Posts by JagexRyan

FlippehD

Only thing I'm not sure of, whats the point of life transfer now if summons are 0 adrenaline, and if they can all just be summoned at once anyways?

Skeleton Warrior rage stacks is the stand out right now.

However, it's always worth thinking about the future. New conjures, or equipment/effects that modify how existing spirits work could change the value of it.

Vex_rs

Most of the changes look good. However, this is a massive nerf to command ghost and I think it’s a little over the top. The damage nerf is very significant and the cap on duration seems unwarranted. The command duration should be like 45s so you don’t have to recast it mid-living death. Also, haunted should stay how it was but with a 20-25% modifier instead of 35%. Please revisit these choices /u/jagexryan

We are open to making further changes, so please do continue giving us that feedback.

In reference to the 'Command Vengeful Ghost' ability, as it was over performing a lot, we feel that it's best to get it into your hands in a grounded position as then it'll allow you (the players) to get a feeling for what is missing and suggest those changes. Whereas currently the effect of the Ghost was overshadowing other elements of the style, so it is less obvious about what it could do instead.

TL;DR - Open to changes! We're happy to iterate on these after seeing how they play out and hearing from you.

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Sparrow1989

Jagex logic, nerf damage, not fix pathing, make things harder.

A fix for the pathing has been completed but awaits an engine build.

bigEcool

I'd rather just conjure `Mod Ryan` as a ghost to wipe out the monsters. This is the way.

Am I dead?!

justcjnow

Can you chance the icon if this goes live? No need to copy the skeleton one

Yep! The 'Conjure Skeleton Warrior' icon is purely placeholder as these are WIP (work in progress) screenshots.

Nyxie_RS

Now that death skulls has been changed to deprioritise immune targets, would it be possible to modify Zamorak's P7 such that the runes are immune when the last rune has been killed? Not being able to use death skulls on Zamorak during P7 out of fear that it will hit a rune instead, is such a big damage loss.

I have a note to look at Death Skulls for Zamorak specifically but it's not at the top of my list yet.

Hey thanks for letting us know. I'll look into it.

This is intentional!

On release, the 120 Necromancy achievement had a grace period but this wasn't being accounted for in the 'Completionist Cape' achievement, but was being accounted for in the 'Master Max Cape' achievement.

In the latest update this was fixed.

VadimH

Thank you for confirming :)

I'll look to get the news post/patch notes updated.

I_O_RS

This isnt a bug, it works like that because the weapon special ability doesn't have a cooldown since you can swap to another weapon for a different spec and use the same ability, the cooldown is only spec based, which is why it only shows on your buff bar

I would like to address this at some point and make it so that the 'Weapon Special Ability' and 'Essence of Finality Ability' show the cooldown based on what weapon/amulet you have equipped.

No priority on this though as we have a long list of things at the moment.

He's taking his time by the look of it, as he hasn't hit >99 yet.

It's great that you're all suggesting ideas like this. It's exactly what we wanted to see with the release.

We've already discussed the idea of 'Mass Conjure' in the past!

Atlach_Nacha

There's seems to be bug with augmented Necromancy gear not using charges, as shown by this post:
https://www.reddit.com/r/runescape/comments/15p6c6w/augmented_necro_gear_not_using_divine_charges/

Also known and should hopefully be fixed with next game update!

Congratulations, love to see it!

Thanks, this has been fixed for next game update.

Dead_Dutch

Please make it so the player can choose which ones to put together to "summon". Not everybody would want all conjures at the same time since the zombie is giving less xp due to poison.

The thoughts we had in the past were exactly this.

You could choose a set number of spirits to bind to the ability. It's a great comment, because you're thinking ahead to the future! We will have more spirit types, etc

We're looking into this.

Hey, we're aware of this issue and a fix will be live with the game update on Monday.

tehdankbox

I'd like to report another one here: Spectral Scythe recasts do not work properly with ability queuing. In the 5.4s window between recasts, you can use two other abilities. If you do, and then queue Spectral Scythe, it will not be recast. If you manually press Scythe as soon as it's ready (after casting the two abilities), it will work as usual.

Thanks, will investigate next week.

__Becquerel

I just got my hands on dual t95, so I am hoping the augmenting issue will be fixed very soon.

This will be fixed on Monday.