RuneScape Discussion
- TL;DR of the changes
- Impact on Slayer
- Impact on PvM
- More to come next week
- Conjure Skeleton Warrior
- Damage range has been reduced to 22%-28% (was 27%-33%).
- Additional damage has been changed to a damage increase:
- Previously, each rage stack would offer 1% ability damage, The average damage would be 55% ability damage per hit at max stacks (30% base + 25% from stacks).
- Now each rage stack increases the damage by 3%. This is now 43.75% at max stacks (25% base + 75% damage increase from stacks)
- Adrenaline Cost Removed
- Base Duration reduced to 42s (-3 seconds)
- Movespeed increased from walking to running
- The zombie's passive poison damage has had its damage range reduced from 27-33% to 8-12%.
- Passive proc interval rate increased from 1.8s to 3s. Being reverted to 1.8s next update.
- We have reduced the damage and tick rate of poison as currently it was offering too much passive damage for minimal investment and we want poison builds to have their moments but still require equipment investments to see their full effects.
- Bug fix: Passive damage will no longer attempt to apply poison while wearing Cinderbane Gloves.
- Ability can be cast without a target
- Adrenaline cost removed
- Heal value reduced to 125% (was 175%)
- Healing now happens on-hit, as opposed to on-attack, which means that the healing value will scale up based on damage modifiers (e.g. if the target is inflicted with debuffs such as "Haunted" or "Vulnerability")
- Adrenaline Cost Removed
- Command now has a fixed duration of 30s and will require recasting to upkeep. Being reverted next update.
- Changed the effect from 100% of base damage up to a cap of 35% ability damage -> 10% of base damage up to a cap of 20% ability damage as bonus damage.
- The intention with this change is to still enable the benefit of amplifying hard-hitting abilities while reducing how much extra damage was being generated from lots of instances of low-damage hits.
- Increase duration from 20.4s to 21s
- Changed from maximum life points to base life points. E.g if you have 15000 Life Points with 99 Constitution, you will only lose 4950 (which is 9900/2) instead of losing 7500 which is what you would lose in the current version.
- Increased duration to 12 seconds (was 6 seconds)
- It's still one application per cast, but there was an overreliance at the start of fights on being tick-perfect with invoke death which made it feel clunky to interact with.
- Necromancy shields will no longer cause conjured spirits to despawn.
- Necromancy Shields are now classified as having an 'Underworld connection' which allows them to maintain conjured spirits but they cannot be used to conjure them
- Resolved some issues related to Death Mark
- Fixed an issue that caused it to trigger multiple times
- Fixed an issue where the damage from the mark was delayed
- Fixed an issue that allowed Death Mark's insta-kill damage to reflect at the player.
- More next week and combat discussion stream Friday
- Necromancy 3 month retrospective
- Our experiences with Necromancy
- Rituals as a skilling method
- Accessibility concerns for ritual and chest components were addressed early on
- Accessibility on ritual random events was made better
- Ritual random event nerf and ritual XP increase.
- Are rituals a skilling method?
- Expanding ritual: More ritual sites and talent trees?
- Is Necromancy unique enough?
- For someone who uses pre-made revo bars, does the wider margin of error provided by Necromancy provide enough distinction between combat styles?
- Single target, AOE, Ulti based: LD + Death Skulls, the basics
- Adrenaline, necrosis, souls, conjure uptimes
- The (continuing) effect on PvM
- Necromancy became the best in terms of damage output for least input
- Gear for other combat styles dropped in price
- Combat beta incoming for other styles. Remains to be seen where Necromancy lands
- The lasting impact of Necromancy
- Did Necromancy accomplish its goal of making combat easier to learn while providing a fulfilling experience for those who are more advanced?
- Is Necromancy similar to a 2023 version of EoC?
- What effect has this on the RuneScape player base numbers?
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Other Things
- Thaxy
Luckyducky - 120 Herblore, October 24, 2023 - Ozazoyo - 120 Necromancy, October 24, 2023
- Lord_earth - 99 Necromancy, October 23, 2023
- Rolladude540 - 99 Necromancy, October 23, 2023
Shane - Deltar_polo - 120 Farming, October 22, 2023
- Elder_onyx - 120 Construction, October 22, 2023
- Mej_quest - 99 Slayer, October 22, 2023
Cireon - Crazylegs722 - 120 Invention, October 20, 2023
- Pony_picker - 120 Mining, October 20, 2023
- Swaboosh - 120 Farming, October 20, 2023
- Andzillaa - 99 Necromancy, October 19, 2023
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Show Data
- Episode Title: Undead Reckoning
- Teaser: Necromancy sees its first major balance pass and we look back at where the skill has been and where it may be going. We recap rituals as a skilling method, Necromancy’s combat, and the effect the skill has had on PvM. Was it all worth it?
- Recorded Date: October 25, 2023
- Release Date: October 27, 2023
- Executive Producers: Shane, Cireon, and Tanis
- Producers: Thaxy
- Hosts: Shane, Tanis, Cireon, and Thaxy
- Duration: 2:06:07
- Editing Notes: Mute beagles