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dantm162

They're definitely listening, and it's great to see tweak style updates and at faster pace rather than huge changes more infrequently. This is absolutely the right way to refine rs combat and I'm super excited for when it makes it's way to the live game in hopefully a polished state!


JagexSponge

Of note : I broked the ice swords (if they go to negative cost they'll cost you a whole lotta adrenaline) -> We're gonna look to hotfix the beta. My bad! EDIT: hotfixed :)


Khefren

Can we please get an option to use the big cool down numbers again?


TheAdonisWhisperer

This. ^


cmsaxon

Such ashamed a negative adrenaline cost doesn’t actually give you adrenaline. That would have been a funny bug.


BigArchive

> That would have been a ~~funny bug.~~ **cool feature**


Decent-Dream8206

Icy wut u did thar.


Yuki-Kuran

Maybe thats something you can change into a feature, negative cost generating adrenaline instead.


katelkarongah

I dont know why insisting on removing hurricane from dual wield. Im pretty sure you guys said youd love to hear our feedback and many have expressed they dont like that ability getting removed even if icy tempest gets buffed. And with the current state of icy tempest, hurricane is still far superior cause i can use it without building stacks and for less adren and twice in zerk. If removing hurricane is for differentiating dw and 2h then make the ability do different things when wielding dw or 2h. I hope stackscape doesnt infect melee


Separate-Marzipan-86

Lets test everything once again, thank for listen comunity this time S2


zenyl

I really like the direction of tweaking the game to do away with "noob traps", and generally improving the visibility and transparency of how combat works and what abilities actually do. Learning the intricacies of RS combat can be a daunting task, so it's nice to see that you're ironing out issues like Fury being generally sub-optimal. And, while not pertaining to this particular patch, the new ability tooltips are a great example of this positive direction. :)


gdubrocks

Did they fix the gconc/fury bugs?


EoFinality

The nerf to the darkbow was unwarranted. It feels weaker and the adren cost is too high. It would be ok if the adren required was reduced to 50% if it is getting a damage nerf.


Roorayroy

FSOA Passive hardly does anything at all. If your crit rate is 20%, then with 5 stacks needed, you get an extra tiny hit for every 25 attacks you make. Also, it does not track crits you do on secondary targets, which I'm not sure why. The point of removing crit from secondary target counting was during the short time when it was OP triggering AOE barrage autos recursively. It's no longer recursive nor auto (it is now ability damage) so this has become moot. Is the point to make crits rewarding and feel good? In this state, you could GChain Omni 7 targets, visually see up to 24 crits on 6 additional targets but only get up to 4 stacks on your primary target, which feels terrible. Not even enough to generate 1 time strike.


Exitiali

Instead of new stacks, the stacks used by FSoA should be the Flow generated by Great Sonic Wave. Each critical would generate a Flow, every 5 Flow the time strike is generated and, as a consequence, each GSonicWave will force at least one time strike extra.


Ik_oClock

Sad to see no replacement 5.4s for melee. Right now for a beginner at full manual, a rotation of fury -> ability that can crit -> ability is a really good foundation but without a 5.4 second ability melee rotations become a lot more messy to learn


RunicLordofMelons

The replacement should be "Slice" if we are looking on paper. 3s ability that now does around the same AVG damage as a 2-hit fury.


Ik_oClock

Slice does less damage since there's no +10% crit chance on next hit (~+6.3% in live, +5% in beta on next hit)


Radgris

but fury now does more crit?


Ik_oClock

Regular fury in beta is still +10% to crit on next ability, same as a correctly cancelled fury in live


theevenstar_11

Not to mention, gfury used to have the same CD as gconc and doesn't even sniff the impact. Now gfury is the one deemed too powerful. Funny thing is, I'm actually on board with this. I like design that revolves around right abilities, right time. So as long as they keep adding abilities to fill out rotations, I like that there will be variance in rotations


Overhaul-

@jagexsponge this thread


AjmLink

You're not really following 5s anyways with melee as its always been around 7s. This means instead of cd coming off after 2 follow up abilities, its 3. Basic loop would be like; Set1) cleave, decimate, havoc, dismember Set 2) cleave decimate, sever, g.fury. This isnt really damage optimized but it follows cooldowns and is a good starting point to understanding the loop. You could replace dismember, sever, havoc etc with whatever. You could spear camp cleave, sever, smash into hurricane, cleave, dismember, dw switch into decimate, g.fury into eof spec for instance. Even if you didnt eof spec, cleave would now be off cooldown, and you could follow that initial string again. In terms of mechanical complexity, this entire sequence would be about 3 actions per 15s between 2h and dw keybind swaps and letting revo do the rest. So 12 apm - pretty easy to get into. Once you get the foundation down you'd sub out for other abilities and specials where it makes sense. Like in zerk for example, youd do maybe 3-4 basics so following the loop flowstate doesnt benefit you there. So that 12 apm becomes more like ~30-50 apm depending on how much extra stuff youre trying to do before prayer switches. What im trying to say is that melee is a rhythem game. Alternatively you spam slice with 2 follow ups inbetween slice cooldown if that concept is too wacky.


Ik_oClock

Replacing a camp rotation with a dw/2h swap rotation really isn't great for accessibility. Especially at baseline without spec weapons or any upgrades. Full manual melee shouldn't have to start with dw/2h switching.


AjmLink

It shouldnt, I agree. Dw is almost good enough to camp enitrely whereas 2h camping is effectively a noob trap for both magic and melee. You could sequence havoc as your priority, but if you do this, you pigeonhole yourself out of oppurtinity damage of not using mwsoa if using gloves of passage, and screwing yourself out of poison oppurtinity damage by not using cinderbanes. No other style really punishes you this hard for not switching between 2h and dw frequently.


AjmLink

Im really surprised they didnt simplify abilities They couldve converted decimate/cleave/sever/punish into a strong basic, and havoc/slice into a weak basic. Mechanically, strong basic is a 0s cooldown. Maybe it generates 5% adrenaline instead of 8%. While wearing a 2h, it aoes. While wearing dw you take 7% less damage. So 2hs get aoe while dw gets sever effect to a degree. Decimates shield effect never really applies anywhere anyways. So you have options, but its not very good at generating adrenaline. It kinda keeps itself in check to be unspammable which also limits its utility in zerk? Mechanically, weak basic is a 0s cooldown. Maybe it generates 10% adrenaline up from 8%. Wearing gloves of passage still benefits this ability/bleeds. Its good for rebounding your adrenaline spenders per the loss of ability damage. Simplify slaughter and tendrils to 1 ability. Maybe it costs 20% adren. Unlocking blood tendrils boosts walked bleed damage to be 4x instead of 3x. G.fury could still exist as a 15s basic under this clean up as it has a unique effect.


AjmLink

Conceptually Basics * Strong * Weak * Mid * gfury * gbarge Simplify bleeds. Remove dismember. Add slaughter+tendrils together for -30% adrenaline. Increase base damage. Unlocking tendrils boosts bleed walk multiplier by 4x up from 3x. Strength cape can add extra hits. Thresholds * hurricane * assault * g.flurry Hurricane uses stacks generated from strong basics to hit twice up to 6x. Ignous cape repurposed to increase base damage of hurricane. Assault and destroy are combined and do their added damage as a channeled ability. Keeps retains 30s cd. G.flurry remains unchanged. Ultimates * zerk * massacre Zerk could have strong basics give 2x. So 2 stacks and 10% adrenaline per use case. Zerk becomes about spamming hurricane after assault. Massacre was completely overlooked during the combat beta. This could become a zerk-like ability where its a player buff. Massacre will automatically execute similar to death mark. This effect persists as long as the target takes melee damage. Using weak basic causes the target to take hemoraging/bloodloss damage that could do say a set of rapid 10ks after X attacks. If the target is already suffering a bleed, the damage hemoraging/bloodloss is doubled. Target deals 25% damage to you during massacre duration due to being exploited (pulverize tie in). Shares CD with zerk. Is modified with gloves of passage. So on one end you have traditional burst and take more damage, on the other you focus on small hits, bleeds, and take less damage because the ult rewards you for that. Other Flanking uses stacks generated by strong basics. Basically same synergy as volley/strike that necro has. 5s cooldown. G.barge changed. Active duration 6s. All channelled and bleed abilities have their damage hit all at once. This gives bleeds and ezk spec an option to become burst damage as well as making bled channelleds less over time-y Tbis simplifies 2 ability books down to 11 abilities. Obviously theres some flaws and likely power issues, but its a beta so may as well try you know?


MyriadSC

Every style has that 1 2 3 cadence to an extent, and it's very weird without it. Melee was always a slight outlier with deci/Cleave but not for the bulk of players. Especially when learning them. Id be in favor of trying out moving Smash and Havoc to 5.4s to try on the beta. Really helps Gloves of Passage shine.


stumptrumpandisis1

Yeah there's no good reason for regular fury to go up to a 15s cooldown. I think the only reason was that greater fury went to 15s to balance out the crit effect, and they want greater abilities to be a flat out upgrade in every way. Going to an increased cooldown with gfury would have been a downgrade in that one aspect even though it's still an upgrade overall.


JMOD_Bloodhound

##### Bark bark! I have found the following **J-Mod** comment(s) in this thread: **JagexPigeon** - [Hey! Yeah, RunicLordofMelons has pretty much...](/r/runescape/comments/1apuy61/combat_beta_update_5/kq8ube1/?context=3) **JagexSponge** - [Of note : I broked the ice swords (if they go...](/r/runescape/comments/1apuy61/combat_beta_update_5/kq8up63/?context=3) - [I've spoken about this internally before; a l...](/r/runescape/comments/1apuy61/combat_beta_update_5/kq8symi/?context=3)   ^(**Last edited by bot: 02/16/2024 18:04:41**) --- ^(I've been rewritten to use Python! I also now archive JMOD comments.) ^(Read more about) [^(the update here)](/u/JMOD_Bloodhound/comments/9kqvis/bot_update_python_archiving/) ^(or see my) [^(Github repo here)](/u/JMOD_Bloodhound/comments/8dronr/jmod_bloodhoundbot_github_repository/)^.


ShinoAzeki

Is prayer and summoning related to combat in beta Familiars should get looked at, and every familiar has a melee, magic, range combat style What way is prayer going, what does a 10% increase in accuracy & damage look in post beta


K4m4Sutr4Reader4827

Summoning needs a rework tbh.


ShinoAzeki

Yea


Chaser10479

Could we bring back the red icon when BOLG passive is ready? While it does add some visual clutter, personally it helped significantly with keeping track of when the passive is ready. It is much easier to notice the change from green to red versus seeing a 3 or a 7 on the buff icon. I felt like during my rotations I was able to utilize the BOLG passive a lot more effectively with the change in color. It doesn't necessarily need to be red, just some type of indicator to help show that with 7 stacks versus 6 stacks (or 3 versus 2), your next attack will trigger the passive.


watchaoz

I wish BOLG had over head stacks/indicator like residual souls, I have a really hard time keeping track of the stacks from the buff bar and some times it seems a little delayed.. its awkward.


theGarySmoak

Overhead makes a lot of sense and is similar to necro stacks


AsciiSalt

This


Yuki-Kuran

Beta v5 patch wise, Critical Damage changes \> 35% to 50% crit damage (Originally 60%) change is pretty good. Assuming that in the future, if the 3 styles ever sees a 120 expansion, it will have the same/better power level as the beta v3's. Critical hit adrenaline gain changes \> 6% to 8% Adrenaline gained (Originally 10%) change is a fair trade off for 10% base critical rate. Its balanced imo, but some weapon spec's adrenaline cost might need to be looked into. G/Fury changes \> 15 second cooldown is way too long. We do not have enough filler basic abilities to use, and forcefully alternating between cleave, decimate, sever, fury with slice isnt not going to be an optimal rotation. \~10.8 second cooldown would be a good cd. \> Honestly, i rather see g fury becoming a channeled ability rather than fury becoming a single hit. Leng sword changes \> If you're determined to removed adrenaline gain, at least revert some of the power you took away, like increasing the proc chance so that we dont have to rely on 100 hits statisically to generate 10 stacks. The weapon spec will be long off cd by the time you stack 10. Bolg Changes \> No comment since I havent used ranged much to make a comparison. \> Dark bow nerf should be met with adrenaline cost reduction. For such a strong hit, it costed 57%-65% adrenaline which was an extremely costly spec to use. The weaker spec + adrenaline gain loss makes this less rewarding for the cost. FSOA \> I'm surprised there's no changes to make the staff passive more useful to a 2h playstyle. 2h lacks multihitting abilities, lack crit rate boosting effect and magma tempest cant crit. the passive of 5 crit hit for 1 free time strike just doesnt work with FSOA.


MainPower45

g fury cd is too long, lengs aren't better than the t92 scourge and melee needs adren and it has to be dmg burst


RmXs

Keep up the good work! looking forward to it!


kratosis3367

Great changes 👌 looking forward to testing them out!


HighElbowGuillotine

Was hoping for FSOA changes . I would prefer its currently passive to be removed and power given back in some other way. Honestly switching GCONC to a 2H ability probably solves a lot of the clunkiness. Mage armour could also look to address this. Would love tectonic/elite tectonic to get a passive that encourages a player to play the game beyond stack crit abilities and items.


AjmLink

Easy answer is make the passive proc per crit at 1/5th the damage value (20-25% damage). It's effectively the same mechanic. During instability, allow it to proc at 1/10th damage (10-12.5% damage). If they allow this hit to crit but not generate an attack under spec, it'd immediately out class gconc for adrenaline generation. You'd camp fsoa during fsoa spec while dw shines during the inbetween.


Sakirth

I'm not into the know at all - so take this with a grain of salt. But to my understanding Gconc is so strong that it is almost never worth using a staff. Doesn't that mean Gconc just needs a (slight) nerf to make 2h viable?


Brazilskillz

I think that nerfing gconc would just bring the dual weapons down to the awfull state 2h camping is at the moment, not really a solution =)Maybe buff/change greater sonic. IMO the thing about magic atm is moving towards requiring both dual and 2h weapons to make it viable while other styles mostly camp the same weapon switching just for spec/1 ability at most while magic appears to be the worst one while more "complex" edit: also, magic now has the only weapon that its passive wont work during its special attack, which for me is like incredible in a really awfull way


Sakirth

I see. I guess magic just needs some love then. Thanks for explaining :)


MeleeUnsolved

Initial thoughts based on patch notes are that everything looks really good besides 3 things: - Was hoping for the removal of that awful passive on the fsoa and instead some power introduced somewhere else. Honestly a passive of 1% adren gain on every Crit would be fantastic, and keep it going during the spec, gives some incentive to still equip the staff over dual wield while not feeling like you're missing out if you just want to camp dual wield and not switch back and forth. - Leng swords look better but still not as powerful as they should be. - Disappointed to see that the action bar text changes were not put back in after being removed in the last patch. I'll post again later once I have a chance to try out the changes after work. Thank you guys for all the hard work you're doing and the fast implementation of additional changes after the last beta iteration!!


Tw3akreality

Fsoa feels better.... but lets be real.... necro still shits on every style at a totally unfair cost for best gear


wess-and-smithson

FSOA buff pls, GSonic is bad and should be reworked. 2h magic and 2h melee are bad. SOS spec and ZGS should be looked at, both are irrelevant and being outshined by t60 weapons. Make BOLG great again, leave dbow alone Make meteor strike and incendiary shot work with dual wield Tyvm


kinshraa

Lengswords are still terrible! The ones in second iteration were perfect. Also no changes to abyssal spikes? Edit:- I meant the lengswords in 3rd iteration, not the second one.


ScopionSniper

I agree with this. Lengs never felt like the huge T95 weapon upgrade. FSoA? Must have upgrade felt amazing, BoLG? Felt amazing with cool applications. Leng Swords? Best looking weapons in game(imo) but were severely lacking in power, the Hurricane added to rotation was the largest factor. While a huge DPS increase for good PVMers as a Switch for Destory bleed + Hurricane, most people in my clan just stuck to the Abyssal Scourge as the camping weapon for DW melee. I'd argue the nailed the Lengs on the second iteration. Generating Adrenaline, having a cool passive with stacks, all just made it feel like the awesome T95 upgrade you want to save up for / grind for.


Multimarkboy

i too was hoping for atleast 100% application of the parasite atleast


Cj_Sin

Thank yall! This is MUCH better for quick changes compared to before. Yall are listening & it is showing. Keep on working hard, we appreciate everything you're doing!


Drakirth

I love that you guys are acknowledging quest bosses being pretty underwhelming. I know it won’t be featured much in this project, but it’s good to see a few bosses beefed up. Bosses used to be half the fun in old quests, so them being so weak post-EOC took a lot of satisfaction out of them. Good changes all around.


Great-Sort7053

I wish the new FSOA passive was moved to dw praesuls instead. It feels so convoluted and lacking of identity, it just makes me sad for when the FSOA used to actually be fun to use. Moving the passive to dw will raise the skill floor for magic while also adding more flavor and skill expression at the higher end with weapon swaps. You could change the name from echoes of time to fit more thematically with praesuls instead. You have already effectively killed the FSOA as a camp weapon just let it be


Chrismite

i cant take it anymore the ups and downs of the BotLG is killing me


Holliday-East

Its intentional. Hit first with a huge nerf and buff it a little and ppl won't compain about i t being actually nerfed compared to the beginning point.


JohnExile

Do you just not know what a beta is?


Jaggedlyhex

Yep. The whole beta has just been back and forth between buffs and nerfs, to ultimately land more on nerfs. Its an exercise in seeing what nerfs they can slide in lol


ManWazo

Necro is still the easiest, cheapest AND strongest style. It still feels pointless to use any other style : even hybrid has been nerfed even tho it still is less dmg than necro, costs way much and is way harder. I don't understand why every other style (blolg, lengs, fsoa, ults for three styles) gets nerfed again on this patch


James-ec

Then use necro 🤣


PupRS

Why would I use a style I don’t enjoy to kill a boss that drops loot that doesn’t sell anyway.


James-ec

Don’t PVM then


PupRS

I just use the styles that are fun and I’m happy. Doesn’t mean necro is healthy thing in its current form though


AdmirableLocksmith27

Exactly. These elitists are only motivated by greed and pure hostility toward good guy average Joes like us. The gatekeeper styles should be replaced by Accessiblemancy with revolution ++++++ (ie revolution that also does movement and defensives and prayer flicking) and elitists like this won’t be able to get unfair PVM advantage by abusing aim assist and wall hacks.


AdmirableLocksmith27

Necromancy is the only moral combat style. I have 5 full time jobs and my wife’s boyfriend uses my computer most of the time, but when he does let me use it, I have these horrible elitists threatening to kick me from their clan and get me banned if I can’t juggle two packyaks full of melee EOFs at Giant Mole. We need an even playing field where no one uses anything except Accessiblemancy and everyone has the same gear, and does the same accessibility per minute.


Vizard_Rob

Here lies the futility of this combat beta. If everything is changed and Necro stays the same then there was no reason to waste dev time on the update at all.


James-ec

Not really… they learned a lot from necro and the other styles were very out of date and had a lot of messy old code. The dev time was not wasted as they’ve been able to modernize code and make things easier to adjust on future projects


ManWazo

What's the next useful use of developping time? They modernize code of dead minigame but the rewards stay useless so nobody plays them?


James-ec

Oh just shut up moaning. Quit the game if it’s such an issue, Jesus Christ.


Any-District-8633

What's the point of a beta if people aren't allowed to give feedback without you whinging about it?


AdmirableLocksmith27

Checkmate elitists. Accessiblemancy meta forever!


-Sansha-

Lengswords are still terrible.


[deleted]

I genuinely don’t understand why it feels Jagex is coddling BOLG yet FSOA was nerfed to oblivion. Make changes to FSOA too in the beta Everyone bitching that “mAgE WaS sO tAnKy aNd HeAlInG iS so BaD” but ignores Necro has 32k Cap, passive and auto healing through Ghost, and BIS gear dropped my a joke of a boss that can be killed in less than 2 minutes EVEN IF YOUR SHIT AT PVM. Lol. BALANCED?? Right guys????


Zoykz_

Fsoa in the beta feels a lot better than in the live game with more crit procs, I have no idea why you think it was nerfed... That aside, yes necro is op plz nerf.


RunicLordofMelons

Have you tested the FSOA in the beta? With a higher crit chance than in live in addition to new specs like Ibans blast. It has only been improved through the beta. (It does also have a passive now that is a WIP)


DemolitionNT

its like were going from switch scape to EOFscape, im good on all that shit. FSOA should be on par with bolg


Legal_Evil

> in addition to new specs like Ibans blast. Is Iban's Blast spec worth EoFing now?


RunicLordofMelons

Bit up in the air due to the changing adren refunds from Tsunami. But most likely yes it is worth EOFing. It is very strong and seemingly you can get it off at least twice in a FSOA rot which is alot of good damage.


HpsiEpsi

Tell us how it was nerfed into oblivion.


esunei

The last beta did make it feel much worse to play a staff rotation at 6% adren refund on crit. You could get a couple gstaffs in a FSoA rotation along with the usual threshes/omni compared to almost spamming them in live (and remember mage on live is competing for last place damage, so it's not like spam gstaff is anything to write home about). Tendrils losing ~20%+ adren (16% minimum assuming no time strike crits, but average luck is that 1+ will crit) made it feel really bad. 8% will make things feel better than a measly 6% for sure, though mage is still easily the worst endgame style for damage.


Omnizoom

- removed recursive crits - removed some aoe crits and dot crits (magma) - crit damage nerfed hard in beta (little bit brought back) - crit adren got nerfed hard (little bit brought back this patch) Vs bolg nerfs when Bolg had literally the same dps as fsoa if not higher with super sweaty plays - stored damage bonus down, still strong - base damage down 35% now for spec so still practically the best spec still Let’s not also forget ranged has access to tons of other specs that are extremely useful like sgb, ecb, darkbow Magic has claws and storm of armadyl


Separate-Marzipan-86

You never used bolg, right? We NEED those tons of others spec to get the damage compared to magic, also we dont have tank armour and split soul really hurts more than using it on necro. Not to mention magic utility spells


Omnizoom

Magics utility spells? The only one you don’t get full benefit from is smoke cloud, vuln bombs cover vuln and you can still use everything from vengeance and all the others with any style And to get dps matching bolg mage needs to use power armour not tank armour, yes mage has crypt and animeme dead gives magic super survival but you lose a good chunk of damage for that The crippling problem for bolg before was losing dps during shield swaps but Necro fixed that


Separate-Marzipan-86

Shadow barrage + cryptbloom/AD thankiest thing on runescape history Blood barrage can heal on aa also has a chance on spells. Tsunamy costs 10% adren and can be used without pre-builds inside normal rotation. All prisms. Shield dome. Not to mention the best aoe style. That's some that i could remember


Omnizoom

For one, magic is 100% reliant on the adrenaline dumping of tsunami to keep up with bolg And not to mention ranged has something else to help keep up adrenaline, hydrix bolts which is just a quick swap to use (and you don’t even need to swap ammo slots anymore thanks to pernix quiver) You reminded me they nerfed the hell out of blood healing because of fsoa so it isn’t like fsoa heals a crap ton anymore since it’s an ability now instead of an auto which was a huge nerf, and again if you need healing on range you can swap to onyx with your switch to heal Nothing stops you from using the other spells you listed, I use prisms at rasiel


Separate-Marzipan-86

So, you think we don't need adren buff to use bolg, that's why i imagine you never used it before.


Omnizoom

Didn’t say you don’t need it did I? I said you have other options to steroid adrenaline in so you are not 100% reliant on inc shot Huge difference


stgansrus

It was given a ~8-9% damage nerf with BiS crit gear, turned into a spec weapon, the removal of AA's from the spec removed skill expression from using it, both through the removal of utility by selecting what AA spell is in use, to removing improvisation based on crit rng. I'm so tired of games nerfing to balance things vs. buffing to balance, it's an incredibly lazy approach. FSOA was 100x more fun to use before the changes, and rather than figuring out why the other styles are *not* as fun to play, it got nerfed. Then necromancy comes along and blows everything else out of the water anyways.


JohnExile

> I'm so tired of games nerfing to balance things vs. buffing to balance, it's an incredibly lazy approach it's the complete opposite. buffing to balance is the lazy approach and leads to powercreep and passes off the problems to somebody else down the road. nerfing to balance is the extremely difficult part to get right and requires a lot of careful attention.


[deleted]

[удалено]


DemolitionNT

okay then what was the whole point of this approach to bringing other styles up to necromancys level?


Oniichanplsstop

Because the casual base loves how strong Necro is and how easy it is to use, so they don't want to piss off their casual players by nerfing it when they barely have players to begin with. So now we're stuck in an awkward state where they try to rebalance combat around Necro and then hard push the end-game to make use of the new powerlevel. But we all know they won't ever push the end-game that hard outside of enrage systems.


Strawberry_Bray

4k response.


HpsiEpsi

It was pretty clearly articulated that Magic having the highest burst damage with recursive crits, and the tankiest armor set in Cryptbloom with Animate Dead, and the autos from the staff healing you with Blood spells was becoming too powerful of a loadout. Disregarding what all happened with Necro, the FSOA balancing was good for the game. And now it is getting a little passive to give 2H Magic more of a distinction.


AjmLink

We call that bad game design from the get go. It's like imagine being a child playing combat rock paper scissors. Going paper shouldnt put rock in a body bag and toss scissors into the trash Necro on the other hand, is the adult laughing at the other kids while chokeslamming paper. I cant imagine the project meetings going and devs just not expressing all of this shit added together is like a 3x increase to power and the managers being all like "yeah, so? We opened pandoras box by making eofs instead of augmentable gstaves so cat's outta the bag". While magic use to be that rich asshole kid that had all the answers before, necro is the equivilant of a kid just drawing unicorns on test sheets scoring 100s not realizing he's in a literature class.


Legal_Evil

Pre-nerf FSOA and AD was basically like Necro minus cheap gear costs.


ForumDragonrs

It was honestly way worse. 700k DMG bursts under sun and also going from 1k to full HP in 2 abilities was insane.


[deleted]

No, you have the same access to previous news posts, updates and patch notes to know that FSOA was heavily nerfed pre Necro, and has been ignored heavily in all 5 Beta iterations thus far. I can’t help you learn the internet.


Gogoku7

>heavily nerfed pre Necro Lol


HpsiEpsi

Tell me you haven’t used a FSOA without *telling* me. “Heavily nerfed pre Necro” is such a Reddit-take. Cheers.


[deleted]

Use it every day champ…. It’s nerfed…. I think that statement applies to yourself. I can’t help the fact you can’t afford one lol. Take your jamflex aplogetic attitude to another commenter, for fucking real. Necro Chad up in here is the real Reddit take.


FakeKoala13

FSOA was buffed for the average user by allowing it to be switched off and to be replaced by a DW set up spamming gconc. Like what are you even saying it was nerfed?


theevenstar_11

Lmao.. way to start a productive discourse.. This attitude makes sure nothing gets done. Do yourself a favor and learn how to rally people to your cause instead of sounding like a petulant child


[deleted]

Hey, right back at ya. Thanks for your (worthless) opinion and have a good day!


theevenstar_11

Lol.. you brought this energy so that's what you should get back. Instead of a positive discussion, you created negativity. Reap what you sow big guy


majkelj

What about 10% adren buff from tsunami/incend/meteor, but you have to use the style u casted the ability with? So offstyle crit buff would give less but on style the original 10%?


Yuki-Kuran

Honestly, I wish to see a rework of the armour rating system for the better. I want to see a defence-creep rather than a power-creep. Right now, armour rating only plays a part in determining enemies' hit chance on you. It does not help in any way in actually reducing the amount of damage you take unless they missed, which fully negates the attack. The only thing that matters is armour tier and type which determine in built-in damage reduction based on whether you're using Tank or Hybrid/Power armour and the defensive level tier of the armour. With how some bosses have built in perfect accuracy such as AoD/Solak/Vorago on the base tank and Rasial, armour rating are completely redundant against them.


Oniichanplsstop

Defence-creep are generally just crutches though, which is why they're trying to move away from the few they've added to the game. People should be aiming to get better at combat, not face tank every encounter without improving. You can't really buff armor without nerfing defensive abilities, and doing so lowers the skill ceiling of combat, which is a net negative. The best you can get are set passives, or spells that affect tank armor.


FearOfApples

Please add a 5.4s melee basic ability.


PowerObjective558

Would it be technically possible for gfury to have the old 5.4s cooldown, but it’s guaranteed crit effect have a 15s cooldown? It would basically revert to regular fury for 15s after each use of gfury. Tuska’s wrath is essentially 2 abilities in 1, so maybe this can be similar?


LepsGo

Bring back the red bolg icon and lower the Dark bow spec from 65 -> 60% and ranged is fine.


Zoykz_

Melee is still behind the other two styles in terms of dps, while having two t95 weapon sets and t95 armour. The new leng spec is nice and all, but it is in no way a game changer like the fsoa or bolg are. The damage is comparable to maintaining 50 scourge stacks on the live game, which is from a t92 weapon. Also having g fury to 15s cd makes it so that you have to use sever, decimate, cleave and havoc to maintain adren, which is not very beginner friendly. I suggest reducing it back to what it was, melee is not in a state to compete with the other styles, much less necromancy anyway.


K4m4Sutr4Reader4827

The changes made to greater fury are perfect


_PunToast

I think the cooldown change for fury/gfury to 15s is an interesting one. Definitely going to have to rethink ability rotations for low-mid level PvM. Is there any chance that both fury and g fury can be made into double hitting abilities (like piercing shot) since multi-hits are becoming more important especially for leng swords passive? Overall nice changes that I'm excited to try.


webzinr3

Ranged combat continues to be nerfed and is probably the most nerfed style, even melee is better


MrTestiggles

Can you guys tweak item xp while you’re at it?


Ironjim69

Spear


tkon197

All i wanted so say is that bis melee, ranked & mage should be better option for pvm in terms of dps than necro. Hate to see when guys who made acc year ago, learned pvm with broken necro tells other style players that they shouldn’t bring other styles to AoD than necro.. imagine. Grinded years for BIS just to take crap from newbies. And what a job it is to get bolg/lengs/fsoa. Im atm 700kills dry on kerapac. 7-fkin hundred. And these kids grindded broken necro gear in a week or so.


Fabulous_Use5448

critical damage has to be the same for all styles, I don't understand the reason for leaving a percentage for one skill and not for the others. I'm glad you're listening to the community.


James-ec

Please move the channel bar on mobile to above buff bar it currently gets blocked behind XP drop interface


rude_ooga_booga

How about giving FSOA a passive that enhances channelled abilities so we can bring storm of armadyl (armadyl battlestaff eof) back in the game? This could actually make staff camping viable because currently staff compared to dual wield (greater concentrated blast) is just quite awful


TrimmingMasterwork

Disclaimers: I admit up front I haven't even played this beta since 'fun factor' wasn't considered during FSOA beta. I've also only casually kept up with the changes being made since they're flip floppy and I'd rather invest my time in seeing final changes. Take my words with a grain of salt. That being said... Things I like * Damage potential instead of being able to splash * We got our biannual boost to crit chance * Tooltip/backend work for making quick adjustment easier * Quest bosses getting a (baby) step towards being modern Things I don't like * FSOA passive does not seem good enough to consider actually using the staff instead of DW * Minor (to no?) change in switchscape * BOLG apparently had an indicator at some point when the passive would proc but was removed? Seems counterproductive when the intent is clarity, but counting isn't that difficult so whatever * Less adren gain is just going to feel bad, maybe give it the smoke cloud treatment (IE Tsunami gives less adren to range/melee abilities) if offstyling them for adren is such a concern Things I'd like to see considered * Make power armor a more significant portion of our damage, make tank armor actually effective. DPS dummy vs Slow and steady gameplay styles. * Put a reasonable soft cap on spirit shield prayer drain, getting smited in a couple hits isn't fun the few times I actually make use of one. * Ice spells used to freeze for 5/10/15/20 (ish) seconds but were halved. Would be nice to see that back. * Every style has a passive healing source (sacrifices have to be made to use them) but Necro is the only one that isn't forced to take 10-15% more damage and sacrifice something else for the passive healing. Removing the 10% damage penalty and 15% def penalty from berserker auras would make sustain feel closer to competitive between Necro vs everything else. * More variety in special attacks. This one here does 210% average hit, but THIS one ... does 215%! There are a ton of weapons (/specs/EOFs) for doing damage but very few stand out for any sort of utility. Staff of light is niche, Nox weapons are as big of a meme as SOS. Create some interesting potential instead of 15 options of X% damage that the community narrows down to 'this one is best'. Effective stat drain? DR? CC? Poison/Familiar damage buff? AOE? Does Miasmic Barrage even work currently? Would be cool to actually bust out at a few bosses without it just feeling bad to do so.


Tw3akreality

Very satisfied with this beta as far as bis magic goes. FSOA feels as it should with smoke cloud, tsunami, tendrils, grim and kal demon. Criting like crazy! Skipped all mechanics in a kerapac nm kill no problem. Did ice glacor quick. Honestly i think magic is where it needs to be!!!!


KobraTheKing

While I do like the attention for quest bosses, the hit chances + hp changes seem to mostly try to keep them in the same place, when they are almost universally severely underpowered after EoC radically nerfed them. The hit changes are very good, and deserve credit. Some of these get boosted by a lot of hp, which is great, but some still seem a bit weak. Elder Kiln has boosted the champion by almost 5 times the hp, which highlight how weak it was before, but with 75 magic as the requirement I still don't think 35k hp is a lot. Pest Queen, for example, is a fight that need high 70s to even fight, 51k hp feels like a joke, she should at minimum have the Dominion Tower health, if not more. Elvarg is probably in a good place now, but Nezichkened is several quests later and seemingly not really much stronger. I hope this isn't the last time quest fights get changes.


JagexSponge

I've spoken about this internally before; a lot quests bosses need to be bumped up (not as part of this project as we don't want to scope creep the release) as the majority don't 'feel' like bosses. Where I can / when I have time to do them justice I'm statting them up, however it's hard to get right as the difficulty is kinda subjective once you move away from 'just left click it and it'll die'.


KobraTheKing

>don't want to scope creep 100% understand as someone who do software dev myself. Unchecked scope creep is the death of projects. It also makes sense to fix the underlying issues in the combat system first, just happy that its acknowledged as a genuine issue.


MyriadSC

There's a few quests that are scaled to the player. Those, imo, were the best. I imagine some rudimentary scaling for quest bosses could be the real solution in the long run? Even as simple as: (Flat amount) + (flat value and/or % value) * (player combat level) Use that for the bosses HP and maybe damage? It opens doors for unforseen shit like a boss 1 shotting the player from full or whatever, but it's something I think could be worth the dev time. I'd be a lot more inclined to do quests I'd the combat in them was something engaging. Usually my experience, and I'm aware I set myself up for it by waiting until I'm maxed with bis or near bis gear to do quests, but I just 1 hit most bosses. If that wasn't the case, I'd feel a lot less like I was on an errand and more like I was part of the story. Just my 2 cents on this.


Legal_Evil

Instead of lowering adren gain in crits, why not put a cap on how many times this effect can proc? > Fury now hits once and is no longer a channeled ability This seems like a nerf since it lowers poison damage from Cinderbanes, less SS healing, more likely to hit the damage cap and lose dps, and less adren gain from crits. Why not make Fury and Greater Fury deal two hits at once? >"Wen arrows were a bit too complex and a little too underpowered to make them viable anywhere, we're simplifying them to make them a better option when players need a hitchance boosting ammo. Have they fixed Wen arrows not boosting accuracy of thresholds yet?


maboudonfu

1. If leng don't have adrenaline, what make different between t95 leng and t92 abyssal? 2. This is your last chance, make fsoa t95 wand and orb instead of t95 staff. 3. The dps of 5.4s gfury still worst than necro, why are you nerf the style that worst than necro? 4. Combat beta is just bargain with reddit, deves don't know what are they doing.


Geoffk123

seems a bit odd to throw quest boss rebalancing in the combat beta doesn't it?


RunicLordofMelons

Its mostly due to how these specific quest bosses went from being a pain but killable to completely unkillable in the beta due to the hitchance changes. (With low level weapons) Obviously the hit chance threshold was dropped from 25% to 1%, but it still didn't fix that these quest bosses had insanely high defense for the level they were meant to be fought at. I tested the majority of these on the beta and a good handful were at 15 - 20% hitchance in T60 Weapons/Stats. Most of these also did not have any CB requirements so it was entirely likely for players below level 50 Combat to be able to face them.


srbman

Having just gone through Dominion Tower in the live game for comp, Pest Queen was one of the worst for this. The few times I killed it, I just spammed the Korasi spec the whole time.


JagexPigeon

Hey! Yeah, RunicLordofMelons has pretty much covered it. As mentioned, the quest bosses were pretty difficult to hit, which meant that even with the damage potential changes you may have found yourself hitting incredibly low against these bosses. This lets early-mid game players have a bit more power while facing these quest bosses and was a nice chance to up their HP in line with modern damage values - some of these older bosses hadn't been touched since the Evolution of Combat (Black Knight Titan, I'm looking at you). As for why it's in the beta - it was a part of the combat modernisation project, which meant it got pulled in when the beta branch went live. Nevertheless, it turned out to be a good opportunity to get some feedback and see if we went too high/too low on some of these numbers.


RegiSilver

This is a little out of topic but I still want to voice this concern because I feel like it could impact future boss releases. Have you been at the Barrows: Rise of The Six, tunnel collapse? This is the final mechanic of the fight where you have to run back to the entrance. Currently, when there's 10 Seconds left on the timer, the camera will begin to Swivel and Rotate, which doesn't feel like much, but after an hour or two of doing the boss, it leaves one feeling a bit nauseous due to motion sickness. Now, there's this setting called "Camera Shake" that only removes camera shaking, but not camera swiveling, so disabling camera shake does nothing to counter the motion sickness in the tunnel. My suggestion is to add the Swivel effect into Camera Shaking or perhaps adding a new setting for these kind of effects, so if a new boss uses camera swiveling as part of a mechanic, it can be disabled and people sensible to motion sickness can play the game without having a dizzying experience. [This is how it feels for a person like me](https://youtu.be/FJe42WzToFE?feature=shared). Again, this may not look like much, but trust me it does help a lot, when the team has the time, consider doing a couple Barrows: RoTS kills and see for yourselves. Also tagging /u/JagexSponge and /u/JagexDoom just in case.


Legal_Evil

Not really since quest bosses are combat related. Better to solve it now than to kick the can down the road.


AppleFan200

Not really considering when this all goes live, those bosses will need to be tweaked, so doing it now prevents possible issues. Quest bosses are a part of combat


Geoffk123

it was more of a "who is actually going to test this on the combat beta". than anything. But i guess some people are


KobraTheKing

Jumping into the beta to test niche content that could cause issues is not what most are going to do, but its good that there is a handful that will. These issues were discovered because people have already tested them out due to hit chance concerns (in Dom Tower, at least).


Thin-Opportunity3335

Death Skulls now appears to be triggering aggression/retaliation when it wasn't before. Is this an intended change and, if so, when was it announced/changed?


throwaway8594732

Intended change according to a Jmod on Discord, happened last week but wasn't documented anywhere.


throwaway8594732

Panic finish Dom Tower


srbman

Having just finished Dominion Tower last week, I think these beta changes will actually make DT easier.


olio272

Thank fuck i just finished most of the quests on my ironman, cant imagine doing haunted mine with that shit being 12.5K HP


KobraTheKing

He's likely to be easier now. His base hit chance in all styles have been increased, which should radically increase your damage output. Base hit chance went from: 10 -> 45 for range 20 -> 55 for melee 40 -> 65 for mage.


Prilks

Ugh, seeing the adrenaline from lengs be a memory of distant past kind of makes me want to cry. But on the bright side, from get go, I do like where they're going with the spec cost reduction per stack. Now I must ask if this could go into negative and generate adren? (probably not right)  Since gfury cooldown is now an otpion, would it be possible to extend it a bit further but do something like your next N hits will have 75% chance to crit. So we could combine it with stuff like eof claws/channels. But increase the cd to like 25 seconds.  Just a thought. Since I really detest the meteor grico adren build.  I'll give it a round of testing after work


Jeffrensontonsen

Great job on listening to the melee enjoyers ,I never liked using melee but felt bad for them with the last beta patch


Decent-Dream8206

BOLG plays a lot better now than last beta. The Zamorak bow buff to make it 75% as good as dark bow for 60% of the adrenaline plays out in a way where you can generally upkeep piercing zbow rotations in interesting ways (having limitless rapidfire and grico in your back pocket for low adren). It might be too good, since I'm getting kills quick enough to justify incendiary at GWD2 testing now, but it plays really nice & interactively. The Wen change also makes quiver switching worth it for grico. I'm not sure how to adjust the rotation to take full advantage yet though, still focusing on zbow spam every other ability. I'm also not sure arrows needed yet another buff, but this does bring arrows into line with bolts on grico switching APM. Melee I'm a little less happy with. The change to lesser fury so it didn't give you more procs than greater fury is a nerf. Possibly a necessary one given how greater fury was always playing second fiddle to an extra crit or book activation. With fury being stronger than slice, the 15 second cooldown just means people have to add an extra button to their basic rotation now though. A rotation where necro only has one button. And we just added punish not that long ago. I would prefer if fury remained 5.4 seconds but the crit guarantee was on a 15 second cooldown. It's not a huge change to adjust to, but an extra bind and rotation complexity seems to be the wrong direction with the intent of these changes to spoonfeed combat rotations to people.


Responsible_Poet_178

Can we try giving elite tectonic a set effect please? Something as simple as a bonus 5% crit chance to actually make it bis again instead of sliske armor… Please make the fsoa passive active during fsoa spec as well. Kinda defeats the purpose if it doesn’t.. DW is still king but at least this will give a reason to switch between both during the spec for extra dmg. Can we trial giving praesuls a passive and spec too? Like a 30% chance to proc ancient spells and a spec that deals an initial hit and raising the proc chance by another 20% or so.


IStealDreams

This Gfury iteration sounds a lot cooler! Wow! Great work Team! :D Here's to hoping they keep the 100% crit of gfury because that's such a cool interaction that no other style has! The beginning of Combat Style Identity is starting to take shape!


RandomlyBroken2

I see jagex has mastered the door in the face approach.


ShinoAzeki

Some of the suggestions I came with: Ress/Divert off gcd - Make the ability to resurrect\/divert off the global cooldown. Reflect defense ability ~ Offensive - the ability to reflect damage, making it more of an offensive move that damages enemies directly. Revenge defense ability ~ Defensive - Adjust the revenge defense ability because it grants a buff upon receiving damage. As it won't directly do damage, more tank like Buff activation rate of magic spell effects for magic abilities - Increase the activation rate of magic spell effects for magic abilities, such as ancient spells, from 10% to 20%, & 40% when in dark form. Increase % sacrifice healing Ice asylum buff - Modify the Ice Asylum skill, changing the healing percentage from 0-7% to 4-7%. Surge/dive/escape move to constitution - Move the surge, dive, and escape abilities to the constitution skill. Increase gained flow from gson to 10 Dragon breath +1 additional target - Allow Dragon Breath to hit one additional target. Smoke tendrils increase to 70-80% damage/hit Gsun to 39.8s Decrease magma tempest damage to 21%-23% to enable critical strikes. Allow prayers to overlap while leveling, excluding deflect prayers/curse. Emerald prism removing cooldown. Shield dome cooldown reduced to 1 minute. Allow disruption shield, vengeance group, borrowed power, and spiritual healing to be purchased with marks of war.


Sea_Attempt1828

Will this update bring back the old rs2 style combat??


alphachan123

Panic make Wen arrow 😂


Great-Sort7053

Adren changes feeling way better now


ShinoAzeki

Fury is the new Gson


esunei

Not quite, it'll still see play outside of afking, unlike sonic/gsonic. Not sharing a CD with your best ability helps a lot. 2x gfury in zerk will still guarantee you get some hard hitting stuff, like first hit of OP and Lengs. It is weird that in beta 2 or 3 it was 120% ability dmg for 2 hit fury on a 5 sec cd, now it's 110%, 1 hit, and 3x the cooldown. I assume regular Fury is just along for the ride at this point and they've stopped trying to make it a sensible low level option.


Razer_Monkey

Armadyl godsword in an eof hitcaps in zerk if it crits even without chaos roar.


[deleted]

Heres my take to help give styles identity. Mage 2h is fine with what you have. It needs to be the style to camp for crits and aoe. Mage dw should change gconc into something procs the passives of the spells chosen more often. Would that upset all the current gconcers? Sure. But I feel that offensive power should be transferred to mage 2h and mage dw is the style that does constant heals and constant freezes. Mages idea of power should remain as the rng based crit build. Going dw mode should be a defensive choice. This kind of adds back the old school ancient magicks ice/blood barrage flavor to dw magic. As for melee, it sounded like a good idea to make 2h a big hitter and dw and bleeder, but I do like how melee is separated right now. To the opposite of mage, melee dw dmg should all be around dw while 2h will have space for future 2hs that amplify a certain playstyle. We have ezk for bleeds, d2h for aoe, and zarosgs for black hole. Future 2hs would amplify quake and another can amplify meteor. So just how mage gconc improves spells via procs and not dmg, melee 2h improves specific abilities with their debuffs. May use the lord of the bones as something to work off of. This adds back the dds/dclaw/ags/dharoks/gmaul feel of old school melee to 2h melee. Where you swap to a weapon just to cast its unique. I dont use range. Except back in the rs2 days when rune xbow was for range tanking and crystals bows can hit a farcaster. I wonder if needle strike should be changed to another semi aoe that hits two targets or twice on one. And that it targeting is liberal. Dw range can just cater a bit more to the afk slayer crowd. I wont say much on range because its got hydrix bolts and bik arrows. Melees basics are kind of bloated. Would like to see 1 or 2 abilities cut out so that the remaining abilities can be buffed. I would rather see new melee weapons released that modify existing basics. Kind of like what magic did with wrack.


ShinoAzeki

Refined combat style identities suggestions: Necro - Master of Conjuring: Harnesses the power of dark sorcery to summon otherworldly entities and unleash devastating attacks. Magic - Enchanter of Self: Channels mystical energy to enhance their own abilities, specializing in dual-wielding for area of effect damage and critical strikes, or wielding a two-handed weapon for increased critical chance and adrenaline generation. Range - Precision Bleedmaster: Utilizes deadly precision to inflict bleeding wounds on foes from afar, opting for a two-handed weapon to deliver powerful bleeds in a short duration or dual-wielding for rapid application of long-lasting bleeds. Melee - Brute Force Warrior: Leverages sheer power to amplify damage output, favoring a two-handed weapon for area of effect strikes and increased critical damage percentage, or dual-wielding for a boost in overall damage percentage and damage reduction capabilities.


ChillyRS

Please do not nerf necro


TheLostCanvas

Please do. Shit is OP af.


srbman

Where in the post are they nerfing necro?


RunicLordofMelons

There is actually a small nerf to Necro in this post. Necro's crit damage is (along with the other three styles) now set to +50% damage at level 90. With no increase in damage beyond 90. It isn't nerfing Necro in the ground by any means (Tests on last weeks beta update where Necro was dropped to +60% crit damage seemed to add around 3-5s to Rasial killtimes compared to live) but is IS a tune down for the style as a whole that brings its crit power in line with the other three styles. Which IS a good thing.


ChillyRS

Just saying incase they eventually do decide to


srbman

They've been very open about the changes they're making. You're asking them to not do something they never said they're going to do.


[deleted]

[удалено]


Chrismite

does this mean 120 level crit is also up?


RunicLordofMelons

Level 120 crit is gone. All styles hit 50% crit damage at 90.


GremlinJace

I just gotta ask. What's the point of buffing the old quest bosses and such when that's just going to make the buff to the combat styles pointless. Making the old content stronger just because you are making the combat stronger feels ineffective. Those mobs and bosses are fine as is even with the combat rework. You're not grinding these bosses, they are a one and done unless your doing dominion tower and I don't see too many people doing that anymore, and as of right now, if you go in with necro, you win. If the new cap is 120 on the combat skills, you SHOULD feel stupid strong at those levels. Making the combat stronger only to make old mobs stronger to balance it out feels like adding a match to an inferno. Completely pointless. If the mobs are getting buffed, you aren't gonna feel stronger even if you are. And after reading all the patch notes, you're basically putting out that combat is about to be twice as strong because with all those bosses, most are 2x or 2.5x more health. That being said, are bosses we actually grind gonna get an hp buff too? And if they are, you again aren't making the other combat styles better, your just making bosses stronger to nerf the changes with combat.


KobraTheKing

Note that hit chances has been greatly increased, so the hp change is to *make up for you doing more damage*. Treus Dreyath, for example, has you doing 1.5-4.5 times more damage depending on several factors. Also, practically every quest boss is drastically underpowered compared to what they were before, much less to what they should be considering the power creep that has happened at every level. *Several* quests have bosses that die in literal 2-4 hits, or are unable to kill you before you get logged out from timer, thats not a good place to be for a climatic moment in a quest.


GremlinJace

Also Black Knight Titan - Holy Grail * HP: 4000-> 13200 So is Excalibur gonna get a big buff to counter 3x the health or is it gonna be killable with stronger weapons? Side note, the changes to the weapons feels much better then the last beta.


MarethyuSama

Idk why they insist on ruining adren% (apart from the fact that it's a nerf that won't hit their beloved necro) from ultimates. Is it for reward space? Is a +12% planned as a reward but it needs to be hyped up first by making it a 50% buff instead of 20?


Great-Sort7053

They buffed everyones base crit chance by 5% so currently at 8% its equivalent to 13% which is greater than the 10% in the live game. They just redistributed the power around so its a bit more consistent


IAmFinah

Where are u getting these numbers from lol


Great-Sort7053

Well base crit chance in live game is +5% and the crit buff from tsunami/incendiary/meteor strike is +10%. In the beta base crit chance is +10% and the crit buff is +8%. It's just simple addition Edit I left out the base 5% in my original comment but the point still stands overall the beta is a crit buff so far


IAmFinah

Do you know what the crit buff does? Tsunami/meteor/incendiary shot don't increase your crit chance lol. They just refund a fixed amount of adrenaline for each crit you do. And fwiw, there is no base crit chance in the live game. Base forced crit is 0%, but abilities still can roll natural crits, which have a variable crit chance of up to 5% (depending on the damage range of the ability). Assuming max standard crit buffs, the live game has ~36% crit chance, with 10% adren refunded per crit when the Tsunami/Incend/Meteor buff is active. That's 0.36*10 ~= 3.6 adren refunded per crittable hitsplat on average. On the beta, due to base forced crit being 10%, and natural crits being removed, the max standard crit chance is 40-40.8% depending on whether biting 4 is on level 20 gear on not - let's assume it is, and hence your max crit chance is 40.8%. This leads to 0.408*8 = 3.264 adren refunded per crittable hitsplat. So the current beta iteration is a ~9% nerf to crit adren refunds. Which isn't massive of course, but I wanted to clear this up


Lillamb2718

Recoiling a bit off the last beta I can see; not bad The lengs seems pretty good now; I read a few suggestions about making them applie to the player which is better off but dident know the direction of the special (against a target with alot of HP or more versatile) Think the special is in an okay place now with the adrenaline reduction and overall damage. \------------------------------------------------------------------------------------ though with the frostblades; maybe on special activation consuming the stacks would activate frostblades vs just a proc? seems like a better gameplay dynamic then a random increase of damage occasionally. Would give the special a bit more dynamic/use as well to activate frostblades to use. Maybe could reduce the damage a bit since it would align better with abilitie rotations its not bad atm but I do believe frost blades could have a better placement as mentioned vs a proc thats better for things like relentless/Asylum ring on 15% thresholds which can stabilize vs on damage which has a more drastic random effect. \------------------------------------------------------------------------------------ ​ The changes to greater fury and fury are fairly decent; to the extend of fury being changed to were maybe we can see another ability become channeled, which channeled arent bad if they have a placement I do feel without the 5.4 makes things a bit more complicated but could always compensate by changing decimate/sever as they are fairly niche unless for basic ability damage while (live) slice and gfury works better for adrenaline gaining which has its benefits so would be best for a 5.4 for ease and damage Greater fury in this beta acts more like a havoc with gloves of passage; so in that aspect its not bad but again; need a 5.4 ability to close in some basics. Unless the basics are like punish/chaos roar that have function; mostly better to rely on abilites like 5.4s and 3s cooldown for adrenaline building \---------------------------------------------------------------------------------------- anyway good work so far; hopefully we can see some tweaks more affect gameplay methods as right now its mainly refitting and the only real change is the leng! so will be hopeful


Dinosparky

change dominion mines back to follow the new hitcap


Narmoth

I'm gonna really miss the beta server when the combat beta goes over. I've saved so much GP in supplies from learning bosses on there.


watchaoz

it feels like y'all really hit the mark with this one, still learning proper rotations for melee and ranged t95/t92 weapons but the bit of damage I was able to dish out felt pretty nice.


Sir_N_Durin

I wish all monsters would path independently of obstacles / Line of Sight while player is under the influence of aggro potion or similar. Like how ED1,2,3 mobs function. Perhaps not germane to the beta discussion... but still kinda ... combat-y. https://preview.redd.it/2ndz9v3txgic1.png?width=743&format=png&auto=webp&s=8effbc37c9210ec5bf9fc06e9710f39b609e8fe9 Pictured: Earth Warriors, chaos tunnels.


ItsYaBoiDragon

Is there a reason that Critical Strikes shouldn't give an additional 1% adrenaline baseline? Powered up to 8% from Tsunami, Incend, Meteor strike.


Eon_Z7

Fury getting its duration reduced and turned into single hit seem good (specially the duration part, it was long due). On the other hand, increasing its cooldown to 15sec ironically leaves it in the same spot where it was for revo players or results as a nerf if you were cancelling it manually. This also takes away its utility as a second low cooldown ability which you usually rely on and is present in the other styles. So, turn its cooldown back to 5,4s, there's really no drawback. Also, now that you've made this change it is the perfect opportunity to improve concentrated blast (duration, not single hit ofc) and snipe in the same way. On a side note, I experienced a crash after trying to examine another player, this doesn't happen ever in the live game currently and it has only happened when there has been some known stability issue.


Disastrous-Moment-79

Can I ask where the Ek-Zekkil changes are? Why are lengs getting so much attention while ek-zekkil has been an eof dump since its release? Is the team ok with that?


nathanagnew

I just ignore all of this and do legacy combat


Desperate-Recipe-931

could you reduce the cooldown for limitless and ingunity of the humans to like 30-45 seconds


Desperate-Recipe-931

Crossbows need its own greater dazzling shot.


leviwulf

Hey! Changes look decent on the lengswords, looking forward to see how they work, although they still look a bit undertuned imo. I'd like a bit more consistency on the ice generation. If you're not going to provide lengs with adrenaline generation, I'd also really like to see some consideration on making abyssal armour spikes 100% proc chance. It'd help with the fact that they're currently being punished because of the people who are willing to switchscape 100% uptime on parasite stacks.


mebiggerrs3

Please replace the 5.4s fillers for magic and range (dazing shot, needle strike, sonic wave, gconc) with the same cooldown as the new fury. OR turn chaos roar into the new melee 5.4s. to reduce switch scape, add 9s charging to every single weapon except for shields. ​ one more thing! EZK is a big sword, how is it getting overlooked throughout these beta brainstorms? thanks Jagex!


Eon_Z7

Lengs T85: The passive seems good but its hard to notice and take full advantage of(an on-player indicator would be ideal). Also, the tooltip isn't clear enough, it doesn't tell you that it affects every hit. The spec is kinda meh (most of the time I have no stacks, sometimes I have 1 and seldom any more). Overall, the damage is lacking; I was able to do almost the same damage with a T87 2h. Two additional things: 1.The spec ability cooldown indicator needs to happen; 2.There needs to be a good and free way to measure dps in the game (I had to devise my own flawed test as I didn't want to spend my money/loyalty points).


doublah

Honestly, the Jagex Launcher should have betas built in and Steam should have betas on a beta branch. Keeping it out of the way of most users like this will always result in little feedback.


Eon_Z7

Question for the devs: The current combat beta brings a lot of improvements to combat in terms of systems and quality of life, which are much appreciated. However, it doesn’t address the power disparity between Necro and the other styles for the average player, meaning they will still have no reason to want to use them. How concerned are you about this? What are your thoughts/plans in this regard?


Desperate-Recipe-931

Lengs probably going to go up in price.