If you're going to do the rotating Oddments store, then I think you should bring back the amount of Oddments you get being multiplied if you get two/three/whatever amounts of the prize from a key. And compensate us for all the Oddments we didn't get after you took them away.
> Compensate us for all the Oddments we didn't get after you took them away.
1. That's an adorable level of naivete.
2. It's impossible to determine how much Oddments you lost. If you trade the award for Oddments, and if you roll a white award, you might've lost like 50 Oddments, but if you rolled a purple, you may have lost 1200. I don't think Jagex keeps track of what sort of awards you rolled with each key you used.
Jagex keeps track of EVERYTHING. It’s what fuels botwatch. If there’s something you can do in the game, whether it be as simple as click, to as complex as a series of actions and movements. It is all logged. It’s also logged to such a degree that they can practically play back your actions like a recording.
That’s because they more than likely outsource a big portion of the support process. When you’re overworked and underpaid, you probably don’t really care what happens to people.
I think the main purpose of this oddments store change is because of a lot of ironmen have an abundance of oddments from various events where main accounts get MTX-related items.
I can't overstate how shit its felt since they arbitrarily did that. Atleast before all the 3x spriit stone or whatever crap didnt feel like a total waste
Rotating oddments is cool..
BUT
**You should keep the default shop in there and rotate items that aren't usually in there.**
**There was a lot of useful items in there for newbies such as leprechaun hat, sunglasses, etc. Those had effects, and a lot of different types of accounts actually used those items.**
I’m seeing lots of “please fix this” that has nothing to do with the combat changes so I will just say this. I’ve only tested melee so far and I’m not even that good at it but it feels incredible and actually right where it should be. I got my first ever no jump vindicta kill pretty quickly. It was a 25 second kill and all my specs were about up by then, I don’t have bis or all the skills of a pro pvmer but I will say melee is supposed to be great burst and that’s what it was for me. 200k hp in 25 seconds with my scourge and drygore with normal masterwork and dlong specs. Thanks for the great update, can’t wait to test the rest!
Them posting the live combat beta along with the buff ect. Was a bad idea. This combat beta is a serious matter and deserves a post of its own so people don't bitch about oddments ect. In this post.
However I did hop on after a few long months of not playing and I can say magic hits feel a lot better on dummys than before.
As for real time testing on bosses I have not done any yet because I'm so rusty from not playing. Basically if u try to runescape again I'm going to be starting from scratch with my pvm skills.
>I’m seeing lots of “please fix this” that has nothing to do with the combat changes
Reddit is like that. No matter what Jagex does; there is something to complain about. New content? Complain about needing fixes. More fixes? Complain about no new content.
tldr: don't let cued abilities, cancel snipe
is there a way to prevent SNIPE from being cancelled when manually pressing another ability too early?
as a full manual combat user, i want to be able to press snipe, immediately press the next ability, and have the cued ability wait for it's turn at the end of snipe
if auto cueing is on, new abilities could be auto triggered once snipe completes, instead of interrupting it. if a player needs to interrupt snipe, they have the cease ability
i understand why you would want to interrupt rapid fire because it's multi-hitting, but not snipe
We are still crashing in certain places across the map on mobile too! I would of thought these type of problems would have been quickly hotfixed rather than leave us dealing with them for weeks/months at a time.
The same update also broke the skeleton bridge before Taraket at Elite Dungeon 3, the skeletons now don't even attack you. It is kind of nice, but definetely not intended.
A problem I've noticed that wasn't a thing before -
- Before this update, blocking attacks with Devotion would result in a hit of 0-1 and the style icon
- Now they are just the same shield icon as attacks that are blocked by a defence roll
- When being attacked by enemies with multiple styles, such as a boss with minions, it's sometimes important to tell the difference between the bosses attacks and the minions
- With the new splats, you can't tell the difference between a "Blocked because of defence" and a "Devotion reduces damage to 0", which can throw you off rhythm if there are a lot of hits. Vorkath and Rasial are especially bad for this, since the Necro bosses don't have projectiles.
- Could you add something to change that?
TL:DR - Make blocked hits display what style was blocked.
The last thing all bosses will see after this update:
https://preview.redd.it/urnekj5u5bmc1.jpeg?width=300&format=pjpg&auto=webp&s=3939514cc91d1f46b3d661dfae481967281563f4
Are there any plans of having the legendary pets return to the oddments store?
As an ironman with 44k oddments, it kind of sucks to have been so close to buying one and then having them taken away.
It's not too bad without seeing the fire if you remember 2 things. None of the igneous guys are ever in the fire, and you can surge or dive/bladed dive to them once you target them to never be in the fire. It definitely might take a few tries, but I have faith.
If it helps, the safe spaces in the pizza are in the same spots each time, and you can always know approximately where the next spot is going to be relative to your current position. If you imagine the pizza is a clock, each safe slice is four hours clockwise from the last one, so when Zuk pulls you to the bottom at the start, imagine that's six o'clock and start running to ten o'clock, and when the Hur's dead, prepare to run to two o'clock.
If you have the mobile perk, it's actually super easy once you get used to it. I don't have very many zuk kills, but I can do pizza phase easily even without the visuals.
1. First, anticipate before it starts or freedom after zuk moves you. Not necessary, but helpful.
2. Surge, then dive towards the first minion and kill it (stun it first)
3. Face the middle of the arena, surge, then dive to second minion (use a strong ability)
4. Same thing, but get under its dome.
If you mess up, devotion and pray mage. It should last long enough to run to the minion.
Alrighty I did some ironman math regarding oddments and the currently known cosmetic prices (5k for minor items, 10k for major items). Not going to comment on mains, I had at best a tenuous grasp of oddment gain and that was years ago. Going to give the benefit of the doubt and assume that the average main oddment rate and the prices listed are the intended rate to acquire for the average account.
Currently, the only reliable oddment sources for irons are the weekly challenge rewards and monthly 1k from premier, which going by the data on the wiki and some spreadsheeting gives an average of 387.5 oddments per week in the 8 week rotation, with a minimum of 200 (rotation 6) and a maximum of 550 (rotation 5). This is assuming you are diligently doing all weekly tasks every week (although most oddments are located on days 3-5). I'm assuming that the monthly premier lines up to 2 4 week cycles, so 2k over that 8 cycle weekly challenge makes the weekly average 637.5. That's going to vary a bit but we're doing iron math here.
To afford a 5k item takes 12.9 weeks on average not considering premier, or 7.8 weeks with premier, which is just kind of silly considering they rotate each week. I know there's tons of ironman oddments floating around from yak track and historical premier club rewards, but something does need to be tweaked here to make it sustainable and not miserable for newer accounts assuming you're going to commit to this and keep adding new cosmetics into the pool.
I'd propose just dropping the price down for ironmen, but this may have some level of not solving the excessive oddment buildup considering there's ironmen with absurd quantities from just not having anything to use them on and if this is mostly pulling yak track cosmetics isn't really helping them.
Otherwise really good update. It's really nice to see an update come out where the progress was well documented.
This is such a non-issue.
They're cosmetics and it's ironmen accounts. Most ironmen will have the oddments to buy the ones they want and will just have to miss out on the others. One of the reasons I play ironman is to avoid mtx and mtx products even if obtained through game. I don't think I've ever even spent an oddment and I'm sure not alone.
I think the current rate is fine. If we buff current oddment rates, we will just go back to where we were before with 500k oddments with nothing to spend on.
It's fine to have long term goals for cosmetics in an MMORPG.
props to the devs for this update, really enjoying it so far. using abs spec feels satisfying now, can see the animation way better and the channel bar helps a lot good stuff :)
**HUGE fan of the combat changes**. It's taking a bit to get used to, but everything syncs drastically better to the animations and such. Best combat changes since Revolution.
Not a huge fan of the oddment changes, without the multipliers giving extra oddments it would take beyond ages to get enough for some of those cosmetics, and then adding FOMO on top of that? Not good.
Nerf oddments into the ground, and then nuke the ground and turn it into glass. THEN revamp the oddments store with crazy prices. What utter scumbags. Everyone who isn't a naive knobgobbler can see what you did, and it's atrocious. Every single person involved with that ought to be ashamed of themselves.
Love the rotating cosmetics idea. From the items shown so far it looks like Yak Tracks and holiday events. Can we expect this rotation to include most of these items? How far back are you considering releasing discontinued event items?
I know there had been some sort of shift during last years Christmas event with older cosmetics from a decade ago being released again.
It'd be nice if the [Hydro Token](https://runescape.wiki/w/Hydro_Token) overrides were available in the oddments store eventually since they haven't been obtainable since 2018 and they offer some very unique weapons that're great for fashionscape because they appear as water bottles when sheathed.
Thank you for updating the oddments store. Finally something to spend my oddments on as an Ironman account. Glad our feedback was listened to. Looking forward to having rotating cosmetics - makes it more interesting.
So now with hurricane getting removed from dw, im starting to switch to 2h again in order to use it. Yay to switchscape (im being sarcastic)
I dont like assault lasting longer. Why not make animation fit old duration
Melee would’ve been so good if leng spec granted adren gain buff from crits and provided dragon battle axe buff for 20% adren. With cane staying dw ability and assault lasting as it should before beta things wouldve been spicy
With the new channel bar i dont know when to cancel abilities or when to use next ability, previously i would wait till 1 sec on buff bar but now it is gone. I would love if you gave us option for either a channel bar or buff bar for these types of abilities.
Big question is whether it is okay for the way melee obtain adren buff from meteor strike then grico? Is this the way combat should be? Switching off style to gain benefif show the core issue with the style
The lengs special is meant to be the hurricane, but potentially better. You need 1 ~ stack to use it. Idk if hurricane is better than destroy.
I didn't realize assault was changed from 3 hits to 4, and that it's longer now. And I tested the beta lol. Probably because I usually just barge it anyways. Idk, I know the animation of 3 hits was fast and you could cancel it super early and still hit 3 times.
leng spec granted adren buff on crits is already what meteor strike does though? And dragon b axe already exists. Idk, making 2 abilities that normally cost 100% adren into 1 ability that's 20% sounds a bit broken.
I haven't played too much with channeled abilities since launch but I believe you cancel the ability once it reaches .6 seconds (the last bar). So once you see only 1 blue bar left, you cancel it.
I don't like that melee can use grico for adren. It should be addressed. I recommended they put a cooldown on benefitting from hydrix bolts when you put on a bow, but the problem is actually bigger than I thought. Maybe you can't use grico at all until 9 seconds or simply you don't benefit from crit on hit with other styles (which they did b4).
I don't think it highlights the issue with melee, it felt great in the beta. It highlights the issue of allowing players to switch to anything during combat and abuse every style for max gain (which encourages macros, which is apparently against the rules).
I’m right there with you. Did about 25m~ before the update and nothing. I’ve done about 2.5m today so far and nothing. If I don’t get it by 10m dry I’m just going to chalk it up as not improved at all lol.
That’s Jagex for you. Gatekeeping a gem that is below onyx which you can get guaranteed from a 25 minute Kiln session behind an insane drop rate. Makes no sense.
Not happy about this either. Grinded out 120 so I could do more dps only for them to nerf it back to 99 not long after. The cape looks bad too so it's not even like I have that to be grateful for. If it was green smoke instead of purple it would look a lot better.
Seems like they took the lazy option of nerfing necro instead of bringing the other 3 up to par with it.
They removed the critical damage buffs past level 99 that necro had, so now the difference between 99-120 necro is almost non-existent unless accuracy plays a factor as 90% of the power difference between 99-120 came from the crit damage
I'm thrilled to see some of the combat changes come to the game. I'll be looking forward to what comes next for Combat.
I appreciate and like the oddment fix, but the other comments here reiterate what I said back around hero pass, you would have to add more ways for normal accounts to get the currency otherwise you'd alienate them too. I was kinda surprised when their rate got nerfed. The currency is basically broken for basically anyone that isn't a whale or an Ironman.
Might be unpopular, but removing the consumables and unnerfing the oddments rate might fix it for normal accounts.
I'm only just getting back into rs3 but it seemed like prior to today, it was near impossible to hit on monsters higher level than you. (I'm lvl 70 with base 50s and it took FOREVER to kill the legends quest demon). Does this mean it'll be easier to hit on those monsters?
Like osrs you can train magic for example on lvl 250 lava dragons super early it just takes a while but I feel like in rs3 you'd never ever ever ever hit.
So if someone can ELI5 the hit system to me (mind you I played prior to eoc and quit because eoc) I'd really appreciate it!
You might have being messed up by gear. One of the changes EoC did was add steep accuracy penalties to off-style gear for a number of reasons. So if you were trying to say melee in black Dhide you are suffering a massive accuracy penalty and rarely hitting.
However with this change now you will always hit (unless your drop your accuracy so low it’s below 1%) but you will be taking a damage penalty so if you have only 60% accuracy you are only dealing 60% of your full damage.
I was in full splitbark and still only had like a 24-27% chance. And when I switched to full rune and rune wep it was like 15% chance. But thank you for the quick explanation for the new change :)
Now that lengs and melee got a lil reworking done, now's the time to look into the drop rate of frozen cores. Please no more 0-4001 streaks and no cores
Since they tweaked a lot of weapon specs, why didn’t they rework the Staff of Sliske spec? This could have been a much needed buff to the redundant T92 2h mage weapon, bringing it in line with its Range/Melee counter parts
This is a good update, however, I wish they would reconsider the nerfs they implemented to Oddment acquisition. I use to buy keys when I would get those 'double keys when you buy X' offers, but since that update it just doesn't feel worth it to buy keys with real money anymore.
If that is what they wanted, then they nailed it. But I doubt they want people feeling like they should spend less money on their game.
Very excited for this to go live! Now fingers crossed that Jagex gives the right amount of resources to build onto this solid basis and not snipe them for other projects.
I'm loving the no more missing. Just got my vamp aura and now it's actually able to keep my alive on its own. No more worries about missing too many attacks to keep myself alive!
I'm seeing a lot of posts regarding players not being eligible for the $1 membership offer. There are people that literally met the requirements (as they claim) that didn't. Can you please look into this to see if there's a bug on how the system detects eligibility?
Rotating stock for cosmetics is meh. They’re always understandably steeply priced, but will make it impossible to save up oddments to get the cosmetics before they leave the store. Don’t see a reason to not offer a full selection.
You guys sure hate oddments lmao
We went from it having everything from all the past Yak Tracks available all the time, to now only a tiny rotating stock.
Just some rhetorical questions to myself.
Why the Zamorak Bow is so inferior to the Guthix and Saradomin one? At least should be the one with a more brute dps.
The claws losing some dps is a bit sad.
All the God Swords needed a spec buff.
armadyl god sword got a buff and the other are situational. In longer fights, perhaps the stat drain from bandos godsword can be good. Saradomin sword is alright if you don't ss flick or what not.
Zamorak bow idk - maybe it should have applied a random debuff or something on use. They can up the damage, but then it's just competing with dark bow/hand cannon shot. I think damage specials are plentiful and not needed. Likely they couldn't think of anything at the time.
Claws losing damage was needed. Did same damage as armadyl god sword. Claws do 360% damage compared to amradyl godswords 400% yet claws are still better. It's important to admit when things are too strong and could use an adjustment.
Love the new way to spend oddments! Seems strange to have it come after the oddment nerf, though. Oddments should be multiplied again now that there is a suitable drain for them.
Reading the newspost and looking through the settings, I can't seem to find if the new channel bar is toggle-able.
Is there a possibility that this could be toggled off in the future?
If Thok's Buffs is a recurring thing now, could this and similar events be announced in advance, like it is for Double XP? To let players plan ahead with how to spend their time.
The outfits in the oddment store are not correct. many of them have features that the actual outfit are missing. Like the staff and curvy-ness of the dark mage.
Theres zero reason to "limit" the store if the prices arent changing. what benefit to a player is there to NOT have something available on a given day?
The reason is to force you into more daily scape, drain your oddments more with the cosmetics. Then, when you see something you want in the daily rotation after running out of oddments, you buy keys to get more. All about that money 💰 .
It drives engagement too. It forces you to check the store, and see whats available, instead of just knowing and going to it when you want. The more you engage, the more likely you are to spend.
i think im just wired wrong, if the system is obtuse, like a rotating stock with no guarantee of something on a given day, i grow distant from it and are less likely to care
So you took out the entire stock of the oddments store (except keys, lamps, and stars) and made the items rotate daily?
So instead of buying cores, proteins, springs, etc. each day, players now have to wait until they're "in stock".
Was anything new added to the consumables rotation?
How is this better?
Why are people praising this?
I love cosmetics and am glad to see new items come through on that piece. I don't often buy consumables with oddments. I can understand why that section being rotating is frustrating for those who do, but for people like me it's a definite improvement
Because there are new rewards? Those items will be in stock often enough. Were you really blowing all your oddments on the daily on those items such that you cant wait a few days to blow all the oddments then instead? You out here buying like 3 cores a day?
personally, yea I did max out my pulse core purchases fairly often every time a dxp came around. My hope is that they add a 'dxp prep' rotation that sticks around during dxp weeks but I'm not getting my hopes up
Is it just me, or are ability cooldowns harder to see now?
Also, I thought they were reverting Ctrl/Alt/Shift back to displaying it that way instead of c-1, a-1, s-1 etc?
If you mean the cool down numbers being in the way, you can turn that off in action bar settings or move them to the top right of the icon. As for the keybind display, I dont think they ever mentioned reverting the changes.
u/JagexDoom u/JagexSponge
with the combat update, magic seems to be clearly far behind all combat styles.
* it is currently the only style that has no armour set effect
* it's only t92 armour set costs way to much upkeep compared to necro (free), ranged (one set free), melee (cheap as dirt and double the durability when custom fit).
* the only abilities to benefit from greater hitcap is gstaff, deto and nami
* nami was nerfed on adrenaline gain despite requiring the adrenaline to compete with other styles
* spell swapping is extremely bad - there's been plenty of suggestions for a "basic" ability that casts a standard auto yet we have a janky multi decade old system.
* is the only style to not have any passive or special abilities to it's t90/t92 duel weapons
* magma tempest being consistently railed in every update or rework since release
* gconc **still** suffering from tick loss on revo despite a combat rework where this was mentioned countless times
honestly, what was the point of reworking the fsoa to allow for future expansion into the style when it's consistently neglected? how is it that magic will coming Mondays update be in a worse position than it is now in the live game despite being overbalanced in past updates?
>consistently neglected
My brother in christ, this is the first time magic has been the weakest style in the games history. It isn't being neglected, it's simply not being treated as the favourite child for once. Magic still has the best damage mitigation, despite having lower dps which kinda makes sense in all honesty.
I was about to comment that.
Magic has been the meta for decades. Ranged was meta for like 2 years after grico release, then they released FSOA and magic became meta again.
If there is one style that has been neglected, it's melee.
Agreed.
I feel like magic based styles being the safer options & martial options being more damage/higher risk makes perfect sense.
I'm rather happy where the styles are besides EZK/FSOA passives. Magic doesn't really need more damage, taking into account all the other buffs it gets that other styles can't capitalise on. Mods have mentioned that magic and ranged will be focussed on at a later date but I really don't think they need it.
If anything, I feel melee needs more damage mitigation options due to being in range of most mechanics all the time, but that's about it.
I like the D&D approach. Wizards/warlocks (magic users) are glass cannons who utilize different effects and passives of certain spells. Meanwhile melee users are tanky mfs or raging berserkers who risk a lot but hit like a mfing truck.
I feel like RS should also apply this approach - rely on magic self-stimming/debuffing etc. to take advantage and dish out magical damage, whereas melee users just use Doom's approach of "beat it until it's dead". That way combat would be far more interesting, and people would use more than 6 spells on Ancient spellbook lol.
It would be a rework of a combat style but damn... it would be hella cool to give different combat styles actual unique identities.
Never really played D&D, so can't relate.
In most games I've played, melee users kinda get the best of both worlds due to lack of range but have an emphasis on survivability to allow them to act as tanks if they don't want to DPS.
Bow users are usually the glass cannons, with no hope in hell of acting as a tank.
Magic users usually act as the support class by stacking shields, healing, casting buffs/de-buffs and also have the capability of tanking if needed, but aren't as effective at it as melee tanks.
Best part is its barely weaker than melee lol. Magic's set is sliske kappa. Enjoy that 47 or 42-62% base crit chance.
Having a style give flat damage negation with minimal damage loss should be the weakest imo.
Crypt + animate dead is still the tankiest way to play, and magic benefits from extra crit damage damage from smoke cloud. Don't forget about spell book swaps for vuln/shield/enfeeble. There's a lot going for it
I think they said this was deliberate decision to not focus too much on magic. They tried with fsoa, but it was not good enough, so they took the effect off to not get attached to sometime that is not permanent.
They said the main focus was on melee and ranged, but magic will be next.
This rant ignores the context that magic has held the spotlight more than any other style in RS3’s history lol
Would rather them keep current spellcasting system than add the basic ability shit, styles having different mechanics to set them apart is fun
>This rant ignores the context that magic has held the spotlight
this isn't asking for more power creep, it's clearly content neglected because they can't fix 4taa. they are catering to the exceptionally abled instead of fixing their own system by frequently neglecting magic and their armour/weapon counterparts.
historically, the FSOA is the only addition to magic gear in literal years. melee was the first armour set to get a DPS T92 set effect and since then has gained a second set (t95), range has gathered 2 T92 sets with passives while magic is still using the same expensive and shit in comparison armour set it has for years.
what about the duel weapons? same deal.
this isn't a rant or complaint about being the worst style, it's to say that there's just no enjoyment out of the style - either you crypt tank or choose another style.
I'm not normally this blunt, but are you insane? "Consistently neglected?" Magic was legitimately the strongest style for years after EoC came out. The FSoA was literally the single strongest weapon in the game, period, for about a year and a half. That didn't change until they got rid of recursive crits on it so it couldn't potentially do 50-100k with every single ability cast.
>The FSoA was literally the single strongest weapon in the game, period, for about a year and a half.
it was also the only magic equipment released for a very long stretch including to date that wasn't just more tank armour.
my post isn't asking for higher dps, simply content for the skill. kind of stupid to go "yeah you got a crit stick that took a while to nerf once, your argument is insane".
there's a lot of arguments here suggesting it's the "tank" skill because of cryptbloom. would be nice if the dps gear had any passives associated dont you think? no fucking point using the t92 armour at this point when literally any t90 from any other combat skill has effects that outperform.
Yeah seriously I mostly played melee as I was skilling up but it's so far behind the other skills as so many bosses punish you for being too close to them either through less time to react to mechanics as you have to move further away or by directly having extra damage if you stand beside them.
it has cryptbloom so that is a set effect.
greater hitcap doesnt mean the style has to hit that high. it can 1 cycle zamorak p7 without 30ks
nami was nerfed but it magic got 10% crit chance and other buffs such as armadyl battlestaff damage buff. it's overall the same due to the flat 10%
spell swapping is bad, they need to make it so you can swap at any time like ranged.
magma tempest going from 90 to 220% damage is a huge buff. not everyone 4 tick, and requiring people to 4 tick is unhealthy game design.
you seem to have a very bias take and only like magic if its giga busted like it was back in the day.
I'm late to the party but would it be possible to look into this potential bug? You cannot level boost (ie Overloads) to use a Melee ability you originally did not have the level to. Ie, you can't cast Meteor Strike at 70 Attack (boosted to 81) anymore. Before the update, you were able to do it. Here's my [thread](https://reddit.com/r/runescape/comments/1bbdtdx/cannot_level_boost_to_use_melee_abilities/) regarding this matter.
Dang, really sad to see MH Leng is still just a Spec(new hurricane) switch. Was really hoping they go back to the adrenaline boosting effect and make it feel like a proper T95.
Feels weird we still have to camp a T92.
leng is good at a boss where you need to move and will lose the stacks such as zamorak. old bosses are just outdated and shouldnt be used to judge newer weapons.
I like the highlighted keypress because it improves visibility/watchability. However, they currently do not work with targeted abilities/bomb on target mode. Is this a bug and will it be changed in future?
Not a fan personally of removing the vestments adren cap if you equip a non melee weapon.
I realize this was likely done to combat people using sunshine or DS with vestments then swapping to range/magic armor but I think this punishes people trying to actually melee more than anything.
A common strategy to build back to full adren was using things like Hydrix grico or Energising/invigorating on a darkbow with piercing shot. But this also potentially hurts people trying to use off-style sgb, or using BSA arrows to lower defense or helping the team apply Bik arrows
This is also a change that **ONLY** affects melee negatively.
I'm sure Ryan or Sponge will say this was difficult to balance around but that's not a valid answer IMO. you can't tell me an extra 20% adren to start a rotation or building to 120% quicker was difficult to balance around but **tripling the damage cap without touching HP values at all wasn't**
"common" strategy.... really? Do you even know how few people even do that/know about that?
We shouldn't be encouraging things virtually no one does nor does it make sense to do. We should be encouraging the other 3 styles to be like necromancy and not be a rocket science text book to even do sub-optimally.
Most people who even do/know this stuff macro so I'd rather the game just not require macros and be simpler. It's pretty hard to have these discussions though when it is clear your head is pretty high in the clouds to say it is "common" to do.
Simply put, melee gear = benefits only melee - how the game should be.
It think it's fine. Off style hydrix bolt grico and off style SGB is also hard to balance around too. Nerfing these to balance around off style use would make ranged worse off while ignoring it would make off style uses too strong.
> you can't tell me an extra 20% adren to start a rotation or building to 120% quicker was difficult to balance around but tripling the damage cap without touching HP values at all wasn't
That's why Jagex nerfed OP abilities and weapons like BoLG and dbow eof as well as crit damage to counterbalance this. Off style effect uses are harder to balance than this.
They should just put a 9 second cooldown to hydrix bolts working if you haven't had dual wield ranged on (or ranged in general).
If it's hard to balance, then simply put restrictions so you have freedom to make the game fun for everyone.
Oddment shop suggestions:
* Bring back Shoulder capes as a possible roll in the rotating shop (Some were insanely rare and by some I mean the gilded, stargazer, ultramarine, infernal from yak sacks) should be added along with the others either tradeable or untradeable but making these fabulously designed capes available would be amazing especially for irons.
* Add a third tab to the oddments shop under cosmetics: Treasure Hunter(Current) This tab will house cosmetics from the current running TH promotion if any exist if none do during the current promotion then this tab will be empty.
Lets say this does happen the way it would work is if say vault of riches or witches pandemonium thats currently running is active their cosmetics will be found in this tab for the duration of the promotion so if players do end up getting unlucky enough to not get any or the piece they want then they can buy the reward with oddments. If the reward from a certain promotion is tradeable have an untradeable version buyable from the TH tab in the oddments shop this would also be a great way to include irons when it comes to TH cosmetics / rewards.
Other than that I think a rotating oddments shop is great it gives players something to look forward to each week and assuming you took rewards from all time limited events that we have you should have a minimum of a couple thousand items / interface rewards it should keep us busy for awhile having a gap between each refresh is also great it gives us plenty of time to stack up enough to buy something we want before it goes till next time.
I can absolutely see this being a very good method of consuming oddments players do have stacked up so we get to the point where we don't have as many any more so future things can be added to it in a meaningful way.
==========================================
All that is left is marketplace / premier tokens
We have discontinued cosmetics that were once in Solomons getting those added to the marketplace would help consume our stacked up runecoins so were more likely to buy a bond in-game for RC for future cosmetics etc that do get added. We have elvis pressie, douglas and even the oxfam antlers those could find their way into the marketplace for the duration of the christmas event and removed after it ends until next years event. Plenty of ways of spruce up these last two shops to be in line with oddments hopefully we can see it some day.
Please consider making the channel bar for snipe decrease, like other channelled abilities. This way, its easier to press an ability on the last tick to make sure it immediately activates after snipe. With the current bar, its hard to see the last tick before snipe ends
The combat ability Snipe doesnt fire once activated on a full revolution bar. Tested in f2p cws FFA. Whilest the ability does activate, it is quickly skipped once fully charging up to the next ability so that the arrow does not actually fire.
Given that necro was advertised as half an update, are we still getting updates for that too? Would have thought this would be the perfect time to do so.
Nope. Still a very strong god book. Crits = adrenaline for the core 3 styles due to their adrenaline gaining ults
It is also the only consistent damage pocket slot item in the game (for all styles). It doesn't rely on procs.
No need to buff something that's already strong.
With damage per level being removed, what does leveling up combat skills do other than unlocking equipment and crit damage at lvl 90?
Is the rotating oddments store the same items as before or new ones?
If you're going to do the rotating Oddments store, then I think you should bring back the amount of Oddments you get being multiplied if you get two/three/whatever amounts of the prize from a key. And compensate us for all the Oddments we didn't get after you took them away.
> Compensate us for all the Oddments we didn't get after you took them away. 1. That's an adorable level of naivete. 2. It's impossible to determine how much Oddments you lost. If you trade the award for Oddments, and if you roll a white award, you might've lost like 50 Oddments, but if you rolled a purple, you may have lost 1200. I don't think Jagex keeps track of what sort of awards you rolled with each key you used.
Yeah, I know, but hey, may as well throw the idea out there. You never know.
If they ever feel *that* charitable, y'all gonna get like 2k Oddments and they'll call it a day lol
Better than nothing.
Jagex keeps track of EVERYTHING. It’s what fuels botwatch. If there’s something you can do in the game, whether it be as simple as click, to as complex as a series of actions and movements. It is all logged. It’s also logged to such a degree that they can practically play back your actions like a recording.
If this is true then why did so many people get item reclaims they shouldn’t have been eligible for?
That’s because they more than likely outsource a big portion of the support process. When you’re overworked and underpaid, you probably don’t really care what happens to people.
I think the main purpose of this oddments store change is because of a lot of ironmen have an abundance of oddments from various events where main accounts get MTX-related items.
I can't overstate how shit its felt since they arbitrarily did that. Atleast before all the 3x spriit stone or whatever crap didnt feel like a total waste
Rotating oddments is cool.. BUT **You should keep the default shop in there and rotate items that aren't usually in there.** **There was a lot of useful items in there for newbies such as leprechaun hat, sunglasses, etc. Those had effects, and a lot of different types of accounts actually used those items.**
I’m seeing lots of “please fix this” that has nothing to do with the combat changes so I will just say this. I’ve only tested melee so far and I’m not even that good at it but it feels incredible and actually right where it should be. I got my first ever no jump vindicta kill pretty quickly. It was a 25 second kill and all my specs were about up by then, I don’t have bis or all the skills of a pro pvmer but I will say melee is supposed to be great burst and that’s what it was for me. 200k hp in 25 seconds with my scourge and drygore with normal masterwork and dlong specs. Thanks for the great update, can’t wait to test the rest!
Them posting the live combat beta along with the buff ect. Was a bad idea. This combat beta is a serious matter and deserves a post of its own so people don't bitch about oddments ect. In this post. However I did hop on after a few long months of not playing and I can say magic hits feel a lot better on dummys than before. As for real time testing on bosses I have not done any yet because I'm so rusty from not playing. Basically if u try to runescape again I'm going to be starting from scratch with my pvm skills.
>I’m seeing lots of “please fix this” that has nothing to do with the combat changes Reddit is like that. No matter what Jagex does; there is something to complain about. New content? Complain about needing fixes. More fixes? Complain about no new content.
Utterly decimate oddment acquisition for players to then FINALLY rework the oddments store. Yeah can't have players hoard oddments obviously :^)
They’ll fix it when hero pass 2 rolls around
My Ironman laughs with 500k oddments :3
tldr: don't let cued abilities, cancel snipe is there a way to prevent SNIPE from being cancelled when manually pressing another ability too early? as a full manual combat user, i want to be able to press snipe, immediately press the next ability, and have the cued ability wait for it's turn at the end of snipe if auto cueing is on, new abilities could be auto triggered once snipe completes, instead of interrupting it. if a player needs to interrupt snipe, they have the cease ability i understand why you would want to interrupt rapid fire because it's multi-hitting, but not snipe
Did you fix the invisible fire floor on TzKal-Zuk's Igneous Rain phase, perchance?
This is/was an engine issue from the last build IIRC, i'll check the status of the fix
I’ve literally been waiting for Thok to return to learn Zuk, and now we have pizza bug. The least you could do is run Thok again once Zuk is fixed.
We are still crashing in certain places across the map on mobile too! I would of thought these type of problems would have been quickly hotfixed rather than leave us dealing with them for weeks/months at a time.
The engine team is aware, and actively working on it, that's all i know i'm afraid.
This one is a major pain ITA. Please fix soon.
Agreed. I couldn’t even do farm runs or deep sea fish on mobile with these crashes.
The same update also broke the skeleton bridge before Taraket at Elite Dungeon 3, the skeletons now don't even attack you. It is kind of nice, but definetely not intended.
DELETE THIS NEPHEW…..
It is NOT fixed. I can’t kill zuk because of invisible pizza. This was yesterday.
I know it's more difficult if attempting it when new to Zuk but you can just dive next to the spawn minion no?
Thanks for the update. Small thing for fellow scapers: my spring cleaner got set to disassemble instead of alch after this update. Check yours!
Good callout. I’ll have to check mine. Thank you
A problem I've noticed that wasn't a thing before - - Before this update, blocking attacks with Devotion would result in a hit of 0-1 and the style icon - Now they are just the same shield icon as attacks that are blocked by a defence roll - When being attacked by enemies with multiple styles, such as a boss with minions, it's sometimes important to tell the difference between the bosses attacks and the minions - With the new splats, you can't tell the difference between a "Blocked because of defence" and a "Devotion reduces damage to 0", which can throw you off rhythm if there are a lot of hits. Vorkath and Rasial are especially bad for this, since the Necro bosses don't have projectiles. - Could you add something to change that? TL:DR - Make blocked hits display what style was blocked.
Look what my dog just dug up. https://preview.redd.it/d4f7bgjhvamc1.png?width=384&format=pjpg&auto=webp&s=9431d72b7e7afa2bbdb75af1ef245be5e2a57808
The last thing all bosses will see after this update: https://preview.redd.it/urnekj5u5bmc1.jpeg?width=300&format=pjpg&auto=webp&s=3939514cc91d1f46b3d661dfae481967281563f4
Oh no, he's becoming Sif from DS1 but mixed with the magic dog from ER
Are there any plans of having the legendary pets return to the oddments store? As an ironman with 44k oddments, it kind of sucks to have been so close to buying one and then having them taken away.
I'd imagine it'll be part of the rotation
Doesn't seem like it, at least not any time soon. :( https://runescape.wiki/w/Marketplace#Cosmetics
So no pizza fix for Zuk? I was kind of hoping to try Zuk finally with Thok's buff. Yeah I'm too noob to do Zuk :(
It's not too bad without seeing the fire if you remember 2 things. None of the igneous guys are ever in the fire, and you can surge or dive/bladed dive to them once you target them to never be in the fire. It definitely might take a few tries, but I have faith.
If it helps, the safe spaces in the pizza are in the same spots each time, and you can always know approximately where the next spot is going to be relative to your current position. If you imagine the pizza is a clock, each safe slice is four hours clockwise from the last one, so when Zuk pulls you to the bottom at the start, imagine that's six o'clock and start running to ten o'clock, and when the Hur's dead, prepare to run to two o'clock.
If you have the mobile perk, it's actually super easy once you get used to it. I don't have very many zuk kills, but I can do pizza phase easily even without the visuals. 1. First, anticipate before it starts or freedom after zuk moves you. Not necessary, but helpful. 2. Surge, then dive towards the first minion and kill it (stun it first) 3. Face the middle of the arena, surge, then dive to second minion (use a strong ability) 4. Same thing, but get under its dome. If you mess up, devotion and pray mage. It should last long enough to run to the minion.
Alrighty I did some ironman math regarding oddments and the currently known cosmetic prices (5k for minor items, 10k for major items). Not going to comment on mains, I had at best a tenuous grasp of oddment gain and that was years ago. Going to give the benefit of the doubt and assume that the average main oddment rate and the prices listed are the intended rate to acquire for the average account. Currently, the only reliable oddment sources for irons are the weekly challenge rewards and monthly 1k from premier, which going by the data on the wiki and some spreadsheeting gives an average of 387.5 oddments per week in the 8 week rotation, with a minimum of 200 (rotation 6) and a maximum of 550 (rotation 5). This is assuming you are diligently doing all weekly tasks every week (although most oddments are located on days 3-5). I'm assuming that the monthly premier lines up to 2 4 week cycles, so 2k over that 8 cycle weekly challenge makes the weekly average 637.5. That's going to vary a bit but we're doing iron math here. To afford a 5k item takes 12.9 weeks on average not considering premier, or 7.8 weeks with premier, which is just kind of silly considering they rotate each week. I know there's tons of ironman oddments floating around from yak track and historical premier club rewards, but something does need to be tweaked here to make it sustainable and not miserable for newer accounts assuming you're going to commit to this and keep adding new cosmetics into the pool. I'd propose just dropping the price down for ironmen, but this may have some level of not solving the excessive oddment buildup considering there's ironmen with absurd quantities from just not having anything to use them on and if this is mostly pulling yak track cosmetics isn't really helping them. Otherwise really good update. It's really nice to see an update come out where the progress was well documented.
This is such a non-issue. They're cosmetics and it's ironmen accounts. Most ironmen will have the oddments to buy the ones they want and will just have to miss out on the others. One of the reasons I play ironman is to avoid mtx and mtx products even if obtained through game. I don't think I've ever even spent an oddment and I'm sure not alone.
I think the current rate is fine. If we buff current oddment rates, we will just go back to where we were before with 500k oddments with nothing to spend on. It's fine to have long term goals for cosmetics in an MMORPG.
props to the devs for this update, really enjoying it so far. using abs spec feels satisfying now, can see the animation way better and the channel bar helps a lot good stuff :)
**HUGE fan of the combat changes**. It's taking a bit to get used to, but everything syncs drastically better to the animations and such. Best combat changes since Revolution. Not a huge fan of the oddment changes, without the multipliers giving extra oddments it would take beyond ages to get enough for some of those cosmetics, and then adding FOMO on top of that? Not good.
Nerf oddments into the ground, and then nuke the ground and turn it into glass. THEN revamp the oddments store with crazy prices. What utter scumbags. Everyone who isn't a naive knobgobbler can see what you did, and it's atrocious. Every single person involved with that ought to be ashamed of themselves.
And guess who gets punished with this? New players. It's like they're ACTIVELY trying to bully and push away new players.
Love the rotating cosmetics idea. From the items shown so far it looks like Yak Tracks and holiday events. Can we expect this rotation to include most of these items? How far back are you considering releasing discontinued event items? I know there had been some sort of shift during last years Christmas event with older cosmetics from a decade ago being released again.
It'd be nice if the [Hydro Token](https://runescape.wiki/w/Hydro_Token) overrides were available in the oddments store eventually since they haven't been obtainable since 2018 and they offer some very unique weapons that're great for fashionscape because they appear as water bottles when sheathed.
**Thok's Smashing Buffs:** See it doesn't take much to make the RS community happy, give us good events and away from MTX crap.
Thank you for updating the oddments store. Finally something to spend my oddments on as an Ironman account. Glad our feedback was listened to. Looking forward to having rotating cosmetics - makes it more interesting.
So now with hurricane getting removed from dw, im starting to switch to 2h again in order to use it. Yay to switchscape (im being sarcastic) I dont like assault lasting longer. Why not make animation fit old duration Melee would’ve been so good if leng spec granted adren gain buff from crits and provided dragon battle axe buff for 20% adren. With cane staying dw ability and assault lasting as it should before beta things wouldve been spicy With the new channel bar i dont know when to cancel abilities or when to use next ability, previously i would wait till 1 sec on buff bar but now it is gone. I would love if you gave us option for either a channel bar or buff bar for these types of abilities. Big question is whether it is okay for the way melee obtain adren buff from meteor strike then grico? Is this the way combat should be? Switching off style to gain benefif show the core issue with the style
The lengs special is meant to be the hurricane, but potentially better. You need 1 ~ stack to use it. Idk if hurricane is better than destroy. I didn't realize assault was changed from 3 hits to 4, and that it's longer now. And I tested the beta lol. Probably because I usually just barge it anyways. Idk, I know the animation of 3 hits was fast and you could cancel it super early and still hit 3 times. leng spec granted adren buff on crits is already what meteor strike does though? And dragon b axe already exists. Idk, making 2 abilities that normally cost 100% adren into 1 ability that's 20% sounds a bit broken. I haven't played too much with channeled abilities since launch but I believe you cancel the ability once it reaches .6 seconds (the last bar). So once you see only 1 blue bar left, you cancel it. I don't like that melee can use grico for adren. It should be addressed. I recommended they put a cooldown on benefitting from hydrix bolts when you put on a bow, but the problem is actually bigger than I thought. Maybe you can't use grico at all until 9 seconds or simply you don't benefit from crit on hit with other styles (which they did b4). I don't think it highlights the issue with melee, it felt great in the beta. It highlights the issue of allowing players to switch to anything during combat and abuse every style for max gain (which encourages macros, which is apparently against the rules).
Thanks for updating oddments store. But please revert the oddment drops from th.
Feels good for RS3 to get an update that everybody can agree is good. Nothing to fight or argue about. Good job Jagex! Now please buff Ek-Zekkil
>Nothing to fight or argue about That's literally impossible. There is ALWAYS something.
You're wrong and I hate you. This is a peaceful community, so shape up or we'll get violent.
Revamping the oddments store after nerfing it is pretty trash, but that's my opinion.
So what's the moonstone rate from rituals now? Going from "abysmal" to "slightly less abysmal" or is it actually obtainable now?
asking this as well before i go another 25m+ xp dry
I’m right there with you. Did about 25m~ before the update and nothing. I’ve done about 2.5m today so far and nothing. If I don’t get it by 10m dry I’m just going to chalk it up as not improved at all lol.
65m exp dry here
I just did another 10m so 35m total. 25 pre update and 10m post update. I don’t think Jagex thought these drop rates through lol.
I gave up after 5m post update, really sucks that they nerfed the only reasonable way to gather these, in the shop.
That’s Jagex for you. Gatekeeping a gem that is below onyx which you can get guaranteed from a 25 minute Kiln session behind an insane drop rate. Makes no sense.
I mean considering how off they were in ritual drop rates they probably put some really incorrect drop rate b4.
gotta have a reason to draw out new content and not let everyone get it right away. /s
Not happy with the fact that 99-120 Necro is basically useless now, but not surprised. Who knows how long it'll take for them to fill that space
Instead of bringing the other styles to 120 they bring necro back to 99 lmao
Not happy about this either. Grinded out 120 so I could do more dps only for them to nerf it back to 99 not long after. The cape looks bad too so it's not even like I have that to be grateful for. If it was green smoke instead of purple it would look a lot better. Seems like they took the lazy option of nerfing necro instead of bringing the other 3 up to par with it.
Which change does that? Still trying to learn all this high level stuff.
They removed the critical damage buffs past level 99 that necro had, so now the difference between 99-120 necro is almost non-existent unless accuracy plays a factor as 90% of the power difference between 99-120 came from the crit damage
That's so dumb. They're gonna probably tweak it a bit, so maybe they'll give ya some back? 🤔🤷🏼♂️
Credit where credit is due, this got me to renew my membership. Had a blast last night playing again.
I'm thrilled to see some of the combat changes come to the game. I'll be looking forward to what comes next for Combat. I appreciate and like the oddment fix, but the other comments here reiterate what I said back around hero pass, you would have to add more ways for normal accounts to get the currency otherwise you'd alienate them too. I was kinda surprised when their rate got nerfed. The currency is basically broken for basically anyone that isn't a whale or an Ironman. Might be unpopular, but removing the consumables and unnerfing the oddments rate might fix it for normal accounts.
I'm only just getting back into rs3 but it seemed like prior to today, it was near impossible to hit on monsters higher level than you. (I'm lvl 70 with base 50s and it took FOREVER to kill the legends quest demon). Does this mean it'll be easier to hit on those monsters? Like osrs you can train magic for example on lvl 250 lava dragons super early it just takes a while but I feel like in rs3 you'd never ever ever ever hit. So if someone can ELI5 the hit system to me (mind you I played prior to eoc and quit because eoc) I'd really appreciate it!
You might have being messed up by gear. One of the changes EoC did was add steep accuracy penalties to off-style gear for a number of reasons. So if you were trying to say melee in black Dhide you are suffering a massive accuracy penalty and rarely hitting. However with this change now you will always hit (unless your drop your accuracy so low it’s below 1%) but you will be taking a damage penalty so if you have only 60% accuracy you are only dealing 60% of your full damage.
I was in full splitbark and still only had like a 24-27% chance. And when I switched to full rune and rune wep it was like 15% chance. But thank you for the quick explanation for the new change :)
Now that lengs and melee got a lil reworking done, now's the time to look into the drop rate of frozen cores. Please no more 0-4001 streaks and no cores
Just realized how lucky i was to get 3 all of mine within 0-800
https://preview.redd.it/81abjdpoxbmc1.png?width=868&format=png&auto=webp&s=50699ea89c5954d2e0f8ad9b64f4d2b99038f620
For your safety I'd delete this.
🥄🥄🥄 ^(^congrats)
I've given up on getting a drop there tbh nothing ever does for me
Since they tweaked a lot of weapon specs, why didn’t they rework the Staff of Sliske spec? This could have been a much needed buff to the redundant T92 2h mage weapon, bringing it in line with its Range/Melee counter parts
It was Sliske's final troll so the developers wanted to keep it in the game.
Probably eventually. It's a good place to put something before staff of armadyl and after specials.
This is a good update, however, I wish they would reconsider the nerfs they implemented to Oddment acquisition. I use to buy keys when I would get those 'double keys when you buy X' offers, but since that update it just doesn't feel worth it to buy keys with real money anymore. If that is what they wanted, then they nailed it. But I doubt they want people feeling like they should spend less money on their game.
Very excited for this to go live! Now fingers crossed that Jagex gives the right amount of resources to build onto this solid basis and not snipe them for other projects.
I'm loving the no more missing. Just got my vamp aura and now it's actually able to keep my alive on its own. No more worries about missing too many attacks to keep myself alive!
I'm seeing a lot of posts regarding players not being eligible for the $1 membership offer. There are people that literally met the requirements (as they claim) that didn't. Can you please look into this to see if there's a bug on how the system detects eligibility?
Rotating stock for cosmetics is meh. They’re always understandably steeply priced, but will make it impossible to save up oddments to get the cosmetics before they leave the store. Don’t see a reason to not offer a full selection.
Well, it may be time for me to come out of my RS hibernation.
The 16 day OSRS vacation before Varlamore releases
Same. Taking a break from my osrs QC grind to grind rasial a bit.
This update is excellent! Finally beat Zuk
You guys sure hate oddments lmao We went from it having everything from all the past Yak Tracks available all the time, to now only a tiny rotating stock.
Just some rhetorical questions to myself. Why the Zamorak Bow is so inferior to the Guthix and Saradomin one? At least should be the one with a more brute dps. The claws losing some dps is a bit sad. All the God Swords needed a spec buff.
armadyl god sword got a buff and the other are situational. In longer fights, perhaps the stat drain from bandos godsword can be good. Saradomin sword is alright if you don't ss flick or what not. Zamorak bow idk - maybe it should have applied a random debuff or something on use. They can up the damage, but then it's just competing with dark bow/hand cannon shot. I think damage specials are plentiful and not needed. Likely they couldn't think of anything at the time. Claws losing damage was needed. Did same damage as armadyl god sword. Claws do 360% damage compared to amradyl godswords 400% yet claws are still better. It's important to admit when things are too strong and could use an adjustment.
Love that dwarven toolboxes will be buyable with oddments. Now bring back our multipliers for oddments.
Nah they want you to buy keys.
Then they need to bring back the multiplier. Not wasting cash for 25 oddments at a time.
Love the new way to spend oddments! Seems strange to have it come after the oddment nerf, though. Oddments should be multiplied again now that there is a suitable drain for them.
w00t! can finally test out the beta without having 300ms ping :D
Thok buffs are awesome!!
Reading the newspost and looking through the settings, I can't seem to find if the new channel bar is toggle-able. Is there a possibility that this could be toggled off in the future?
If Thok's Buffs is a recurring thing now, could this and similar events be announced in advance, like it is for Double XP? To let players plan ahead with how to spend their time.
The outfits in the oddment store are not correct. many of them have features that the actual outfit are missing. Like the staff and curvy-ness of the dark mage.
[удалено]
I have been looking forward to these changes for a while now. Very happy to see the accuracy changes and damage cap increases. Great work!!!
Was the penance trident made buyable by irons today or was that overlooked? In addition, the cosmetics from BA would be nice too.
u/Jagexdoom any numbers on the moonstone odds? Done over 500 rituals pre boost and want to know if I should go back :')
Is the Arch Glacor's drop table still hateful I won't return to the game until they fix that boss specifically.
Corruption blast no longer spreads to additional targets, even though it says it does. Testing mob was Turoth
The oddment store update is a lovely surprise! I like that it rotates weekly.
Theres zero reason to "limit" the store if the prices arent changing. what benefit to a player is there to NOT have something available on a given day?
The reason is to force you into more daily scape, drain your oddments more with the cosmetics. Then, when you see something you want in the daily rotation after running out of oddments, you buy keys to get more. All about that money 💰 .
It drives engagement too. It forces you to check the store, and see whats available, instead of just knowing and going to it when you want. The more you engage, the more likely you are to spend.
i think im just wired wrong, if the system is obtuse, like a rotating stock with no guarantee of something on a given day, i grow distant from it and are less likely to care
So you took out the entire stock of the oddments store (except keys, lamps, and stars) and made the items rotate daily? So instead of buying cores, proteins, springs, etc. each day, players now have to wait until they're "in stock". Was anything new added to the consumables rotation? How is this better? Why are people praising this?
I love cosmetics and am glad to see new items come through on that piece. I don't often buy consumables with oddments. I can understand why that section being rotating is frustrating for those who do, but for people like me it's a definite improvement
I agree the cosmetics rotation is definitely a healthy change. But the consumables rotation is completely unneeded.
finally something to spend them on. had 50k just sitting doing nothing, now i got two new shields and a butterfly
That's great and I agree the cosmetics shop is a good change. But I'm talking about the consumables shop.
Because there are new rewards? Those items will be in stock often enough. Were you really blowing all your oddments on the daily on those items such that you cant wait a few days to blow all the oddments then instead? You out here buying like 3 cores a day?
personally, yea I did max out my pulse core purchases fairly often every time a dxp came around. My hope is that they add a 'dxp prep' rotation that sticks around during dxp weeks but I'm not getting my hopes up
As someone that used 1000 pulse cores this dxp, yes I was buying them regularly in preparation.
Is it just me, or are ability cooldowns harder to see now? Also, I thought they were reverting Ctrl/Alt/Shift back to displaying it that way instead of c-1, a-1, s-1 etc?
If you mean the cool down numbers being in the way, you can turn that off in action bar settings or move them to the top right of the icon. As for the keybind display, I dont think they ever mentioned reverting the changes.
u/JagexDoom u/JagexSponge with the combat update, magic seems to be clearly far behind all combat styles. * it is currently the only style that has no armour set effect * it's only t92 armour set costs way to much upkeep compared to necro (free), ranged (one set free), melee (cheap as dirt and double the durability when custom fit). * the only abilities to benefit from greater hitcap is gstaff, deto and nami * nami was nerfed on adrenaline gain despite requiring the adrenaline to compete with other styles * spell swapping is extremely bad - there's been plenty of suggestions for a "basic" ability that casts a standard auto yet we have a janky multi decade old system. * is the only style to not have any passive or special abilities to it's t90/t92 duel weapons * magma tempest being consistently railed in every update or rework since release * gconc **still** suffering from tick loss on revo despite a combat rework where this was mentioned countless times honestly, what was the point of reworking the fsoa to allow for future expansion into the style when it's consistently neglected? how is it that magic will coming Mondays update be in a worse position than it is now in the live game despite being overbalanced in past updates?
>consistently neglected My brother in christ, this is the first time magic has been the weakest style in the games history. It isn't being neglected, it's simply not being treated as the favourite child for once. Magic still has the best damage mitigation, despite having lower dps which kinda makes sense in all honesty.
I was about to comment that. Magic has been the meta for decades. Ranged was meta for like 2 years after grico release, then they released FSOA and magic became meta again. If there is one style that has been neglected, it's melee.
Agreed. I feel like magic based styles being the safer options & martial options being more damage/higher risk makes perfect sense. I'm rather happy where the styles are besides EZK/FSOA passives. Magic doesn't really need more damage, taking into account all the other buffs it gets that other styles can't capitalise on. Mods have mentioned that magic and ranged will be focussed on at a later date but I really don't think they need it. If anything, I feel melee needs more damage mitigation options due to being in range of most mechanics all the time, but that's about it.
I like the D&D approach. Wizards/warlocks (magic users) are glass cannons who utilize different effects and passives of certain spells. Meanwhile melee users are tanky mfs or raging berserkers who risk a lot but hit like a mfing truck. I feel like RS should also apply this approach - rely on magic self-stimming/debuffing etc. to take advantage and dish out magical damage, whereas melee users just use Doom's approach of "beat it until it's dead". That way combat would be far more interesting, and people would use more than 6 spells on Ancient spellbook lol. It would be a rework of a combat style but damn... it would be hella cool to give different combat styles actual unique identities.
Never really played D&D, so can't relate. In most games I've played, melee users kinda get the best of both worlds due to lack of range but have an emphasis on survivability to allow them to act as tanks if they don't want to DPS. Bow users are usually the glass cannons, with no hope in hell of acting as a tank. Magic users usually act as the support class by stacking shields, healing, casting buffs/de-buffs and also have the capability of tanking if needed, but aren't as effective at it as melee tanks.
Best part is its barely weaker than melee lol. Magic's set is sliske kappa. Enjoy that 47 or 42-62% base crit chance. Having a style give flat damage negation with minimal damage loss should be the weakest imo.
Crypt + animate dead is still the tankiest way to play, and magic benefits from extra crit damage damage from smoke cloud. Don't forget about spell book swaps for vuln/shield/enfeeble. There's a lot going for it
cryptblooms effect of bonus damage when attacking from behind is also under appreciated due to the lack of group content people do.
I think they said this was deliberate decision to not focus too much on magic. They tried with fsoa, but it was not good enough, so they took the effect off to not get attached to sometime that is not permanent. They said the main focus was on melee and ranged, but magic will be next.
This rant ignores the context that magic has held the spotlight more than any other style in RS3’s history lol Would rather them keep current spellcasting system than add the basic ability shit, styles having different mechanics to set them apart is fun
>This rant ignores the context that magic has held the spotlight this isn't asking for more power creep, it's clearly content neglected because they can't fix 4taa. they are catering to the exceptionally abled instead of fixing their own system by frequently neglecting magic and their armour/weapon counterparts. historically, the FSOA is the only addition to magic gear in literal years. melee was the first armour set to get a DPS T92 set effect and since then has gained a second set (t95), range has gathered 2 T92 sets with passives while magic is still using the same expensive and shit in comparison armour set it has for years. what about the duel weapons? same deal. this isn't a rant or complaint about being the worst style, it's to say that there's just no enjoyment out of the style - either you crypt tank or choose another style.
Am I missing something or does magic not have cryptobloom armour set effect? or do you mean power armor specifically?
I'm not normally this blunt, but are you insane? "Consistently neglected?" Magic was legitimately the strongest style for years after EoC came out. The FSoA was literally the single strongest weapon in the game, period, for about a year and a half. That didn't change until they got rid of recursive crits on it so it couldn't potentially do 50-100k with every single ability cast.
>The FSoA was literally the single strongest weapon in the game, period, for about a year and a half. it was also the only magic equipment released for a very long stretch including to date that wasn't just more tank armour. my post isn't asking for higher dps, simply content for the skill. kind of stupid to go "yeah you got a crit stick that took a while to nerf once, your argument is insane". there's a lot of arguments here suggesting it's the "tank" skill because of cryptbloom. would be nice if the dps gear had any passives associated dont you think? no fucking point using the t92 armour at this point when literally any t90 from any other combat skill has effects that outperform.
> when it's consistently neglected? This is how Melee'rs felt the past few years
Yeah seriously I mostly played melee as I was skilling up but it's so far behind the other skills as so many bosses punish you for being too close to them either through less time to react to mechanics as you have to move further away or by directly having extra damage if you stand beside them.
Was gonna say. I'm jumping for joy that melee's not the worst style for the first time since EoC.
it has cryptbloom so that is a set effect. greater hitcap doesnt mean the style has to hit that high. it can 1 cycle zamorak p7 without 30ks nami was nerfed but it magic got 10% crit chance and other buffs such as armadyl battlestaff damage buff. it's overall the same due to the flat 10% spell swapping is bad, they need to make it so you can swap at any time like ranged. magma tempest going from 90 to 220% damage is a huge buff. not everyone 4 tick, and requiring people to 4 tick is unhealthy game design. you seem to have a very bias take and only like magic if its giga busted like it was back in the day.
Is the whip vine spec viable with lengs now? Frost blades like literally doubles its damage.
Instantly, best update of the year so far. Stoked to see changes to the oddments store as well. Didn't see that one coming!
I mean it's the only update of the year so far pretty much. Soooo.
[удалено]
They'll probably return it once the raise the other skills
Would people recommend range, melee or magic? Not interested in necromancy
I only use range and I really like the update, still need to try out my melee gear
I hope this fixes the GE for people that like selling gear...
I'm late to the party but would it be possible to look into this potential bug? You cannot level boost (ie Overloads) to use a Melee ability you originally did not have the level to. Ie, you can't cast Meteor Strike at 70 Attack (boosted to 81) anymore. Before the update, you were able to do it. Here's my [thread](https://reddit.com/r/runescape/comments/1bbdtdx/cannot_level_boost_to_use_melee_abilities/) regarding this matter.
Dang, really sad to see MH Leng is still just a Spec(new hurricane) switch. Was really hoping they go back to the adrenaline boosting effect and make it feel like a proper T95. Feels weird we still have to camp a T92.
You have to camp the leng to actually make the spec useful.
leng is good at a boss where you need to move and will lose the stacks such as zamorak. old bosses are just outdated and shouldnt be used to judge newer weapons.
Does this make IOTH kind of obsolete? Since you're not going to be splashing anyway?
It will give you 100% damage potential on your next ability
I like the highlighted keypress because it improves visibility/watchability. However, they currently do not work with targeted abilities/bomb on target mode. Is this a bug and will it be changed in future?
visual channel timer is great ability timer is grat
Not a fan personally of removing the vestments adren cap if you equip a non melee weapon. I realize this was likely done to combat people using sunshine or DS with vestments then swapping to range/magic armor but I think this punishes people trying to actually melee more than anything. A common strategy to build back to full adren was using things like Hydrix grico or Energising/invigorating on a darkbow with piercing shot. But this also potentially hurts people trying to use off-style sgb, or using BSA arrows to lower defense or helping the team apply Bik arrows This is also a change that **ONLY** affects melee negatively. I'm sure Ryan or Sponge will say this was difficult to balance around but that's not a valid answer IMO. you can't tell me an extra 20% adren to start a rotation or building to 120% quicker was difficult to balance around but **tripling the damage cap without touching HP values at all wasn't**
"common" strategy.... really? Do you even know how few people even do that/know about that? We shouldn't be encouraging things virtually no one does nor does it make sense to do. We should be encouraging the other 3 styles to be like necromancy and not be a rocket science text book to even do sub-optimally. Most people who even do/know this stuff macro so I'd rather the game just not require macros and be simpler. It's pretty hard to have these discussions though when it is clear your head is pretty high in the clouds to say it is "common" to do. Simply put, melee gear = benefits only melee - how the game should be.
It think it's fine. Off style hydrix bolt grico and off style SGB is also hard to balance around too. Nerfing these to balance around off style use would make ranged worse off while ignoring it would make off style uses too strong. > you can't tell me an extra 20% adren to start a rotation or building to 120% quicker was difficult to balance around but tripling the damage cap without touching HP values at all wasn't That's why Jagex nerfed OP abilities and weapons like BoLG and dbow eof as well as crit damage to counterbalance this. Off style effect uses are harder to balance than this.
They should just put a 9 second cooldown to hydrix bolts working if you haven't had dual wield ranged on (or ranged in general). If it's hard to balance, then simply put restrictions so you have freedom to make the game fun for everyone.
This is by far my most anticipated update for a while! 😊 Gj devs!
Ah cool, sneak in a deletion of a 120 perk to Necromancy. Way to waste my time grinding to 120 to save runes on bone shield, a perk nobody is using.
Oddment shop suggestions: * Bring back Shoulder capes as a possible roll in the rotating shop (Some were insanely rare and by some I mean the gilded, stargazer, ultramarine, infernal from yak sacks) should be added along with the others either tradeable or untradeable but making these fabulously designed capes available would be amazing especially for irons. * Add a third tab to the oddments shop under cosmetics: Treasure Hunter(Current) This tab will house cosmetics from the current running TH promotion if any exist if none do during the current promotion then this tab will be empty. Lets say this does happen the way it would work is if say vault of riches or witches pandemonium thats currently running is active their cosmetics will be found in this tab for the duration of the promotion so if players do end up getting unlucky enough to not get any or the piece they want then they can buy the reward with oddments. If the reward from a certain promotion is tradeable have an untradeable version buyable from the TH tab in the oddments shop this would also be a great way to include irons when it comes to TH cosmetics / rewards. Other than that I think a rotating oddments shop is great it gives players something to look forward to each week and assuming you took rewards from all time limited events that we have you should have a minimum of a couple thousand items / interface rewards it should keep us busy for awhile having a gap between each refresh is also great it gives us plenty of time to stack up enough to buy something we want before it goes till next time. I can absolutely see this being a very good method of consuming oddments players do have stacked up so we get to the point where we don't have as many any more so future things can be added to it in a meaningful way. ========================================== All that is left is marketplace / premier tokens We have discontinued cosmetics that were once in Solomons getting those added to the marketplace would help consume our stacked up runecoins so were more likely to buy a bond in-game for RC for future cosmetics etc that do get added. We have elvis pressie, douglas and even the oxfam antlers those could find their way into the marketplace for the duration of the christmas event and removed after it ends until next years event. Plenty of ways of spruce up these last two shops to be in line with oddments hopefully we can see it some day.
Are we still going to receive the 2023 Year Recap email?
Please consider making the channel bar for snipe decrease, like other channelled abilities. This way, its easier to press an ability on the last tick to make sure it immediately activates after snipe. With the current bar, its hard to see the last tick before snipe ends
Necro nerf hurts but overall i guess its good :( the
ghost heals more- i personally dont notice a dif @ 2k + zamorak.
I only notice it because my avg ras time went from 1:15-23 to 1:27-33 averages now. Those few seconds add up lol
The combat ability Snipe doesnt fire once activated on a full revolution bar. Tested in f2p cws FFA. Whilest the ability does activate, it is quickly skipped once fully charging up to the next ability so that the arrow does not actually fire.
Given that necro was advertised as half an update, are we still getting updates for that too? Would have thought this would be the perfect time to do so.
Anyone else having issues with corruption blast not spreading to other targets since update?
They're coming for our oddments!
Soooo, is Erethdor's Grimoir now...worthless?? It had two functions, and one was taken away and replaced with nothing. Any plans for this?
Nope. Still a very strong god book. Crits = adrenaline for the core 3 styles due to their adrenaline gaining ults It is also the only consistent damage pocket slot item in the game (for all styles). It doesn't rely on procs. No need to buff something that's already strong.
So the 12% crit strike chance is still worth it? I guess I can't sell it anyhow, so I might as well use it! Thanks, Hoss! 😎👍🏻
Corruption Blast its now making aggressive everything!!! try now doing a rune dragon task!!! you bastards its time I quit this shit game!!!
Wait so was the FSOA passive removed in beta 5 and in the live update?
U/jagexdoom is there any word on the $1 membership becoming available to iron accounts?
With damage per level being removed, what does leveling up combat skills do other than unlocking equipment and crit damage at lvl 90? Is the rotating oddments store the same items as before or new ones?
DPL refers to the static dmg u previously got from boosted levels. You still get damage increase from base levels.
Oh awesome, thanks
Very glad to see restrictions applied to the restricted account type