Posts by JagexSween

TheGreatestWorstRNG

The Inferno would become slightly harder.

The Inferno would become SIGNIFICANTLY harder* FTFY.

We're talking about a ~20% DPS nerf. The Inferno is already an extremely challenging and punishing minigame. Almost every player finishes their first successful run with basically no brews/restores left. Making people stretch their supplies even further is a horrible idea.

If the Blowpipe is dealing less damage, then monsters are taking longer to die. This would become a problem when reaching TzKal-Zukm, as taking down the Jal-MejJak’s quickly is very beneficial. There were also concerns raised about the increased difficulty of defeating sets of Jal-Xil and Jal-Zek during the TzKal-Zuk phase, and that the triple JalTok-Jads taking longer to kill.

Okay so you guys acknowledge that it is significantly harder. So you'd be willing to nerf the mobs defence & hitpoints so it's roughly the same difficulty, right?

It was suggested that we could reduce the stats of affected creatures accordingly. But again, applying this kind of change across the entire game is something we’d like to avoid.

....Oh

However, we can certainly look case-by-case and adjust bosses and creatures where necessary.

Inferno is a piece of content that MUST be rebalanced around a post-nerf blowpipe. If you do not rebalance, more and more players will turn to the services market and buy their infernal cape via GP or IRL money.

In this blog we've not said how much of a DPS loss it'd be, and the DPS loss against various creatures depends on the creature itself.

Our previous proposals did make it clear that the DPS loss was going to be significant against tanky creatures (like Jads) or when using lower-tier darts.

We did admit in this blog that the previous proposal was so flawed because it was such a drastic DPS loss, and unless you had a T-bow there wasn't really another alternative. The blowpipe would have remained the go-to weapon, but it'd be worse.

This blog has a survey which asks you about how you'd want us to go about filling this DPS-loss void.

The biggest factor for making the Inferno harder is the sets during Zuk where only having a limited time to deal DPS means just barely missing becomes more frequent and matters a lot more - and we may want to look at making tweaks specifically to those situations if necessary.

But we're more interested in just hearing your thoughts about the ...

Read more
TheGreatestWorstRNG

The Inferno would become slightly harder.

The Inferno would become SIGNIFICANTLY harder* FTFY.

We're talking about a ~20% DPS nerf. The Inferno is already an extremely challenging and punishing minigame. Almost every player finishes their first successful run with basically no brews/restores left. Making people stretch their supplies even further is a horrible idea.

If the Blowpipe is dealing less damage, then monsters are taking longer to die. This would become a problem when reaching TzKal-Zukm, as taking down the Jal-MejJak’s quickly is very beneficial. There were also concerns raised about the increased difficulty of defeating sets of Jal-Xil and Jal-Zek during the TzKal-Zuk phase, and that the triple JalTok-Jads taking longer to kill.

Okay so you guys acknowledge that it is significantly harder. So you'd be willing to nerf the mobs defence & hitpoints so it's roughly the same difficulty, right?

It was suggested that we could reduce the stats of affected creatures accordingly. But again, applying this kind of change across the entire game is something we’d like to avoid.

....Oh

However, we can certainly look case-by-case and adjust bosses and creatures where necessary.

Inferno is a piece of content that MUST be rebalanced around a post-nerf blowpipe. If you do not rebalance, more and more players will turn to the services market and buy their infernal cape via GP or IRL money.

In this blog we've not said how much of a DPS loss it'd be, and the DPS loss against various creatures depends on the creature itself.

Our previous proposals did make it clear that the DPS loss was going to be significant against tanky creatures (like Jads) or when using lower-tier darts.

We did admit in this blog that the previous proposal was so flawed because it was such a drastic DPS loss, and unless you had a T-bow there wasn't really another alternative. The blowpipe would have remained the go-to weapon, but it'd be worse.

This blog has a survey which asks you about how you'd want us to go about filling this DPS-loss void.

The biggest factor for making the Inferno harder is the sets during Zuk where only having a limited time to deal DPS means just barely missing becomes more frequent and matters a lot more - and we may want to look at making tweaks specifically to those situations if necessary.

But we're more interested in just hearing your thoughts about the ...

Read more
Rustledstardust

Hey Sween, when I Agree with "The Toxic Blowpipe should be less effective against mid and high-defence targets." the next question is "Why don't you think the Toxic Blowpipe should be less effective against mid and high-defence targets".

Seems contradictory since I just agreed it should be less effective?

I'll check the survey logic now, thanks for flagging

Rustledstardust

Hey Sween, when I Agree with "The Toxic Blowpipe should be less effective against mid and high-defence targets." the next question is "Why don't you think the Toxic Blowpipe should be less effective against mid and high-defence targets".

Seems contradictory since I just agreed it should be less effective?

I'll check the survey logic now, thanks for flagging

Chaoss780

One of the first questions asked if I agree or disagree with something. I pressed agree and it prompted me next to explain why I disagree. Exact opposite happens when I press disagree.

I'll check the survey logic now, thanks for flagging

Chaoss780

One of the first questions asked if I agree or disagree with something. I pressed agree and it prompted me next to explain why I disagree. Exact opposite happens when I press disagree.

I'll check the survey logic now, thanks for flagging

Rustledstardust

No problem, happy to help

Should be fixed now, logic was backwards on two Qs. Sorry about that!

Rustledstardust

No problem, happy to help

Should be fixed now, logic was backwards on two Qs. Sorry about that!

Chaoss780

One of the first questions asked if I agree or disagree with something. I pressed agree and it prompted me next to explain why I disagree. Exact opposite happens when I press disagree.

Should be fixed now, logic was backwards on two Qs. Sorry about that!

Chaoss780

One of the first questions asked if I agree or disagree with something. I pressed agree and it prompted me next to explain why I disagree. Exact opposite happens when I press disagree.

Should be fixed now, logic was backwards on two Qs. Sorry about that!

FantsE

The survey is messed up. Upon agreeing that the blowpipe should be less effective against high-defence mobs, it then asks me why I disagree.

Should be fixed now, logic was backwards on two Qs. Sorry about that!

FantsE

The survey is messed up. Upon agreeing that the blowpipe should be less effective against high-defence mobs, it then asks me why I disagree.

Should be fixed now, logic was backwards on two Qs. Sorry about that!

Ah shit, here we go again.

Seriously though. The blog is intended to get you all thinking about Ranged combat generally. There's no outlandish proposals this time. And we finish up with a survey which asks how you feel about the ranged meta, the blowpipe, the T-Bow, a couple of buffs (like crystal bow etc).

Read the blog, and whether you hate the proposal (and us), like it, you're unsure, angry, confused etc. Fill the survey!

Ah shit, here we go again.

Seriously though. The blog is intended to get you all thinking about Ranged combat generally. There's no outlandish proposals this time. And we finish up with a survey which asks how you feel about the ranged meta, the blowpipe, the T-Bow, a couple of buffs (like crystal bow etc).

Read the blog, and whether you hate the proposal (and us), like it, you're unsure, angry, confused etc. Fill the survey!

[deleted]

..and we look forward to welcoming you back into Gielinor in no time at all!

https://i.redd.it/9yyoe552e5p61.png

stupid sexy flanders

[deleted]

..and we look forward to welcoming you back into Gielinor in no time at all!

https://i.redd.it/9yyoe552e5p61.png

stupid sexy flanders

FlamingBunnyChamou

Sounds like it is mostly a concern for people that play both games, if I understand correctly?

That's right - and we've done our best to mitigate the impact it has on accounts that play Old School often (rather than rarely)

FlamingBunnyChamou

Sounds like it is mostly a concern for people that play both games, if I understand correctly?

That's right - and we've done our best to mitigate the impact it has on accounts that play Old School often (rather than rarely)

Hey all, naturally there'll be some questions about this, but the bottom line...

  • This is going to affect very, very few active Old School players.
  • If you are affected, you'll have received an email and an inbox message yesterday from the RuneScape team and - another one from us this afternoon - informing you that you're affected.
  • Additionally, some of you will have received (or will receive) an email and an inbox message from us telling you that you're absolutely fine to continue playing Old School, but with a recommendation to avoid RuneScape.
Read more

Hey all, naturally there'll be some questions about this, but the bottom line...

  • This is going to affect very, very few active Old School players.
  • If you are affected, you'll have received an email and an inbox message yesterday from the RuneScape team and - another one from us this afternoon - informing you that you're affected.
  • Additionally, some of you will have received (or will receive) an email and an inbox message from us telling you that you're absolutely fine to continue playing Old School, but with a recommendation to avoid RuneScape.
Read more