#Combat Styles Improvements - Beta Update 4
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That also doesnt sound like op, that sounds more like weapon specs, tho which ones idk
Probably dagger spam like in live if its 9 times
weapon spec or not, that much damage is very nutty compared to what range and magic get ontop of sustain, excluding magic because it's not meant to be big hits
He hit the damage cap 9 times in a row, what do you mean that's not high damage
Literally all 3 styles get to do the same thing overall. Damage and adren ult, deal unlimited damage for 30+ seconds relative to taking nothing from most mobs
I'm just gonna assume it's melee barge from when it was broken and had no cd tbh.
Is that a weapon spec or an ability
This is like how people complained about the hit cap going up but "magic doesn't have a bunch of 30k hitters" while it was doing 30ks split between multiple hits anyways
Yea also 270k damage isnt really that much. Even sustained over a full minute magic outdoes that
Magic hits like 1.2m dpm at the top end, simply dropping a single hitcap every gcd doesnt reach that
I think I am starting to see why melee is as strong as it is, hitting 30k 9 times in a row in under 30 seconds is "fine" from 1 ability by itself, it should've been 20 times in a row to compete with magic
All 3 styles in the beta are doing something similar. Top end magic is doing a sun rotation where the whole time it's hitting 10-20ks rapidly + tons of bonus shots that you can't even see because they're going off and overwriting the hitsplats
@thin rose I went searching for it, it's literally called shove
It says it does 0 damage but I promise you he was hitting 30ks every animation
If so that would be a bug 🤷
I guess so, which is fine if it gets fixed
Dragon mace perhaps? 20% for 260% avg
It doesn't have the same animation, unless it changes to the shove one when you're using a 2H
Should be pretty straightforward to log onto beta and test it out yourself
I can go on and look but i'd be shocked if they have those weapons to put inside eofs, they are pretty niche
You can just buy a dmace from the normal shop, in heros guild
It is just as strong though, its base damage got upped by 1.13 so it’s 1.13x1.75=1.978, so basically 2. Not to mention new ultimatums and am-hej camp being more viable so it gets pushed beyond its live damage.
They should have reduced Overpower’s damage if anything to compensate for the fact that you can now use it 4 times in Zerk. Something like 500% average instead of 680%.
Math says dmace on max hit wouldnt hitcap without a crit
It's also not the same animation after testing
You were probably thinking of the rune claws bug, which did like 1150% damage because of a typo. It's a known bug though so it will be/has been fixed
it was specifically the shove animation from the Dspear spec
If d spear spec was doing damage that's a bug. The rune claw spec, which was bugged to have 1000%+ damage also is "awkwardly shove both hands at the target" as an animation
will go grab rune claws and test since I am on
And top tier magic was beating bugged claw damage because the latter was 30k per GCD with a little bit of adren building periodically, vs so many individual yet large hits exceeding that per tick
Yea actually bugged claws would be it surely
It could've been, it is the same animation
for my sanity I am just going to assume it was, because I don't want to have to go farming for Dspear
This is your daily reminder that ALL the range ability pictures look almost entirely the same and it is horrible. They need to keep some of the other icons like snap shot.
Agreed. The graphic team needs to update a few of the new ones. They look bad.
I doubt they are still looking at feedback tbh, I tried out the beta and it feels like ranged has been gutted and rushed out the door. Certain aspects are good but the icons are so horribly bad. I truly dont know how they made it to production
They are still looking at feedback
Ranged is expected to have some pretty signifgant updates between the current beta & monday's launch
Jagex please find a way to make Runic work on revolution, the 30 second CD allows it to work just fine 🙂 or allow us to que up runic so it uses it off CD, staring at the specific icon to see when 30 seconds is up is not good feeling
What’s happening to limitless in this new combat system?
Untouched for the time being because hp/defence abilitys still use the 50% adren threshold
thank god
I hope so because it is feeling absolutely gutted and horrible in its current state. Its not that it doesn't do damage its that there is absolutely no identity or flow in it anymore + those icons might be the worst part so far about the update. Every single icon looks lime green with no real idea of what is what anymore.
Yeah all the ability icons look blurry. Like they got deep fried
I feel like a lot of the players who enjoy the combat system aren't happy with everything about the beta but they aren't really giving any feedback, so it's a bit confusing
There's a lot of "change bad" without acknowledging that change needs to happen so at least try to provide a direction.
Range got hit with this the hardest I think cause the devs reverted a lot of good changes in response to players going "change bad".
Like using grico and watching arrows fly off to other targets is an actual frustrating experience, but players are used to using it for tagging enemies so "change bad".
It's been a little frustrating all sorts of things like that, the aoe ability changes to make them more powerful but cost adren have been met with revert it.
Imbue shadows had been met with revert it.
Autos met with revert it.
But then when players do come up with something it's things like suggesting splitting incite fear and tsunami whilst ignoring the existence of other adrenaline cost reduction mechanics to slip an end game buff though the back door under the pretence of making the game better for low-mid level players.
Wholely frustrating experience.
I think the grico change is due to specific high level interactions that do deserve acknowledgement (I don't know what these strats are but I do think they are there)
I do think it's valid to say change bad, as not saying it feels like gatekeeping gut reactions behind feedback, so it is an outlet of sorts. It would be better to rally these people behind a different set of words but there is definitely a voice that is left unheard.
Personally I think the issues with mage are lack of 4TAA spells (there's merit it to the interaction when looking at the timing aspect) with range lack of rng in shorter encounters (I usually suggest giving range 1 strong ability that does random amounts of hits) and melee.. I honestly don't know, haven't heard any feedback for melee (where my risk reward brothers at)
But then again I'm not at that high level as a combat enjoyer, so what I say could not be representative of what players do enjoy combat
I do think shadows, gales and aoe was fine the way it was with the first changes yeah (except essence of corruption stacking slowly)
I think essence of corruption stacks a little too fast now fwiw, but it probably needs to be a little overtuned whilst bleeds are a little screwed over.
incite fear shouldn't have been, or KEPT in this case, a steroid for Tsunami, it has nothing to do with anything thematically, whether it's water or the description from the Incite Fear scroll
Got buffs from both directions both in stack generation and effectiveness per stack, but bleeds are still inting in group
I wouldn't try to apply that line of thinking personality because then you have to change all the other spells to be internally consistent.
Looking at the necromancy spell and exsanguinate, smoke cloud gets a mild pass I suppose, despite not being either smokey or a cloud.
Sometimes, you just let the video game logic take precedence over the world logic.
Internally consistent with which part?
If you were to change incite fear on the basis that the in world text suggests it doesn't buff the player but rather causes enemies to flee or that it's an ice spell so why is it buffing the water ability?
It never made sense but it got a pass for being interesting after years of cookie cutter everything and it buffed a bad ability. Now they added a whole bunch of other effects/rebalances that could free that up for another functionality and they didn't
If they didn't overbuff the adren on sanctum weapons magic would be (comparatively) adren starved unless on ancients which was what made crumble undead feel bad even with 30% bonus damage
Animate dead could have been a tie in to necromancy, but instead it's some damage resistance buff that has nothing to do with raising the dead.
Perhaps a second necromancy aspect to allow for necromancers to have choice
Instead necromancers get the choice of an always on dodge chance buff, or nothing.
I say necromancers, but every style other than magic suffers from lack of choice in aspects.
It never made sense but it was the first ever aspect so it got a pass.
Yeah, AD shouldn't have been that, besides the fact tank magic is a bullshit premise and results in "the only good tank armor" years later. Another experiment that's okay to think about but didn't play out well
Wil there be another beta iteration? Or at they gonna release this version with minor tweaks on next monday
No point in another beta because they wouldn't be able to implement any of the changes before Monday
y i understand, I just vaguelly remembered them stating that there could be another version coming this week
It was mostly just covering on the off chance the lads wanted to try something.
@golden wolf The unarmed autos not working with the melee basic attack should be sorted (in the live launch not the beta)
Thanks! That was def my biggest "issue" with the current beta so happy to hear it's fixed for live
Will the hotkey options to go to the next/previous action bar be fixed in the live game for the live release?
I hope not manual players have it to good
In all seriousness though, I hate the fact that something got nerfed or reverted being because "I used it this way previously" it's supposed to change combat for a reason not be "let's give you what you used to have" people need to learn to accept change. Every beta phase it was just becoming more and more of live, damage getting nerfed to be closer to live servers, things got changed on how they interact so it's closer to live, I just don't understand it tbh, it's 5 steps forward 4 steps backwards
Can't wait for this update! Starting to think they only cared about gutting the game instead of making anything better.
Why are the build defining abilities unlocked at level 90 for all styles? Tried playing the beta on my lower level and it feels the exact same as live game very underwhelming.
Hello friends. Saw a suggestion about bringing back quake as the dragon warhammer spec.
It made me think of other abilities being removed coming back as special attacks too.
Detonate could be made the Wand of Treachery, camel staff, or perhaps better fitting the Dragon Battlestaff special attack.
Just saying this is a possibility and I'm not against it. I think it should def be considered.
Just give it to SoS, then we have a high level staff that could have an use outside of EOF,
I don't hate the idea; but the special attacks need to be situational; otherwise you're going to risk turning everything into current ranged meta with 5~7 EoFs.
I came from the GE topic where they asked us to told what are the update we're most exited about
Combat update is the one
As a mid-game player, i feel "obsolete", in the way that i was leveling meele until now, because necromancy is the meta and nothing but that works, i started leveling up necro so i can feel "useful" again
I hope the combat update bring back the other combat styles to meta again, i don't want to be forced to do necromancy because "otherwise i can't defeat this boss", i would like to level necromancy because it feels fun or because i like the combat style, it kinda feels like a negative experience and forced to
Sorry for talking about my expectations instead of the combat itself
This is the base goal of the Combat beta and in my opinion it's in a pretty good place. There are still certainly some issues, specifically with Range's gear progression; but the damage curve/viability of all 3 of the OG styles, especially at he early to mid levels.
I wouldn't mind sos having detonate as its spec but it doesn't really seem to fit it. D battlestaff seems to fit best imo. Mostly cause u get it after the dwarve quest that has to do with cannons and explosions and such
Yeah, it prob shouldn't happen with every ability being removed. I def think deto is a good candidate tho. Pretty situational Ability imo
That would be kind of redundant. Statius warhammer spec already does the same but better.
Cheaper option i suppose
the other 3 styles are definitely now in line with necromancy in the mid game so it won't matter which style you choose out of the 4 they are all going to feel similar in power instead of necromancy heavily overshadowing them in its current state.
please god fix your range icon before dropping it monday, they are so so bad.
Berserk's icon should honestly be tweaked, same with adaptive strike.
I just dont know why we have designed every range icon to look identical so when a player gets a new spell they can't figure out which one does what without reading it
One other thing: we need an option to separate abilities by modalities. Abilities should be split in accordance to what function they fulfil. So they should be in rows of "basics" that generate adrenaline, those that spend a low amount, those in between that and ults (higher amounts) and then the ultimates in a separate category.
This would make navigating abilities for a new player MUCH easier, as right now it's simply not possible to identify these abilities without knowing what they do beforehand for a new player. It's an unnecessary hurdle that makes them less likely to engage with the system and causes information overload.
Also maybe its just me but was I the only one who noticed the ammot consumption of range is so rediculously high with chinchompas? I'm think it was close to 60 a minute.
I have a strong feeling all this beta has done is made it so melee is functional again and destroyed the identities of the other classes. Very likely we will see alot more necros and melee's running around now with the other two classes short changed due to this beta getting smashed into the middle of 3 other restoration projects.
Beta is still ongoing.
Mage is in a decent place and ranged is being worked on.
Just gota be patient
I have far less faith than you after the early leveling restoration changes made that were also rushed and continued on the cycle of broken skill mechanics.
Early level changes feel good. Has made things a whole lot better.
This is the early game part of it, there will be more to it.
It did make some things better and it also left out like 4 or 5 skills that actually needed it. infact the only skill that really needed it more than any other skill was barely touched which was agility
Same with divination and the engagement of early summoning.
what if the robin hood outfit removed the channel on snipe 
it would be a snapshot then
that actually was my first instinct
snipe felt more appropriate due to accuracy
Azanna please tell me you'll atleast keep snapshot's icon from the current rs3 line up, because they look so bad man
would still love if an ability had stacks that eventually removed the channel on snipe or something.
a style specific builder basic that allows you to spend it on a 1-tile backflip dodge would go hard
I genuinely think it was a mistake to remove salt the wound because it kept you engaged and now there is no form of engagement within ranged.
thematically the point of a snipe is that long draw, big hit kinda idea so removing the channel/charge aspect of it just makes it feel like a normal shot thats just magically accurate instead of like intentionally aimed ya know
yea, totally get that.
Except the animation for snipe does not fit that intention, the damage is fine but snipe looks like a basic attack when its used right now.
i think i mentioned it earlier, or did an ingame report.
is it intended that the darkbow special attack no longer has the dragon arrow mutation?
The thing with range in the current RS3 combat isn't that it doesn't feel good its that there was too much bloat, but removing the bloat that existed ended up with removal of some skills that gave some level of engagement that should never of been removed. I have no idea why we removed healthy skills and bloat from the spell book instead of just doing exactly what needed to be done which was remove all the binds and other spells that had multiple functions of the same point.
I think a lot of that was explained throughout the various blogs.
a lot of that complexity is kinda covered by ammo juggling atm on higher end though imo
Salt the wound was engaging and also rewarding because it rewarded you IF you wanted to micromanage stacks or were doing multi target engagements. You didn't have to, the ability did enough damage on its own, but removing it essentially turned the class into, "revo bar and afk"
Ammo juggling is something I can confidently say is done by only higher level PVM players. I have been an average ranged player my entire time playing as well as doing mid to high content and only 1 time did I ever swap ammo ever. So addressing something that isn't a constant issue with the whole community as a basis for a one size fits all is exactly why the last theiving update failed on its first launch.
except thieving didn't fail on its first launch. it was extremely popular but needed the rates adjusted. at any rate, please keep the thread on topic
take it to modmail if you have an issue
but i am going to moderate threads to keep things on topic as best as possible
^
I meant it more so, in that there are various ammo's currently that offer the same type of build stacks and spend em pattern that salt the wound provided.
some of those are available earlier, but those tend to not be worth the effort to gather.
that said, given how much bow of the last guardian was taken into account, it wouldn't be unreasonable to say, give all shortbows a weaker version of that effect or something
if, once life a lot of people flag it as feeling lacklustre
it will be interesting to see general feedback once it's out of beta, I'd expect quite a busy week on reddit
Melee lost it's risk reward identity but mage still has it's usual rng identity and range multi hit/proc management. Personally I like gales as like a rapid fire combo too
I do think specifically removing Salt the Wound is a bit of a bummer because it is good early game training for how to use BoTLG and splintering/Wen arrows.
I think they removed it instead of fixing it because they didn't want BoTLG users to have to juggle BoTLG stacks + Salt stacks + Arrow stacks; which I think is totally fair becuase that would have been hell; but losing it in the early/mid game when you don't have either of the other 2 things sucks.
I gotta ask Sponge what happened to having a bolg variant in the base kit project ngl
probably also wasn't healthy to do 'early ranged training' farming a few million anima in shattered worlds
or the fact that it required 65 ranged, making it early mid-game at best
Wonder if these combat changes will lead to earlier game set effects for balancing reasons, early-mid game bossing accuracy and damages seem a little wonky.
They did say they where going to look at accuracy scaling throughout levels
Honestly meaningful set effects in gear from t70+ would be hella sick
Miss barrows gear being useful. Those where some neat set effects.
Time to 1hp bomb kbd dies
Gw1 armor could use an upgrade (item). I also always liked the idea of dragon-rider getting a passive
Yeah. Gwd1 gear is a bit on the bland side
so is gwd2 armors
Gw1 is one of the better early game boss intros as well. Should be more appealing to new players instead of skip to gw2
Had the idea of feeding melee barrows armors for their effects to malevolent. Ex. Feed full Guthans to full malev, malev gains guthans set effect, etc.
Could lead to the possibility of an Elite Malevolent variant. Really hoping they just make all this t92 stuff, t95 too. T92 is just so weird.
“Sit there and take attacks from 3 styles at once while Revo kills it, eat food as needed” is more interesting than GWD2 mechanics? News to me.
Think he's saying he wants gwd1 to have more incentive to go there instead of skipping it
What do blast diffusion boots do after update?
increase the damage of the next ability after using wild magic by 8%
Regardleas what ability?
Correct. Just any damaging ability after using wild magic
Thanks
Yea that one^^
No, it's 6 seconds of basic magic abilities hitting 8% harder
With melee getting ALL the heals now is blood reaver OP again?
Hot take: revo should be only be allowed to trigger basics.
Would solve quite a few problems..
Indeed
It used to be that way lol x. Long time ago
Revo is only for basics if you have it set up that way c:
nah. it should be locked that way. No spenders or ults
It has its ups and downs but it's def one of the things that makes rs3 unique
People are using spenders on revo? Thats massive dmg decrease, wth 😄
Having to interact less with the game > optimal dmg
Sounds wrong, when context=gaming
How is everyone feeling overall with this final iteration?
Mele is very good. Mage is good. Ranged needs some work.
anyone know if we're getting a refund on shattered anima with ranged ability removal?
Nothing has been said on the matter
What do you mean, the refund is that they fix combat styles
In one of the betas, maybe first or second? I remember getting a message about a refund on shattered anima, so quite possibly!
Disregarding damage, mage is nice, range good, melee kinda empty
Why melee empty, what led to your conclusion
Mele is the best in the beta so far.
Agree on that one
Just that there's less to think about and it's not very dynamic
I see, thats subjective, but fair
But i guess, simplyfication was the purpose after all
With the other styles, the core of what the styles were remained. Melee kinda feels like it just doesn't have a theme to it
Compared to live melee dagger spam? Or previous iterations of the beta? Or what?
Both. Dagger spam wasn't ideal but there was more to think about. Compared to beta 1 and 3 as well, which still made you consider your health. It was quite dynamic and intuitive as a way to include complexity
Defining the loss of identity would help to understand your take
Yea i agree beta 3 was cool but i also understand the reasoning of the gameplay patterns bejng not ideal atm (ppl life transfering at the start of each kill, not using the built in healing, etc)
I thinn mage is more debateable bc of bleeds still not critting
Difficult to balance that, maybe an aspect that reduces max hp but amps all damage in the future?
Why going all in on crit and still support bleed effects
Yes we are. The message for this currently appears the first time you log into the beta if salt he wound is already unlocked on your account
All mage needs to do is rng imo. I hoped melee would stick to the design philosophy of keeping what was previously an identity though but I guess it'll take longer to replace
Idk man in my head mage should be about ctrl. Rs3 magic isnt bad, but not sure how i feel about it
Perhaps there could be more in the future where we have already figured out style identity and then start looking into sidegrades
How busted would magic be if it had lets say a certain boosted base crit chance in early/mid game since they seem to really want to keep pushing crit or nothing with mage
The base crit chance would drop down to base 10% from the kit, once your gear pushes you past the decide boosted crit amount
Example (Obviously has no consideration to balancing but more as a visual):
Has 20% base crit chance instead of 10% from kit. Once you add 10% from gear, youll have 20% instead of 30% then gearing goes as usual. By doing this the gap between nothing and having crit doesnt feel so big
Gconc getting high base crit helps with that a lot, though there's concerns that's a bit tooo powerful
Well, maybe just a bit. Still gotta get a lot of upgrades
why
Why what? Offering an idea to possibly help mage not feel so crit reliant, especially early/mid game when you dont have it. Crit shouldnt define the style, it should enhance the style
It'd still be crit reliant, it'd just have more free crit in that case. You COULD shift where crit is in the kit in terms of lower level gear providing some, which would be phased out by upgrading to higher level meta gear so it's not net buffing, or needing weird "suddenly you lose base crit" changes
You would also want to add more effects which don't rely on crit, if not actively incompatible with it so you might build in another direction entirely
More than exactly one piece of burn synergy gear when :L
there's no crit magic stuff until the tail end of the game either. Tsunami's 90+ now, as is incite fear, as is FSOA, as is tum, etc. Which is why it feels lame to say "this is the identity" when the identity doesn't exist for most of the journey. Some of the earliest "crit matters" stuff is in the mid 70s with smoke cloud being "I want to crit because my crits are additionally enhanced"
bleeds criting ☠️
Is magma tempest a bleed? Cause you could crit with magma tempest before so... maybe it could be a thing c:
no
no,isnt
hmmm... couldn't there be a way to make all bleeds work like magma tempest? Not the not critting thing, but maybe it would stop bleeds from being overwritten if they worked like it. Cause magma temepest is kinda of a bleed, being dot and all
I know for a fact they would delete combat before they allow magma to crit again
no it's not
good times, when magma tempest could crit and shadow reef was a thing
I think they could do something like this with Limitless, as it thematically matches the name. However, not all styles have good bleeds..., currently it's half and half.
bleeds/burns/dots don't need to crit. The stat is already valuable and the values on the bleeds were chosen on the assumption they didn't interact with a number of modifiers. Changing that would just mean a new reliance on crit and such to make them good, they don't need that
I mean that's fine then they don't have to crit. It seems like that's possible since magma tempest don't crit either. Like maybe bleeds just put an invisible damage thing above npcs (like magma tempest)
for what
4 what, what
For what purpose are we "adding invisible damage things above NPCs"
Fixing the fact that bleeds override other bleeds when used by other players.
cause ig that's what magma tempest does, ig? It's something that falls and damages opponents. If it's invisible you just dont see anything falling and it looks like a bleed. Ig it just need to follow opponents around? Idk if that be possible. For the purpose, what Key said, yeah
Its a ground based aoe.
Not sure how viable that is for fixing bleeds.
Makes me wonder what kind of limits have kept them from fixing bleeds already.
It's literally not. It's not a bleed or burn. It's a zone that periodically harms targets within it. If they want to "fix bleeds" they change how the debuff is applied so there can be multiple instances of it tagged as from multiple players, as much work as that is for the existing systems.
I mean bleeds would still be dot, it's just ig how they actually work and are implemented that change ig?
Something with the way they currently work, just makes it so they're overwritten. Idk, I would hope this gets looked into. It seems plausible, but only the jmods would truly knoooo
I mean if that makes it so they're not overwritten and they still basically work the way they do now (dot), then who cares how it actually works behind the scenes?
Considering the devs have said they’d rather delete DoT than rewrite it to stack in groups, I don’t think it’s a simple fix at all.
I think Magma Tempest just “launches an attack” on any target within its area, every tick, rather than “this area deals damage directly”
I mean if they can just make that follow your opponent around and not be seen, it basically just be dot/a bleed
DoT is applied as a debuff on the target itself while Magma and also regular abilities count as your player launching an attack. That suggestion is still rewriting bleeds fundamentally from a debuff to an attack which the devs already said is basically impossible to do.
zone based damage interval, vs debuff on target.
I mean they could just delete the current bleeds and make new ones that work as suggested above? Should be possible?
okay, if all that matters is "no more overwrites", make each dot/burn/bleed/whatever a status effect that tick down at different rates/amounts of damage, that people contribute damage to when they would be reapplying it. Then you remove it being attributed to anyone since it's just an effect harming the target, so no on-hits, no soulsplit, etc. Additionally, no more need for things like instant-proccing all the damage so you can take those off the wraps/roar
Instant procing with roar allows for extra damage because it resets the cooldown.
It doesn't have to instantly deal the damage if there's no overwrite. If it's going to hit for 50k over time, and it currently resets the CD, you can't recast it without wasting the damage which is why it instantly deals damage. If it's just stored damage on the target, a refresh would mean you could just immediately throw the second cast on to store another 50k on the target to tick down
I mean all of thay stuff could still work. Items and other abilities have effects on other abilities too not just bleeds.
Maybe instead of stacking bleeds to fix group bleed heals, the total bleed damage is calculated on the initial hit then applied, and the heal is applied to self as an over time effect similar to the new-ish prayer i forget what it’s called right now. Or like an inverted tmw bleed
if it's like TMW, beta splintering arrows (or mutated dazing shot puncture in live), etc it isn't compatible with a bunch of "this effect is mine, give me lifesteal and my onhits" effects. Which is arguably fine to make distinctions on what those types of damage and effects those attacks and statuses are for
I don’t know how difficult it would be to code, but maybe DoT stacking could work like the masterwork armor set effect that adds all damage to a pool, normalizes it, and ticks it down over time? Similar to what El Natural said, there already exists code for stacking damage into a DoT.
Im not saying make bleeds stack thats probably busted, i’d just like to see the heal persist if the bleed is replaced
Why would bleed stacking be busted if singleplayer bleeds aren't busted? The fact remains that any single DoT player (Roar and Ode/Masterwork Spear/Splintering Arrows) is going to be less effective than that same player using standard attacks (FSOA/EZK/Ful Arrows), so a full team of DoT players is going to be less effective than a full team of standard attack players even if DoT is fixed to stack in groups.
if you have 10 people dealing max dpm, and for example bleeds for that are 4k damage / minutes.
the total damage per minute increases by 36k
actual numbers are way higher, but the tldr is that damage would go up by a significant enough amount, that it'd increase boss kills / day notably
DoT abilities still cost a GCD, they aren't "free damage" like weapon poison. When you have the legendary weapons your GCD can be a lot more valuable than a DoT especially under your damage boost ultimate, or when hybriding.
the free part, is where you now get 10x the damage contribution that dots had previously.
it's pretty simple math
the thing is that nobody with a t95 2H was using DoT in their rotations ever anyway.
everyone with nakatra weapons, however surely is
If you have a full team of players using the nakatra wands then yes the total damage goes up, but if you have a full team of fsoa players then the damage your group was already dealing is still higher than the wands group is doing even with DoT stacking. Making DoT groups stack is still not stronger than regular damage boost ults.
With how good the mele bleed is they will definitly be used alot. With mwsoa especally
Melee bleeds for sustain is different than magic burns for DPS. Instead of overwriting your teammate's damaging ability wasting a bit of DPS, you're actively stealing HP from them which is far worse and needs to be fixed even more urgently.
Im less concerned with the damage and more interested in the sustain (tank player at heart). Thats the point i was trying to get to not so much the DPM, solo/duo casual players dont have to worry about that as much but my duo buddy sometimes melees as well and i would like both of us to have the good heals.
Well you meleers are being given heals from bleeds now - so your sustain is actually better
What Dave is saying is that in groups, if both players are trying to use the new melee bleeds for sustain, they’re going to constantly overwrite each other, in addition to wasting DPS. A DoT rewrite needs to at minimum fix the first issue of heal overwriting, and hopefully fixes DPS loss too.
Ngl man has a point
Melee sustain is cracked in the beta.
You can functionally afk Raksha in a setup that costs <500m
People could already do that pre beta tho
...that's the more than symbol...
I don't think you guys are some the same page as me when i say afk
i mean afk. No BD pools or rock dodge. Like; hard afk. And faster than he current low-input necro settup.
You could do that before i thought? There was a setup that was 0 input melee raksha revo++ before beta too, using t90 gear.
The only difference is that it got easier and faster at that gear range
Was a bleed build with abyssal scourge
you can stand there face tanking tail swipes, mind poison, etc with a mediocre revo bar
you can clear 5 crystals on ambassador spin and virtually afk him on a revo bar of "just dismember"
Melee skill expression after beta might be from annihilation spec and then also picking when to meteor only at longer encounters (or cd modification encounters)
Im not saying its not “Cracked” but one of the main things they were trying to do is improve sustain and multiple players competing for their sustain is probably not good game design. Personally i don’t care if they nerf the damage and boost the heals (because damage scaling). But in the scope of heals, the new bleeds are for example both stronger and more frequent than excalibur and deals damage. It is peak sustain and there are a lot of melee synergies to go with it.
Would it be a bad idea for the Enhanced blast diffusion boots, Laceration Boots and Fleeting Boots to have a passive effect like the Mobile perk?
Man, why did they neuter energising so hard in the latest patch? 150 accuracy is basically useless to anyone who actually has access to invention and is willing to perk out their gear
that won't be the case if they release more content with high armour ratings.
150 flat accuracy bonus is nothing at high levels
Certainly not worth picking over another perk
Hi there Coliflour 👋
It's like 3% if your accuracy is at 5000 (it's around there before 120 stats), which is not terrible for an armour perk.
you can also get it early on in invention including comboing it on crackling or something
Perhaps more than I realized. Still an odd design choice though to make it flat, I don't know why they wouldn't keep it % based so it's consistent throughout the level bands
Was looking at gizmo combinations, and the most realistic place it could slot in would be with Invigorating 4 + Energising 2
It was probably a touch overtuned with the previous numbers
ppl use energizing?
In beta update 3 they had buffed it to 3% hit chance + 1% per rank
Because it was warpingly strong at % based, and they wanted an early/mid game perk that didn't affect end game as much
For context, since melee and ranged don’t get crit buffs anymore, 7% accuracy from energy 4 was better than 8% crit from biting 4 at bosses where you don’t have perfect accuracy even with 120 stats
Way too strong for such a cheap perk
Also lets you use more accuracy tradeoff stuff effectively, like reavers ring and ful arrows and whatever else
Oh and dba
We really didn't need dba meta to be stronger than it is, its already basically the best thing you can do during a prebuild and between zerks
Yeah the previous version was definitely too good, on account of it being hit chance based and the raw numbers being too high. I'd think something like 2% + 0.75 x tier% accuracy increase (not hit chance) would be more in line. Or 1 + 1 x tier if they want to make it less potent as a combo perk. Just prevents the flat bonus scaling weirdly and being too good at lower levels and scaling poorly at higher levels
May God bless the developers and may they have cooked well.
Super excited to try out the combat styles tomorrow 
Tomorrow should be fun. I think a lot of people are going to be frustrated early on as they have to shuffle their bars and read ability descriptions; but overall the beta feels great and I have confidence the late range fixes will help.
It's happening 2morro?
Better enjoy using the abilities I've liked up til now while I can!!
Yes; planned for tomorrow.
I knew that the beta was ending, but thought that Jagex would need some time to sort through the last week of feedback
Per the latest conversations with the CB team on the PvME discord, magic and melee are expected to be pretty close to the same as the current beta, ranged is expected to have some non-beta tested late tweaks.
It's unfortunate the UI tutorialization is only available when unlocking a new ability. I imagine it will be quite overwhelming for existing players to be suddenly confronted with new abilities or loss thereof without any kind of in-game guide, especially if you haven't played the beta.
Agreed.
I do think the current beta changes make combat a lot more intuitive, and not necessarily simpler- but less bloated with "noob trap" abilities‐
I really really hope that on release Monday there's some kind of mini combat academy or even just suggested Revo bars available
so many big changes so quick, I'm anxious
It'll be for the best. Ive got a gut feeling.
There will be Suggestions how to combine abilitys if im Not mistaken.not sure about revo bars, I think, the abilities read quite understandable and Logic, if one is Not willing to Take 20 Minutes to read the abylities, why they are Playing RS3 in the First place. Doesn't need to be Hand Holding
The average RS3 joe any MMO player and reading, a match made in Infernus
It will take much longer than 20 minutes to not only read the tooltips but also to process the information and figure out how to set up an ability bar. I personally never bothered to learn what the individual Melee, Magic and Ranged abilities do because the amount of information is just too overwhelming. I just copy bars from elsewhere. I can only do full manual with necro.
Auto-setup of action bars will need to work well. When I tried the beta, it didn't, so that's not promising. Also, I haven't seen anything about suggestions on how to combine abilities for players who have already unlocked them. Tutorialization popups trigger only when unlocking a new ability.
I was not suggesting, someone who doesent havy any experience should go full manual, but if you read an abylity that says "reduces adrenaline cost for next abylity x %" it is clear, that you combine it with ultis/spenders. Thats what i meant
You're assuming someone will even get to the point that they will read all the tooltips before getting overwhelmed, and then also know what to do with the information. The Fury ability right now says: 'Increases the Critical Strike Chance of your next Melee attack by 25%.' (This is the first time I'm reading that, by the way.) A new player who just unlocked the ability will get a pop-up that says to try combining it with Overpower. But as someone with 99+ Attack and all abilities already unlocked, I will have to figure that out by myself. The result is that I will probably opt to go do something else instead.
You read what it does, thats how you figure out, wether you get the pop up or not, if you want to learn it. This is not overwhelming, it's logic.
Having this chat here is important, especially post launch specifically. Devs will want to get feedback from how players feel and they also have intention to possibly release post launch updates/fixes
I've wanted to learn the other styles but the amount of information is overwhelming, whether you can empathize with that or not (you obviously can't).
Something I've recommended before is that there should be an option to highlight abilities that work in tandem with one another based on raw damage % e.g., if you use Greater fury/Chaos Roar, it should highlight overpower. It would really help to tutorialise combat for newer players. It would really help to tutorialise combat for newer players, and realistically plugins should be able to do this when those are released.
Listen. It might be overwhelming for you, but I can't see how this is too conplicated to understand if someone tries. I don't hold grudge against you, I don't want beef, we are just discussing.
For what it's worth, if people want help understanding combat a bit better after launch tomorrow, feel free to reach out. The update does make some if it easier to follow/understand but we aren't quite at a super good spot yet
What would you need to be more clear? How would you write the description
Yes, that would be incredibly helpful
Descriptions are only one mode of teaching, memories are best consolidated when multiple different scopes of reference are consolidated. It's why adding something like a highlight system would be invaluable to teach a new player what to do intuitively.
You want combat to be intuitive, not reflective, as it should be something habituated.
At the very start it's not going to be an automated process, once you automate the most basic part of the procedure you can think about the optimal procedure, and it decouples a major aspect of difficult—cognitive load. If you overwhelm someone with information they not only recall it worse, they'll feel disincentivsed to learn.
It would help to understand what doesnt feel intuitive for you or new players, to understand your stance.
My stance is based on cognitive psychology, and what I just explained is a framework operating on priming elaborate rehearsal.
This may come as a shock to you, but when I log in I just want to play the game. I don't want to have to spend an hour reading through every single ability and learning how they're supposed to work together before I can do combat. If that's what's being asked of me, the choice to stick with necro is much more appealing.
Bro, english isnt my first language, can you just explain it more relatebale? Xd
So time investment is your problem
In essence: the current system does try to teach new players to chain abilities, but it only does so via text. Doing so is a very inefficient and ineffective way of teaching people, and it's an inferior method of doing so compared to using for example the highlight system I mentioned a little bit above.
So, my stance is that new players are being given information in a weaker manner than they could be, which is making learning the game for them harder, as people learn by doing, and the game isn't making them do anything, it's telling them things, and using words that they have no real conceptualisation of.
Okay i can work with that, well explained i get it now
At least new players will get tutorialization. Existing players will get nothing at all.
e.g., If I asked you to learn a completely new skill and started using nomenclature, it would mean nothing to you until I explained it, it's why it's much better to use a term like that and then explain it afterwards, and re use it, or even better yet to give a direct example of it that the person can use. I think the combat system in the beta can work very well for players, and I think that with the upcoming plugin system it will 100% be easier to bridge the gap for new players, but as of right now really one of the easiest ways to tutorialise players into combat would be that highlight system I just mentioned.
Nothing crazy, just something simple enough to get them started and get them doing simple combinations, with possible expansions to it being customisable—as this game has a lot of very skilled, veteran players who are happy to teach newer players, and even that en masse would really help.
i think its a great idea, a simple on or off switch in config and this will help so many player about sinergy of abilities. making this aware of GCD help about the tick system so you can do the ability in right time
Yeah, I really do think it would immensely simplify the process of onboarding new players into combat, and getting them both interested and invested in it.
Still.. I mean, imagine, you try to learn chess, a cardgame, or an other mmorp. I agree, the less bloated with "game knowldedge based key words", the easier to understand, in the end you want the game to be easy to understand but hard to master. Regardless what you trie to understand, you always will need to put some kind of effort in it. Maybe I disagree on the take, that it should inherit a level of simplyfication, where almost no effort is required to build own rotations.
Chess is a reflective game with a set amount of rules, but it's not a solved game, per se. But based on the moves played, it effectively is. Runescape's rng makes it impossible to ever be fully "solved" but it can be made optimal. You can have informational bloat, and you can have what I term "pseudo complexity" or systems that are difficult to navigate and manage that create difficulty or player friction because of how poorly they do their designed task.
Runescape tells you what to press and what to chain without explaining any of it or showing you it, it's like if I took someone who had no knowledge of what a car is, and then asked them to hold down the accelerator. That's why I see communicating what an accelerator is, what a break is, and what they all do, and mean alongside what the optimal synergy is between them, and what to keep track of, one thing at a time is optimal.
When you first how to ride a bicycle, you need to learn how to balance on one first, before you learn how to ride faster. Runescape needs to teach you to balance, then it can teach you to juggle everything else, preferably by showing you like a parent teaching their child.
People like to learn games intuitively, intuitive game design means the onboarding process is both faster, and self contained, meaning no wiki requirement meaning no further player engagement as the barrier to entry becomes much lower. Nothing about the combat has to be simplified there to make that work, all you're doing is changing the focalisation of the elements already existing.
tbf there's a lot you can infer from actually reading your abilities but a lot of people can't even be assed to do that and they'll just ignore every pop up no matter how informative or well tutorialised it is
not that the game shouldn't try, for those who do actually care
Thats kinda what i was trying to say i guess
Like you might not do a perfect rotation, but it's pretty easy to intuit from death swiftness "I should use this every minute and try to cram as many big abilities in it as I can". Then maybe you run into the problem of "I need to build a little bit before I can cram big abilities in my swiftness". And then you unlock adren points and "oh this can help me get the adren back for big hits after dswift". Or you get BOLG and if you actually read your abilities you should know which abilities you want to build to 3/7 with and which you want to spend on 4/8 just looking at the ability damage and hit counts
You're not incentivized to learn it. Why would I invest time into reading abilities and trying to figure out how they work together, if I can instead copy a bar from the wiki and go kill stuff? That is until I get to a boss where manual input is mandatory and I need to suddenly learn the skill from scratch.
Because you want to play the game, its your hobby, every hobby requires effort, time, experience
being able to actually attack while moving was a good enough incentive for me
that and the whole reason I even made an account and got back into the game last Jan was because I was watching a friend stream ranged at Glacor HM and I was asking about their buffs and when they explained balance stacks to me I said I need one and I need it now, how do I get it, and went and made an account
Yes, and all of that is addendum to the fact that this is a much higher barrier to entry, and an unnecessary one for none other reason than "it's possible to learn therefore it's good enough"; which is a major shift of the focus of the discussion, which is effective and superior tutorialisation.
there is some tip ingame that tell DoT cant be buffed in sunshine/berserk/death swiftness and that DoT cant be stacked in groups?
Communication needs to be clear and actionable, as reflective cognition is not habituable with high cognitive load, so even in that case the base assumption is tenably false for a new player, unless they're already majorly relying on revolution.
Its not like existing players wouldnd have to addapt to changes
They would not, as these are onboarding devices, which may be entirely disabled at a player's whim.
for dots, no, which has been one of my complaints about the abilities, however the tooltips do specify the DOT applies to a target, not targets
That's my whole point! New players get tutorialization. Existing players don't. They will be thrown in at the deep end tomorrow.
As I said, tooltips literally tell you what they do. If you are already playing the game, you can translate this information. Your claim is, it takes hours. My claim is, it does not. If reading abilitys is too much, your take is kinda "i want to be able to kill evrything without reading anything, not for once" thats what it sounds to me. Im not saying thats the case, but thats how i read your words.
You're both wrong.
Its not about being wrong, i try to understand his take, bc i really dont get it.
it took me like, 10 minutes in the beta at a training dummy reading the new abilities/changes and then hitting the dummy to then go and get similar or improved kts. it's not a tall ask imo
I like this man xd
You're not trying to understand. At all. That much is obvious. That makes this conversion not worth continuing.
Bc i dont agree doesnt mean i dont trie to understand you
Oh I didn't actually read anything, but yeah on the beta I read abilities and for magic and ranged was able to put together an okay bar from reading the abilities alone
Melee I couldn't but that was before melee got a bunch of big changes so might be easier to make a decent bar from reading what things do now
Atervanada, pls dont take this conversatiok personally i dont know you you dont know me we just dont agree and thats ok
Your argument, which can be summarized as "get good" and assumes I'm lazy, is just incredibly condescending. Have a good night.
Did i call you lazy? Nah i didnt. I believe you, that you tried, what i believe is, your approach how things should be is maybe sort of lazy, i give you that. But to make this clear - wether if its true or not, its okay to dont agree, so lets stay cool on both sides.
It's just a red herring.
This is crazy man.
Can players feasibly do X is not the same discussion as is "Is X incorporated the best it feasibly can be?" (resoundingly no, hence the highlight synergy option suggestion), which is why I've reiterated twice now that it's addendum to the the crux of the issue. But since the former is a much easier and opinionable debate, people feel more comfortable to discuss that, the latter is very much something I can scientifically evidentiate through the dual process model, cognitive load theory, and heuristic learning contextualised within UX and Game design systems aka heuristic evaluation.
Realistically this is something a Cyber/game psychologist contractor would also very happily help Jagex with, if they disagree with that style of approach from a random player with unknown credentials.
I've reset my skills in the beta and tried to learn Magic with the tutorialization popups. It works to an extent. Not the auto-setup action bars, because the order the abilities are put in makes it so some never trigger at all. But the explanation and particularly the suggestion to combine ability X with ability Y is, I think, good for new players to learn manual combat. Not optimal, not by a long shot, but better than what we had.
My point was that existing players do not get the benefit of learning combat this way, so they're likely to be very overwhelmed tomorrow if they haven't played the beta and especially if, like me, they never properly learned manual combat before. Apparently this is very difficult for some people to comprehend.
I agree, mastering combat is hard. But: you dont need crazy knowldege to create a bar that is able to kill midgame bosses, even if you throw it randomly on a bar. If we are talking about optimizing dmg, perks, relics, faniliars etc, OF COURSE it is more complex, it's supposed to be, bc it's for endgame.
Why the hell would that be only for endgame?
Bc you dont need optimited dmg to kill vindicta.
And if you are at a point where ypu want fast kill times, you are already invested in the game
Why would you not want to optimize damage at all points along your gameplay journey? Why only in the endgame?
Bc then, there is no optimization process involved. If you were able to everything right away, without experience and investment, it is meaningless
That makes no sense at all. Do you know what the word 'optimize' means?
Why doesnt make that sense
Nobody's asking to be 'able to do everything right away'. Optimized damage doesn't mean maximum damage possible.
Okay sry i used a wrong term. Not a native speaker, you are right here
Okay: Lets trie to solve this now. Of course, you always want the optimized damage for your current lvl. Agreed. To optimize your damage you need to figure out rotations, setup, and also the bossfight. So if you actually want fast kill times, you need to put a lot more time into it, compared to a "i just want to be able to get the kill" agreed so far? Ok: the point were we devide is (correct me if im wrong) x ammount of time required to optimize dmg = too long / = okay. Is that correct?
No. From the start I've talked about the difference in experience between new and existing players. My point – and I don't know how often I have to repeat this – is that new players will be given information piecemeal as they unlock new abilities, including how to combine them, while existing players will be thrown in at the deep end tomorrow and be on their own.
It doesn't make any sense to argue that existing players should be required to put in a lot more effort than new players, unless you believe that new players also should not be given any form of tutorialization. I really don't know how I can make this any clearer to you.
Existing players do have an advantage. They already can translate ingame information, bc they play the game. They already know online sources to research if they dont understand certain things. They basically have the tools to learn something by reading the tooltip. They also are able to learning by doing. Now we are back at the point where you say "it's too complicated", and we already know, we don't agree on that, beside that, is it even confirmed, only new players get the pop up when updste launches.
Tbf existing players shouldnt have to find that information externally, it should be clearer in game
Thats debateable, agree on that, still, they should be able to figure out on their own. Its not like jagex requires you to study 2 lines of text for 3 years
They absolutely can, but I think you are missing Atervandas point ever so slightly
See, you just don't get it. It's a good thing you're not a game designer.
Never claimed it would
The disconnect arises from this: older players already know what to expect.
You can't say "the puzzle is still solveable tho" in response to "it's harder for a newer puzzle solver to solve a puzzle that's completely blank" compared to one that's coloured in, and has very clear patterns where the other pieces fit.
Runescape is currently doing exactly the first option right now, which is the contention Atervanda is raising.
Tutorialising players by introducing more systems than just text is not a big ask, nor is it a time-waste nor a squandering of resources. The action bar system's revo bar shows they already have the tools to highlight bars, this would have to be updated to include individual inputs, which would then be highlighted to allow a player to understand a basic rotation order in full manual.
Saying "You can still learn it right now though" does not address the above, which is why I said a bit above that this is a massive red herring, or a case of missing the point/changing the discussion without addressing it.
I think you guys are confusing existing players and experienced players. I'm an existing player, but I returned more than a decade after the evolution of combat. I never learned full manual combat in Melee, Magic or Ranged. I do not know what the individual abilities do, so no, I can't just translate old information. I will be starting completely from scratch, without the benefit of tutorialization.
Consequently, it is very likely that I will do what I did before: copy a revo bar from the wiki and continue to use Necro for the most part. Path of least resistance.
The "older players already know what to expect" was more an expression of the general philosophy observed more so than any one shared view. I'm also an older player, but within the context of learning a system fully manual, I am a "new" player to it. Even if I am aware of the existence of systems, I do not know their individual synergies, even if I do understand their conceptual function. Early on this causes needless friction, later down the line this is purely a reflective note, and not something inherently actionable without being parsed further (which was my other argument above), which is a much weaker form of teaching than priming a player to apply that knowledge.
I truly do believe what's most necessary is the tutorialisation of these early game systems, and integrating an intuitive, integrated and responsive player feedback loop to let players know what sequence of abilities they should be using in order e.g., chaos roar causes overpower to light up (as an optional toggle), things like this greatly incentivise player responsiveness and if nothing else will teach them to play reactively, not passively.
This is what is meant by cognitive load, btw. The path of least resistance will intuitively lead people to choosing that option, especially if they're primed through system 1 cognition. Psychologically, introducing a basic highlight system to teach new players ability rotations in full manual would entirely resolve that tradeoff, as they would have a much lower baseline to start from, much lower risk, much higher reward, and a mid line.
Adding player driven customisability to this, like integrating further additions to it would really also help. e.g., End game players could share their ability highlight orders to new players.
If anything I'd like videos of the devs doing rotations at different levels with different gear, I always wonder what type of rotations they have in mind
What do you mean by "player customisability"
Options between, and within full manual, revo and revo++ to enable superior scaffolding and therefore system integration and recall.
So, the aforementioned. I reworded it to player driven customisability to help better frame what I'm alluding to beyond the context of the customisability afforded by it.
Another question - would you rather see, jagex pushing players to learn full manual earlier in their line of progress? If yes, why, if no why,
Right now, Jagex doesn't push players to learn manual in any line of progress other than for achievement hunting for something like the PvM unlocks. I believe revo should be sequestered to be an afk training method. Manual should be something that you learn once you're post 99s, or simply need higher damage output. The reasoning being that the current combat progression system isn't engaging enough to capture the attention of most players, especially with current XP rates in most cases, until it gets to around again max combat stats which again will be raising to 120. Onboarding players to manual should be something that's taught, and primed early on to motivate them towards early game bosses, or side-achievement hunting as Jagex continues to add those.
This doesn't answer that question but I'll point out that people's perception of full manual will depend on the game they come from. For OSRS players trying EOC or people who played pre-EOC it's a lot more daunting, but for people who come from other MMOs, full manual may just be the default to them
I'll also note that casual and full manual are not mutually exclusive, FFXIV is one of the most casual friendly games I can think of but that games still full manual only
Agree. Revo needs to be toned down alot in terms of damage.
I get wanting ease of use. But being able to just click once and afk a boss isnt good.
Having revo being a stepping stone to teach players how to full manual would be ideal.
Get them started, then teach them as they level up and unlock abilitys how they work together and that they can get more damage by triggering them manually in a proper order.
Imo. Revo should at most take you up to starting gwd2 in terms of bosses.
Let them get aquainted with things then have them start using full manual as they continue on.
get them to start using spenders and ults on there own.
What if they added "suggestions" for what to use on revo bar. For example necro stackbuilders
Wouldent be a bad idea.
One sugjestion i heard was locking the revo bar size to 3-4.
Letting people trigger a few abilitys but not letting them do a full rotation without any manual imput
Ye, 3-4 would be ideal
Letting revo be like a set of training wheels that idealy will be removed once you learn how things work
Would allow for afk training since only 3-4 aoe abilitys are really used for that. But tone down the boss damag so you arent afking amby or rahksha with no effort
This game is primarily pc based.
Game health needs to be considered for the majority. Mobile will still be useable.
But it was never intended to be the primary way to play the game.
mobile users still pay same membership. They offer it now, so your point is invalid.
So game health should be ignored because people play on the version that has les buttons?
Revo also helps players with disabilities access the game. no, game health includes mobile lol.
also, saying "you can still AFK on 3-4 abilities" is... the aoe's aren't THAT low cooldown lol
there is nothing wrong with revo lol.
The game from the start has essetilly beenn revo, hit and afk lol.
In some way it is, bc it teaches you to do less dmg by default
Sure you can. You will still have moments when aoe abilitys are on cooldown and you will be using non aoe basics. Thats what the no cooldown basic attack is for
Mobile should only be considered for accessibility and usability, but not in any form dictate pvm difficulty, complexity, or endgame design, full stop.
...in the context of Revo hard locked to 4 abilities that doesn't work lol
Depends on what you want to do
the games combat has always been AFK from the beginning. why cry 25 years later lol.
Whos crying, we are debating
This game is primarily pc.
Mobile shouldn't stand in the way of proper game balance.
bit defensivee there
theres nothing wrong with revo lol
key, times change - move on - mobile has a huge playerbase now and many users. stop dismissing people who conribute same membership as you. you are not superior to anyone cvause you prefer Pc gaming.
Mobile should be considered for accessibility, nothing more
I dont think he wants to dismiss you
we pay same membership, and ive paid since classic every month.
I continue to find it odd that people want people to learn full manual... and instead of asking "how do we improve the learning proccess" the proposal is "make revo worse"... when Revo is already always several 100k DPM worse than full manual to begin with
Ava, its how it comes across (y)
If they make ability buttons smaller on mobilr, to fit more slots, would you still be against reducing max revo slot? Just curious
There absolutely is. Its fallen out of its place as a stepping stone to full manual.
People dont want to learn full manual because they have revo to do everything for them.
Mobile is factually a worse option for doing combat because of the limitations of the hardware.
Those limitations should not then dictate the ballence for the entire game.
so you speak for everyone lol i got reaper and completonist on mobile mate.
We should focus on information and idea exchange pls
It would be interesting to see how bad the game would feel if we designed content around/for mobile players
For starters, mobile games often jump towards loot boxes 😏
ttheres a reason jagex design the game and not you
Yes, and jagex would never design content for mobile players
And you should be proud of that.
Im not saying it cant be done.
Im saying that the more difficult platform to play on shouldn't be used to ballence the game for everyone. If everything is made easier through game ballence for mobile. Things become wildly to easy for people on PC
Man im using mobile too, but i cant say 4 revo slots would make it unplayable. Im also not saying they should do it, but i can see how people are not getting into manual as long as revo exists the way it does right now
desktop had same amount of MTX
Why are we talking abput mtx right now
the games combat has ALWAYS BEEN AFK lol and it upsets you after 25years
its not 🙂 games changed
yeah it changed and they gave option for afk or itensive. choice. simple.
Some content. yes. But people shouldent be afking there way through end game bosses. Thats what its become.
Yes and hopefully they make changes to entice players to get more active/engaged in combat
says who, you lol? I play the game how I like, i dont dictate how you should play - no one should be forced into manual lol
Designing combat for afk players is an interesting take
Says the devs and anyone that has understands game ballence.
weird its been available for so long then lol.
Cant say thread is going to be borring any soon xd
Ok y'all, this is not productive in any way. Let's move on from debating each other. This thread is for feedback, not to try to change others' minds
Same thing could be said about Th and auras.
They where in the game for years but now they're gone
Best time to plant a tree is 20 years ago. Second best time is now.
i disagree. moving on.
Agreed.
👏
jagex can you add a mode for revo to auto trigger abiities based on stacks
and fix buff bar
So like bloodlust stacks and such?
I would be interested to see where players would draw a line on what revo can do
yeah and necro, macros are popular in the game - so his just adds official method, instead of some players using them
I think for necro a better way to visualise stacks is needed.
Soul stacks are fine its just necrosis stacks are a pain to find in the list of buffs
yeah buff bar is a mess, they shouldnt move so much or drop off
I filterd alot of the buff icons out to make it a little easier. But its still so cluttered
shaped icons would help instead of evrything being in boxes
That or icons in fixed locations
cant wait for api thing might be the fix lol
API is guna change alot.
Is api runelite for rs3?
Runelite currenly has it.
Rs3 is slated to get API this year some time
So there will be tile markers etc on rs3? Am i understanding this correct? Sry im just not familiar with the term
Yes, the api system is what enables plugins like tile markers to be added.
I see
tile markers would be such a useful tool for helping me teach people certain fights
What do you even need tile markers for is rs3? Especially with Sanctum telegraphing being back-ported to older bosses soon, there’s very little you’d need to mark tiles for.
It would make it much easier at Sanctum to teach someone new where to stand. The floor is designed pretty well that the gold square is best, but where's the best spot for the dogs or for the p4 expanding waves?
or amascut for where to stand during the same floor mech, would allow you to stand in a spot to have minimal movement.
also useful for afk training for mob aggroing etc
Even back to older bosses,
Pillars at AG or bleeds/scops/vit at Vorago or waves for Zuk
I just hope that Menu Entry Swapper is added this year. Probably the biggest QoL plugin that will ever be added.
True Tile will be massive too, and hopefully way easier and faster to implement.
i just want them to help people with astellarn, for black puddle placement if they get the bar
you'd think it'd be easy to just stand on the damn grate lines but newbies find new ways to mess up the puddle placement in progressively cursed ways
in some fights I would probably just use them to denote pull range
though realistically pull ranged could be denoted better by also using floor geometry. Astellarn is very close to the boss so you can get in his face without pulling but then you get to ambassador and it's way further out than you'd expect
What time do the changes go live?
i do hope they walk back or change ultimatums. because i do not look forward to rolling for a 1/100 weapon perk
Are they rolling out the 120 combat update as well? Doesn’t that mean zerker auras are being removed at the same time?
yea
they hate you
because it's 1am which would be a strange time for an update
I'll tell you what if tomorrow the combat release is dropped with the current ammo consumption and no fletching fixes to be seen for iron, I'm deffinitely unsubbing instantly because this was by far the biggest oversight to kill off range for Ironmen.
Is there a specific arrow type that’s hard to make?
every arrow type after level 50 requires 90+ fletching or 85+ slayer and still 90+ fletching
They are going to completely kill off iron man mid game range tomorrow on release with current 200 - 500 minimum arrow an hour consumption rates.
We should in-theory have a new max combat level right?
should be 157 with 120 defense
What was the previous?
152 with 120 necromancy
Defence doesn’t go up, so max combat should stay the same this update.
oh yeah I forgot they only show real levels when you drink a boost potion
Atk, Str, Range, and Mage contribute to overall combat level too
It’s the max between atk + str, range, magic and necro.
First thing ima do after update is kittyscut, seehow good or how bad the update is
I will try high enrage arch glacor with mage, only can do with necro actually
Mage is stupid broken in live game tbh, to what ive been reading it improves with the update so lets just hope lol
Probably gonna do 1 range melee vorkath, maybe a range only Amascut, range melee aod
Hybrid is going to be a mess on update, hopefully we can find steady rotations fast xp
If strength is going 120, so mining damage will increase too?
A huge focus for melee is basically the fact that it's basically a "use when boss is low hp" style, which is perfect for hybridding in a way XD
You know, I just realized that Spear might be a good off-style weapon to carry because of that bleed on Dismembers.
Does it require you to stay on Melee?
I think you cant use a spell or other style ability without a main hand of the style
the game shouldn't be balanced around irons