it's not as necessary/relevant, even more argument to remove it now
so youre saying nerf end game pvmin to make early or mkid game pvming more accesible?
im not saying make rework match or be stronger
power creep has been following us since egwds
several nerfs and buffs havfe happened over the years to mitigate this
and honestly game doesnt need more power rightnow
but it doesnt need nerfs either
It's not exactly abused. It's not a lot of damage. It's just a mechanic with a high skill ceiling that players enjoy
im not argueing that it is, i want them to stay
My lovely MS paint illustration: I don't think it's a bad thing if smoothing out the power curve results in a lower top end. Right now so much of the "meta" is stacked on items and mechanics at the very, very end.
Oh meant to reply to the other person soz
its a very divided argument, im all for locking end game power behind end game gear behiond end game bosses
and alot of people dislike that
but to each their own, the point oif this disc is to share our ideas
Nothing wrong with that. The problem comes in when that end game gear is WAY more powerful than anything in the game that came before it and fundamentally changes how everything works, and dictates way an entire class is played
But yeah with this, stalling isn't a big contributor to the graph. It's just a fun mechanic
in the hopes one owns ideas bite over the ones they dont like
well i whole heartedly agree
With this I actually agree, the game should be fun at the baseline
but the way i see it, there will be less incentive to reach end gaem gear
since lower tiers will be almost as equal
but it is more balanced
ill give you that
But it's also okay for the more complicated stuff to be at the endgame
I feel like half the discussion I've seen around the beta is about wensporing or other tiny niche interactions at the top end. Which just feels like people are missing the whole point of fundamentally reworking the styles
i mean, my point is after years of grinding non stop to get end game bis gear and struggling with low tier stuff
now to be drastically changed to be more on par
does tick somethign inside me
its a fair change i agree
when eoc was introduced i wass so aggainst it i quit for 10 years
came back learned it and like it and now its on the cust of being drastically changed again
Yeah tbh they dug themselves a hole, particularly with all of the ability and greater ability unlocks. If we were really starting from a blank canvas, tbh they should probably all be unlocked at the beginning, or become very minimal upgrades. But obviously that's not really possible while maintaining that reward space and respecting that people have spent time unlocking them
Magma tempest is a good example. Currently they've removed detonate and shifted to magma tempest being the primary ability filling that role. But that's a pretty high end unlock and seems like a problem.
didnt magma get trashed with a 40% adren cost?
and still no cirts?
with like a 15% damage bost
per hit
I think itās about 350% damage total across everything in the area. About 20% more damage than Tsunami for 1/4 the adrenaline cost.
so its good?, on paper it seemed unerwhelmingly bad
Did they change it again? Was 25% yday afaik
Itās good for AoE only basically, youāre not using Tsunami for single target damage anyway.
And it was worse than wm on single target
this change is going to be a huge head ache with the learning curve D:
just on amas release i decide to learn hybrid and now it seems to be down the toilet lol
hopefully hybrid is still viable and we can find a way for it
i love the constant dps from going from one style to another
Jmods seem to hate hybrid 
yeah lol
I mean you can still do 30 second rotations with your damage boost and adrenaline buff. However, the adren buffs donāt carry over styles so itās going to be exactly 30 second rotations per style.
Or you can do Kerapac where Warp Time means you get full uptime with a single style for absurd damage
i bet one jmod tried hybrid and didnt like it and thats why they were like "nop, maker it non viable"
Thereās a reason the 1.8 million HP speed time is 2:15 (not that Iām going for it lol)
in all reality i just want the update to come and stay to learn and or quit lol depending on how frustrating it is
why would an AoE ability not be worse than a single target one at the same cost
The point of a beta is so people who care enough can influence the design direction. If youād rather keep farming main until the update drops, power to you.
I guess it takes a while to tick but... its an awesome AoE ability.
i hvnt done anything on main for the past 2 weeks
i have stated in this disc how against i am on some of the changes
tried beta for a while
disliked it
gave my 2 cents
got dismissed by a jmod on one topic few days ago
i know my 2 cents aint worth it
so im just waiting
for the show to drop
shoe*
and either like it or not
I feel you on that one, people have been asking for Sunshine to boost Magic burns since Sanctum came out.
Then they got it with Tumekenās Resplendence and didnāt want it because FSOA
Jmods still radio silent on t95 wands across both betas
Been messing with melee a bunch.
Positive:
- meteor adrenaline is obviously quite a bit and feels close enough to crit refund levels.
- Bloodlust buff didnt quite feel like it meant much, but the concept is decent. All I did was assault with it.
- zgs felt much better. The hits were noticeably larger.
- Another basic felt good because for the most part I didnt need to use "the basic" at all.
- Dismember was better due to slaughter not requiring walking.
Negatives:
- bloodlust buff was hardly noticeable.
- passage gloves on pressing felt familiar, but i missed it being on adaptive.
- the start of fights feels odd, but better than live if we dont prebuild. Having to meteor then step off to setup zerk feels weird. Creates incentive to bring a dummy where you can.
- gflurry is such a neat effect relegated to a few instances and feels like youre fighting yourself utilizing it.
- While the abundance of adrenaline at 6/tick was nice, it did feel like basics were just not needed. If melee is to be the combo style with buffing basics, this is a bit odd.
- dw is lacking in abilities big time compared to 2h. Quake and Pulverize are both abilities dw has no counterpart to.
- Dismembers modes are just damage. Could do something interesting instead.
Proposal:
- Move passage buff back to adaptive. If needed raise the cd to 7.2s or 9s.
- change meteor buff to a self buff ability like berserk, but make it grant 3x adrenaline on basics for 30s. Thats it. Adjust cost as needed. Call this "Juice." Classify as an ultimate, important later.
- put 3%adren/tick into berserk for its duration. If needed, raise the incoming damage back to 50%.
- lower bloodlust stack to 2 before buff
- Add destroy and frenzy back. This evens dw/2h abilities. Or scrap Pulverize and dont add frenzy.
- have flurry affect all melee ultimates, not just zerk. Or all melee abilities is something id like to try.
- final dismember extends bleeds.
isnt wand sepc still a 70k damage hit over several hits?
wand spec is only as strong as it is because it doesn't work under sun
if bleeds got boosted by sun I have no doubt it would have lower base damage
Didn't say it shouldn't be
you what what I think byj?
Jagex has said they want the t95 weapons to "feel" like God weapons and that they want all future weapon upgrades to build off of these rather than relegate them to a new mid-tier.
I think it's very satisfying from a gameplay perspective to reach a level of gear that feels really rewarding at the end.
? š
Wand spec is quite nice yes, but Combust and Corrupt are the only other abilities that function with wandsānot even Exsanguinate Combust or Metamorphosis anymore. Compare that to FSOA having at least 10 abilities of synergy in the beta.
Wands donāt feel like a unique t95 anymore in the beta because everything now caters to FSOA.
Metamorphosis used to boost burn abilities with a 1.66x multiplier, compared to 1.5x Sunshine. They just donāt want wands to be viable anymore I guess
you'd be guessing wrong
have you tried committing to a wand build on the beta?
no FSOA, no crits
you can do pretty good dps just leaning all the way in on bleeds and wand camping
mostly because combust is so strong now, but also because of auxilliary things like runic-boosted dbreath and sonic wave helping you make up for not using nami
Yes, thatās what I was trying. One significant point of friction was that Combust and Corrupt have >15 seconds CD so more than half my abilities are doing nothing in terms of burn synergyācompared to every single ability being impactful with FSOA.
Itās like that on main too, but at least I build adren with the burns to then fuel Sunshine Tsunami. Beta all my adren goes into Combust but half my abilities are to generate for Combust.
I still end up with a slight adren profit using Combust and Soulfire on CD, but nowhere near enough to fuel Sunshine stuff on top so it just goes into Wild Magic or something boring š
Sunshine alone I could fit if it was worth it by boosting burns, but Sunshine + Asphyx + EoF dump to make the Sunshine āworth itā for crit stuff is not feasible if I want to still use burns. Basically, I can do burn stuff or crit stuff but not both, and crit stuff with burn wands is better than burn stuff with burn wands because Sunshine.
Agreed it definitely feels that way with magic. They should just lean into the crit at this point
Combust and magma costing what they do and the fact that burns donāt fuel enough for the sun rotation really highlight that.
Not to your point but a whole separate point I have is that they should 100% extend this beta - range also is not in a position either to be released in this manner
leaning into crit has the problem
that there basically isn't crit gear for most of the game
We need a midgame ālesser Grimoireā. 0% crit in your pocket to 12% crit in your pocket is the largest single item power jump in the game for Magic besides the Crit Stick itself.
wat
No Grimoire to yes Grimoire is probably a similar jump of Etectonic to Tumekenās.
lol u funny
like
live Meteor Strike/Tsunami/Incendiary basically don't actually HAVE A buff at low levels
because you MIGHT get a single crit in those 30 seconds and you just aren't going to notice
RT, meteor is nuts in the beta. I never use it in the live game
it's probably my one concern from what I've been hearing
why is Tsunami still crit locked?
They're trying to give magic specifically a crit build
Because endgame crit stick is Jagexās favorite child, and if you donāt have one then skill issue.
I donāt have a FSOA yet, and wands feel significantly weaker in the beta compared to main.
can Tsunami get a biiiiit of power outside of critting so us newbs can use it for things?
(14ish year account lol)
Iāve heard arguments to change Tsunami to āon channelā which I like. Especially since I made my channelerās ring from scratch yesterday š it feels good to Ironman something. Still no synergy with wands but channels are cool.
Slightly different, but personally instead of building "burn vs crit" or "wand vs staff" I wish they went with different distinct spellbook identities. Lean into making abilities that are specific to lunar vs ancients vs normal. Build a full support style around lunar, etc.
Turn all spells into abilities, have a mix of things that cost runes vs adrenaline. Feels like there's a lot of room to play with there
Given that Jagex plans to remove the Mahjarrat aura in the near future, would it make sense to remove it from Death's Store now?
While that would be epic, itās way outside the scope of a ātri-style overhaulā. Weād need a dedicated Magic beta for devs to work on full time not 1/3 of the time.
Yeah, I don't get why they aren't just doing one style at a time and giving it as much time as is needed. That was arguably one of the biggest problems with the original EoC, they got to a certain point and said "good enough" and shoved it out the door.
To be fair- in the combat road map for this year they have earmarked at least 1 more period for rebalancing (End-game focused rebalance in fall/winter)
Looking at the Earlygame Rebalance blog, it looks like itās more about rebalancing (read: nerfing) skilling content instead of touching combat, plus there was no beta or any prior warning.
The beta is part of the early game balance though, it's must being mamaged ina. Separate bucket and kicked off a little early. The combat council has explicitly said the current beta's updates are focused on making early to mid game combat feel and progression feel better and bring them up to par with necro.
They've said an eng-game focused review and beta is planned for later.
Been plenty of chat on it on PVME as opposed to here.
I'd expect endgame balancing to be more about gear and reward tuning, not entirely reworking the core ability kits (again)
I know this beta isnāt about PvP but I just thought up a disgusting combo.
Wear magic power armor with Enhanced Kerapacās Wristwraps and the Roar of Awakening + Ode to Deceit. Start duel, adren pot, greater sonic, soulfire spec, runic charge dragonbreath to hit like a bus and drop prayer, combust.
Over 15k damage in one tick combust.
Oh something I thought of earlier, there are some situations where I don't want to AoE, ie I don't want to aggro something else near me. It's always been a minor annoyance since you can usually just avoid AoE abilities. But with ricochet becoming more of the core kit for range, seems like it'll be more of a problem without eating into a good bit of your damage potential
I'm also curious with the ultimate's being tweaked to 60% adrin. where does that put ring of vigor or is asylum's surgeons ring making a come back?
also i am liking the blood lust stacks idea, though it feels like we gain them a little slower then i'm liking perhaps the cool down on the ability could be tweaked. if the basic will be used to help sustain you in a fight i think newer players at the lower levels will find it easier to help sustain themselves if they build up stacks quicker so they could heal as needed in addition to bringing any food they might need. but that's just my thoughts
After testing melee for a bit, some thoughts:
Bloodlust is an interesting mechanic (in a good way) but stacks up quite slowly. Pressing Blow could just be put into Adaptive Strike and the generation would feel better, approximately double the speed.
Adaptive Strike is basically an improved basic attack and would make more sense if it were actually part of the Basic Attack "ability".
What if Basic Attack itself was a rotation where the "finisher" would be Adaptive Strike that gives a stack of bloodlust every 3 or 4 GCD (based on attack speed). This would compress these two abilities (Adaptive Strike and Pressing Blow) into Basic Attack reducing the number of abilities on the action bar even further.
It could be on adaptive, pressing, and fury tbh.
Ive been giving more thoughts to melee and its identity with dw vs 2h. A lot of 2h stuff debuffs on top of aoe. Quake, pulverize, and ezk. Dw hits more rapidly with flurry and adaptive, but this is less supported at the moment. Dw could lean more into self buffs too.
Also, its been noted that having destroy as a stun was useful and I agree. But this being a debuff feels more like a 2h thing.
What if they reintroduced destroy, but not as a stun. It could do the same rapid hits it did, but perhaps fully channeling it grants you bloodlust.
Quake could become a stun in an aoe.
Then if they wanted to get more fancy, have pulverize lower affinity on top of reducing damage taken. Or replace it with meteor doing the same but aoe for 50% cost. (change the meteor buff to a self buff like I mentioned in the comment I replied to.)
This still leaves dw without a big spender, so add frenzy back at 50% cost to match.
This should leave 2h and dw with more clear roles and identity while keeping them with counterparts to one another. Quake and destroy could be learned at the same level as well as pulverize/meteor and frenzy to help show they are counterparts.
I'm not sure if it's good to push the dual wield vs 2h concept too much if there isn't a specific creative build idea for it. Magic has something going with crits vs burns but but overall I think it needs a clear vision.
For example with animate dead, it was created just to give tank armor a use but it wasn't a creative build idea, where something that interacts with defensives would be creative if there's a vision for it. It ended up being more of a bandaid than a fun mechanic because players don't like starting the boss fight again from scratch. I like the place it's at in the beta, modifying the basic attack as a simple interactions. Plus I like lining up ticks by swapping to dual wield sometimes :p
Doesn't need to be a build around it. Just introduce aome meaningful choices to the player using it. Do you not struggle at all with a boss, then (ignoring ovwrtuned ezk) you probably want to mostly use dw abilities. If you get tour ass kicked by the boss, maybe its a good idea to either weave in 2h debuffs or use 2h all the time.
It would also be a lot better to give the core style an identity then build around it. Say they do this, lengs already do lean into faster hits, just wish they did a bit more with it. Ezk could lean more into the debuff side where maybe FB Rival reduces damage taken by 15-20% then could even give no damage boost outright or give more damage for each affinity debuff. Thats probably too confusing, but you get the idea. Then we have Tumeken's spear thing which obviously leans into aoe.
So really its already fairly close to doing so. But I agree on animate dead being a thing to force relevance of tank armor. Thats almost exactly how I feel about beta and even live ezk. Overtuned but boring.
Making dual wield vs 2h deal with some boss mechanics better could potentially be an idea for creative builds
Right. Already is the case too. If the boss does minions clearly 2h handled that. But due to ezk being a lot better, dw isnt better at much. Except something like arms at ag where fb isnt applied. Or crystals on seriyu. Etc.
Or even where affinity matter quake does that. Dw stuns with destroy. Etc.
That's the part where it needs a clear vision though. With minion mechanics, I feel like it's more difficult to make those fun compared to making boss mechanics fun
Sure, but it makes sense to have it sometimes. Most dont. But aoe can still have a role like arms and legs at Solak.
Thats where debuffs could be an alternative route only IN the fight rsther than before it. Like how if a boss kicks someone's ass, animate dead + crypt and its now much easier. But if not you go for power armor.
But of course you could have mechanics themselves be ideal to swap between. For example, if the arms at AG had a soft damage cap like nex. You'd want many small hits to get under it.
Or maybe the arms have really high defense, so you'd want that affinity debuff.
Just examples of ways they could add things.
I do still think it needs to be fun first but with roles I'd just take anything at all personally XD soft damage cap could be alright. I'd still say it depends on the system specifically though. If that system is fun or not
Right. Also Har'aken in Zuk has the opposite of a soft cap where you need big hits. Theres a lot of these types of things they can add in to entice better ability usage. That way every single boss isnt a nail and every style a hammer.
I also have a bone to pick wkth the beta shops. Why arent the heist rewards available? Or dclaws for that matter?
It would feel nice it melee 2h had access to flurry or similar
Telling us to playtest FSOA w/o a Grimoire or the Channelerās Ring enchantment is kinda silly.
Not that I have either on main but stillā¦
i'd propose that 2h-melee leans or focuses into 2 substyles
- AOE focus
- on-target debuffs
thus, to achieve point-1, 2h-melee should have more abilities that are AOE-focused to have it be a clear strength of the style's core identity
second, to achieve point-2, is that its abilities hinge on being able to apply debuffs to enemies. quake being a good example of defensive debuffs, but i'd like to see 2h-melee also have other types of debuffs such as damage-dealt-reduction on affected targets; but it doesn't all have to be just that, so abilities like meteor strike being a self-buff is still fine, and hurricane being pure-damage is also fine
as for dw-melee, i think it would be the one that we're already familiar with, where its strength comes from high damage focused on single-target
- single-target focus
- self-buffs to strength single-target damage
the current ability set is fine to achieve point-1, with the except of flurry to aid in some AOE situations instead of cutting dw-melee entirely out of the AOE gameplay
however, i'd like to see more usage of what we have from bloodlust, which seems like an afterthought that comes around only when it is available, rather than for us to build into - it essentially functions like runic charge, but performs much worse for dw-melee
therefore, bloodlust should be something more actively built up and utilised
bleeds being an identity for melee should be removed entirely. it should be a tertiary substyle that comes from weapons that alters abilities, rather than abilities defining it.
weapons like mwsoa and abyssal scourge could alter melee abilities slightly instead (e.g. deals 90% normal damage, but applies a bleed that deals 20% normal damage over-time), thus leaning into the bleed style category based on weapon (though i personally prefer it to be weapon-type specific, like all whips just have this passive weapon effect and ability effect)
Getting access to the 3 cast bleed cycle only when wielding a spear might be a good idea yeah
Like something that augments the base kit later in the progression
I feel like putting debuffs to enemies might not have enough to it to be a fun creative vision though
Debuff stacking will pretty much always be either too weak to use or massively over-tuned. In my experience across several different games itās pretty much always one or the other.
Even in RS itās very strong, like 10% DR from Enfeeble is the same as full t90 tank armor.
i think the 2tick gcd on melee dw auto is offputting accross the board. i understand the desire to make attack speed relevant but making it operate on a different gcd than other abilities can throw off timing and cause you to use another auto when you really wanted to throw an assault or a hurricane
it will probably also confuse alot of newer icoming players
Yup. I get what they were going for. Im glad they tried it out so we could see it. But I think having accuracy and ability damage on weapons is perfect mix of doing enough but simple.
This is what I was getting at earlier.
Um, maybe, but its kept in check if its not damaging. Like if a casual wants to weave in debuffs to help them sustain go for it. It'll just be slower than someone who doesnt. Its like crypt + ad only actually interactive. Melee would also gain a better role in groups where it tends to be lacking afaik. But I dont do group stuff.
@tight fossil
I cbf reading up and i have basically no clue of the state of affairs, nor what is reddit tier comments vs actual input lol
But the last thing i heard was that jagex is basically aiming towards removing bleeds? Is that true?
In terms of magic bleeds (t95 wands), they are significantly weaker than on main right now.
Which would be fixed if they just made Sunshine work like Metamorphosis used to and boost DoTā¦
It does with set
But for anything but endgame that's dumb
Coming from someone with bisbisbisbisbis mainscape playing a cgim without bisbisbis rn
Nope, the Tumekenās set got changed to synergize with FSOA a month after release
Ow wait you're right
They changed the set
Ye i played main on catboss release then fucked off to groupironmeme again
So we donāt even get that unless they add it back in (preferably w/o needing an endgame set bonus)
Ngl
I see alot of these changes as creating upgradespace
Taking away adren from certain things, or giving smokecloud a gcd
Smokecloud bombs and bleedgloves coming up
They're just copying osrs
I have 10 slivers of pain (magic enchantments) right now, waiting on beta changes to see if I should make the Kerapacās Wraps enchantment or the Channelerās Ring one
With niche cb upgrades for specific things in terms of gear in that way
Get everything brother
Also, protip of the day, if you're doing zimzam, just bring lucky tokens for witches
Itās 8 for the gloves or 10 for the ring and I donāt feel like doing more Undercityā¦everā¦
Will get you the things eventually
Or just send like 1-2runs darting jailer
But you can also just buy then iguess
Itās not the bosses itās just the slog that I dislike
Takes like 40 minutes for a run solo (I know Iām not efficient at all but itās still slow)
Mods have talked about taking smoke cloud out back to the gravel pit ouright.
Also idk what im talking about, could probs do it i 15 with bis necro/mage
A FSOA nerf? After all these years? Never thought Iād see the day
The thing im more uncertain about is my numbers, since i had to do the 25 fulls back in the days, got all my shit+ like a fuckton of spares
But we're getting offtopic
Good
4t is very much dead rn right?
As autos will still do a gcd
What happens if i tag a boss?
Yup, rip my cheap azz manual casting vuln
Run out of waterfalls rago, click boss without ab
Will that also gcd my ass for everytbing?
Your first Revo bar item will fire, no auto at the same time though
Cause that's the og 4t, tagging
Works with any style
The stick with magic is you can force it via bar
But click boss> ab, works with any style
Just a tick slower
Same way stalling is gonna fuck us innit?
That's gonna cause do many wasted shit lmfao
So*
Im not revoing brother
Stalling in general just triggers the GCD before the ability actually fires, it still doesnāt cost time when going off
In that case youāll just stand thereā¦menacingly
Itās only 3 pm for me, my brain shouldnāt be tired enough to make stupid jokes yet
So stalling is the same for normal in cb pvm like using a melee ab on a boss and running towards it and pressing the 2nd ab on hit)
Should be, yes
so, what changed then?
Cause that's basically the idea of stalling in pvm lol
Get 2 abs off in 1 gcd
Whilst timing them right by stalling the 1st hit
For stall on dummy then release on a different target (the unintended-but-now-a-feature stalling) it will fire immediately on target cycle, you donāt need to press Smoke Cloud at the same time anymore
Thatās the only change
Idm that one leaving
It was just obnoxious
Prebuilding is fine imo
But the stall on dums was over the top imo
Stall and release on same target unchanged, stall and release on different target is a bit easier
Feel free to disagree as iknow there are people that liked it
It does be skillexpression in a degree
But idk, it's in the ballpark of putting a bizilion dummies down to prebuild with aoes
It's doable, viable, better, but it fucking sucks
Have you seen the sub-2min Solak kill? 7 people building for 40 seconds then all hell breaks loose