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Evolution Of Combat Improvements


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#1 Manga

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Posted 05 February 2013 - 10:27 AM

Our latest batch of Evolution of Combat updates is here, in accordance the amazing feedback we've received from you on the forums. Thanks once again for your ongoing passion for the game, interest and willingness to offer us your ideas.


Today, we've released the following changes:
  • Reduced armour rating of all Dungeoneering enemies
    We have reduced the armour rating on low-mid level Dungeoneering enemies. This means that even if you don' t have the best gear to fight every single monster you meet, you'll still be able to hit and damage them to make progress. You'll still need to stock up on good food for healing, though, as they'll do just as much damage as before.
  • Dragon life point reduction:
    Green, blue, red, black, bronze, iron and steel dragons have had their life points reduced, so Slayer assignments for dragons won't take as long as they did.
  • No more instant adrenaline loss during actions, and a new way to stall adrenaline:
    You'll no longer find your adrenaline being instantly drained to 0 when performing actions that delay your character, such as opening doors in Dungeoneering or when exploring the Barrows. With this fix, you'll no longer be able to stall your adrenaline by talking to or interacting with an NPC such as a familiar, but you can still keep your adrenaline topped up by using combat abilities which do not require a target.
  • Resonance:
    Resonance - while just as good at absorbing damage as it's always been - no longer heals you on special attacks from major bosses. Examples include Nomad's Disintegrate, or the Kalphite King's Burrow/Emerge attack. So, while it'll still help you avoid big hits from bosses, you won't be able to use it for healing, making food much more important (and valuable) for boss fights. Note that it still heals when fighting regular enemies.
  • Berserk:
    Berserk now halves your effective armour rating for the duration, as well as doubling the damage you deal and receive. It's still a great way to boost your damage, but you'll need to be careful using it, even against weaker enemies!
  • NPC vs NPC missed hitsplats:
    We've stopped the miss hit splats from displaying over familiars, when they miss with special attacks used against an NPC. This issue led some of you to believe that the steel titan familiar was attacking itself when it used a special attack.
In addition to the above, we're working on the following. Watch out for these awesome EoC updates, coming soon:
  • Weapon style damage normalisation:
    Thanks to your feedback, we're now looking at bringing the dual-wielding and two-handed weapon styles onto the same level of power.
  • Improved influence of combat stats on weapon accuracy:
    We are developing and testing a change which increases the effectiveness of a weapon beyond its level if you've levelled up beyond its requirement. This'll make levelling up a more noticeable improvement in these cases, and it'll prolong the life of your older weapons, in case you can't get hold of your next weapon upgrade as soon as you hit its level requirement.
  • Dungeoneering boss selection tweaks:
    Alongside the change to bring the armour rating of Dungeoneering bosses, we are looking into the how the game chooses enemies for Dungeoneering and optimising the process, to ensure you get a challenge appropriate to your level every time.
All this is coming soon, but we still need to hear from you on what you want to see in the EoC. Please continue to give us your feedback on the forums!
The RuneScape Team
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#2 Zephyr Zephyr

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Posted 05 February 2013 - 10:29 AM

Solomon giving a free 50 bank spaces is probably the best thing that has come out of his little store.
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#3 spoonheb

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Posted 05 February 2013 - 11:01 AM

Yay for dung boss tweaks, I remember getting an Unholy Cursebear w/ like 20k lifepoints when trying to do my c1's.

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#4 Sasha Black

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Posted 05 February 2013 - 12:44 PM

View PostManga, on 05 February 2013 - 10:27 AM, said:

  • Weapon style damage normalisation:
    Thanks to your feedback, we're now looking at bringing the dual-wielding and two-handed weapon styles onto the same level of power.

So duel-wield will have same power as two-handed and it will keep it's much faster weapon speed?  That doesn't sound right.  Hope there is more to this update.

Edited by Sasha Black, 05 February 2013 - 12:45 PM.

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#5 Wipe

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Posted 05 February 2013 - 12:47 PM

View PostSasha Black, on 05 February 2013 - 12:44 PM, said:

View PostManga, on 05 February 2013 - 10:27 AM, said:

  • Weapon style damage normalisation:
    Thanks to your feedback, we're now looking at bringing the dual-wielding and two-handed weapon styles onto the same level of power.

So duel-wield will have same power as two-handed and it will keep it's much faster weapon speed?  That doesn't sound right.  Hope there is more to this update.

Hopefully it just means it will have a similar amount of damage per second.
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#6 Johnyisbest

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Posted 05 February 2013 - 01:19 PM

Does anyone know if the steel titan glitch is fixed yet? :-/

#7 Andy The Ace

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Posted 05 February 2013 - 02:32 PM

View PostJohnyisbest, on 05 February 2013 - 01:19 PM, said:

Does anyone know if the steel titan glitch is fixed yet? :-/

Quote

  • NPC vs NPC missed hitsplats:
    We've stopped the miss hit splats from displaying over familiars, when they miss with special attacks used against an NPC. This issue led some of you to believe that the steel titan familiar was attacking itself when it used a special attack.

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#8 Johnyisbest

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Posted 05 February 2013 - 02:59 PM

View PostAndy The Ace, on 05 February 2013 - 02:32 PM, said:

View PostJohnyisbest, on 05 February 2013 - 01:19 PM, said:

Does anyone know if the steel titan glitch is fixed yet? :-/

Quote

  • NPC vs NPC missed hitsplats:
    We've stopped the miss hit splats from displaying over familiars, when they miss with special attacks used against an NPC. This issue led some of you to believe that the steel titan familiar was attacking itself when it used a special attack.
I really didnt read that right the first time around, thanks. :-P

#9 Papa Franku

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Posted 05 February 2013 - 05:02 PM

Ah stink. Well at least DG was fixed and stats will have a purpose again.

#10 Lieutenant Dan

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Posted 05 February 2013 - 05:07 PM

View PostSasha Black, on 05 February 2013 - 12:44 PM, said:

Spoiler
So duel-wield will have same power as two-handed and it will keep it's much faster weapon speed?  That doesn't sound right.  Hope there is more to this update.
For sake of numbers, instead of hitting 4k damage every 4 seconds with a Chaotic Maul, you'll hit 2k every 2 seconds with an attack from dual Chaotic Longswords. Same DPS. Right now, dual wielding is incredibly underwhelming.

Edited by Lieutenant Dan, 05 February 2013 - 05:07 PM.

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#11 Milktea4me

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Posted 05 February 2013 - 08:45 PM

Dual Wielding, if they were to be balanced out, would be a lot better than 2H Weapons because of the Threshold Abilities. Almost all of them are strictly for 1v1 and Bossing so I can imagine Drygore Weapons skyrocketing soon.

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#12 stevembk

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Posted 06 February 2013 - 09:35 AM

As a maxed out combat player, Ive had no trouble with the low to mid Dung monsters, but there is a huge jump in difficulty when you fight a lvl 198.

Dragon difficulties should be dramatically increased if you fight them with a combination of D Med, Granite Plate, Obby Cape, D Legs, whip and Dragfire shield (aka Bots)

I am looking forward to seeing how my adrenalin drain will be affected now from lag at Barrows.

Edited by stevembk, 06 February 2013 - 09:48 AM.

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