RuneScape Discussion
- Ninja Strike Wilderness Refresh
- The Threat system has been removed from the Wilderness
- The Cursed Wisp system has been removed. Cursed energy will be automatically converted on June 5th and is untradeable.
- Added a 15 minute world lock to receiving a reward bag from Wilderness Flash Events.
- Generic bags now give out reduced Necronium salvage.
- Special bags have had a major overhaul when it comes to rewards. This includes less chance of Dragonrider boots/gloves, reduced salvage and vastly increased chance of getting Dark Cores.
- Completing a Wilderness event with a full Inventory and Bank will now store the rewards in a temporary Inventory with the Wilderness event host NPCs. These rewards are lost if not claimed before logging out, and can't be recovered.
- Campfires are now present in the Wyvern area south of the Frozen Waste Plateau.
- You can now only interact with warbands and related content if you have PvP toggled on.
- Items related to the Threat system have lost their effect, become untradeable and can now be high alched.
- Mandrith's completion reward box has been reduced in value.
- The Task weightings of Mandrith have been changed to favour Berserk/Ash demons.
- Brawling Gloves no longer function based on the Wilderness level you are in, and now just boost the XP rate by the base amount. Brawling Gloves are no longer obtainable outside of the Wilderness.
- Charming Moths' Hunter and Agility XP have been reduced but the Demonic Skull bonus to Charming Moths have been increased from 20% to 40%.
- The safes found in the Rogue Castle have had the cooldown period increased from 5 minutes to 10 minutes.
- From Thieves, multiple accounts with 200m Thieving, Fresh Start Worlds contributor and more: “I have a feeling Fresh Start Worlds has contributed to this change (probably like the Croesus Hunter method did). As a person who got 200m Thieving on safes in FSW, this change is probably warranted… Ultimately it was a 600k xp/hr AFK XP rate with very minimal requirements to access, 300k XP/hr now seems fair to me. At the very least, the portable obelisk and shards have more use now in incorporating the Wilderness safes in a full safe run, which is still upwards of 1m xp/hr, it’s just not AFK.”
- Bloodwood Trees in the Wilderness now offer no additional benefit compared to Bloodwood Trees outside the Wilderness. All Bloodwood trees are now buffed by upgrading the infernal puzzle box.
- The Demonic Skull now works from the Inventory.
- Kal'gerions in the Wilderness are now aggressive.
- Players opening their Bank while it contains a lot of farm animals will no longer crash their client. Instead, players in this state will have additional tooltip information disabled in their Bank until they reduce the number of stored animals.
- Footprints during Tourist Trap are now clearly visible.
- Improved the lighting in the Rogue's Castle safecracking room.
- Players can now toggle whether targeted movement abilities target scenery - this can be done in the Targeting section under the Combat & Action Bar category of the settings. This currently applies to Bladed Dive and Dive.
- Lighting in the Ripper Demon cave was adjusted so players can notice hostile NPCs without issues. Improved lighting within the Sophanem Slayer Dungeon.
- Improved the colours of the Pirates' Hideout building when textures are turned off.
- Improved the colours of the Rogue Castle building when textures are turned off.
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- Performing too well, little downside. Synergistic with other sources of damage reduction which creates a scenario where lots of low-damage hits can no longer threaten players.
- The good: animate dead has improved the viability of tank armours.
- Animate dead let players ignore mechanics such as Zamorak’s Rune of Destruction.
- Created a large amount of design debt that was having to be considered when creating new encounters: limiting the ability to create new mechanics or combat that couldn’t just be avoided with Animate Dead.
- The changes proposed:
- Cannot reduce damage by more than 60% (was 75%)
- Damage reduction now uses 25% of defence level (was 33%)
- Now only works vs core damage types (melee, magic, ranged)
- Roughly 20% of the power taken off animate dead and no longer works against mechanics designed to be dangerous to players.
- Fractured Staff of Armadyl
- Being auto based means the weapon has an excessively high upkeep cost
- The damage value is of individual shots from the spec is hard to adjust due to the combat system just passing auto-attack through for the staff
- The weapon is putting a big design restriction on critical strike as the recursive nature of the special attack means that any future unlocks that affect critical strike push the special close to going 'infinite'.
- The damage output of the staff is hitting the limits of what we're comfortable with, and far beyond what we've previously introduced, meaning we're less able to create new rewarding upgrades for magic players.
- The changes proposed:
- Special attack effect no longer does autoattack damage but instead the extra hit is passed through as an ability.
- Special attack can no longer trigger off of itself.
- Special attack now deals 60-120% ability damage with each hit, average 90%.
- David’s thoughts: Overall the changes look great. This is probably how the weapon should’ve worked in the beginning. The crit lightning is a bit weaker than people will probably want it. The Animate Dead changes will make AFK GWD2 harder but that’s ok because it was clearly too strong. If they fix arrows and make melee more accessible combat will be in a good place.
Listener Questions
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Other Things
- Robbe - 200m Firemaking XP, March 15, 2023
- Sio_aces - 120 Mining, March 14, 2023
- Waffins - 99 Archaeology, March 14, 2023
- Jade_gizmo - 120 Slayer, March 12, 2023
- Fire_afrit - 120 Cooking, March 11, 2023
- Fire_afrit - 120 Hunter, March 11, 2023
- Hiacliff - 120 Woodcutting, March 11, 2023
- Worst_tasker - 99 Construction, March 10, 2023
- Godshaman - 99 Divination, March 9, 2023
A Special Thanks to Our Patreon Supporters
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- Samuel F L
- Scott D S
- ShirtPants
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- TANNER J W
- The Naked Captain
- TheDabbnGoat
- Tim
- Todd E
- Tom V
- Troll Gaming
- Zachary R
- Zant
- Zazacon
Show Data
- Episode Title: Un-animate Dead
- Teaser: Wilderness threat takes the axe bringing a rebalance to wilderness activities. We also take our first peek at changes to Animate Dead and the Fractured Staff of Armadyl, do they strike the right balance? Then we meet the new Community Manager, Mod Doom.
- Recorded Date: March 16, 2023
- Release Date: March 17, 2023
- Executive Producers: Shane, Cireon, and Tanis
- Producers: David and Thaxy
- Hosts: Shane, Tanis, and Thaxy
- Duration: 1:46:00
- Editing Notes: