Same TBH. As a Mobile PVM'er, switchscape was always cumbersome for me, but Necro kind of addresses that, because it takes less effort to reach similar levels of DPS with less switches. I like it, in really do :)
I think the best part of necro was the upgrade path teaching you bossing and the low death cost. this is very helpful, im still a noob at bossing but this eased me right in and i got my first zuk cape. overall i think its been handled very well, other styles need to be brought in line with it though, especially if people are shelling out insane money compared to necro gear.
@@tylerpeters2820You would be very, very wrong. FSOA is being outcompeted by necromancy (everything is). Seismics without FSOA would simply lose to even melee.
@pondracek dps output is not everything. For instance zuk with cryptbloom is easier than necro imo. You can do a bunch on content with crypt seismic and it's really cheap for how good it is.
@@tylerpeters2820 If Necro did the same damage as magic without FSOA, the game wouldn't be dying right now. Dps matters. Having a higher skill ceiling with lower DPS is specifically why Melee was so cheap (and ridiculed) before Necro release. Effort should be rewarded. And right now it isn't, which is why Necro has caused everything to crash to shit and bossing to collapse with it.
I NEVER bossed because I always felt that i wasn't good enough and the weapons and armor to do so were way too expensive. Because Necro is both accessible AND forces you to try various bosses to get the upgrades, it showed me that I am able to do bosses without having to invest 1b on a weapon.
the way you dont splash but instead do less dmg with lower accuracy is one of the biggest things that made me fall in love with necromany, every other combat style just feels so much weaker now just because you dont see dmg on every hit if you fight against stronger oponents. i realy hope they bring that mechanic to the other combat skills as well
The best thing about necro gear at T90 is that when you die the death costs is cheap so you don't have to worry about spending a fortune learning a boss
Best/worst thing about necro gear is the entire set of t95 can be acquired cheaply. After ROD update its relatively hard to drop dead twice without slamming a tp. But the fact I could purchase t95s for
@@jordanbauerly8843Because those other items are a lot more rare than the Necro armour drops. Plus… half of the RS community got hand fed that gear when it came out because they had the gp to buy it, and then sell their drops on the GE for the same, or higher price. And people are CONSISTENTLY getting those drops. So - I’m not surprised how “cheap” it was within a week.
Though, it did massively crash literally everything, so those drops became easily buyable with the same update. Not quite sure tanking the entirety of the economy was their best move. I fear we may move into an era where the supplies cost more than you can make back. Unless the plan is to drop 120s on all combat styles, and introduce t99+ gear to fight stupidly hard/group bosses over.
@@jordanbauerly8843I'm sorry but the likelyhood of prices dropping that much is ridiculous. Maybe if rs3 was a flourishing and booming game, but it's the same people playing. As we always have as we slowly hemmorage playerbase.
As you said, it's the lower skill floor that makes me want to pvm with necromancy. If you take any other combat style you will need to switch so much to counter everything or to 'perfect' your kill. I'm thankful for necromancy to introduce me to pvm'ing and wanting to learn the mechanics.
I never did Telos but I did it for the T90 Quest. I got to the last phase so easy without watching a guide and messing up a lot and died not knowing what is going on the last phase Took a quick look at the last phase and killed him my 2nd try with a full T80 Set. Necro has made me more confident in doing the high end bosses. I'm not that great at RS cause I died a lot even having FSOA and those other end game expensive gear. So Necro actually got me more engaged in RS and the only skill other than Slayer I'm pushing for a 120. I'm currently 116 at Necro.
you're right about non pvm players who are now trying bosses they've never tried because of necromancy (and part of that is the gear upgrade reqs) as i am one of those players
Im a maxed player, several 120 skills. Before necromancy I’ve only ever done GWD 1 and 2, Jad once, and Kiln once. I know a lot of high end players just assume every end game player bosses, but that’s entirely untrue. I have a full life outside of RS lol I can only casually play/afk an hour or 2 per day. What I love about necromancy is the upgrade path FORCED me into content i wasn’t comfortable with but fully capable of doing. I’ve learned how incredibly easy the fight cave/kiln is, and it’s giving the me confidence to finally attempt Zuk. It’s getting people into content that they would’ve never done and I think that alone makes it a great release.
From a business standpoint Necromancy is amazing: Many players (including myself) are doing old content (bosses/slayer) that they would never have tried with the old styles for lack of funds for BIS gear/abilities. Necromancy drives people to old content, which means previous investments in those pieces of bossing content are being paid out now, with the release of Necromancy.
LMFAO a business standpoint? says who? Everyone is quitting that were high end @ the game. you just have the skillers thinking they are good at the game now when they gate keeped themselves.
@@XJ9LoL were they quitting because Necromancy was launched? The launch of Necromancy itself was a success if Jagex wanted to capitalize on old content too.
I have a on/ff account for the last 10 years, usually play for a month every year, Necromancy get me into bossing for the first time despite having 85-90s in my other combat stats
I will be honest and say that Necromany made me enjoy taking on more difficult bosses now due to how easy it is to set up. Necromancy doesn't have too many overwleming abilities to link togethor and learn which is why i love it. The drawback with necromany is I am rusty as hell with other combat styles now when it comes to bosses.
The obvious thing to do it to bring the other three styles up to par by raising to 120. Make 120 the same power level as necro 120, but keep up weaknesses: if something is weak to magic, don’t let necro be the best. Make necro the second best for every fight.
this has to be one of the biggest power creep of all time, it literally makes every other style useless at all levels. I AOD with 6 necros and gotten a 1:43 sec kill which i find very very dumb, epically seeing how they nerf FSOA cause it does too much damage but even with 7 man FSOA you could get sub 2. just weird no one is talking about how much and big of a power creep necro really is and turned me off from actually pvm.
It's sad and the biggest thing about it is only high end pvmers will be able to see how bad it actually is. I'm not blaming casuals for loving necro because of how strong it is. But for one single combat style to be BIS at all stages of the game at basically all bosses is really dumb.
They should've never enabled iron dg and irons being able to pvm with mains. That's the worst thing Jagex ever done. Necro removes even the tiniest bit of challenge left for irons lol. Game's gone to the dogs.
With necro I've been able to vastly improve my pvm skills. I got all 4 Zuk capes, started pushing Arch-Glacor enrage past 500% and even managed to solo ED3 (before necro I never even completed it in a group). Low death costs also encouraged me to keep trying those bosses until I got more comfortable with them. There are only a few instances where I prefer using other styles so I've been using it a ton, at this rate Necro will become my first ever 200m skill
@@XJ9LoLwho cares. I've been really enjoying the combat, and honestly will probably drop the game again if they nerf it. I just don't have the time or energy to research every minor thing for tiny boosts and grind for gear after I've gotten 120 all. Not worthxmy time
Honestly they should add tier 99 items and gear for level 105, 110, 115,120 for each combat style with harder mode for each bosses and higher drops rate for lower than 90 gear and open a new place for hight level content needing huge skill cap and crazy high gear where 99 gear is just the start
You hit the nail on the head when talking about necro giving access to content I wouldn't have tried previously. I didn't have interest in high level bossing - or even doing Nex or QBD - until they became a requirement for Necro-gear, and found that learning and doing those bosses were more fun and interesting than I thought before. I personally love the skill and how it was introduced, and hope it becomes a staple template for further skill releases
I feel changing the other combat styles, especially the talents for other combat styles and new boss/monster content that can balance this possibly by requiring other combat methods like dag kings and rex matri
I'm definitely doing Necro for PvM stuff almost exclusively these days. But that's partly due to me trying to train the skill (I'm only at lvl 83 currently), rather than because I'm trying to min/max. That being said, I'm liking how much faster some of my boss kill times have been; I've shattered some of my old records and that's with only the T70 DPS armor set (haven't got my T80 armor yet, just the weapons; I blame Hermod for not dropping more plates). Overall it's been a solid content update for me, especially with the tweaks, and I look forward to more content to come.
i would recommend the tank armor mainly because you get way more HP and 10% dodge chance at T90 and if you use darkness that's an additional 20% dodge. which i think is far more valuable then killing some mobs a little quicker.
All signs point towards a combat overhaul and a 120 combat stat boost and weird in a weird awkward test phase but im getting a little nervous about when or if its going to happen after the major backlash/player exodus that came from the hero pass release. If we start seeing necro nerfs outside of an ability not working as intended like with death skulls then it might cause for concern
if they just start nerving necro and tyring to balance it around the other skills then rs is fucking dead they have now set expectation for another combat overhaul that will hopfully balance out all styles and stops locking spells and abilitys behind absurd droprates.
I think it's very poorly balanced and that other combat styles are kinda buried right now. I get wanting it to be strong to bring people in but they went overboard with it imo.
I prefer this combat style as there's less button bloat compared to the other classes and I actually enjoy bossing a lot more with it to the point where I'm considering bosses outside of Story-mode for once, the rotation and spell priority is smaller which is what makes the leap to harder content that much easier. Sometimes RS3 suffers from too much information at once and with Necro I didn't really feel overwhelmed.
switched to osrs after necro release lol. cool that the game has a new skill and all but it being so much stronger than other styles while being way cheaper just destroyed any balance of the game
Switching has always been the worse combat style in these types of games. Not sure why they went with that style in the first place. Thankfully, it seems like they noticed and made Nerco not suffer from that design.
This is just an opinion, swicthing is used as a mechanic is many action combat games such as dark souls, DMC, nioh 1 and 2 and many more. Also the power of swicthing in rs3 is very over stated. It is at most 1-2% dps increase over camping. Many players such as myself enjoy swicthing in rs3 and it is not needed to kill any boss in the game.
Necro is fine however i do believe other combat skills should have a higher skill cieling and potential output. Most mmo's i play have on class that allows you to play easily compared to the others but also stay compeditive Samurai in ffxiv , Demon hunter in WoW as two examples so having easier kits that can still be compeditive isn't a bad thing it's how you deal with the numbers in the higher end.
I have a midlevel account, combats around lvl90 with budget gear, high lvl slayer and overloads/curse but no skill scroll(because the investment for invention, arch and skilling gear is huge af). Necromancy started behaving close to my range spec with perked blowpipe and T70 armor and magic gear with cywir + boots/gloves/amulet + subjugation but at around lvl65. Maintenance cost is minimal, you need only 30M roughly to get to lvl70 an get tank augmented gear(cheaper than dps) then it becomes better than any other combat style without serious investment on skill scrolls. It's that strong. Was able to grind confortably abyssal demons without splashing with lvl64 and a demontooth neckace for the perma prayer points + the basic gear. The other styles are imho now niche because necromancy does everything and overall better without any of the expensive things(no skill drops, no EoF, no nothing rly, even just the self crafted gear is enough)
This isn't a sign of necro being too good, it's a sign of the other styles being too gimped by their bullshit difficulty in use. Necro was actively designed, they were slapped together to chase WoW. The difference is self evident. Honestly, I can see Necro getting more variety added to it, though admittedly it's plenty powerful as it is. What we need is for the other styles to be brought up to scratch, and possibly more bosses getting enrage mechanics so we have things we can actually try at.
jagex released a broken overtuned style that was told to be weak at launch - yet you claim its fine and other styles are shit. oh lordy you are self centered. have you ever done aod/solak? go with 1 guy using necro and 0 mechanics happens. like do you want to just use slice and get a kill? Wtf lmfao
I hate how it crashed prices of everything in the game. Pvm isn't ruined, but I don't feel the same hype and motivation to play a lot of the content. It feels like Destiny 2 when half the game was removed, like the game has gotten smaller. Overall I feel more meh about the game, at least pvm, since necro came out. I'm kind of a noob at rs3 still, so necro would seem to be geared toward me, but I just want to melee and mage and I don't tend to go for the obvious easy/overpowered/meta thing in whatever game i'm playing. I give necromancy update 3 out of 10 mildly depressed pepes so far. It's made my experience as a non-necromancer noticeably more meh.
Basic tasks are what real RS players want. Jagex lost half of their users because they made RS3. Beyond that, users of RS2 who swapped are not happy about RS3 combat as it requires knowledge of everything to do basic bossing. For me, it is stupid, that I need to use all abilities (and know them), just to do bossing. Jagex cared about the highend players (who also streamed/made videos). I hate how much the game has changed for the worse because of the influencers, necromancy is the first time they fixed it.
I think I'm just bummed that getting 120 in any combat is gonna be a drag. I LOVE Necromancy though. It's the most fun skill since probably most likely construction. Being able to host house parties in 2005-2006 while training the skill was a fun concept. This of course, is just my opinion.
Necro is definitely a better system than magic or ranged. Magic by microtransactions is something that should have been fixed long ago. I even like the microquests you have to go through to upgrade your armor and weaponry. Just needs more choices in necromantic armors.
Waswere made a video of there possibly being a beta for the other combat styles. Raised hitcap to 30k and something with crits. Can't just simply buff the other styles in a short period of time without some ideas and keeping them different from each other. I use Magic along with Necromancy. The Staff is my bread and butter.
@@pondracek Yes that much was said. I think Melee and Range get the biggest buffs for the proposed buffs. But there is more then just damage that matters.
@@pondracek even with +75% crit dmg and ss those abilities will hardly hit 30k... smoke tendrils will likely be ~45k cumulative bc forced crit with crit dmg n fsoa spec but thats about it.
All i've ever really used was melee. But now I'm able to try a more fun style and doing way more damage and i was able to do Zuk without dying for the first time after 4 tries. I couldn't have done that with melee at my skill level, zerk debuff is hard to deal and some bosses in the game, just straight up aren't possible with Melee. I couldn't care less about top 1% people complaining, this is the best update they could have done for the game
the problem was you used melee, which isnt a friendly style due to the zerk ult. zuk melee sounds awful, unelss vamp scrim. you couldve accomplished it with magic if u just tried.
I feel like necro is really teaching people how to do combat. Yeah, it carries itself on its own a bit, but learning things like opportune times to use abilities/spells/specials is such a gamer changer for the other styles as well. I'm sure there are a lot of people who have been able to do content they otherwise couldnt with necro that could now do it with the older styles. It would be interesting to see some kind of testing to this.
I think this is good. Essentially Jagex hit the reset button. Now that the best combat style is acceptable to everyone for cheap everyone’s on the same level. So now they can release harder content to test people. It’s essentially EoC all over again. Which is good
@@XJ9LoL an awful take that they make content more accessible to the majority of players so they can push pvm to different levels? Or are you one of the people crying because it effects your Elitist gp/h and now the t95s are dropping and your no longer a special snow flake?
tons of skilling methods or low end killing makes 3-8mil hour, and to get t90 accuracy weapons is easy (gwd2 weapons). you just skip to gwd2/gwd3 and act like thats where you should start. your pvm journey should begin with slayer and low end reapers, not suddenly.
For the first time ever not only do I understand how to build a good combat bar but I've also started learning full manual because of how easy to learn and play Necromancy is. All the combat skills should be as easy as Necromancy. When I returned to rs3 4 years ago (I played in the 00s when I was like 10) I hated the new combat system and have never got along with it because its just too complicated and overwhelming so I tend to not do combat or I just use full revolution having no clue what is happening on screen just watching my health and when to activate freedom/anticipation. This was a very much needed combat update and I really hope jagex update and improve the other combat styles and make them simpler to understand like Necromancy
i agree shared these sentiments on reddit however i got bombarded with hate and comments like "NO we don't need easier combat styles you just need to put in more effort" "This devalues all the time i spent learning how to 4taa" etc and just people demanding necro do 50% at max the avg dmg of Melee , Magic and Range. My favourite was "necro is easy so you will get bored" which ??? SIR
I've thought, within a week of Necromancy's introduction, that other styles were basically irrelevant now outside say a Smokescreen or other advanced techniques only 1% of the players use. It's destroying the game's economy (the combat aspect of it anyway), and Hero Pass destroyed a lot of motivation for players to play (still, to this day).
Just from a math standpoint alone necro is going to be objectively best for a long time. At the bare minimum they need to open up orher combat skills to 120 and add the crit level ups post 99. But really they need to make each other combat style really really good at something. And necro just good at all things.
I just wish necro didn't make other combat styles obsolete..... to get good at other styles you need rlly good skills or a lot of cash to invest.... necromancy is just way cheaper and stronger than the other ones. Made all my progress with ranged feel useless now
i loving necromancy and it helped turned my skilling friend who at most mainly touch gwd1 bosses or just did a little slayer in to being confrontable doing araxxor and even doing ed3 with me =). this is really the best way to introduce new people in to bossing. Plus im hoping that jagex will rework the other combat styles to mimic necro and really give them their own flare that makes them really fun to play.
i feel like this skill should have been a combo skill. Maybe combining magic with rune crafting or magic with summoning. Idk the combat triangle is not no existent IMO
No way would I of been able to do AOD, ROTS, Rago, Raksha without necro. Been playing 20 years and I just hadn o interest in learning the switches and all the bs required to really maximize your dps output. Very pleased with what they did, and it's the ultimate Jagex move to fuck it all up with hp right after lol.
I love necromancy, I've almost exclusively been using magic for a couple of years especially after investing in magma tempest (900m) at time of purchase and as someone who would always use combat through slayer to make money it was getting a little boring. Now with necromancy I've been able to solo nex, take on hard mode arch glacor, confidently kill gwd2 bosses, attempt Zuk and basically unlocked huge amount of content which I never felt confident doing historically. All this will almost exclusively playing on mobile. It's encouraged me to step away from full revo++ gameplay to using a semi revo with manual input play style. All in all probably one of the most successful new skill launches. Now at 102 necromancy I feel this is a combat style I will take all the way to 120. As for the effects on the economy I personally am happy with it, reducing the elitism from pvm has been something needed for a long time as I'd say I as an average player and a below average PvMer now have more options to further wealth gain.
Re-subbed to try out Necro, sticking around as really enjoy it more than anything in RS in years. A game that gates competitiveness behind thousands of hours of gear grinding is a dying game, Necro is fantastic for the long term health of the game imo, not just enticing new & returning players, but having them stick around too. The 0.1% will cry their billions are worth slightly fewer billions though I imagine.
Well the top tier gear isn't losing just a few bill its getting halfed in value. It may shake out different but still. They need to do something about the meta rn because its pretty much necro or nothing.
@@guitargod3545 But if the 1% to 0.1% already have most top tier gear pieces or plenty of cash reserves to buy them, why does that matter? There becomes a point where its monopoly money & it only serves as yet another barrier to entry for new/returning players who have no realistic way of purchasing top tier gear. A currency squeeze wouldn't be a terrible thing for this game imo, new players are defeated before they even log in with the astronomical amounts of gold in circulation.
@@waffleiron7740 again most vets don't care, but literally we are losing half the value of our top tier items. Its not a huge deal i believe it will settle out but imagine have 10b+ and all of a sudden you have like 4 or 5 b. Its quite substantial. And it is monopoly money lol
After they fixed the bonuses and stuff on magic and ranged I’ve been using them more. They’re more consistent in dps and I like magic so much more in its little complexities.
I feel largely what we are seeing is the healing of a massively unhealthy disparity. Simply put the old combat is so clunky and difficult it was hard for people to get into combat and affect supply except for those at a top end. This creates an economy where a relatively small handful set the price, they accumulate more wealth, so they set prices higher, and it creates a very wicked rich get richer and steadily pull the ladder up behind them. But necromancy closes that gap, it gives the average person a chance to engage and affect the supply which in turn affects the economy. The power is taken from the few and given to the many and the prices are forced to rather rapidly yield to the new market. Which is to say as you said, bad for those people who want to produce bills and good for everyone else. However over time it will lead to an adjustment in the supply and demand prices of everything else to as the economy as a whole rebalances.
Hey Mr. Protoxx! *CONGRATS* on 120 Necromancy!! 🎉🎉 Significantly faster than I predicted! This calls for one thing... 😏 *"It appears you have exceeded my expectations."* - TzKal-Zuk, 2021
I came back 8 years inactive but I only played osrs for a month in 2015. Before that the last time I played rs religiously was 2011 and I started during the 07 golden era(lol). Necromancy is far more just a skill. Its an alternative way to play the game with many existing skills or references being used when training necromancy. Example: Creating ghostly ink is literally the necromancy version of herblore. I didnt really train the herblore skill but after training necro, I want to.
Jagex is struggling to maintain players because they only make content for the hardcore players and people who kill bosses all day while they don't do anything for the middle class of players which are like 90% of the players in the game. Jagex is forgetting about the average middle class players and new players just like how Blizzard did with WoW in the past and that's why WoW died.
EGW wasn't for hardcore at all and neither is sub 99% zammy(I can't do 100% to this day). They got normal modes and hard/enrage. There is plenty of content to work up too. Necromancy is directly for new players with all the pop ups and easy of use it has.
@@zeldapro18 You don't get what I'm saying. Necromancer is cool but it's a skill and not content. If you want to maintain players then make more content for the most amount of player types you have in your game. Almost every new content I see has something to do with bossing and that's it. Bossing isn't bad in general but not everyone does bossing because the combat is RS3 is unresponsive and clunky for new and the average players.
What does the elusive "middle class player" do in this game then? Are you seriously saying there is not enough content? Take a look at completionist cape requirements as a mind refresher and rethink your statement. Also, in this short video it is said necromancy gives opportunity for newbies to try older bosses because of lower skill floor.
@@hdgevin Listen. Necromancer is a skill but not content as in new things to do and activities. That's what Jagex needs to make. Make more activities and fun things to do for the mass amount of players who are casual and average players. Leveling is super super easy in RS3 already anyways and RS3 is already a pay2win game so Necromancer isn't really content but it's still new. Another problem is that you can now level skill without leaving the grand exchange so the sense of exploration and going out training is gone but that's a different topic.
@@ghosti79 What you are talking about is what literally every mmorpg fan has been saying for the last 10 years at least. Times have changed, people don't socialize in games anymore, you aren't reinvevting the wheel my guy. It's just how things are now.
I really like the necromancy so far. Though i do have one problem with it, as few skills are locked behind quest that needs 86 level archaeology which i never liked... Leveling that so far has been completely annoying... But man, if i gotta do that for necromancy i guess i just gotta lose my mind for it lol.
As far as the combat I like it personally and it has made me have to try bosses iv not tried before e.g QBD, Nex etc my biggest annoyance with the skill is the requirements for the quests etc as the dungeoneering tasks are luck based and very time consuming so I’m stuck on a combat style because of dungeons 😂
I mean is it bad? Most weapons for other styles are over 1B... lol like how much more money do high level PVMers want? With those prices you're just chasing Dyes or Phats.
Great summary, Protoxx. For me as a long-time player (all 120's) with woeful high level boss abilities Necro has been fantastic. I've done 5 new bosses already. The skill is more compact and self-contained. There are still issues with adrenaline and the conjured sidekicks, but hopefully they'll sort that out.
i don't pvm, so being able to just use 1 style for everything and focus on mechanics is nice. having to balance 3 switches and all that sweaty shenanigan's I lose interest instantly.
Couldn't agree more, honestly. I've swapped off of Necromancy exactly twice since it launched, and both times I only swapped for a Rex Matriarch reaper task because as far as I know they're annoyingly immune to Necromancy damage. But aside from that its just like you said, Necromancy has all the best bits of other skills, on top of being more fun to use thanks to a higher damage cap that you hit constantly, and being cheaper maintain thanks to ectoplasm being the only real consumable you need. Considering the beta you mentioned for the other combat styles is a thing that's happening, I'm really hoping that means Jagex realizes that the way to move forward from here is to change the other combat styles to eventually be more in line with Necro rather than nerfing Necro so that it falls more in line with the others.
The thing is the skill starts in the place were you die, so it triggers and you get this whole line if you learn how to fight and fail and need something easier.
I feel like there is a sweet spot where necro can be the best style at all the mid level content but at a certain point it should start to struggle and the vast number of options the other 3 have mean they start to eclipse it. This would keep necro beginner friendly while encouraging people to build up to the other styles. I feel one way they could do this is massively increase the armour value on the late game bosses but also increase their affinities so that every style hits more accurately vs said boss while necro takes a damage hit
Honestly, I love necromancy and I rediscovered my love for RS3 because of it. I stepped away to osrs for a while and came back on necromancy’s release. I love pairing it with summoning too. More minions = fun.
It seems like a good update for the game from a macro outlook. Long term, cost to get top gear drops because more players can boss cheaply and now wealth is split between another combat style. Jagex also massively extends the content runway for a bunch of players. Particularly also mobile players… We’ll see what happens later but this might be the end of the serious combat arc they’ve been on since EOC. It might also be a sign of a pivot towards mobile considerate development.
@@pondracek I can imagine if this is a change of direction, its more about not putting serious combat on such a pedestal. You'd still have a high skill ceiling potential, but the value add won't be access to the content or as greatly better rewards. But I still agree, many who have a lot of time in the game are going to feel demotivated and the extra effort too devalued to bother.
@@r1e5p3l7i2c The thing is, that OSRS has high skill content. This would mean that EOC exists in a game that is dumbed down to the point that click and wait is more complicated. All presumably because they want to convert it to a mobile game. (And then mobile monetisation.) It was fairly unique for an MMO to have such a high solo skill ceiling and the main reason that anyone was still passionate about it, given that skilling has devolved to an MTX delivery system and most 99s are reachable within about a day now. Now it's going to be lost in a sea of better looking MMOs without the clunky interface.
Necromancy removed the necessity of soul split with that ghost sustain therefore making pvm way more accessible. Curses take way too long to obtain and are requirement of pretty much every boss, if you want to farm / afk / solo ed.
you dont need soul split, just use defensive such as devotion/reflect/debil. those are too complicated though because no one teaches them and it's "less dps". also, god forbid you have to do quests to get power ups.
@@XJ9LoL to unlock curses you need to do ~45 quests, to use defensives you need to pay attention to boss mechanics and is like you said is "less dps". Just poping soulsplit on lets you bypass that, same as you can do with the ghost now. I'm about to max and I still cant push myself to do ~5 quests that I am still missing for curses. Questing in rs3 is basically just talking to npcs and doing some puzzles once in a while.
It's hard still for new players with all the gate-keeping. People are not happy about newer players or players who couldn't boss the traditional way now getting a chance to enter their arena and saturate the boss killing market. This puts people off. I got my first zuk cape with Necro and my entire clan were like "lul..." and it comes off as extremely patronizing and off putting. I'm sure I'm not the only one who feels like I'm not really achieving anything.
I'm happy with what's it's done to the economy imo. I was able to buy my bolg and now I can grind kera for the fsoa. Later I'll lvl up necro to 99 but I'm sticking to my ranged gear for now
@@XJ9LoL I love Necromancy just to be clear, it was just a great time to grab some cheap gear for the other combat styles as they're no doubt planning to apply some of Necromancy's strong points to the other styles. An increased hitcap would do wonders for melee.
I still don't get how it is "accessable"? i still can't get good gear and i am stuck at nex .. since i can't do nex solo with necromancy and my gear beeing too bad/ low hit chance. so i tried buying the t90 stuff.. but i am now allowed to use it. so no matter what i do i can't even get high lvl weapons/armor which sucks hard. and also iam still not rich enough to buy lstuff like an FSoA or bow .
Do the tank armour task first, it's far easier. That will get you t80 weps so slap nex with. If it's still too difficult do it with someone else (duo) runescape.wiki/w/Kili task list
@@XJ9LoL So true, you learn most from dying sometimes 😅, but it can provide some extra courage for new players to engage with high level bosses, but also seen some at nex just running around not knowing what they are doing, so they like heal nex a lot in the blood phase for an example and that not learning stuff correctly so follow your points 😌
i also think that runescape is going to overhaul the other combat skills based on what Necro is doing... but with the recent player dip, i don't think they want to take the risk, but they should be way more open about it
its dipping because necromancy devalued all achievements. 1st gwd3 drop rate increase, then golden praseul devalue, now this. yeah, lets do something bad a 4th time. that will really get the players to come in.
I am curious what your take on the future of Necromancy will be and how they could add to the skill with new weapons/equipment/abilitys without making something already over preforming into the only real combat style. Do you think nerfs will eventually need to happen and if not then how could Jagex add to necro while trying to still have other styles be relevant?
Easy answer would be to specialise the respective styles further into what they are meant to be. Melee should be able to farm for prolonged time thanks to strong self healing with mediocre damage and AoE-capabilities, even more so by mitigating damage if you’re using a shield. Ranged should be good for single target DPS, it should be capable of taking out large chunks of damage. Magic should be the AoE-Style for quickly clearing rooms or adds with mediocre Single-target damage. Necromancy should have a bit of everything, being alright in every aspect but the other styles just being better at their respective thing. Additionally, the other styles need to have simplified rotations for high-level play. I should not need to have 20-30 keybinds on the low end. 12-16 should be maximum, even with taking cooldowns and consumables into account. 6 for basic rotation, 6 for cooldowns, 2-4 for consumables. That’s the numbers other MMOs use. This could give necromancy room to grow alongside the other styles. Rather than nerfing it into the ground, analyse what the playerbase likes about it, then try and make the other things feel similar, without making them feel the same.
@@jensv874 I understand what youre saying, although I believe an easier and more fun way to work around that would be to give melee more movement abilities in addition to mitigation and life-absorption effects to increase survivability and closing the ranged-melee gap more easily to bring it on par with ranged/magic. We already have something close to that in the game, so we'd just need some more adjustments to that, as both Barge as well as Dive are a thing. Surge is oftentimes considered to be better than Dive, as Dive doesnt allow for the same kind of mobility that Surge has. However, if you gave Dive 2 chargeable stacks that tracked their cooldown seperately and gave Barge a somewhat large range while making it use-on-button-press, rather than having to re-click your target to actually charge, melee mobility would be great. Take into addition to that the self-heal and possible damage mitigation and you should be more than fine as a melee. If you just abnormally buffed melee damage numbers to be just plain better than range and magic, nobody would play ranged or magic anymore. People gravitate towards the "best" numbers, even if they are harder to reach or have other drawbacks. By giving each specc something they are uniquely good at, you'll even out the overall player numbers between all speccs more, than if you just relied on the range-benefits the other speccs bring you but giving melee the highest damage output period.
@@jensv874 What I mean is: Ranged and Magic obviously have a higher range than Melee, right? At the same time, Magic has a somewhat higher mobility than Melee thanks to Double-Surge. Meanwhile, your suggestion is "Buff Melee Damage, therefore making it better than Magic and Ranged damagewise, but let Magic and Ranged still retain their respective advantages over Melee." to put all the three classical combat styles on the same level of usefulness. But, what I'm saying is: If you buffed Melee to just have the highest possible damage output, you would essentially kill the other styles, as High-End players, the ones that actually care about differences in combat styles to the degree where it will affect their choice, will gravitate towards the highest damage output, regardless of what advantages the alternatives may offer. You have examples of that in just about every MMO: People, especially High-End players, always switch to whatever has the highest damage/is the most optimal at the time, regardless of how they feel about other classes. They are optimising the Fun out of the game. So what we would have to do instead is negating a lot of Melees disadvantages through other methods, that being their limited range and reaction-time to mechanics. My suggestion for this is increasing Melees mobility to a degree where being out of range will hardly ever pop up for Melee-players and giving them options to more easily recover from being hit by a mechanic, such as damage mitigation and increased self-healing capabilities. This should serve to bring Melee into a position, where it no longer is "the hardest combat style", but also a viable choice for players who want to play as a Melee-oriented character.
@@VeryProfessionalGamerMelee already has barge (and improved barge). If it was the leading style by 10-15% damage, or animate dead and Necro didn't exist, people would work around the limitations for its dps or sustain. But right now it has nothing, in addition to being the clunkiest.
I feel like Necro progression sets up a nice template for the other styles. Melee already has tank armor up to 90 while magic and range seem to lack a bit more in that area. Hopefully that is looked at in the future so each skill has a basic set of armor up to T90 while power or special armor that already exists still fits that boss drop role.
Due to the whole necromancy release, one thing that Ia m struggling with is finding any guides on how to best go about the other combat skills. That is, I'm aiming for 200m all, so realistically that also includes the melee, magic, range and defence skills. With combat exp gain being completely overhauled, guides from prior to the necro release are not very relevant anymore. Meanwhile with everyone so focused on necro, no guides seem to be added for these other skills. (In fact, trying to find a guide like that, is what had me end up at this video here.)
I just think melee, ranged and magic, and even summoning, are just so outdated in too many ways. I also feel like I spend all my time trying to optimize my ability bars instead of playing the game, and feel like I'm always doing it wrong.
I think this will drive a rework to crafting/fletching/runecrafting so you can make powerful endgame gear. It also shows that locking abilities behind uber rare boss drops is just idiotic, especially when they are so gamechanging. People can do content with budget gear, but budget abilities pretty much make a style dead.
I don't see myself using many other combat styles for a while but that's because I like sticking to one style if I can anyway. What about you?
Same TBH.
As a Mobile PVM'er, switchscape was always cumbersome for me, but Necro kind of addresses that, because it takes less effort to reach similar levels of DPS with less switches.
I like it, in really do :)
Necromancy is going to get nerfed HARD
@@tamidobi856what's planned?
I like using all styles, makes you better at the game
@@tamidobi856 lol people been saying that since release and it's gotten like 4 or 5 buffs since then
I think the best part of necro was the upgrade path teaching you bossing and the low death cost. this is very helpful, im still a noob at bossing but this eased me right in and i got my first zuk cape. overall i think its been handled very well, other styles need to be brought in line with it though, especially if people are shelling out insane money compared to necro gear.
You can actually buy seismic and full cryptbloom for cheaper than full t95 necro right now and I'd put it even on a power scale imo.
@@tylerpeters2820you seem to forget the upgraded abilities cost from magma tempest to gchain
@@tylerpeters2820You would be very, very wrong.
FSOA is being outcompeted by necromancy (everything is). Seismics without FSOA would simply lose to even melee.
@pondracek dps output is not everything. For instance zuk with cryptbloom is easier than necro imo. You can do a bunch on content with crypt seismic and it's really cheap for how good it is.
@@tylerpeters2820 If Necro did the same damage as magic without FSOA, the game wouldn't be dying right now.
Dps matters. Having a higher skill ceiling with lower DPS is specifically why Melee was so cheap (and ridiculed) before Necro release.
Effort should be rewarded. And right now it isn't, which is why Necro has caused everything to crash to shit and bossing to collapse with it.
I NEVER bossed because I always felt that i wasn't good enough and the weapons and armor to do so were way too expensive. Because Necro is both accessible AND forces you to try various bosses to get the upgrades, it showed me that I am able to do bosses without having to invest 1b on a weapon.
"you didnt make that" - barack obama
the way you dont splash but instead do less dmg with lower accuracy is one of the biggest things that made me fall in love with necromany, every other combat style just feels so much weaker now just because you dont see dmg on every hit if you fight against stronger oponents. i realy hope they bring that mechanic to the other combat skills as well
The best thing about necro gear at T90 is that when you die the death costs is cheap so you don't have to worry about spending a fortune learning a boss
Very good point that I didn't even mention tbh. Another nice thing is that ur gear can grow with you and you keep your perks till lvl 90.
yeah those 500-1mil daaths are really steep when you can do any casual boss in the game for 20-60mil hour.
Best/worst thing about necro gear is the entire set of t95 can be acquired cheaply. After ROD update its relatively hard to drop dead twice without slamming a tp. But the fact I could purchase t95s for
What are we considering to be "a fortune" in this case?
@@jordanbauerly8843Because those other items are a lot more rare than the Necro armour drops. Plus… half of the RS community got hand fed that gear when it came out because they had the gp to buy it, and then sell their drops on the GE for the same, or higher price. And people are CONSISTENTLY getting those drops. So - I’m not surprised how “cheap” it was within a week.
I just love necromancy enabling me to even grind out high level bosses and farm top tier stuff myself, which is so much more fulfilling than buying.
Though, it did massively crash literally everything, so those drops became easily buyable with the same update. Not quite sure tanking the entirety of the economy was their best move. I fear we may move into an era where the supplies cost more than you can make back. Unless the plan is to drop 120s on all combat styles, and introduce t99+ gear to fight stupidly hard/group bosses over.
@@jordanbauerly8843I'm sorry but the likelyhood of prices dropping that much is ridiculous. Maybe if rs3 was a flourishing and booming game, but it's the same people playing. As we always have as we slowly hemmorage playerbase.
As you said, it's the lower skill floor that makes me want to pvm with necromancy. If you take any other combat style you will need to switch so much to counter everything or to 'perfect' your kill.
I'm thankful for necromancy to introduce me to pvm'ing and wanting to learn the mechanics.
I never did Telos but I did it for the T90 Quest. I got to the last phase so easy without watching a guide and messing up a lot and died not knowing what is going on the last phase Took a quick look at the last phase and killed him my 2nd try with a full T80 Set. Necro has made me more confident in doing the high end bosses. I'm not that great at RS cause I died a lot even having FSOA and those other end game expensive gear. So Necro actually got me more engaged in RS and the only skill other than Slayer I'm pushing for a 120. I'm currently 116 at Necro.
That’s why I hate this skills tbh shouldn’t be like that but becuz your able to do something you wasn’t you don’t care I do
@@blessedbygod123 Oh no, the average runescape player is finally able to do bosses that have been out for literally 5+ years by now. Truly horrible!
@@blessedbygod123lol that's a new level of petty
" I never did it, died 1st time.... looked up a guide and got my 2nd kill" sounds like you gate keeped yourself
@@XJ9LoLhe said second try not second kill. I read it twice trying to see what you were talking about lmao
you're right about non pvm players who are now trying bosses they've never tried because of necromancy (and part of that is the gear upgrade reqs) as i am one of those players
Im a maxed player, several 120 skills. Before necromancy I’ve only ever done GWD 1 and 2, Jad once, and Kiln once. I know a lot of high end players just assume every end game player bosses, but that’s entirely untrue. I have a full life outside of RS lol I can only casually play/afk an hour or 2 per day. What I love about necromancy is the upgrade path FORCED me into content i wasn’t comfortable with but fully capable of doing. I’ve learned how incredibly easy the fight cave/kiln is, and it’s giving the me confidence to finally attempt Zuk. It’s getting people into content that they would’ve never done and I think that alone makes it a great release.
necromancy is just broken. and no, the high level player base didnt assume everyone bosses. not everyone should boss.
@@XJ9LoL”not everyone should be able to play the game they pay for” whine more.
From a business standpoint Necromancy is amazing:
Many players (including myself) are doing old content (bosses/slayer) that they would never have tried with the old styles for lack of funds for BIS gear/abilities. Necromancy drives people to old content, which means previous investments in those pieces of bossing content are being paid out now, with the release of Necromancy.
LMFAO a business standpoint? says who? Everyone is quitting that were high end @ the game.
you just have the skillers thinking they are good at the game now when they gate keeped themselves.
@@XJ9LoL were they quitting because Necromancy was launched?
The launch of Necromancy itself was a success if Jagex wanted to capitalize on old content too.
@@XJ9LoLpeople weren't up and leaving for necromancy you monkey, they were because of hero pass....
I have a on/ff account for the last 10 years, usually play for a month every year, Necromancy get me into bossing for the first time despite having 85-90s in my other combat stats
I will be honest and say that Necromany made me enjoy taking on more difficult bosses now due to how easy it is to set up. Necromancy doesn't have too many overwleming abilities to link togethor and learn which is why i love it. The drawback with necromany is I am rusty as hell with other combat styles now when it comes to bosses.
The obvious thing to do it to bring the other three styles up to par by raising to 120. Make 120 the same power level as necro 120, but keep up weaknesses: if something is weak to magic, don’t let necro be the best. Make necro the second best for every fight.
A lot of people complaining about their bank wealth lol. Jagex doesn't have to bend the entire game around keeping your items expensive.
Well... they do somewhat to a degree.. but yes I agree with you
this has to be one of the biggest power creep of all time, it literally makes every other style useless at all levels. I AOD with 6 necros and gotten a 1:43 sec kill which i find very very dumb, epically seeing how they nerf FSOA cause it does too much damage but even with 7 man FSOA you could get sub 2. just weird no one is talking about how much and big of a power creep necro really is and turned me off from actually pvm.
I've heard plenty of people talking about it. But why would that turn you off from doing pvm?
It's sad and the biggest thing about it is only high end pvmers will be able to see how bad it actually is. I'm not blaming casuals for loving necro because of how strong it is. But for one single combat style to be BIS at all stages of the game at basically all bosses is really dumb.
I mean, when you start absolutely blasting Rasial that is a nice feeling. They need to fix flasks and binding contracts though.
Necromancy is such a good combat skills for us Ironman players
They should've never enabled iron dg and irons being able to pvm with mains. That's the worst thing Jagex ever done. Necro removes even the tiniest bit of challenge left for irons lol. Game's gone to the dogs.
With necro I've been able to vastly improve my pvm skills. I got all 4 Zuk capes, started pushing Arch-Glacor enrage past 500% and even managed to solo ED3 (before necro I never even completed it in a group). Low death costs also encouraged me to keep trying those bosses until I got more comfortable with them. There are only a few instances where I prefer using other styles so I've been using it a ton, at this rate Necro will become my first ever 200m skill
using a broken style with broken numbers isnt improving your pvm skills, sorry to break it to you.
@@XJ9LoL shut up macro user
@@XJ9LoLwho cares. I've been really enjoying the combat, and honestly will probably drop the game again if they nerf it. I just don't have the time or energy to research every minor thing for tiny boosts and grind for gear after I've gotten 120 all. Not worthxmy time
Honestly they should add tier 99 items and gear for level 105, 110, 115,120 for each combat style with harder mode for each bosses and higher drops rate for lower than 90 gear and open a new place for hight level content needing huge skill cap and crazy high gear where 99 gear is just the start
You got your wish man!
You hit the nail on the head when talking about necro giving access to content I wouldn't have tried previously. I didn't have interest in high level bossing - or even doing Nex or QBD - until they became a requirement for Necro-gear, and found that learning and doing those bosses were more fun and interesting than I thought before. I personally love the skill and how it was introduced, and hope it becomes a staple template for further skill releases
they should have just made bosses requirements for quests. it isnt necro that did that
@@XJ9LoLor just fix the combat in this game
I feel changing the other combat styles, especially the talents for other combat styles and new boss/monster content that can balance this possibly by requiring other combat methods like dag kings and rex matri
I'm definitely doing Necro for PvM stuff almost exclusively these days. But that's partly due to me trying to train the skill (I'm only at lvl 83 currently), rather than because I'm trying to min/max. That being said, I'm liking how much faster some of my boss kill times have been; I've shattered some of my old records and that's with only the T70 DPS armor set (haven't got my T80 armor yet, just the weapons; I blame Hermod for not dropping more plates). Overall it's been a solid content update for me, especially with the tweaks, and I look forward to more content to come.
i would recommend the tank armor mainly because you get way more HP and 10% dodge chance at T90 and if you use darkness that's an additional 20% dodge. which i think is far more valuable then killing some mobs a little quicker.
All signs point towards a combat overhaul and a 120 combat stat boost and weird in a weird awkward test phase but im getting a little nervous about when or if its going to happen after the major backlash/player exodus that came from the hero pass release. If we start seeing necro nerfs outside of an ability not working as intended like with death skulls then it might cause for concern
if they just start nerving necro and tyring to balance it around the other skills then rs is fucking dead they have now set expectation for another combat overhaul that will hopfully balance out all styles and stops locking spells and abilitys behind absurd droprates.
@@PatrickMustergame is in a higher potential energy state than anyone realized
all signs show that this was not tested properly and needs a nerf.
@@XJ9LoL bad idea to nerf it. They just need to unlock the other combat styles and rebalance mobs. This is exactly what happened with eoc.
Shouldve happened years ago. The combat is a clunky joke in rs3.
I think it's very poorly balanced and that other combat styles are kinda buried right now. I get wanting it to be strong to bring people in but they went overboard with it imo.
Facts.they risked killing the game and all combat styles not necro just to bring in players who will only play long enough to max again.
@@skretch5420baby don’t cry 😂
@@ilikethemthick1105 good one, edge lord
@@skretch5420 muaah 🫣
I prefer this combat style as there's less button bloat compared to the other classes and I actually enjoy bossing a lot more with it to the point where I'm considering bosses outside of Story-mode for once, the rotation and spell priority is smaller which is what makes the leap to harder content that much easier. Sometimes RS3 suffers from too much information at once and with Necro I didn't really feel overwhelmed.
switched to osrs after necro release lol. cool that the game has a new skill and all but it being so much stronger than other styles while being way cheaper just destroyed any balance of the game
Switching has always been the worse combat style in these types of games. Not sure why they went with that style in the first place. Thankfully, it seems like they noticed and made Nerco not suffer from that design.
This is just an opinion, swicthing is used as a mechanic is many action combat games such as dark souls, DMC, nioh 1 and 2 and many more.
Also the power of swicthing in rs3 is very over stated. It is at most 1-2% dps increase over camping.
Many players such as myself enjoy swicthing in rs3 and it is not needed to kill any boss in the game.
you dont have to switch. camp a defender.
Necro is fine however i do believe other combat skills should have a higher skill cieling and potential output.
Most mmo's i play have on class that allows you to play easily compared to the others but also stay compeditive
Samurai in ffxiv , Demon hunter in WoW as two examples so having easier kits that can still be compeditive isn't a bad thing it's how you deal with the numbers in the higher end.
"Be sure to enjoy it for what it is because that's what games are for"
I feel like 90% of players forget this and need to keep it in mind 😅
Yessssss let everything crash to oblivion so i can finally own the cool gear for when they inevitably rebalance
I have a midlevel account, combats around lvl90 with budget gear, high lvl slayer and overloads/curse but no skill scroll(because the investment for invention, arch and skilling gear is huge af). Necromancy started behaving close to my range spec with perked blowpipe and T70 armor and magic gear with cywir + boots/gloves/amulet + subjugation but at around lvl65. Maintenance cost is minimal, you need only 30M roughly to get to lvl70 an get tank augmented gear(cheaper than dps) then it becomes better than any other combat style without serious investment on skill scrolls. It's that strong. Was able to grind confortably abyssal demons without splashing with lvl64 and a demontooth neckace for the perma prayer points + the basic gear. The other styles are imho now niche because necromancy does everything and overall better without any of the expensive things(no skill drops, no EoF, no nothing rly, even just the self crafted gear is enough)
This isn't a sign of necro being too good, it's a sign of the other styles being too gimped by their bullshit difficulty in use. Necro was actively designed, they were slapped together to chase WoW. The difference is self evident. Honestly, I can see Necro getting more variety added to it, though admittedly it's plenty powerful as it is. What we need is for the other styles to be brought up to scratch, and possibly more bosses getting enrage mechanics so we have things we can actually try at.
jagex released a broken overtuned style that was told to be weak at launch - yet you claim its fine and other styles are shit.
oh lordy you are self centered.
have you ever done aod/solak? go with 1 guy using necro and 0 mechanics happens. like do you want to just use slice and get a kill? Wtf lmfao
I dont play RS3 but i find this interesting. Great vid!
I hate how it crashed prices of everything in the game. Pvm isn't ruined, but I don't feel the same hype and motivation to play a lot of the content. It feels like Destiny 2 when half the game was removed, like the game has gotten smaller. Overall I feel more meh about the game, at least pvm, since necro came out. I'm kind of a noob at rs3 still, so necro would seem to be geared toward me, but I just want to melee and mage and I don't tend to go for the obvious easy/overpowered/meta thing in whatever game i'm playing. I give necromancy update 3 out of 10 mildly depressed pepes so far. It's made my experience as a non-necromancer noticeably more meh.
how is pvm not ruined if it devalued everything and all achievements? everyone is a joke. you have teams saying "necro or no invite".
Basic tasks are what real RS players want. Jagex lost half of their users because they made RS3. Beyond that, users of RS2 who swapped are not happy about RS3 combat as it requires knowledge of everything to do basic bossing. For me, it is stupid, that I need to use all abilities (and know them), just to do bossing. Jagex cared about the highend players (who also streamed/made videos). I hate how much the game has changed for the worse because of the influencers, necromancy is the first time they fixed it.
Ive already done more bossing with necro than i ever tried before. The gear is so much more accessible.
I think I'm just bummed that getting 120 in any combat is gonna be a drag. I LOVE Necromancy though. It's the most fun skill since probably most likely construction. Being able to host house parties in 2005-2006 while training the skill was a fun concept. This of course, is just my opinion.
Necro is definitely a better system than magic or ranged. Magic by microtransactions is something that should have been fixed long ago. I even like the microquests you have to go through to upgrade your armor and weaponry. Just needs more choices in necromantic armors.
Waswere made a video of there possibly being a beta for the other combat styles. Raised hitcap to 30k and something with crits. Can't just simply buff the other styles in a short period of time without some ideas and keeping them different from each other. I use Magic along with Necromancy. The Staff is my bread and butter.
Raising hitcaps won't do much for magic. Besides tsunami, detonate and guthix spec, you aren't really hitting it. Maybe wrack & ruin.
@@pondracek Yes that much was said. I think Melee and Range get the biggest buffs for the proposed buffs. But there is more then just damage that matters.
@@pondracek even with +75% crit dmg and ss those abilities will hardly hit 30k... smoke tendrils will likely be ~45k cumulative bc forced crit with crit dmg n fsoa spec but thats about it.
All i've ever really used was melee. But now I'm able to try a more fun style and doing way more damage and i was able to do Zuk without dying for the first time after 4 tries.
I couldn't have done that with melee at my skill level, zerk debuff is hard to deal and some bosses in the game, just straight up aren't possible with Melee.
I couldn't care less about top 1% people complaining, this is the best update they could have done for the game
the problem was you used melee, which isnt a friendly style due to the zerk ult. zuk melee sounds awful, unelss vamp scrim.
you couldve accomplished it with magic if u just tried.
I feel like necro is really teaching people how to do combat. Yeah, it carries itself on its own a bit, but learning things like opportune times to use abilities/spells/specials is such a gamer changer for the other styles as well. I'm sure there are a lot of people who have been able to do content they otherwise couldnt with necro that could now do it with the older styles. It would be interesting to see some kind of testing to this.
I think this is good. Essentially Jagex hit the reset button. Now that the best combat style is acceptable to everyone for cheap everyone’s on the same level. So now they can release harder content to test people. It’s essentially EoC all over again. Which is good
wow what an awful take that was lmfao
@@XJ9LoL an awful take that they make content more accessible to the majority of players so they can push pvm to different levels? Or are you one of the people crying because it effects your Elitist gp/h and now the t95s are dropping and your no longer a special snow flake?
It's the fact that pvm is affordable to BEGIN, that now some of us can finally fight bosses and run dungeons
tons of skilling methods or low end killing makes 3-8mil hour, and to get t90 accuracy weapons is easy (gwd2 weapons). you just skip to gwd2/gwd3 and act like thats where you should start. your pvm journey should begin with slayer and low end reapers, not suddenly.
For the first time ever not only do I understand how to build a good combat bar but I've also started learning full manual because of how easy to learn and play Necromancy is.
All the combat skills should be as easy as Necromancy.
When I returned to rs3 4 years ago (I played in the 00s when I was like 10) I hated the new combat system and have never got along with it because its just too complicated and overwhelming so I tend to not do combat or I just use full revolution having no clue what is happening on screen just watching my health and when to activate freedom/anticipation.
This was a very much needed combat update and I really hope jagex update and improve the other combat styles and make them simpler to understand like Necromancy
i agree shared these sentiments on reddit however i got bombarded with hate and comments like "NO we don't need easier combat styles you just need to put in more effort" "This devalues all the time i spent learning how to 4taa" etc and just people demanding necro do 50% at max the avg dmg of Melee , Magic and Range.
My favourite was "necro is easy so you will get bored" which ??? SIR
I've thought, within a week of Necromancy's introduction,
that other styles were basically irrelevant now outside say
a Smokescreen or other advanced techniques only 1% of the players use.
It's destroying the game's economy (the combat aspect of it anyway),
and Hero Pass destroyed a lot of motivation for players to play (still, to this day).
Just from a math standpoint alone necro is going to be objectively best for a long time. At the bare minimum they need to open up orher combat skills to 120 and add the crit level ups post 99. But really they need to make each other combat style really really good at something. And necro just good at all things.
or simply nerf necro and not make tons of content dead and devalue all achievements in less than 60 days.
I just wish necro didn't make other combat styles obsolete..... to get good at other styles you need rlly good skills or a lot of cash to invest.... necromancy is just way cheaper and stronger than the other ones. Made all my progress with ranged feel useless now
i loving necromancy and it helped turned my skilling friend who at most mainly touch gwd1 bosses or just did a little slayer in to being confrontable doing araxxor and even doing ed3 with me =). this is really the best way to introduce new people in to bossing. Plus im hoping that jagex will rework the other combat styles to mimic necro and really give them their own flare that makes them really fun to play.
i feel like this skill should have been a combo skill. Maybe combining magic with rune crafting or magic with summoning. Idk the combat triangle is not no existent IMO
Like combine cooking with agility or smthin?
This didn't shaked the META, it made its own and kicked the older one outta window!
That's what i think :p
I'll never understand why a new combat style is p2p only. I don't see many f2p working on or getting this up in the future.
No way would I of been able to do AOD, ROTS, Rago, Raksha without necro. Been playing 20 years and I just hadn o interest in learning the switches and all the bs required to really maximize your dps output. Very pleased with what they did, and it's the ultimate Jagex move to fuck it all up with hp right after lol.
I love necromancy, I've almost exclusively been using magic for a couple of years especially after investing in magma tempest (900m) at time of purchase and as someone who would always use combat through slayer to make money it was getting a little boring.
Now with necromancy I've been able to solo nex, take on hard mode arch glacor, confidently kill gwd2 bosses, attempt Zuk and basically unlocked huge amount of content which I never felt confident doing historically. All this will almost exclusively playing on mobile. It's encouraged me to step away from full revo++ gameplay to using a semi revo with manual input play style. All in all probably one of the most successful new skill launches. Now at 102 necromancy I feel this is a combat style I will take all the way to 120.
As for the effects on the economy I personally am happy with it, reducing the elitism from pvm has been something needed for a long time as I'd say I as an average player and a below average PvMer now have more options to further wealth gain.
I love farming slayer assignments with the canon, steel titan and necromancy.
Hey protoxx, could u do a vid on necromancy training with slayer? I'd love to see the techs for those tasks.
Re-subbed to try out Necro, sticking around as really enjoy it more than anything in RS in years. A game that gates competitiveness behind thousands of hours of gear grinding is a dying game, Necro is fantastic for the long term health of the game imo, not just enticing new & returning players, but having them stick around too. The 0.1% will cry their billions are worth slightly fewer billions though I imagine.
Well the top tier gear isn't losing just a few bill its getting halfed in value. It may shake out different but still. They need to do something about the meta rn because its pretty much necro or nothing.
@@guitargod3545 But if the 1% to 0.1% already have most top tier gear pieces or plenty of cash reserves to buy them, why does that matter? There becomes a point where its monopoly money & it only serves as yet another barrier to entry for new/returning players who have no realistic way of purchasing top tier gear. A currency squeeze wouldn't be a terrible thing for this game imo, new players are defeated before they even log in with the astronomical amounts of gold in circulation.
@@waffleiron7740 again most vets don't care, but literally we are losing half the value of our top tier items. Its not a huge deal i believe it will settle out but imagine have 10b+ and all of a sudden you have like 4 or 5 b. Its quite substantial. And it is monopoly money lol
i got max on an alt in 700 hours. "thousands" yep.
your comment will age like milk. lmfao. bias as f
After they fixed the bonuses and stuff on magic and ranged I’ve been using them more. They’re more consistent in dps and I like magic so much more in its little complexities.
I gave up at the t80 upgrade where you have to fight nex. I just can't get past the blood phase.
kill the reavers... look up a guide... group with people...
I feel largely what we are seeing is the healing of a massively unhealthy disparity. Simply put the old combat is so clunky and difficult it was hard for people to get into combat and affect supply except for those at a top end. This creates an economy where a relatively small handful set the price, they accumulate more wealth, so they set prices higher, and it creates a very wicked rich get richer and steadily pull the ladder up behind them.
But necromancy closes that gap, it gives the average person a chance to engage and affect the supply which in turn affects the economy. The power is taken from the few and given to the many and the prices are forced to rather rapidly yield to the new market.
Which is to say as you said, bad for those people who want to produce bills and good for everyone else. However over time it will lead to an adjustment in the supply and demand prices of everything else to as the economy as a whole rebalances.
complete bull shit lmfao
Good counterpoint to the "hurr durr Necro must be nerfed" argument.
i didnt listen to the video but its just for click bait and middle ground bs. he knows his viewerbase are all necromancy noob abusers.
Hey Mr. Protoxx! *CONGRATS* on 120 Necromancy!! 🎉🎉 Significantly faster than I predicted! This calls for one thing... 😏
*"It appears you have exceeded my expectations."*
- TzKal-Zuk, 2021
Yesyes 😎🎉
I came back 8 years inactive but I only played osrs for a month in 2015. Before that the last time I played rs religiously was 2011 and I started during the 07 golden era(lol). Necromancy is far more just a skill. Its an alternative way to play the game with many existing skills or references being used when training necromancy. Example: Creating ghostly ink is literally the necromancy version of herblore. I didnt really train the herblore skill but after training necro, I want to.
necromancy is replacing all the other styles, not an alternative way to play.
@@XJ9LoL Explain?
I think Necro should level to 99 on f2p with gear progression to tier 50, like every other style.
I really enjoy magic in general, i can almost afford a fsoa now. This update has been amazing lol.
Jagex is struggling to maintain players because they only make content for the hardcore players and people who kill bosses all day while they don't do anything for the middle class of players which are like 90% of the players in the game. Jagex is forgetting about the average middle class players and new players just like how Blizzard did with WoW in the past and that's why WoW died.
EGW wasn't for hardcore at all and neither is sub 99% zammy(I can't do 100% to this day). They got normal modes and hard/enrage. There is plenty of content to work up too. Necromancy is directly for new players with all the pop ups and easy of use it has.
@@zeldapro18 You don't get what I'm saying. Necromancer is cool but it's a skill and not content. If you want to maintain players then make more content for the most amount of player types you have in your game. Almost every new content I see has something to do with bossing and that's it. Bossing isn't bad in general but not everyone does bossing because the combat is RS3 is unresponsive and clunky for new and the average players.
What does the elusive "middle class player" do in this game then? Are you seriously saying there is not enough content? Take a look at completionist cape requirements as a mind refresher and rethink your statement. Also, in this short video it is said necromancy gives opportunity for newbies to try older bosses because of lower skill floor.
@@hdgevin Listen. Necromancer is a skill but not content as in new things to do and activities. That's what Jagex needs to make. Make more activities and fun things to do for the mass amount of players who are casual and average players. Leveling is super super easy in RS3 already anyways and RS3 is already a pay2win game so Necromancer isn't really content but it's still new. Another problem is that you can now level skill without leaving the grand exchange so the sense of exploration and going out training is gone but that's a different topic.
@@ghosti79 What you are talking about is what literally every mmorpg fan has been saying for the last 10 years at least. Times have changed, people don't socialize in games anymore, you aren't reinvevting the wheel my guy. It's just how things are now.
I really like the necromancy so far. Though i do have one problem with it, as few skills are locked behind quest that needs 86 level archaeology which i never liked... Leveling that so far has been completely annoying... But man, if i gotta do that for necromancy i guess i just gotta lose my mind for it lol.
Necromancy might as well be an elite skill like Invention
While watching this video I got the necromancy pet drop at 2.5 mill exp. Thank you for the good luck protoxx xD
Dude grats! Haha thats very lucky ^^
@Protoxx
Just so you know, you can use the purple gaze aura with that hood in your intro. Adds a whole new dimension to it.
You're welcome :P
I know but I like the red eyes ^ ^
Crimson gaze...hmmmm
I know what you mean, although the other gazes give me Final Fantasy vibes...@@ProtoxxGaming
im stuck in OSRS so i wont try it but i heard so much good stuff about this skill, also from player who disliked arch
havent played RS in 2 years but seems it is too OP. More complex styles deserve better dps.
Necro highkey killed so much of the game
I just want to replay While Guthix Sleeps. I would pay for membership just to play it again. Really good quest.
Can u actually raise undead armies?
As far as the combat I like it personally and it has made me have to try bosses iv not tried before e.g QBD, Nex etc my biggest annoyance with the skill is the requirements for the quests etc as the dungeoneering tasks are luck based and very time consuming so I’m stuck on a combat style because of dungeons 😂
it feels very weird doing other styles. it's very bad for economy for sure, i hope jagex will buff other combat styles soon... winter 2017?
I mean is it bad? Most weapons for other styles are over 1B... lol like how much more money do high level PVMers want? With those prices you're just chasing Dyes or Phats.
I do not understand how people hate game breaking things love this…
Great summary, Protoxx. For me as a long-time player (all 120's) with woeful high level boss abilities Necro has been fantastic. I've done 5 new bosses already. The skill is more compact and self-contained. There are still issues with adrenaline and the conjured sidekicks, but hopefully they'll sort that out.
i don't pvm, so being able to just use 1 style for everything and focus on mechanics is nice. having to balance 3 switches and all that sweaty shenanigan's I lose interest instantly.
Couldn't agree more, honestly. I've swapped off of Necromancy exactly twice since it launched, and both times I only swapped for a Rex Matriarch reaper task because as far as I know they're annoyingly immune to Necromancy damage. But aside from that its just like you said, Necromancy has all the best bits of other skills, on top of being more fun to use thanks to a higher damage cap that you hit constantly, and being cheaper maintain thanks to ectoplasm being the only real consumable you need.
Considering the beta you mentioned for the other combat styles is a thing that's happening, I'm really hoping that means Jagex realizes that the way to move forward from here is to change the other combat styles to eventually be more in line with Necro rather than nerfing Necro so that it falls more in line with the others.
The thing is the skill starts in the place were you die, so it triggers and you get this whole line if you learn how to fight and fail and need something easier.
I feel like there is a sweet spot where necro can be the best style at all the mid level content but at a certain point it should start to struggle and the vast number of options the other 3 have mean they start to eclipse it. This would keep necro beginner friendly while encouraging people to build up to the other styles.
I feel one way they could do this is massively increase the armour value on the late game bosses but also increase their affinities so that every style hits more accurately vs said boss while necro takes a damage hit
They should just try to balance out all the skills as good as they can. Having a skill purely for new players would be pretty stupid imo
nerf damage by 30-40% problem solved.
Honestly, I love necromancy and I rediscovered my love for RS3 because of it. I stepped away to osrs for a while and came back on necromancy’s release. I love pairing it with summoning too. More minions = fun.
13s kill times at gwd2. 3minute hardmode kerapac kill. Feels like major power creep to the other three combat styles
It seems like a good update for the game from a macro outlook. Long term, cost to get top gear drops because more players can boss cheaply and now wealth is split between another combat style.
Jagex also massively extends the content runway for a bunch of players. Particularly also mobile players…
We’ll see what happens later but this might be the end of the serious combat arc they’ve been on since EOC. It might also be a sign of a pivot towards mobile considerate development.
the other gear is crashing because necromancy is op and rasial is an easy boss with low drop rates. stop pretending
If this is the end of high skill ceiling content, then I'm done with the game.
And probably so is anyone who puts in more than 50 hours.
@@pondracek I can imagine if this is a change of direction, its more about not putting serious combat on such a pedestal. You'd still have a high skill ceiling potential, but the value add won't be access to the content or as greatly better rewards.
But I still agree, many who have a lot of time in the game are going to feel demotivated and the extra effort too devalued to bother.
@@r1e5p3l7i2c The thing is, that OSRS has high skill content.
This would mean that EOC exists in a game that is dumbed down to the point that click and wait is more complicated.
All presumably because they want to convert it to a mobile game. (And then mobile monetisation.)
It was fairly unique for an MMO to have such a high solo skill ceiling and the main reason that anyone was still passionate about it, given that skilling has devolved to an MTX delivery system and most 99s are reachable within about a day now.
Now it's going to be lost in a sea of better looking MMOs without the clunky interface.
Necromancy removed the necessity of soul split with that ghost sustain therefore making pvm way more accessible. Curses take way too long to obtain and are requirement of pretty much every boss, if you want to farm / afk / solo ed.
you dont need soul split, just use defensive such as devotion/reflect/debil. those are too complicated though because no one teaches them and it's "less dps".
also, god forbid you have to do quests to get power ups.
@@XJ9LoL to unlock curses you need to do ~45 quests, to use defensives you need to pay attention to boss mechanics and is like you said is "less dps". Just poping soulsplit on lets you bypass that, same as you can do with the ghost now. I'm about to max and I still cant push myself to do ~5 quests that I am still missing for curses. Questing in rs3 is basically just talking to npcs and doing some puzzles once in a while.
It's hard still for new players with all the gate-keeping. People are not happy about newer players or players who couldn't boss the traditional way now getting a chance to enter their arena and saturate the boss killing market. This puts people off. I got my first zuk cape with Necro and my entire clan were like "lul..." and it comes off as extremely patronizing and off putting. I'm sure I'm not the only one who feels like I'm not really achieving anything.
I'm happy with what's it's done to the economy imo. I was able to buy my bolg and now I can grind kera for the fsoa. Later I'll lvl up necro to 99 but I'm sticking to my ranged gear for now
I got 120 magic and str before necro released because I fully anticipated not wanting to go back 😅
I grabbed some cheap weapons for other styles during this crash, so i'm happy :)
"i love this update because i gained from it, not whether the update was good or bad".
@@XJ9LoL I love Necromancy just to be clear, it was just a great time to grab some cheap gear for the other combat styles as they're no doubt planning to apply some of Necromancy's strong points to the other styles. An increased hitcap would do wonders for melee.
I still don't get how it is "accessable"? i still can't get good gear and i am stuck at nex .. since i can't do nex solo with necromancy and my gear beeing too bad/ low hit chance.
so i tried buying the t90 stuff.. but i am now allowed to use it.
so no matter what i do i can't even get high lvl weapons/armor which sucks hard.
and also iam still not rich enough to buy lstuff like an FSoA or bow .
Do the tank armour task first, it's far easier. That will get you t80 weps so slap nex with. If it's still too difficult do it with someone else (duo)
runescape.wiki/w/Kili task list
ive been helping a lot of people with bosses like nex , ambi for armour upgrades this has been fun and many has becomme better pvmers by using necro.
giving people 1 million dpm for free isnt making them better. its like dtd'ing a boss, you didnt accomplish anything.
@@XJ9LoL So true, you learn most from dying sometimes 😅, but it can provide some extra courage for new players to engage with high level bosses, but also seen some at nex just running around not knowing what they are doing, so they like heal nex a lot in the blood phase for an example and that not learning stuff correctly so follow your points 😌
i also think that runescape is going to overhaul the other combat skills based on what Necro is doing... but with the recent player dip, i don't think they want to take the risk, but they should be way more open about it
its dipping because necromancy devalued all achievements. 1st gwd3 drop rate increase, then golden praseul devalue, now this. yeah, lets do something bad a 4th time. that will really get the players to come in.
I am curious what your take on the future of Necromancy will be and how they could add to the skill with new weapons/equipment/abilitys without making something already over preforming into the only real combat style. Do you think nerfs will eventually need to happen and if not then how could Jagex add to necro while trying to still have other styles be relevant?
Easy answer would be to specialise the respective styles further into what they are meant to be. Melee should be able to farm for prolonged time thanks to strong self healing with mediocre damage and AoE-capabilities, even more so by mitigating damage if you’re using a shield.
Ranged should be good for single target DPS, it should be capable of taking out large chunks of damage.
Magic should be the AoE-Style for quickly clearing rooms or adds with mediocre Single-target damage.
Necromancy should have a bit of everything, being alright in every aspect but the other styles just being better at their respective thing.
Additionally, the other styles need to have simplified rotations for high-level play. I should not need to have 20-30 keybinds on the low end. 12-16 should be maximum, even with taking cooldowns and consumables into account. 6 for basic rotation, 6 for cooldowns, 2-4 for consumables. That’s the numbers other MMOs use.
This could give necromancy room to grow alongside the other styles. Rather than nerfing it into the ground, analyse what the playerbase likes about it, then try and make the other things feel similar, without making them feel the same.
@@jensv874 I understand what youre saying, although I believe an easier and more fun way to work around that would be to give melee more movement abilities in addition to mitigation and life-absorption effects to increase survivability and closing the ranged-melee gap more easily to bring it on par with ranged/magic. We already have something close to that in the game, so we'd just need some more adjustments to that, as both Barge as well as Dive are a thing. Surge is oftentimes considered to be better than Dive, as Dive doesnt allow for the same kind of mobility that Surge has. However, if you gave Dive 2 chargeable stacks that tracked their cooldown seperately and gave Barge a somewhat large range while making it use-on-button-press, rather than having to re-click your target to actually charge, melee mobility would be great. Take into addition to that the self-heal and possible damage mitigation and you should be more than fine as a melee.
If you just abnormally buffed melee damage numbers to be just plain better than range and magic, nobody would play ranged or magic anymore. People gravitate towards the "best" numbers, even if they are harder to reach or have other drawbacks.
By giving each specc something they are uniquely good at, you'll even out the overall player numbers between all speccs more, than if you just relied on the range-benefits the other speccs bring you but giving melee the highest damage output period.
@@jensv874 What I mean is: Ranged and Magic obviously have a higher range than Melee, right?
At the same time, Magic has a somewhat higher mobility than Melee thanks to Double-Surge.
Meanwhile, your suggestion is "Buff Melee Damage, therefore making it better than Magic and Ranged damagewise, but let Magic and Ranged still retain their respective advantages over Melee." to put all the three classical combat styles on the same level of usefulness.
But, what I'm saying is: If you buffed Melee to just have the highest possible damage output, you would essentially kill the other styles, as High-End players, the ones that actually care about differences in combat styles to the degree where it will affect their choice, will gravitate towards the highest damage output, regardless of what advantages the alternatives may offer.
You have examples of that in just about every MMO: People, especially High-End players, always switch to whatever has the highest damage/is the most optimal at the time, regardless of how they feel about other classes. They are optimising the Fun out of the game.
So what we would have to do instead is negating a lot of Melees disadvantages through other methods, that being their limited range and reaction-time to mechanics. My suggestion for this is increasing Melees mobility to a degree where being out of range will hardly ever pop up for Melee-players and giving them options to more easily recover from being hit by a mechanic, such as damage mitigation and increased self-healing capabilities. This should serve to bring Melee into a position, where it no longer is "the hardest combat style", but also a viable choice for players who want to play as a Melee-oriented character.
@@VeryProfessionalGamerMelee already has barge (and improved barge).
If it was the leading style by 10-15% damage, or animate dead and Necro didn't exist, people would work around the limitations for its dps or sustain.
But right now it has nothing, in addition to being the clunkiest.
Wait you can kill ascension mobs with Necro?!
Love Necromancy.
I feel like Necro progression sets up a nice template for the other styles. Melee already has tank armor up to 90 while magic and range seem to lack a bit more in that area. Hopefully that is looked at in the future so each skill has a basic set of armor up to T90 while power or special armor that already exists still fits that boss drop role.
Cryptbloom: Am I a joke to you?
never heard of cryptbloom?
@@Emil.torsti I’m referring to craft-able armor that is not a boss drop
Due to the whole necromancy release, one thing that Ia m struggling with is finding any guides on how to best go about the other combat skills. That is, I'm aiming for 200m all, so realistically that also includes the melee, magic, range and defence skills. With combat exp gain being completely overhauled, guides from prior to the necro release are not very relevant anymore. Meanwhile with everyone so focused on necro, no guides seem to be added for these other skills. (In fact, trying to find a guide like that, is what had me end up at this video here.)
I just think melee, ranged and magic, and even summoning, are just so outdated in too many ways.
I also feel like I spend all my time trying to optimize my ability bars instead of playing the game, and feel like I'm always doing it wrong.
I think this will drive a rework to crafting/fletching/runecrafting so you can make powerful endgame gear. It also shows that locking abilities behind uber rare boss drops is just idiotic, especially when they are so gamechanging. People can do content with budget gear, but budget abilities pretty much make a style dead.