I'm really glad to see Jagex using betas more "casually", as a way to try out a lot of different tweaks and changes without necessarily committing to all of them. Even though some things in the beta are utterly broken, it seems like a great opportunity to explore different ways the game might work, just to see what players like and what players think could be improved upon.
@@TheRSGuy looks quite nice, and specialy for some bosses the no splash will be huge. just with necro nex got a lot easier with low lvl gear. someone in my clan did 10-15 nex solo with t70 necro gear, you would basicly never do that before
Certain players: Necro is too OP! Even if other styles get converted to that same system they would lose against necro! Ranged in the new system: *oneshots bosses*
@@andre-borges they def wont be crying over range, now theyre 3b+ setup isnt useless. now if it brings more people into bossing well they will def start crying about it
Well tbf it makes sense since BiS range and magic trumps Bis Necro prices by a landslide. That is just including gear costs not to mention mandatory codexes like gconc etc that you need in the other styles to be BiS. while necro you just get the gear and its done with (obv including perking em out) so seeing a SGB spec do big dick damage like it should for the price tag is very satisfying.
@@a_angry_bunnyYet, people were claiming it was impossible for it to even get close to Necromancy before the beta was released. Then when the beta happened, turned out the others could easily perform on par or better. There are gonna be tweaks, but not going to be worse than necro.
@matirion You don't understand. The devs literally went yolo and made a bunch of op changes that they knew probably wouldn't go live just to see what would happen. They literally said that in the interview with RS Guy. The goal with the beta isn't to buff or nerf anything. Rather, it is to simplify and make combat more enjoyable. Then, when a style needs a buff or a nerf, it's easy to do so by just tweaking some numbers.
Haven't played RS3 since before Necromancy came out. Just hit 120 all before then and was pretty burnt. These changes seem amazing, even if they're just on paper right now. Really looking forward to see how this plays out! Great vid!
hello, i think i quit before the 120 slayer expansion... just logged in for the first time since then.. looked to get back into it, i have about 7-8bil, but im sooo lost lmao WHERE DO I EVEN START
SGB spec was absolutely nutty to see. i don't think it should be tuned, or if they do leave the damage alone but make the crit chance per arrow not set up at front to smooth out the damage. range/magic BiS is very expensive both in terms of equipment and codexes so seeing it hit for huge numbers makes the price tag seem worth it.
pretty much confirms my suspicion that I just don't have the gear to really test the hit cap stuff. That is seriously impressive. Looks like the other styles were stronger than people thought. With a bit of tuning the combat rebalance should be great.
I mean it has probably been said before, but for melee in comparison to the other styles, switching has been strictly mandatory up to this beta. While I am absolutely in love with the changes they're making currently, I can't help but wonder if this will also in a sense help casual scrubs like me do PvM without having to manage 4 different sets of weapons and shield during a single encounter in order to barely keep up in clear potential with the other styles. (edit: exaggerating for impact but you get what I mean)
@@Halloweezy I get this completely. If you're not used to keybinds it is very difficult to get into the very intense keybinds. One thing I will say is that I used to be the exact same, until I got started in necromancy! The way it tutorialized a big chunk of the combat skill makes it so I now play full manual instead of revolution. I still agree that it's tough but if you're struggling and have not yet checked necromancy out I'd highly recommend it. That being said: games SHOULD be enjoyable and not tedious! I'm not trying to sell you on the game, just sharing my experience and what worked for me :)
I think the damage squishing is definitely going to be a very nice change. I've been trying out some hm kerapac with melee on the beta and one thing I've noticed without damage squishing is your critical strikes will vary wildly because of large damage ranges. I'm talking a difference between a 7k flanking crit and a 22k flanking crit.
Mod Sponge making changes, and you showcasing them. Thats a dream duo, and fuck, thats how jagex should look to push things forward as. Loving the speed and clarity of your videos Ryan, keep doing thy sacred work.
Tysm for sharing your findings! I'm not even remotely close to your level of play, but I like seeing these overviews from more experienced players that can break things down and keep potatoes like me in the loop. 👍
would also love to see for melee some ofthe duplicate abilities removed, like backhand and kick both being the same stun, since attack and str both have abilities its to many things to fit onto a good melee set up and ends up being overwhelming to teach anyone melee
@@ExEBoss yeah but the point was more that there are 2x melee abilities and there really doesn't need to be that many, like i have backhand, the backhand thresh version, and kick on bars incase i need a knock instead of just stun, then theres 4 other basics and 4 thresh and 3 of those 4 are channeled and 1 isn't then the 2h bar has different abilities so optimal rotation requires swapping to take advantage of the high samage cleave type basic (i forget what its called) and then back to dual wield cause it doesn't share a gcd with the dual variant and its just a lot for people to process and really shouldn't be that complex, i haven't played in a bit but my melee action bar used 2 action bars fully loaded plus a third for spells like smoke cloud, and dis shield, and then a full bar of defensives, then sigils and unlock abilities, then swaps, and my entire main point is i wish there was some way to simplify the abilities similar to how necro rotations are (3 main abilities as basics, 5-8 abilities and 4 side spells) which all fits neatly into one bar and saves a lot of space for all the other things mentioned
Idk how you tune SGB in a way that doesn't basically just keep it the same as pre-raised damage cap. Like maybe they could make each individual hit roll for proc chance? But I feel like there is a technical limitation there with the cooldown. And there would still be the potential to proc ruby spec in all the hits. They could keep the cap just for Ruby bolt proc on SGB (might be a technical limitation there) but then that feels bad cause you're taking away synergy.
My biggest question would be when are the other combat Styles as well as Constitution going to be raised to 120? Necromancy has paved the way for that and I know I'm not the only one that's just kind of been sitting back and waiting for when this inevitable thing is going to happen. No reason they can't add new spells and abilities to the various combat Styles and defensive while also scaling them to be the same as necromancy.
Magic crits more than any other style because of Gconc, not because of the fsoa. It's obviously early into the beta and early testing, but I'm not going to test every single weapon on release day. Have to make some generalizations on a video like this.
@@TheRSGuy Fair point. It was just an observation from a testing point of view. I will be doing my own testing anyway, too. Unfortunately, I don't have a mid level account to test with. They have suffered from the recent changes to combat, so I hope they don't get wrecked even further. Cheers.
One thing I like about necromancy is the basic attack that is always off cool-down after gcd. It would be nice if they added one of these to the other styles
I can’t agree more. I went full manual with necro, and I don’t feel bad if I miss a click because it will always do that basic if I miss something. Makes me not feel like a dummy
Yeah this is good at furies for me because im a boomer scaper and used to move to dodge avaryss' fly attack then try to click nymora everytime to keep attacking which is not a good idea lol. After necro i now have a dedicated "attack" button for each combat style and a generic basic attack ability would be great for this!
@@Koragh_ it’s probably a timing issue in your part. You have 0.6 seconds in between abilities to “queue” another ability. Check that you have ability queueing turned on or off. If it’s off you might be having a bad experience.
Will this beta take into account theres such a thing as casual players? Not everything does full manual, 2TAA, ring switch vigor, with X scrimshaws for 12 hours a day everyday... Or will it only be playable and enjoyable for those players?
Not sure if anyone else had this, I've been struggling to hit over 20k with melee. Full vestments, eof, cinder, scourge/t95 oh leng camping. Only thing im not using is zuk cape and grim. Is that the difference in 20 versus 30k melee hits? The zerk rotations almost felt the same to me, even using zerk aura at bosses with low melee affinity
Is there somewhere that states around how much DPS each style is doing (for given skill levels) and do they have an early version for the reworked melee/range/mage? Necro was about as good as top tier players using the other styles, but now all the other styles should become much stronger from this change, so I feel like necro needs to get re-buffed to keep up after the nerfs it has gotten. Going to come back for Vorkath and maybe finish off TComp. Hoping things are in a good state when I do.
might actually be the one thing that gets me back into the fray, no matter what rs seems to add, it just all seems like the same content, recycled or whatever you may call it. As I've always been a magic main, this is nuts.
@@ktbxnightmar4755 i'm almost certain all the players can afford all the styles nowdays, but there's no reason to make something as gamebreaking as recursive crits for fsoa again :)
When do we get a guide on how to actually use Necro for pvm? I've always used range, without having thresholds,ult and really no adrenaline not crazy needed! I'm confused 😂
@TheRSGuy I haven't played RS in over a year now, but one thing I always hated about the PvM in the game were auras, and that's also partly what made me lose interest in the game. I don't know if this is being brought up at all in this combat discussion or not, but could we either get a complete rework of how auras work so they aren't time gated, and we can use them more freely, or just get them removed from the game all together and have our other in game buffs get buffed to compensate or something. Whatever happens I would just love it if auras could get brought up in this combat beta if they haven't already. I've been considering coming back lately and this could definitely be the change that would bring me back. Thank you.
Accuracy was jagex's old way to balance combat. Nex was difficult pre-eoc because she was hard to hit. You didn't have to use any specific abilities or special attacks - just survive and hit, and if you made it you killed the boss. Nowadays abilities - primarily stuns - are used for mechanics. And if an enemy has both a decent chance to miss and requires a stun? Well, imagine Solak and all your stuns splash on P3. This is an improved system, definitely.
It seems like you have an extremely good grasp of the combat system, including what changes are good and what needs further tweaks. I agree that Ranged seemed overtuned with the current beta, melee still has fundamental problems, and magic feels really really good. A point that I wish would be getting more traction is that Melee has BERSERK, which makes you take more damage, AND requires you to be in melee distance. To compensate for these extra risks, it should be given some mitigation in some other way, or some extra utility or damage. A style like ranged, that allows you to attack from ranged and DOESN'T require you take extra damage (Death Swiftness), should not be outdamaging melee. It is less risk for greater reward. This has been an issue for years, and I hope that they will get the balance right in this beta. It IS okay for a style to be greater risk / greater reward (in this case, the reward being higher DPS). It is NOT okay for a style to be greater risk for less reward (DPS). Either the risk should be lowered or the dps should be higher.
Rs guy, this is off topic, but can u please suggest to sponge to look into making a bone crusher effect that can loot prayer ashes from pvm into the inv.. like bones currently go into inv from killing npc... but ashes do not.. (this has nothing to do with them noted or not). i've been trying to get this fix for a year + now... PLEASE
So i do like all the consistency changes and its nice to see the other combat styles are like necro but do you feel this makes the game a little too easy? Apart from the top bosses ofc im sure theyre still a challenge but all those mid game bosses seem like they will just be dps dummies now and you wont have to interact or learn any of their mechanics because you can take them down so fast Im all for making the combat feel better i just wonder if boss hp will need to be adjusted to compensate for the new consistency
I think this is overall really good. Worst case scenario they should just nerd Ruby Bolts in favor of a change that makes combo overall much better for the entirety of the game.
Overall this is an awesome and promising change to combat. The vast majority of players don't engage with endgame boss content and (for a lack of better phrasing and honestly not bashing here) aren't min-maxing and sweaty as rs content creators and the vocal minority on reddit, etc can make it seem at times. The average player simply doesn't own a Seren Godbow or Cryptbloom and will move onto another game before ever coming close to getting best-in-slot gear. With this beta, Raksha and Telos don't feel impossible anymore and I think that's a good thing.
I think a complete rework of the 3 older combat styles is well overdue. There is so much bloat now - as you say, multiple switches etc. I would like to see the 3 older styles reworked to be similar to Necro with some of the bloat removed. Less reliance on adrenaline and more reliance on style specific "combat currencies" similar to how Necro stacks work would be a good change. Moving the original 3 styles to genuine 120 skills might prevent a nerf to Necro that will make it nigh on unusable. I have been following Reddit closely, and there is a small but extremely vocal minority who hate a combat style that has BiS gear accessible to everyone in game. Depends if Jagex have the stones for the change, to cater to the majority and look to the future, or to pacify the minority and keep the status quo.
Agree completely. Here's hoping they do finally raise melee range and magic to 120 and make them equally as fun to play as necromancy instead of nerfing necromancy so they're "equally poor". If that makes sense.
I've never been able to pvm at anything high level without getting wrecked I'm assuming 30k dmg cap is what's gunna keep people alive in this game with soul split.
On a side note, the change to hit chance system has the unintended consequence of buffing Legacy combat. It is still the worst way to pvm, but a buff is a buff.
if i had to guess they might increase the cap for grim, or remove said effect unsure, theres no way they overlook that so we shall find out soon im sure@@darkbrother339
Being under 25% accuracy just being 100% whiff feels logical from a balance standpoint but it's a hefty nerf for the niche of defence pures, and skillers using poison bombs to kill things because both of those will now never hit on the beta.
I want to see more simplified basics across the board and removal of the threshold 50% adren requirement. Necromancy has 3 basics you use regularly, and all abilities that use adren only need that much adren to use. Would simplify basic rotations so its more revo friendly.
I haven't played RS3 since 2018 after I achieved Max Cape.. and your video just pop up on my feed. 😅 Now I want to ask if Death System is still harsh? 😂 I achieved everything except Slaying Tasks.. I'm so bad at it, I can never kill Arax. 😭 Tried so many times.. only exhaust my resources, potions. Is playing RS3 in Mobile especially bossing good? 🤔 Damn.. I can't play RS3 on my PC.. it needs a new one. 😌
I think devs should also increase tick rate by like at least 5x, optimally 10x. Game feels clunky for a modern game when you have to spam click to move accurately. It is just plain annoying af. Uf they invrease tick rate then the game will be significantly improved as well
Hi Ryan, have you only tried the beta with BIS weapons? because I have only tried it on my Iron so far where my highest tier weapons are lvl90 and their damage output still seems way bellow Necromancy and my hope for this beta was it would even that out a bit because as it stands as an iron there really is no point doing any other style than Necromancy except at very few specific bosses. I did a long grind to get Ascensions and atm there is no real point using them anywhere other than Legions and all you can gain there is ascensions and Sirenic that you then wont use anywhere else much as getting the t90 necro weapons can be done pretty easily in one week from lvl 1.
melee atill needs the most love my a mile give it innate soulsplit on all attacks and maybe a perm 10% damage reduction and then add 50% damage to all attacks even in zerk then MAYBE itll be able to compete with other styles
What people like or do not like? No it's what things should be changed and what not, we can't just make things for our likeness just because we prefer one style over other.
Been playing since the game first came out, on and off in the later years, but to this day I don't understand the extended GCD of 2+seconds. In the majority of other games, standard GCD can and is effected by player level, gear power, or set at a standard 1second instead of 1.8/2 seconds. Just by altering this simple piece it would lower the 'floor' between high level PVM and average level PVM gameplay. Over the years we've seen 3 ticking and other style to boost DPM, but why not just alter the hit caps and GCD of abilities to level the various combat styles. Regardless of peoples thoughts on it, a good chunk would want to stick with a legacy interface, or maybe even play old school. However, pulling the game more in line to making combat a little more seamless would potentially bring in new players or old players who've also switched to other games. The release of revolution was always mid tier in my opinion, if feels clunky because of the standard GCD being higher and never changing as player power level increases. With the alterations being made with accuracy, hit chance, and crits...I feel it's about time we start really diving in to making combat more fluid. It feels horrible when you have a defensive off cooldown, but have to wait what feels like an eternity to survive a boss hit or mechanic to BARELY survive if you aren't just sitting there and pre-emptively focusing on hitting abilities before they are needed (Nex for example). Also, maybe unpopular opinion....WASD option when for movement? thoughts? Regardless, I play loads of other games, WoW, Diablo, LoL, FF, 7DTD, etc....always end up coming back to RS to check content updates and see how old friends are doing.
So how do the dps compare between the 4 styles in the beta? Did these changes level the playing field as most players said, or is necro still "op" as the elitists were claiming?
i wouldn't mind hit chance remaining as a mechanic (kind of acts as a gear check of sorts, though that's neither here nor there), but i will admit missing a big damage ability never feels good... and neither does low rolling when the variance can be up to 5x with some abilities >.> the change to crits is also very welcome! i remember having a really hard time trying to wrap my head around "natural" crits (=just high rolls, basically? iirc) and "forced" crits (="actual" crits, where the game raises the minimum dmg roll to guarantee a high roll) and whether the two behaved differently with other mechanics... as well as just trying to find out what the base crit chance was, and what all could be done to raise it 🙈 all in all, incredibly tall changes. love to see it! (just wish this had happened years ago 😅)
My concern is that this'll eventually be what future bosses are tuned to and we'll wind up with a similiar issue as pre-necromancy where if you wanted to get into those bosses you needed items that were inflated to cost in the billions. I honestly would not be against the balancing consisting of some heavy nerfs to things that the uncapped damage completely breaks like the Seren godbow 1-shotting bosses.
The fix to this would be to stop thinking of the gp cost to acquire an item and instead the gear needed to kill what drops it, repeat this process until you reach a boss that drops something you don’t have but only requires things that you do. Boom solved.
It souds like Necromancy was very OP and the basic combat style were falling far behind. So they have to pretty much buff everything in the old styles. But this would also make every boss less difficult. Or am I wrong? I 'quit' a few months before Necromancy came out and the longer time passes, the more huge changes come in, the less I feel like going back.
Honestly in my opinion. I never beat out any of my p. B's while I was testing it with the old styles versus necromancing. Maylay Has always been my favorite style. And I played for more than 20 years. I did notice that range and magic felt better. I'd like to see them change the Lang sword spec effect to somthing that does damidge. I'm not the best pvmer like you guys. I'm also not a fan of swich scape I do have best in slot gear for all styles as well I thank I'd like them to bring up the Minimum hit for all styles. But yet still have a few abilities that have potential of the 30k hit cap.just my opinion. I appreciate your videos though they have helped me a lot in bossing
Editing seems to be made for 10 year olds with the sound effects and whatnot. Still a good video covering the beta, but the editing is a bit off for just the fact that the RS3 demographic are 25+ year olds. Not children.
I'm really glad to see Jagex using betas more "casually", as a way to try out a lot of different tweaks and changes without necessarily committing to all of them.
Even though some things in the beta are utterly broken, it seems like a great opportunity to explore different ways the game might work, just to see what players like and what players think could be improved upon.
Completely agree, it's a really good precedent.
@@TheRSGuy looks quite nice, and specialy for some bosses the no splash will be huge. just with necro nex got a lot easier with low lvl gear. someone in my clan did 10-15 nex solo with t70 necro gear, you would basicly never do that before
Certain players: Necro is too OP! Even if other styles get converted to that same system they would lose against necro!
Ranged in the new system: *oneshots bosses*
@@andre-borges they def wont be crying over range, now theyre 3b+ setup isnt useless. now if it brings more people into bossing well they will def start crying about it
Well tbf it makes sense since BiS range and magic trumps Bis Necro prices by a landslide. That is just including gear costs not to mention mandatory codexes like gconc etc that you need in the other styles to be BiS. while necro you just get the gear and its done with (obv including perking em out) so seeing a SGB spec do big dick damage like it should for the price tag is very satisfying.
The "new system" is the beta, it's obviously not going live like that.
@@a_angry_bunnyYet, people were claiming it was impossible for it to even get close to Necromancy before the beta was released. Then when the beta happened, turned out the others could easily perform on par or better. There are gonna be tweaks, but not going to be worse than necro.
@matirion
You don't understand. The devs literally went yolo and made a bunch of op changes that they knew probably wouldn't go live just to see what would happen. They literally said that in the interview with RS Guy. The goal with the beta isn't to buff or nerf anything. Rather, it is to simplify and make combat more enjoyable. Then, when a style needs a buff or a nerf, it's easy to do so by just tweaking some numbers.
Haven't played RS3 since before Necromancy came out. Just hit 120 all before then and was pretty burnt. These changes seem amazing, even if they're just on paper right now. Really looking forward to see how this plays out! Great vid!
hello, i think i quit before the 120 slayer expansion... just logged in for the first time since then.. looked to get back into it, i have about 7-8bil, but im sooo lost lmao WHERE DO I EVEN START
SGB spec was absolutely nutty to see. i don't think it should be tuned, or if they do leave the damage alone but make the crit chance per arrow not set up at front to smooth out the damage. range/magic BiS is very expensive both in terms of equipment and codexes so seeing it hit for huge numbers makes the price tag seem worth it.
I'm coming back when this update drops, also very clean editing 👍
Do we know when they will add these changes to the game if they decide to go through with this?
pretty much confirms my suspicion that I just don't have the gear to really test the hit cap stuff. That is seriously impressive. Looks like the other styles were stronger than people thought.
With a bit of tuning the combat rebalance should be great.
I mean it has probably been said before, but for melee in comparison to the other styles, switching has been strictly mandatory up to this beta. While I am absolutely in love with the changes they're making currently, I can't help but wonder if this will also in a sense help casual scrubs like me do PvM without having to manage 4 different sets of weapons and shield during a single encounter in order to barely keep up in clear potential with the other styles. (edit: exaggerating for impact but you get what I mean)
@@Halloweezy I get this completely. If you're not used to keybinds it is very difficult to get into the very intense keybinds. One thing I will say is that I used to be the exact same, until I got started in necromancy! The way it tutorialized a big chunk of the combat skill makes it so I now play full manual instead of revolution. I still agree that it's tough but if you're struggling and have not yet checked necromancy out I'd highly recommend it. That being said: games SHOULD be enjoyable and not tedious! I'm not trying to sell you on the game, just sharing my experience and what worked for me :)
I think the damage squishing is definitely going to be a very nice change. I've been trying out some hm kerapac with melee on the beta and one thing I've noticed without damage squishing is your critical strikes will vary wildly because of large damage ranges. I'm talking a difference between a 7k flanking crit and a 22k flanking crit.
Mod Sponge making changes, and you showcasing them. Thats a dream duo, and fuck, thats how jagex should look to push things forward as. Loving the speed and clarity of your videos Ryan, keep doing thy sacred work.
Tysm for sharing your findings! I'm not even remotely close to your level of play, but I like seeing these overviews from more experienced players that can break things down and keep potatoes like me in the loop. 👍
Love this change! Any idea when this will be released into the live game?
Any news on when this will go live?
New meta for arch glacor. Try to ruby bolt proc and if it fails tele out and repeat
real
would also love to see for melee some ofthe duplicate abilities removed, like backhand and kick both being the same stun, since attack and str both have abilities its to many things to fit onto a good melee set up and ends up being overwhelming to teach anyone melee
100% melee has way too many abilities
*Kick* also pushes the enemy back by 1 tile like the *Scare Tactics* abilities of *Magic* and *Ranged,* which *Backhand* doesn’t do.
@@ExEBoss yeah but the point was more that there are 2x melee abilities and there really doesn't need to be that many, like i have backhand, the backhand thresh version, and kick on bars incase i need a knock instead of just stun, then theres 4 other basics and 4 thresh and 3 of those 4 are channeled and 1 isn't then the 2h bar has different abilities so optimal rotation requires swapping to take advantage of the high samage cleave type basic (i forget what its called) and then back to dual wield cause it doesn't share a gcd with the dual variant and its just a lot for people to process and really shouldn't be that complex, i haven't played in a bit but my melee action bar used 2 action bars fully loaded plus a third for spells like smoke cloud, and dis shield, and then a full bar of defensives, then sigils and unlock abilities, then swaps, and my entire main point is i wish there was some way to simplify the abilities similar to how necro rotations are (3 main abilities as basics, 5-8 abilities and 4 side spells) which all fits neatly into one bar and saves a lot of space for all the other things mentioned
Idk how you tune SGB in a way that doesn't basically just keep it the same as pre-raised damage cap. Like maybe they could make each individual hit roll for proc chance? But I feel like there is a technical limitation there with the cooldown. And there would still be the potential to proc ruby spec in all the hits. They could keep the cap just for Ruby bolt proc on SGB (might be a technical limitation there) but then that feels bad cause you're taking away synergy.
Sgb now only fire 3 arrows instead of 5 but those 3 arrows deal 40% more dmg?
Wow, that looks so crazy! Can't wait to try it!
My biggest question would be when are the other combat Styles as well as Constitution going to be raised to 120?
Necromancy has paved the way for that and I know I'm not the only one that's just kind of been sitting back and waiting for when this inevitable thing is going to happen.
No reason they can't add new spells and abilities to the various combat Styles and defensive while also scaling them to be the same as necromancy.
Did you check magic with anything other than FSOA?
It is flawed to suggest magic is balanced when based solely on the weapon.
Magic crits more than any other style because of Gconc, not because of the fsoa.
It's obviously early into the beta and early testing, but I'm not going to test every single weapon on release day. Have to make some generalizations on a video like this.
@@TheRSGuy Fair point. It was just an observation from a testing point of view. I will be doing my own testing anyway, too.
Unfortunately, I don't have a mid level account to test with.
They have suffered from the recent changes to combat, so I hope they don't get wrecked even further.
Cheers.
One thing I like about necromancy is the basic attack that is always off cool-down after gcd. It would be nice if they added one of these to the other styles
I can’t agree more. I went full manual with necro, and I don’t feel bad if I miss a click because it will always do that basic if I miss something. Makes me not feel like a dummy
Yeah this is good at furies for me because im a boomer scaper and used to move to dodge avaryss' fly attack then try to click nymora everytime to keep attacking which is not a good idea lol. After necro i now have a dedicated "attack" button for each combat style and a generic basic attack ability would be great for this!
I have the fastest keyboard and mouse in the market and yet sometimes eoc doesnt feel 100% reactive is it or im just organizing my abilities badly
@@Koragh_ it’s probably a timing issue in your part. You have 0.6 seconds in between abilities to “queue” another ability.
Check that you have ability queueing turned on or off. If it’s off you might be having a bad experience.
I won't even feel bad if they get rid of the invisible buffs from ovl's now. This seems like a very good change!
Will this beta take into account theres such a thing as casual players? Not everything does full manual, 2TAA, ring switch vigor, with X scrimshaws for 12 hours a day everyday... Or will it only be playable and enjoyable for those players?
Not sure if anyone else had this, I've been struggling to hit over 20k with melee. Full vestments, eof, cinder, scourge/t95 oh leng camping. Only thing im not using is zuk cape and grim. Is that the difference in 20 versus 30k melee hits? The zerk rotations almost felt the same to me, even using zerk aura at bosses with low melee affinity
do u need membership to play in the beta
Is there somewhere that states around how much DPS each style is doing (for given skill levels) and do they have an early version for the reworked melee/range/mage? Necro was about as good as top tier players using the other styles, but now all the other styles should become much stronger from this change, so I feel like necro needs to get re-buffed to keep up after the nerfs it has gotten. Going to come back for Vorkath and maybe finish off TComp. Hoping things are in a good state when I do.
SGB price go 📈
Kal demons are going to be really needed now
might actually be the one thing that gets me back into the fray, no matter what rs seems to add, it just all seems like the same content, recycled or whatever you may call it. As I've always been a magic main, this is nuts.
Great video Ryan!! Very excited to see them go the beta route again, and pumped to see these changes 😁
What about the Leng specs and Grimoire ? Both could change the effects, maybe more damage instead hit cap ?
Leng Spec needs a rework, Grimoire is fine because Extra Crit Chance = Extra Damage in the new system
Happy to see my fav style range having this mad buff if everything goes trough xd
Any chance youll do another zuk with new update to necromancy im personally having trouble
Tbh magic the fractured staff of armadyl needs switch back to crit b2b2b hits if all the other combats are doing what it used to be
I wish I didn't get nerfed it was so op
just no.
@nextlvl8699 thats fine i abuse most op combat styles cause I can afford all of them
@@ktbxnightmar4755 i'm almost certain all the players can afford all the styles nowdays, but there's no reason to make something as gamebreaking as recursive crits for fsoa again :)
@@ktbxnightmar4755 i think you just need to learn how to play instead :/
How can I try beta? O its just not for everyone? I tried to log in as they say on main RS page but logging in on normal acc.
When do we get a guide on how to actually use Necro for pvm? I've always used range, without having thresholds,ult and really no adrenaline not crazy needed! I'm confused 😂
Can u get boss drop if youre in combat beta?
@TheRSGuy I haven't played RS in over a year now, but one thing I always hated about the PvM in the game were auras, and that's also partly what made me lose interest in the game.
I don't know if this is being brought up at all in this combat discussion or not, but could we either get a complete rework of how auras work so they aren't time gated, and we can use them more freely, or just get them removed from the game all together and have our other in game buffs get buffed to compensate or something. Whatever happens I would just love it if auras could get brought up in this combat beta if they haven't already. I've been considering coming back lately and this could definitely be the change that would bring me back.
Thank you.
Not sure if this is the place for it, but if something could be done about the stall after sign of life proc’s that would be awesome
Hey Ryan for the love of Zamorak, increase the mic volume / decrease the background music volume / preferrably both.
Accuracy was jagex's old way to balance combat. Nex was difficult pre-eoc because she was hard to hit.
You didn't have to use any specific abilities or special attacks - just survive and hit, and if you made it you killed the boss.
Nowadays abilities - primarily stuns - are used for mechanics. And if an enemy has both a decent chance to miss and requires a stun?
Well, imagine Solak and all your stuns splash on P3. This is an improved system, definitely.
So does this mean if I cast vulnerability spell using any style it'll hit? And the bombs aren't necessary?
no he explained the 25% hit chance in other styles = 0 so you'd still need ingenuity of the humans to guarantee a hit
It seems like you have an extremely good grasp of the combat system, including what changes are good and what needs further tweaks. I agree that Ranged seemed overtuned with the current beta, melee still has fundamental problems, and magic feels really really good.
A point that I wish would be getting more traction is that Melee has BERSERK, which makes you take more damage, AND requires you to be in melee distance. To compensate for these extra risks, it should be given some mitigation in some other way, or some extra utility or damage.
A style like ranged, that allows you to attack from ranged and DOESN'T require you take extra damage (Death Swiftness), should not be outdamaging melee. It is less risk for greater reward.
This has been an issue for years, and I hope that they will get the balance right in this beta. It IS okay for a style to be greater risk / greater reward (in this case, the reward being higher DPS). It is NOT okay for a style to be greater risk for less reward (DPS). Either the risk should be lowered or the dps should be higher.
what about the SWH special attack? is it uselss now or has a purpose?
I feel like it wouldn't reduce defence in a way anymore, but increase your damage capability closer to 100% each time?
@@cayce3162correct, it's still useful
Rs guy, this is off topic, but can u please suggest to sponge to look into making a bone crusher effect that can loot prayer ashes from pvm into the inv.. like bones currently go into inv from killing npc... but ashes do not.. (this has nothing to do with them noted or not). i've been trying to get this fix for a year + now... PLEASE
So i do like all the consistency changes and its nice to see the other combat styles are like necro but do you feel this makes the game a little too easy? Apart from the top bosses ofc im sure theyre still a challenge but all those mid game bosses seem like they will just be dps dummies now and you wont have to interact or learn any of their mechanics because you can take them down so fast
Im all for making the combat feel better i just wonder if boss hp will need to be adjusted to compensate for the new consistency
Love this content!
I was using my current melee set up with the grimoir active and i didnt beat my pbs on almost any boss. Whats up with that man
this was such high energy i love it
I think this is overall really good. Worst case scenario they should just nerd Ruby Bolts in favor of a change that makes combo overall much better for the entirety of the game.
Overall this is an awesome and promising change to combat. The vast majority of players don't engage with endgame boss content and (for a lack of better phrasing and honestly not bashing here) aren't min-maxing and sweaty as rs content creators and the vocal minority on reddit, etc can make it seem at times. The average player simply doesn't own a Seren Godbow or Cryptbloom and will move onto another game before ever coming close to getting best-in-slot gear.
With this beta, Raksha and Telos don't feel impossible anymore and I think that's a good thing.
I think a complete rework of the 3 older combat styles is well overdue. There is so much bloat now - as you say, multiple switches etc. I would like to see the 3 older styles reworked to be similar to Necro with some of the bloat removed. Less reliance on adrenaline and more reliance on style specific "combat currencies" similar to how Necro stacks work would be a good change. Moving the original 3 styles to genuine 120 skills might prevent a nerf to Necro that will make it nigh on unusable. I have been following Reddit closely, and there is a small but extremely vocal minority who hate a combat style that has BiS gear accessible to everyone in game. Depends if Jagex have the stones for the change, to cater to the majority and look to the future, or to pacify the minority and keep the status quo.
Agree completely. Here's hoping they do finally raise melee range and magic to 120 and make them equally as fun to play as necromancy instead of nerfing necromancy so they're "equally poor". If that makes sense.
I've never been able to pvm at anything high level without getting wrecked I'm assuming 30k dmg cap is what's gunna keep people alive in this game with soul split.
Grimes memoire for everybody.. 😂 what are they gunna do for solak?😅
they will stack so why would it matter? they gonna go up probably.@@typerightseesight
On a side note, the change to hit chance system has the unintended consequence of buffing Legacy combat. It is still the worst way to pvm, but a buff is a buff.
Wonder what they will do with grimoire now?
more crit chance will never hurt habibi
The other passive is pretty useless now, will they just remove the text then?
if i had to guess they might increase the cap for grim, or remove said effect unsure, theres no way they overlook that so we shall find out soon im sure@@darkbrother339
Nice. I rarely play runescape. But good to know its being updated.
Woohoo, I'm absolutely out of the loop with RS3, thanks for this video, Ryan.
Hmm what about grimoire?
Rest In Peace Statius warhammer
I've watched this video so many times just to have some hope for melee. thank you
does this make soulsplit even more powerful?
request to make a video comparing sliske armor with tuska warpriest vs tectonic with fsoa. Please and thankyou.
Being under 25% accuracy just being 100% whiff feels logical from a balance standpoint but it's a hefty nerf for the niche of defence pures, and skillers using poison bombs to kill things because both of those will now never hit on the beta.
So mage is only good with FSOA?
How feasible would it be to implement those changes and tune down the base damage of abilities all across the board, including necro?
Very well explained
I want to see more simplified basics across the board and removal of the threshold 50% adren requirement. Necromancy has 3 basics you use regularly, and all abilities that use adren only need that much adren to use. Would simplify basic rotations so its more revo friendly.
If you hitchance is below 25% you do no damage. OK what does that do to Arroxors achievement to kill it in bronze?
I haven't played RS3 since 2018 after I achieved Max Cape.. and your video just pop up on my feed. 😅
Now I want to ask if Death System is still harsh? 😂 I achieved everything except Slaying Tasks.. I'm so bad at it, I can never kill Arax. 😭 Tried so many times.. only exhaust my resources, potions.
Is playing RS3 in Mobile especially bossing good? 🤔
Damn.. I can't play RS3 on my PC.. it needs a new one. 😌
what will happen to the grim?
I think devs should also increase tick rate by like at least 5x, optimally 10x. Game feels clunky for a modern game when you have to spam click to move accurately. It is just plain annoying af. Uf they invrease tick rate then the game will be significantly improved as well
Do you keep loot during this beta?
Woooo
It's so crazy how updates like this simply let you double your damage output or more.
The power creep is so off the rails
Does this make Ethredors Grimore dead content? Or does it increase hit cap past 30k?
the crit chance was always the bigger thing anyways. will be silly strong
Reprisal and Vengeance + Reflect NP
Problem is you need a boss that hits hard enough to damage but not enough to kill.
wild how the old fsoa was deemed too strong for years and now everything is going god mode lol
Hi Ryan, have you only tried the beta with BIS weapons? because I have only tried it on my Iron so far where my highest tier weapons are lvl90 and their damage output still seems way bellow Necromancy and my hope for this beta was it would even that out a bit because as it stands as an iron there really is no point doing any other style than Necromancy except at very few specific bosses. I did a long grind to get Ascensions and atm there is no real point using them anywhere other than Legions and all you can gain there is ascensions and Sirenic that you then wont use anywhere else much as getting the t90 necro weapons can be done pretty easily in one week from lvl 1.
melee atill needs the most love my a mile give it innate soulsplit on all attacks and maybe a perm 10% damage reduction and then add 50% damage to all attacks even in zerk then MAYBE itll be able to compete with other styles
What people like or do not like? No it's what things should be changed and what not, we can't just make things for our likeness just because we prefer one style over other.
idk if anyones tried abs but dam its backkkk:D FSOA
Likely not a common opinion. But agb one shooting arch glacor is not a bad thing.
Can you please try and show good but not BIS weapons. Like how would the broke but near all 99 player/ iron starting to get gear fair.
That's cool, but I need to learn how to do more than 5k damage 😂
Been playing since the game first came out, on and off in the later years, but to this day I don't understand the extended GCD of 2+seconds. In the majority of other games, standard GCD can and is effected by player level, gear power, or set at a standard 1second instead of 1.8/2 seconds. Just by altering this simple piece it would lower the 'floor' between high level PVM and average level PVM gameplay. Over the years we've seen 3 ticking and other style to boost DPM, but why not just alter the hit caps and GCD of abilities to level the various combat styles.
Regardless of peoples thoughts on it, a good chunk would want to stick with a legacy interface, or maybe even play old school. However, pulling the game more in line to making combat a little more seamless would potentially bring in new players or old players who've also switched to other games. The release of revolution was always mid tier in my opinion, if feels clunky because of the standard GCD being higher and never changing as player power level increases. With the alterations being made with accuracy, hit chance, and crits...I feel it's about time we start really diving in to making combat more fluid. It feels horrible when you have a defensive off cooldown, but have to wait what feels like an eternity to survive a boss hit or mechanic to BARELY survive if you aren't just sitting there and pre-emptively focusing on hitting abilities before they are needed (Nex for example).
Also, maybe unpopular opinion....WASD option when for movement? thoughts?
Regardless, I play loads of other games, WoW, Diablo, LoL, FF, 7DTD, etc....always end up coming back to RS to check content updates and see how old friends are doing.
Old combat styles need to be redone, delete same abilities, make more from the less of them
So how do the dps compare between the 4 styles in the beta? Did these changes level the playing field as most players said, or is necro still "op" as the elitists were claiming?
Yeah ranged bis now
Sadly leng specs are useless rn at the beta and ezk / bleeds are kinda underwhelming there atm
onslaught?
i can already see it, they nerf range into being boring, keep magic busted per usual and melee is just a coin toss
I wish they would reduce the number of skills and simplify rotations so that all styles would be more easy to get into
Music really distracting from trying to listen to the information
anything below 25% for necro hit chance wont hit
Wish I had the gb special but I'm not filly rich l
i wouldn't mind hit chance remaining as a mechanic (kind of acts as a gear check of sorts, though that's neither here nor there), but i will admit missing a big damage ability never feels good... and neither does low rolling when the variance can be up to 5x with some abilities >.>
the change to crits is also very welcome! i remember having a really hard time trying to wrap my head around "natural" crits (=just high rolls, basically? iirc) and "forced" crits (="actual" crits, where the game raises the minimum dmg roll to guarantee a high roll) and whether the two behaved differently with other mechanics... as well as just trying to find out what the base crit chance was, and what all could be done to raise it 🙈
all in all, incredibly tall changes. love to see it! (just wish this had happened years ago 😅)
My concern is that this'll eventually be what future bosses are tuned to and we'll wind up with a similiar issue as pre-necromancy where if you wanted to get into those bosses you needed items that were inflated to cost in the billions. I honestly would not be against the balancing consisting of some heavy nerfs to things that the uncapped damage completely breaks like the Seren godbow 1-shotting bosses.
The fix to this would be to stop thinking of the gp cost to acquire an item and instead the gear needed to kill what drops it, repeat this process until you reach a boss that drops something you don’t have but only requires things that you do. Boom solved.
@@TheChannellockyou might want to google opportunity cost
You don't need any of that shit? I can kill any boss in the 80/90 range armour with ascension. All the BIS gear styles just make it funner, easier.
>> if you wanted to get into those bosses you needed items that were inflated to cost in the billions
You can do Zamorak with t80. Your argument is invalid. Cost of entry is not the same as cost of optimization.
You are like the most handsome dude playing runescape lmao
All I see with squishing is max damage huge nerf when the goal is to bring up minimum damage
It souds like Necromancy was very OP and the basic combat style were falling far behind. So they have to pretty much buff everything in the old styles. But this would also make every boss less difficult. Or am I wrong? I 'quit' a few months before Necromancy came out and the longer time passes, the more huge changes come in, the less I feel like going back.
Ok cya
Honestly in my opinion. I never beat out any of my p. B's while I was testing it with the old styles versus necromancing. Maylay Has always been my favorite style. And I played for more than 20 years. I did notice that range and magic felt better. I'd like to see them change the Lang sword spec effect to somthing that does damidge. I'm not the best pvmer like you guys. I'm also not a fan of swich scape I do have best in slot gear for all styles as well I thank I'd like them to bring up the Minimum hit for all styles. But yet still have a few abilities that have potential of the 30k hit cap.just my opinion. I appreciate your videos though they have helped me a lot in bossing
so u just hit higher.
Editing seems to be made for 10 year olds with the sound effects and whatnot. Still a good video covering the beta, but the editing is a bit off for just the fact that the RS3 demographic are 25+ year olds. Not children.