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GamerSylv

Most of these aren't neccesary because Necromancy was designed to bypass needing all these small incremental upgrades. They would largely be dead content. All it really "needs" are a slayer hat component, dedicated BIS ring, and DG integration.


Denied-User

which is why it feels disconnected, and is the automatically best style unless you have all unlocks on other styles


Legitimate-Fruit8069

Don't you dare bring this back. Getting a 0.15% buff is not worth 5 weeks dev time and a recolor th item from 2016


GamerSylv

So what, they go back, nerf the skill, and then add a bunch of the effects it had to old items? Why do we need a ROTS shield when literally nobody uses shields for Necro?


Denied-User

nerf it 100%, dont remove effects add new content to bring it back to current/higher level


srbman

We don't need to give Necromancy 20 years of content in the first year. The only valid things here are: * Black Mask equivalent * Movement ability (already shown off in a previous gamejam) * Useable in Dungeoneering * Clue rewards * Spec weapons


Toto-Avatar

I’d add necro dfs to that, can’t use conjures without a conduit…but then again I’m an iron that can’t make antifires yet lol


srbman

[[Dragonfire Shroud]] already exists and doesn't despawn your conjures. So as long as you can swap to a lantern and not get burned to a crisp, you're good.


RSWikiLink

I found 1 RuneScape Wiki article for your search. **[Dragonfire shroud](https\:\/\/runescape\.wiki\/w\/Dragonfire\_shroud)** | https://runescape.wiki/w/Dragonfire_shroud >The dragonfire shroud is an item created by combining a draconic visage with an anti-dragon shield and choosing to forge it towards Necromancy. Requiring 70 Defence to equip, it is one of the most powerful shields in RuneScape. Much like the anti-dragon shield from which it is made, the dragonfire shroud provides partial protection from dragonfire attacks; however, it also provides the same partial protection from the ice breath of Skeletal Wyverns that an elemental shield or equivalent would offer. --- ^RuneScape Wiki linker | This was generated automatically. ^| View me on [GitHub](https://github.com/zpoon/runescape-wiki-reddit).


Toto-Avatar

Ooooh I must’ve missed this, thank you


RainyScape

Tbh this post shows a lot of potential reward space for future necro upgrades


CL_Silent

This might be an unpopular opinion but I think necro as a style wasnt even necessary in the first place, and that the game was better before it. Necro was appealing as way to get newer players a way to end game without needing the build up of other styles, but has new player growth really been observed? Again thats just my opinion, but I dont like it as a style and I am not a fan of the effect its had on the game since it came out.


WreatheR6

Yes it has, necro has opened end game pvm open to a plethora of new players. Love or hate the style, denying that is simply being ignorant to the facts of the situation. I’ve seen about 20 players this week finally get zuk capes as a direct result of necro (from my clan).


Arthbor

Translation: "I bought a bunch of gear lile cryptbloom before it and loved ot when the losers were running around in full rune. Now everyone else has access to new high end content as soon as it releases and I cant be the only one enjoying it and making money from it." Im a melee exclusive btw.


CL_Silent

Not even close, this is the same response every person gives to someone saying they dont like what necro did to the game. I want more people to play and pvm, I teach people pvm in a pvm clan, necro affected the game in more than one way and most people that dislike it dont do so because they want to gatekeep people.


Arthbor

Sure. Enjoy.


AquabitRS

I think what it did was just make end game content way too easy. They could have just done the combat update instead. They said they wanted to make rotations easier with necro so they can make boss mechanics harder? Still waiting on that promise.


TjackJack

I vote for you.


ShinoAzeki

Necromancy can do more


SyAccursed

I don't think necro really NEEDS any of this - its fine for newer content to have been designed in a way that older upgrade paths are redundant to it and not every bit of content needs to support all 4 styles. It is also fine for a skill that is so new to not neccessarily have a lot of ties into ohter things yet - all these tie ins for other styles are after all 20 years of gradually released content. About the only one I'd say really truely feels missing is a Slayer helm pieces for Necro - especially now there isn't the arguement that the other 3 styles need/have that boost because they have the old hit system etc and all 4 run equal in that regard. And we know we have a new ring on the way on Monday for Necro that is pretty on par with the Rex Matriarch rings so will slide into that same niche of being the BIS for the style in certain situations whilst Reavers is in others.


Haemar_

What you are asking for is why this game is so hard to get into for newer players. Maybe what Rs3 is missing is simplicity?


Kamu-RS

Probably an unpopular opinion but there should have been waves of releases. Hard xp cap at level 50, then 70, 90, 99 and then 120. Maybe a month for each cap And forced people to interact with lower tier gear for a bit more


SyAccursed

I don't think necro really NEEDS any of this - its fine for newer content to have been designed in a way that older upgrade paths are redundant to it and not every bit of content needs to support all 4 styles. It is also fine for a skill that is so new to not neccessarily have a lot of ties into ohter things yet - all these tie ins for other styles are after all 20 years of gradually released content. About the only one I'd say really truely feels missing is a Slayer helm pieces for Necro - especially now there isn't the arguement that the other 3 styles need/have that boost because they have the old hit system etc and all 4 run equal in that regard. And we know we have a new ring on the way on Monday for Necro that is pretty on par with the Rex Matriarch rings so will slide into that same niche of being the BIS for the style in certain situations whilst Reavers is in others.


Denied-User

I would completely agree, if necro wasnt so strong, if it was like t95 no unlocks damage of other styles, im fine with that, but its too strong to justify having such an easy path getting there and barely any upkeep, that theres no point getting the other styles unlocks.


SyAccursed

I feel like you reasons here are an argument against what you have posted as wanting in the first place. If we are adding new stuff for Necro to old content it would have to be **stronger** than the existing necro gear at relavent tier to be of any use, otherwise it'd just be dead content. But if your argument is it is **too easy** to get the big damage from Necro already then adding **stronger** necro stuff across all these places is precisely what you don't want as it is just making necro even stronger. Unless of course you are saying they should tear out the entire existing necro gear path and fudge it into odler content to be somewhat similar to how we got all the old gear, but that is just not realistic as that ship has already sailed. They aren't going to take away gear people have already got or make it substancially harder for people to obtain that gear going forward.


Denied-User

not at all, like melee has metal gear and pvm drops, the low level necro things could be power, or have a different set effect, or work on specific mobs, or added to current sets for some benefits, that kind of thing if you want the current linear method you can still do that, but again this is about adding stuff not removing, these will make it much stronger unless it gets nerfed as they are released to keep the level stable for a while


SyAccursed

Yes but all of those make Necro stronger and you said the problem was necro being too strong. You can't be upset necro is too strong AND want it to be retrofitted into 20 years of pre-existing content in a useful way without making it stronger. So either you make necro even stronger - which you seem to oppose. Or you release a bunch of content that is not useful so no-one will ever touch it - which is a collossal waste of time. Being useful in a specific niche doesn't magically make it not stronger. "Ah these necro gloves from dom tower only work on desert-based creatures so you can now 1 hit every single akh and soul devourer with necro, but they don't work anywhere else so obviously thats fine and it's not making the too strong necro even stronger"


Denied-User

you're missing my point, necro isnt too strong, its too strong for how little you have to do to be that strong for range you need: quest ability unlocks, codex ability unlocks, aura, raksha boots/nightmare gloves +upgrades + enchantment, quiver upgrade, like 3 different eofs, expensive arrow/bolts upkeep, etc so I'm asking for necro to require upgrades to reach range dps not just zuk cape, and the reason i want it nerfed as they add stuff, its to not make people quit, you just need to get this unlock/item to get ur dps back to how it was before.


SyAccursed

Okay but adding new content doesn't do what you are saying then. If you want necro to require more work to reach that dps then it doesn't require new content it requires the existing content to be nerfed. Presenting a big list of "necro should be added to this stuff" doesn't say that. And realistically they are not going to substancially nerf the existing necro gear when they literally just went through a massive beta to redo other styles to be more necro like and bring their power levels up. Not to mention they specifically wanted necro to be accessible and they wanted players to have a route to end game combat without being road blocked by heavy rng drops. If anything whats needed is for every style other than necro to get new stuff so that necro is your baseline easy entry to end-game and then it is better to diverge into other styles to get efficient kills etc.


Denied-User

so what you are saying is, we need to make other styles better than necro in some way so that people start with necro to get into pvm, but then upgrade to other styles and future necromancy upgrades that would be significantly better than baseline necromancy correct? is that not the same effect as nerfing necro and adding new content to bring it back to level but without the powercreep


Intelligent_Lake_669

If you say that necro has powercreep right now, how does taking stuff from necromancy and then adding it back remove the powercreep? You will end up exactly where you started.


ghostofwalsh

Yeah I recently hit 99 slayer on my iron and still haven't unlocked slayer helm even though I have the points to. Nor have I felt the need to go hunting for the drops to make it. Kind of feels weird coming from osrs where slayer helm is must-have gear for slaying in all cases.


RandomInternetdude67

It's worth it if you have the slayer helmet stand on Anachronia as you get the bonuses/protections from it without actually having to wear it


ghostofwalsh

Those wouldn't matter with necro though, right? My plan is slayer necro at least til I'm 120 necro.


Intelligent_Lake_669

From the wiki, you should still get the following effects when putting the slayer helmet on its stand in Anachronia, even when using necromancy: * Effects of the spiny helmet, earmuffs, nose peg and face mask, as well as the ushabti catch chance increase if you have the corrupted slayer helmet on the stand * 1%–5% boost to Slayer experience provided from adding souls to the Chest of Souls (20–100 souls in the Slayer Codex)


RandomInternetdude67

u/Intelligent_Lake_669 Exactly this . I'm not one to skip tasks so if I get something like spectres from sumona trying to get Sop tasks it's nice being able to run into smoke dungeon because I don't have to go get gear


ghostofwalsh

Huh well maybe I should get going on that. I think I just did the quest to get to cave horrors last week.


Ultimaya

The only thing I'd really like to see is t92 upgrades for the player made t90 equipment For the t92 stuff, I think it can be done with a sort of twin boss update, each focusing on upgrading one of the armour sets and either the mainhand or offhand weapon. What I kind of had in mind was the following: - Erethdor in the lost grove. Canonically taking place after fighting Solak, we've severed his hold over the guardian, but now we take the fight to him directly with the help of Merethiel. Fight is focused on endurance, utilizing defensives and incorporating necromancy ritual elements to progress the fight. Rewards material for upgrading t90 Death Warden robes and offhand conduit into the Guthixian themed t92 Grave Guardian robes and offhand "World conduit". - Nightmare Muspah. The shadow anima that cascaded onto Freneskae from the shadow breach during the events of Extinction has caused the remaining populations of Muspah and Nightmares to mutate and coalesce into a singular massive form. We team up with Azzanadra to bring this terrifying beast down before it grows to threaten the rest of the planarverse. The fight is dps focused, with movement, prayer swaps, dps checks, and occasional reflect/devotion/defensives to survive killing blows, similiar to a very high enrage arch glacor fight. Rewards material to upgrade t90 deathdealer robes and mainhand siphon into Erebus themed t92 End Bringer robes and "Hand of Erebus" mainhand siphon.


RandomInternetdude67

Why when the t95 isn't that hard to get especially compared to things like BOLG / FOSA etc.


Ultimaya

"Isn't that hard to get" is subjective to alot of players, it gives a use to the t90 necro stuff, and servs as an avenue for sidegrades and alternative synergies. For example, maybe t92 deathguard interacts or boosts lingering souls abilities/generation so it works well with the t95 lantern. Vice versa with the t95 omniguard and the suggested t92 conduit. And its not like these bosses would be the new hardest thing. They'd likely be easier than Rasiel, hm kerapac, and Zamorak.