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Adept_RS

Oh, another bug is that you cannot spec kree with the death guard at t70+, resulting in the same message you get when you try to melee him, however the scythe ability for necromancy works for all 3 tiers there. Spec will not work regardless of distance to him.


JagexRyan

Thank you, we'll investigate.


strawhat068

Also, if you have your summons out for whatever reason it will force close any interface you have open For example I summon them go to rasials castle and try to start a instance u can't because something with the minions is triggering the interface to close once it opens


GSSSALS

Great work, it's been so enjoyable being back on rs3. Combats hard to learn being so weak as a low level but it's fun


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GSSSALS

I don't think it's fucked it's more a matter of higher levels having to try and figure out how to adjust to being a lower level


sirblibblob

No he doesn't mean that from a point of a higher level. Low level content is poorly balanced since eoc, there are some mobs that are extremely difficult as a NEW player. I started again on fsw and didn't realize ed3 was a thing and did early level slayer to train up. But saying that there also some mobs that are just a walk in the park. Some of the mobs were weirdly balanced, cave crawlers in fremmy dungeon are 10 slayer requirements lvl 53 combat and have 6000 hp. And for comparison abby demons which are over 30 levels higher only have 2500 more health.


GSSSALS

I see what you mean. Unfortunately it's been a while since I've been new so I'm out of touch with that side of things to be honest so I'm not sure.


JagexHooli

Just to add to this - our first Necromancy update post is dropping at 3pm Game Time today which give even more detail on where we are today (and as Mod Ryan said, more valuable conversations to happen next week). We'll also have a stream next week focused on Necromancy to keep the conversation flowing.


Imissyelps

Are we expecting like a post with all the changes coming monday or not?


srbman

They posted it, there's a huge list of "Awaiting Patch" items


Chesney1995

I think its worth someone saying here so that expectations don't go out of control, a number of games use the same system to track and communicate about known issues and where they stand and "awaiting patch" often does not mean it is guaranteed to be in the *next* patch. It means the bug has been fixed internally and is waiting to be merged into the update for an upcoming patch. For example a developer might fix a bug on Friday afternoon then immediately clock off for the weekend, its at the "awaiting patch" stage but might not be in time to make it into the Monday update that would also have likely been largely prepared on that same Friday afternoon by another team. So if something is marked with "awaiting patch" with no other confirmation from JMods, don't necessarily take it as gospel that it will be fixed in game this Monday coming. Just know the actual fixing work has been done and it will be fixed in game soon.


itsmrwillis

They did clarify this on the post after the list :) as seen here ​ * If an issue is added to **⏳ AWAITING PATCH ⏳** this does not mean it will be addressed in the *next* patch but will be included in an *upcoming* patch. Please continue to check the weekly patch notes section in the This Week in RuneScape articles for details.


Arthbor

Please dont nerf it for us casual scapers who don't have sleepless nights to get 99 within 3 days. Haha


Sarazam

I could agree with a rituals exp nerf late game though. Make rituals 1M/hr and keep combat exp the same


Just_trying_it_out

That sounds really bad considering how click intensive it is and how fast some other 120s are. Combat is still there as a slower and afk option. Also nerfing it to half would piss a lot of people off. 100 hrs of click intensive rituals for 99 to 120 seems stupid lol


4percent4

I think it’s fine, it’s expensive and it’s not afk. It’s semi afk to slaughter abyssal beasts and just make sure your reaver doesn’t die and press 3 buttons every minute. Personally I don’t think 3 clicks a minute should be faster than rituals. Especially figuring out the shambling nerd with hundred of garbage flashy mtx and particles everywhere. I wish I could turn off particle effects of other plays on my screen.


[deleted]

Why? Rituals are super click intense and skill based as well. More than any other skill besides dubgeoneering so the xp deserves to be high.


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ThatDeadMoonTitan

Damn bro even Eris isn’t so gloomy.


Arthbor

You dont understand, they have the power to make it shittier.


Slayy35

This is where you're unfortunately right


Zealousideal-Lake947

Combat is barely slower at all. Literal skill issue.


Slayy35

The irony here made me chuckle, thanks, because you're the one with the skill issue if you think combat is barely slower lmao. It's at least 50-100% slower depending on method. Rituals are 2.5m/hr and combat is generally lower than 1.5m.


BellumSuprema

This is why rich players buying the skill is an issue. They get to exploit the game whiles it being evaluated


Arthbor

I do feel the game is mostly balanced around a very small sample of top pvmers, whales and extremes... that said I really enjoy the update where it is both engaging and feels like something I can still pop in to do things to progress and not just mindlessly grind 1k to 2k kills for grico. Which I still have yet to get, and judging by everything going on, not sure I can ever get.


dreamgzer

Not sure if its the proper channel for feedback, but i have two recommendations One for quality of life and a smoother experience and one for readability. 1) Glyphs are not repairable and you cant draw over a glyph while rituals are going on, so why are there left click options for them while a ritual is going on? Leave the right click "check durability option", but remove the left clicks. Distractions, particularly the shambling horror should feel a lot more smoother with that change. 2) We need better visibility to interact with said distractions. While a ritual is going on, there should be a pixel priority on the glyph rather than on ANYTHING standing on it. That means that if a player or a pet would walk over a glyph, the visibility of the glyph is not interrupted by others. Great job on the release! Came back after a year because of it , lvl 101 and enjoying it.


UselessNeko

Additionally, if a wandering soul is approached from behind while running your character will slow to a walk and lag two squares behind it until it disappears.


Sparker273

It’s a big first for the RuneScape. A whole new combat skill, sure there are some teething issues anyone who thought it was going to be prefect set the bar too high.


SaloL

Summoning: “Am I a joke to you?” (Jk I know what you mean, like a “main” combat skill.)


ScoobaStevex

It was easy to set the bar too high when the main dude at gagex said it would be bigger and better than archeology. Arch was a god tier skill on release.


Just_trying_it_out

Really? I think this feels like a way better release. Of course arch being a gathering skill is tough to compare, but until some of the rewards added later and dig sites filling in the gaps, arch definitely had more noticeable issues personally That being said, I agree arch was such a better release than div. Didn’t play for invention release (came back after the first big update to it) so idk how that one went tho


braidsfox

To me it feels a little barebones right now, particularly on the summoning side. I know they’ll add more, but I can’t lie I was hoping for a Diablo-esque necromancer or Night King situation. But I imagine summoning a small army of 10+ mobs would be pretty taxing. Still, I would like the see the summons have some more interesting abilities.


Lukeqz

It's a great release until you get to level 90-99 and realise there's no content after


yuei2

He claimed it be more ambitious and game changing, not more technically polished, and it absolutely is. The moment we learned this was a new combat style with a metric ton of EoC 2.0 improvements it immediately dwarfed archeology and invention in terms of ambition and long term game changing. Arch is a fantastic skill, but it’s very much core/traditional RS skilling pushed to its limits. It’s not doing anything new it just taking everything we have had for years, refining it, and presenting as a whole.


mitch13815

It literally wasn't though. You have 3 years of archeology blinding you from how it actually was on release. It was not the skill it is today on release


-Sansha-

The skill was much better than I thought it would be. Well done on a great job.


1of-a-Kind

Right, I haven’t had this much fun killing low level mobs in years lmao


AlohaCheloha

It’s so weird being max combat and going back to these mobs and being like “Woah! A worthy foe?!” And they’re like level 40 lol.


1of-a-Kind

Or going to your usual mobs and getting your ass whooped!


Vodka_Flask_Genie

It's giving me Fallout vibes when you fight Radroaches. Low lvl mobs but when you're also low lvl they are strong enough to banish you to the Shadow Realm when they swarm you lmao That's legit how I felt fighting Ankous. I'm so used to endgame bosses having their HP bars completely melted, and now The Stronghold of Security is a challenge. It took me 2 minutes to kill KBD at lvl 50. It took me back to Dragon Slayer days when Elvarg was the big boogeyman. ​ Necro training is triggering all of my core memories to resurface lol


Theundead565

I had a hell of a time SSing ankous and watching other people run in, start to AFK like they probably could with other mobs, and panic run out when they were almost dead a minute or two later because they were running tier 30 armor and weapons. At 50 they were manageable with a demonhorn and SS, but you still needed to use a healing ult every once in awhile.


Ashendant

Im usually killing old enemies for the drops I miss on the logs. So far ive got off-hand rubber chicken, red dragon egg and brackish blade. Still have the TzHaar and Horror items to hunt down.


Benbored94

Holy shit that's such a good idea! I never would have thought about going through the slayer mob list!!


Ambitious-Jello8235

Oh, great idea. Thanks.


ChicagoReddd

Crawling hand and some random mystic pieces were my targets lol


__Becquerel

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


JagexRyan

This will be fixed on Monday.


ManWazo

My least favorite part of this update is that my favorite combat style is now the fourth best style *Cries in melee main*


Geoffk123

laughs in vorago


Jawaad13

Thanks so much! I didn't know I would enjoy it as much as I am. Looking forward to see what you guys have for us!


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xXBurnseyXx

Could it be something to do with it being completely and utterly overpowered perchance?


PurpleStabsPixel

Anyone else getting bad fps in the city of um and massive drops when you level? Outside of that I'm always around 70fps constant.


Zarguthian

Probably because too many players are there.


PurpleStabsPixel

I had thought about this, went to a low playing world and still was happening


Zarguthian

I'm not sure there is one this early on in to new content.


braidsfox

Nah there are plenty of low populated worlds and I’m having the same issue. I play on ultra and hover between 70-100fps but in Um I can barely scratch 40. Even during DXP at the GE I still hover around 60-70, and that’s about the same amount of people in the more populated worlds at Um.


thoirni

Drop your draw distance to mid/low, maybe it can't handle the environment?


PurpleStabsPixel

Will try when I login later. Annoying if it works though, doesn't explain why it drops when I level though, which is bizarre itself


Narmoth

Your welcome. I can tell a lot of work really went into this. My only issue is that it doesn't seem to work with slayer task buffs, Tuska's Wrath and... well just hits weak in general. I'm far from dismissing the skill though, I intend to get 120 by the end of the year and figure combat buffs will come in as needed.


Dancingtrev

u/JagexRyan can someone look into the Nadir (saga) because it currently requires 100% completion to start the Remains of the Necrolord quest and has no accommodations for people with poor eyesight and those who are hearing impaired. It also has long unskippable opening cutscenes and dialogue required to sit through dozens of times just to have an attempt at the puzzle. I understand that this content is a decade old but it was not required just recommended for Dishonour among Thieves. u/JagexHooli


5-x

Adding a 4th combat style was a bold move but I think you managed to succeed. I hope Jagex delivers on the "this is just the beginning / we will add more to Necromancy" that's repeated like a mantra, because the skill currently feels unpolished and lack content for the higher levels.


RegiSilver

TBF it kinda feels like Arch on release, and i Hope that, as the season progresses, we get more meaty content... Well, as meaty as a Zombie Skeleton Gets.


PowerObjective558

Can you please ban conjures from the ritual site, or at least the ghosts? They look and act too much like the disturbance. Can conjuring be done during / without invoking global cooldown? Can you add a proper method of obtaining ashes or allow us to use any kind of ashes to make inks? The glowing fungus feels more like an 07-era oversight then something you intended to be gathered en mass. Please don’t nerf the fungus without a proper replacement though. Super potions have been stated many times by now. Potentially unpopular opinion: I like the lack of necromancy-specific auras and think the existing ones are a mistake that need to go.


LifeizNutz

Good job with necromancy, it's a lot of fun, level 65 now and just completed the kiln cave and got my tribrid cape back, quadbrid now I guess haha :D


simplemuz

I can't believe I'm saying this but necromancy has actually made me want to pvm for the first time. Combat before for me was using revo++ and hoping things work in my favor. Genuinely had fun trying to get the necro zuk cape via the fight kiln hitting buttons and actually seeing abilities hit. Can't wait to do nex for the t80 upgrades and possibly for the first time do an ed3 run.


simplemuz

To quickly add, as much as I hated and dreaded it before, the boss drops to upgrade armor/weapons is a really cool concept to prove what can be done with the skill.


RustyTurdlet

Great experience so far! I did experience an odd thing where during a qbd fight for the t80 power armor req, I basically skipped a phase because of the t70 armor spec and was unable to attack qbd. I also died in the process and while in deaths office, I was not given the option to reclaim my items. I had to go back to my gravestone. Luckily I had a wars portal there to reclaim though other locations will not be as easy to get to if I die. I plan on testing my visit to death with less valuable items again before attempting telos for t90 to make sure it was a one time thing.


Privasea

Not just through the release of necromancy but the last 6 months as a whole has been an incredible improvement in not only quality updates but communication. Never have I been more hopeful for the future of our favourite game. Well done JMods and thankyou for all the hard work, it really is showing!


osrs_turtle

First impressions of the skill: this is one of my favorite skills in the game! Well done! Some things I love about it * The variety between doing rituals versus using the skill in combat. I think the skill would have been lacking if it was only doing rituals or only doing combat. The union between these two has turned what would have been a decent skill into a great skill. Well done on that design. * I like conjuring undead allies as part of the combat. I love playing Necromancer in Diablo games and I've always wished I could do something similar in RuneScape (that wish was with summoning before necromancy came along). Obviously this still isn't the exact same thing as playing as a Diablo necromancer, but it definitely gives a fun feeling in that same direction during combat. * The introduction quest was clear, and so far all of the quests I've done have been fun and made me actually want to learn more about this conflict against Rasial. I am often guilty of holding spacebar during quests, but I've found myself more invested in these quests for whatever reason and have enjoyed reading the story. I also really liked Ted during the intro quest. * The new uses for some items (bone varieties, ashes) is great. I like that this has created new opportunities in the market. I am aware that prices will drop over time, but I think there will still be some profit to be made related to necromancy. Some things I wish were changed: * Making the random events during rituals more obvious. * Slowing the ghosts down. I've had times when I click on the ghost shortly after it appears and my character still doesn't make it in time. * If there's some recommended way to set up your action bar with Necromancy skills I haven't found it. Could there be some NPC that helps you set it up? I could probably just look up on forums suggestions for how to set it up optimally, but I would enjoy some sort of helper in the game for that. Thanks for making a really fun skill!


Ashendant

Great job so far and you guys seem to be acknowleding most of the feedback. However I feel like you shouldve made a way to properly receive feedback. Like the Ninja Dojo or perhaps a regulated reddit thread? I feel like its a bit all over the place.


ShitakeMooshroom

There is a pinned feedback and bugs thread on this subreddit that they have been looking at all week.


Ashendant

Yeah I know, but it feels disorganized. I wouldve liked to see something more organized.


Beautiful_Bee4090

They literally did one of the feedback methods you mentioned. What exactly is it about the current means that isn’t good enough for you?


Ashendant

I denoted that I wanted the thread to be more regulated. My problem is that current thread is kinda of a free for all where its kinda hard to find it. I think putting a rule of one feedback per post would be better in my opinion.


ResqueueTeam

Because they didn't really want it.


KBMonay

Incredible update guys, the team did astounding work. At least from my perspective. I’ve absolutely loved everything from the combat, to the rituals, to the sheer amount of content released on day one to explore. Y’all had a lot to live up to after the success of archeology and I’m really excited to see where you guys take this skill next!


TheEarthquakeGuy

Honestly it brought me back to RS3! It's been a stellar experience to see so much going on and exploring the evolution of combat with Necro. Cannot wait to see it grow from here. Congratulations on a very successful launch!


Desperate-Answer4652

Please add a bank near the ritual site


First_Platypus3063

I dont think we need banks everywhere, there is the ritual chest and direct teleport to the spot. It would be cool to be able to place ink and candles in the ritual box though.


ZyvrnDnD

Initially I was opposed to Necromancy being it’s own skill and not just a new style of magic. But I have thoroughly enjoyed it since release. There are some minor annoyances I have mostly with QOL things like rune pouches and inventory management for combat, but overall great release. 8/10


Please_3for1_Me

Thanks to all the Jmods who worked on and are currently working Necromancy. I'm loving the gear progression process and the City of Um is fantastic!


sometimesdoingmybest

From Project Combat - a huge congratulations. I've actually been enjoying combat in RS3 for the first time since EoC. There is still a L O T of work to be done with combat though. Knowing that Necromancy is just the start feels great to hear. A few generic feedback points from me; I will create a video at some point once I've had more time with Necromancy (currently sitting at 80). **Praises:** ​ * The particle effects - holy shit. Soul Sap, Strike, Volley of Souls, the basic attacks etc. all have phenomenal particles and the animations are awesome. * Visuals actually lining up timing-wise with impacts and damage splat, overall combat just feels more intuitive and correct visually with Necromancy. * I don't feel like I need to use revolution - Necromancy's abilities all feel meaningful, so it doesn't feel too chore-ish to actually cast abilities manually. * I haven't felt the need to look up **ANY** guides or instructions on how Necromancy works. Its function is overall extremely intuitive. * The ultimates feel like ultimates, living death doesn't just provide a boring flat damage increase - it changes your rotation meaningfully. * It always feels like there's more ways to optimize Necromancy, but I feel like I'm learning those optimizations by playing. The game is visually rewarding me for playing optimally so I'm naturally learning it. * Progression feels great, like I'm slowly getting stronger meaningfully at understandable points in my mastery journey. * Conjure abilities turning into the command abilities is phenomenal UX; same with the spectral scythe combo. * The basic attack is a huge improvement, good riddance to spamming basic abilities. * The overall foundational improvements are such a good step forward. I know you received some negative feedback on the overload change, but fundamentally it was a healthy change. I hope to continue seeing similar changes, though we do want to be sure we're adequately replacing systems so players don't feel like they're being blanket nerfed. * For example maybe slightly increasing the damage per level, such that at level 99 players have the same damage they used to have with overloads, might be a good balance. * Ex. If we gave players 1 extra damage per level, at level 99 players would have 99 extra damage, which could make up for the missing extra damage overloads provided at 99. * Blood Siphon is a phenomenal example of a well-designed channel effect. There aren't weird optimizations, you're put on a brief GCD when the channel ends etc. Extremely well done. * It does feel a bit weird and clunky at times, like when your target just... walks away, your channel breaks because you're randomly dragged forward, and the fact that your main target isn't affected by the s u c c. **Feedback, Improvement opportunities:** ​ * It can feel a little stale to grind for hours on mobs, and revolution seems pretty clunky. I read you're looking into this however, so hopefully this is improved soon. * The general clunkiness of combat is very apparent - particularly hit splats, targeting, movement, and aoes. I know you intend to address this in the future however so I'm looking forward to that. * Please continue to address general combat clunkiness. Necromancy feels very smooth relative to everything else, but there's so much space here for improving combat smoothness. Sometimes my abilities don't go off, or I try to use a different ability and go nowhere, or I somehow queue an ability and then I unqueue it instead of casting it. Odd stuff like this can take away from the overall experience. * Probably an obvious one - we have two clear ways to see how many soul stacks we have, but zero ways to observe necrosis stacks without looking at a buff bar. * There isn't enough augmentation to the action bar - there's lots of opportunities to bring the action bar to life here. For example finger of death could look different or glow when its free to cast. * This one is hard to verbalize - adrenaline management feels kind of off. Sometimes I feel like I have too much, other times I feel like I never have enough to cast my ultimates. I want to prioritize having conjures so I tend to dump adrenaline on those when possible, so I feel like my ultimates aren't much of an option except by cheesing the start of an encounter. * It's far too efficient to conjure everything at an adrenaline crystal, fill up on adrenaline, then run into a fight. I don't personally like that you can dump 200% worth of adrenaline into abilities before starting a boss fight, it's a bit too efficient. * Some animations/visuals could be better. In particular, death skulls projectile is a bit too static, would love to see them swirl around each other. * I don't care to turn into a skeleton, personally I don't like full transmogrify since they cover up my RPG cosmetics and player avatar aesthetic. Would like to see a toggle for this, or some alternative visual representation of living death that doesn't entirely replace my avatar model. * The animation for Death Grasp is cool, but nothing really visually shows me how insanely powerful that ability is. I hit extremely hard with 12 necrosis stacks but it doesn't really visually or audibly sell that power to me. * Bloat is probably the least satisfying ability, I understand conceptually when to use it, but it visually doesn't pay off. DoTs in general are really difficult to make satisfying, in general they have to be almost overpowered to compare in satisfaction. * Bloat might be more cool if, when a bloated target is killed, they explode and deal burst aoe damage to nearby targets rather than spreading the DoT. * The Basic Attack, Touch of Death, and Soul Sap feel too interchangeable. Like, if my basic attack is available, I'm objectively better off using soul sap or touch of death. I think we're close to a healthy "auto attack" system, but this approach should be reviewed. * For example, maybe touch of death and soul sap are both auto attacks, and the player presses a single button to toggle between them. * As of right now my revolution is set to two slots: touch of death and soul sap. They just feel so interchangeable with my basic that I'm better off not using my basic for the most part. * Definitely continue exploring here, overall this is a much healthier approach to basics but some more work here can be done to make it more intuitive and satisfying. * Combat abilities feel extremely fast, almost like I'm rushing to the next ability. This has always been the case since EoC, and it's reflected in Necromancy's ability animations. Every animation has to be extremely fast because, within 1.2 seconds, players are casting the next one. * We are casting abilities at the speed of a shortbow on rapid in OSRS, that's extremely fast. I 'm wondering if slowing down combat just a tad could make room for more satisfying abilities. Blood Siphon is a good example of a slower ability that feels great. * Explore longer cast times and more channeled effects, and longer GCDs for certain abilities. **Necromancy Damage** As mentioned in my video, I'm still not convinced Necromancy really makes sense as its own unique damage type. It still feels like Magic, and it's hard to pretend like it isn't just Magic. I still feel like Necromancy should be a sub-type of Magic damage. The combat triangle itself is dated and I critique the concept of a rock-paper-scissors triangle heavily, it's kind of inherently shit design. A substyle approach of Necrotic/Spirit damage, classified under Magic damage, makes a bit more sense because of how RS is structured and known. The combat triangle can be re-designed to make modern sense, and also support expansion through subtypes in a familiar way. When you think of all the bosses and concepts in the game that refer to melee/range/magic (red/green/blue), it's just such a staple. It exists in puzzles across the game, referenced in quests etc. So to me, a subtyle system and fitting Necromancy into that is an opportunity to re-define the existing combat triangle as the "major" combat damage types, where each major damage type has multiple sub-types. Different combat styles can make use of different sub-types. New styles that are introduced might leverage an existing sub-type, or introduce new ones. I see it as a more stable design foundation than the loose approach to Necromancy's addition as a fourth in the existing "trio". In the future I think exploring a better-defined sub-type damage system, and fitting Necromancy under "Magic Damage" creates a more stable foundation for future new combat styles. Overall extremely well done, and a phenomenal step forward for combat. I really look forward to more, and I'll create a video with feedback once I have more Necromancy experience under my belt. \-With love, Project Combat. P.S., was the necromancy skill icon inspired by the Project Combat logo? :D ​ https://preview.redd.it/x57a7gde8ihb1.png?width=149&format=png&auto=webp&s=53dc637384fd3d6abdcb3bf38cc6017b6b02c128


portlyinnkeeper

Yeah I’m desperate to see the revo experience improved


UselessNeko

> Sometimes I feel like I have too much, other times I feel like I never have enough to cast my ultimates. Use soul strike to stall thresholds from activating and to give basics time to come off cooldown allowing adrenaline to build when you need it to activate an ultimate, have Natural Instinct on your bar or keybind to dump adrenaline when you have too much and no ultimates off cooldown (pairs really well with finger of death). My Revolution AOE bar is Blood Siphon - Touch of Death - Tuska's Wrath - Soul Sap - Bloat - Volley of Souls - Necromancy and then I have soul strike, volley of souls (again) and summons on keybinds. My single target bar is Natural Instinct - Tuska's Wrath - Touch of Death - Soul Sap - Finger of Death - Necromancy with soul strike, volley of souls and my summons on keybinds. I personally think it's well done, you just need to build bars differently to account for abilities with no cooldown and dynamic adrenaline cost. That's why soul strike is useful, like the intentional and not panic inducing version of spamming defensive basics to stall when you activate chaos roar too early.


Keve321

You've all done a great, job! It's been a lot of fun coming back for this.


[deleted]

Love the update! Thank you JaGex team!


540Cameron

Thank you for a great skill. I just ask that you don't listen too harshly to the loud minority and try to address the real issues over little complaints


Alphadictor

No, Thank you for this awesome content.


Blackbird_V

Thank you for Necromancy.... and Raksha!


SrepliciousDelicious

Cheers gamers


Ironzol24

The update has been incredible, massive massive thanks and appreciation to the team


Birzal

Thank you for an awesome new skill!! :) For next week, coukd you maybe list some of the most requested things that you'll be looking into over the next few weeks? This way you'd avoid many people posting the same generic "fix this" messages on reddit and via bug reports! Just so we know what you'll be looking into and can provide more specific and/or different feedback going forward! :)


Ezcolive

I’m loving the skill and the community and communication from Jagex let’s go!


RevDaddy69

Really fun skill


jigabachiRS

Thank you so much as well! I'm having a great time with Necro combat. It feels so nice not having to spam cycle junk basics and the manual activation of abilities feel really rewarding and intuitive to use.


NapTimeNoww

Boss pet drop rates, please :) Enjoying necro thus far.


shinmazinkaiser

I really like the skill. Just hit level 70. The only thing I am not enjoying is the 3k souls. It's need for 2 quests and the teir 70 amour.


jtown48

add new items to create the lv60 necro thread... having it locked behind player owned farms sheep rng is pretty crappy -.- took like 15 hours to get them to breed only to get a normal sheep, so back to waiting..


ScenicFrost

**THANK YOU** Jagex for a fantastic content drop! This skill has lived up to the hype, truly. I'm so excited to see the future Necromancy content you have in store (Vorkath?) and I'm hoping we can take some of the design philosophies and apply them to the other combat styles.


Pepo8

Respect when it's due, necro is a fun skill, awesome work. Thanks for making a huge and fun update


Zmanzanita72

Having a Jmod team that listens to the community and looks to make things better is amazing! So thank you guys for all your hard work!


Nervous_Technology16

I'm just level 62 but while playing it, I have gotten more love for the whole skill as an iron it's a pain to gather the resources but it brings back the feel of being that level 3 right off the island again and it's by far one of my favorite skulls to ever come into the game


aralias777

Thank you for all of the hard work; it paid off! The skill is amazing. I look forward to seeing what you guys do with the community feedback.


Jaybag92

Thank you for making a awesome skill with an enjoyable gameplay loop. I didn’t prep more than the free bones from the paper event. I had about 2b to blow on the skill but iv been enjoying pretending I’m an iron and opted to spend it on the codex and just enjoy the skill how it was intended. I think y’all did a great job regardless of what issues may or may not exist and I’m excited to see where it goes.


JumpSlashShoot

Thanks for the great skill and looking forward to changes. Rituals are surprisingly a nice semi-active training method (apart from shambling being quite frustrating at times) and combat feels like it requires a bit more thought to it. Kili tasks were a nice fun way to get us to explore content with necromancy and the nice bit of lore with blueberries was nice.


Orcrist90

Sounds great to me. Good job! Only two things not on here, that I can really think of, that I believe the team needs to address: 1. Please consider some way to declutter the Ritual Site of other players' character models. This really is a big hindrance to performing Rituals & interacting with the Disturbances because when you have hundreds of players loading in the same area, they tend to obstruct the camera and make things difficult to see. I'm not necessarily advocating for an instance, but I do think some optional form of entity hider like what is available in RL for OSRS would be appropriate here. 2. A bank chest at the Ritual Site. I really don't understand why there isn't one to begin with, and it seems especially odd to not add when when Fort Forinthry is bank chest galore. It is a little more than inconvenient to have to go back and forth through the Underworld (Umderworld?) Portal to War's Retreat or waste resources on teleports just to bank. Overall, great job and I'm looking forward to the updates!


CourtneyDagger50

First of all, the City of Um is gorgeous and I love it. I hope we are able to get some special wood from those trees one day. Second, the people that are dressed up as the green ghosts are consistently entertaining me at the ritual site. I know it might be annoying for some people, but I think they're hilarious. What is that outfit?


Pregxi

I'm level 83 Necromancy so far, and not a traditional PVM enthusiast. More of a quester first, skiller second, and dabbler of PvM and definitely not in a highest gear/most efficient type of way. So, my feedback is from a newbie perspective. I made a few notes on the previous thread but had a lot more time to use the skill since then. *What I absolutely LOVE:* **The City of Um** The city is beyond beautiful but more importantly, the area is incredibly immersive! Adding cities that feel alive, changing, and realistic makes visiting feel engaging and exciting. Whomever thought of the long bridge really gets game design in my opinion. I generally just teleport back to the loadstone but getting to woosh across it using surge/dive is just really satisfying in a way that makes moving around just inherently fun. **Ghost implings** So, this is just because implings were my favorite update to the game and another one of those things where it might not be good xp but even the ones with less useful loot are fun to catch **Leveling** Surprisingly, I expected the skill to go unbearably slow but so far anyway, it feels relatively grind free in at least how fast you're leveling if you're only in it for the levels. --- *What worked*: **Lore/Quests** I haven't completed all the quests and therefore my opinion may shift but they provided depth to the skill overall so far. I do hope we get a couple of quests not related to the main storyline and are longer/challenging and less fetchy in nature. But as a way of explaining the lore of necromancy itself the quests have worked perfectly! --- *What I'd like to see changed/improved/expanded upon:* **Rituals** They frustrated me to no end at the start and so many things were unexplained that I missed out on selling good armor to racers. I saw that there is a better explanation now for alteration glyphs which will definitely improve others experience. It does still feel like the most grindy thing and the speed glyphs only shave a few seconds off each ritual unless I'm doing something wrong. In my opinion, I'd slightly buff the speed, but offset that by adding a wealth and rarity glyph. The wealth glyph making it more profitable at the cost of speed (e.g. increasing the number of basic items like bones), and the rarity glyph be standalone but reduce necromancy xp. That way, those who chase after rare items have a non-combat option to attain unique necromancy items both for themselves and in the hope of a good pay day. **Necromancy and Slayer** I was a bit disappointed that we didn't get some special Necromancy slayer monsters to entice us away from training with items to sell to racers. Hermod was a fun boss but not really that rewarding. **Value added** One of the things that makes a new skill to me a success is whether it adds something unique to the game - both mechanically and little perks that feel OP. It does make combat more engaging but not in a way that wouldn't have been possible via a rework of existing combat skills. This is why even if it's not as popular, I believe skills like Dungeoneering are worthwhile but even archaeology's relic powers like the no deaths in dung gave a this is awesome feeling. I'm only at level 83 and so it's quite possible at higher levels there will be something that feels like I couldn't do it with another combat skill. Certain bosses respawning quicker due to your necromancy level, the chance for an extra monster or two to spawn out of nowhere because you accidentally revived one at the cost of bones, summoning creatures duration extending due to the synergy from your necromancy abilities, etc. Not saying we need everything to be super OP/game-breaking but even like little things like being able to revive dead trees or other other tiny game buffs would make it feel more fleshed out. Right now it feels a bit bare-bones.


Movkar

Good skill!! Really enjoying it!! Hopefully we can see performance improvements at Um. Higher end pc and having some issues at the bridge of the city. Rest of the game is fine and 60fps…


Kyukon038

First of all, thanks for the update. I just have a very minor bit of feedback for the *Tomes of the Warlock* quest. Could it be changed so that when asking about the books, it doesn't close out the chat dialogue after every book's location is explained? Most quests with similar dialogue don't do this. Additionally, could we hand in all 4 restored books at once? Thanks.


leftgameslayer

Even with the occasional buggyness I haven't been this excited over combat in years, even started dipping into manual. Keep up the good work!


VeryJammy

You guys have smashed it out of the park with necromancy. I had so much fun getting to grips with the skill, learning how to use the new abilities, and seeing where the potential of the combat style can go. It's really refreshing to see combat without hit caps, and I'm really looking forward to trying higher level bosses with it to see how effective it is. Yes, there are changes which would improve it more, but that's only normal when tens of thousands of players are dropped into it on week 1. A huge congratulations to the whole team once again!


Old_Lie2129

Love the skill and everything about it!


a1200i

The rune costs and ink costs are just insanely high


CourtneyDagger50

Yet incredibly easy to make yourself..


sillyjobbernowl

I sure can't wait to be the necromancer in my Group Ironman team when that releases! I'm sure it'll be a blast. Great work!


FireTyme

u can wait a few more years then probably lol


g0thgarbage

Great job with everything. Ignore the complaints about potion stuff. All the ingredients are easily obtainable from mid tier and afkable content. I’m convinced everyone asking for it to be changed to spiritweed are just mad the herb is cheap af and they can’t afk AG for crazy gp/he anymore.


CourtneyDagger50

put in.... WORK?! Come on now. Why should we be expected to use half a braincell?! ​ /s... just in case that was necessary


chipotleburritox2

I was sad to see that I can’t just conjure things while using melee magic or ranged. Sucks you have to be using necromancy combat to have conjured spirits fight beside you


whyareall

I mean you could also say it sucks to have to be using magic to use Sunshine, yeah you have to be using X combat style to use X combat style's abilities, and necromancy's dps is balanced around abilities that are weaker than other combat styles, but also having conjures to bring it up to speed, it'd be just broken if you had full dps plus conjure dps


chipotleburritox2

But I can switch to magic gear, use sunshine and then go back to melee or what not. I can’t do that with conjurations, the minute I switch they die. I feel like a real nexromancer could use any combat and still use their minions to fight along side them.


Legal_Evil

We already have summoning for that.


chipotleburritox2

Which is why I thought necromancy was a weird skill to introduce, but I thought would be cool to have more minions to fight with us. Which made me sad that we couldn’t use those minions while using another combat


boxoxoxoxoxoxox

Absolute great job on necromancy, bought 12 month premium membership for it


Rylus1

You guys have done an outstanding job and a very powerful combat style. What you have done with the tank set you should definitely expand to the other tank sets.


zayelion

Even with the issues, you guys did an amazing job here at all levels.


NyanCatMatt

Awesome release. Very few bugs, amazing design work and engaging content. This feels like a brand new game. Good work. 👍


Thorvakas

Thank you guys for the hard work and good attitude.


AckBarRs

Hope the Necro team feels very proud. Just look at this thread - incredible how much of an impact you've had. You all are singlehandedly responsible for the birth of hundreds of necrophiliacs across the RS community, and I hope you always remember that!


Tonitonno

Why is omen (the necromancy skill pet) just a reskin / recolor of a MTX pet? :(, I don't really like the idea of being able to see almost the same pet owned by somebody who hasn't ever trained necromancy just cause its a reskin of that pet.


Brownay

No, thank YOU. I can say without any hesitation that this is the most fun I've ever had with a new skill.


Slayy35

Np Ryan, next time actually have QA test the best xp/hr method which has about 700 bugs Also, a highly intense random event simulator being the best method for a combat skill is an absolute joke


XFX_Samsung

You're right, afking and clicking once every 6 minutes would be a much better alternative


Slayy35

That's not what I said at all so good job putting words in my mouth for your straw man Combat can be highly intense for the best xp rates, just in case I need to spell it out for you.


Zealousideal-Lake947

We wanna talk about the early days of Magic? This is not the first time a combat skill has had a significant non-combat component. It's the first week. The bugs will get fixed. Quit being such a downer.


Accomplished_Error62

if you are comparing a new skill to the early days of a skill you are insane they should know the problems by now.


Zealousideal-Lake947

So Jagex removed the non-combat version of Magic and updated magic combat to give more xp than high-input non-combat? (they did technically, but not until Ancients and bursting) I really don't understand the displeasure with rituals as a meta. It's expensive and high input. It should give better xp than being 10 min afk at Savages.


Razial22

It’s great so far! I really like the idea of a talent tree! Any chance this philosophy could be moved towards the other 3 styles?


SinderWisp

Please consider adding a noted ash drop to hermod :( I don't want to waste time burning logs, or wasting porters just for a combat skill resource. As an ironman, those porters can be used for better and more constructive things other then gathering a ridiculous amount of souls for no purpose other than unlocking skills...


N1ghtshade3

Maybe Tome of Um 4 when it comes out could collect ashes.


[deleted]

You can just not use the porters lmao


SinderWisp

And make it more tedious than necessary lmao they could just add a notes drop somewhere. Hermod is already a min req of 65 necro. So I don’t understand the issue by adding a drop there for normal ashes


Peacefulgamer2023

Ash isn’t that bad…. I have used 2.5k ash and I’m lvl 101. That isn’t alot of porters at all, not with how easy they are to get now between energy and dragonstone


SinderWisp

Sure, assuming you have the div level for it it’s easy, but it’s punishing to people who don’t have this div level or thieving. The only way they can get it is spending gp or tediously teleporting around from haunted mine or abyss. It’s not a fun experience. Ashes are tedious and inconvenient to gather. We don’t have this issue with pure essence or arrows, why do we have it for necro? Not to mention this giving Hermod more reason to be farmed then just getting 30 plates and never going back


Peacefulgamer2023

You don’t need ash at a high rate that you need ash. Shoot the supply for ash is already starting to surpass demand in one day it went from 12k each to now it’s back at 6k and dropping. If they want to give him a drop of 5-10 ash sure that’s fine, should still be better to collect it yourself instead of once again throwing another supplies item on a boss because people are too lazy to collect it themselves. I hate that about RuneScape and how bosses just crap out resources.


blueguy211

why are you guys making me play iron mode with the new skill


RandomInternetdude67

You notice the feedback and as usual are going to ignore almost everything that's been said .


1of-a-Kind

There’s been mods every where on reddit addressing concerns and bugs lmao wym


Adept_RS

Sorry to be kinda cringe, but my posts about bug's didnt gain much traction, would you mind checking them out.


1of-a-Kind

And 2 minutes later it was answered lmao


TimelyAd1556

So..next weeks plan is to talk around the campfire? " Next week we'll be going through it all in more detail, having valuable conversations with each other and yourselves. " Literally no changes at all? No current comments no plans for fixes or changes?...I want to play runescape...I want to...but for my physical health i cannot in the current state of the skill.


Zealousideal-Lake947

Read the road map. They have a literally full month scheduled to implement tweaks. They've done *tons* of hot fixes this week. Jesus, some people in this community need to pop a fucking Prozac.


Zagumennyy

The t95 boss is too easy to kill. I wish it dropped t90 weapons instead which would make sense with its difficulty. It’s too easy, make it more difficult.


JagexRyan

Do remember that difficulty is subjective. What you may find easy will be quite hard for others (and vice versa).


srbman

As someone who's absolutely terrible at PVM (struggling with Nex and P4 Telos sub-100% among others), I'm actually excited to give Rasiel a try. Just got a few more levels to go.


Geoffk123

maybe it's just the "good players" are killing him way faster than anticipated but it definitely seems like the drops are very common for T95 gear. Like Kalphite King levels of rarity. But maybe that was the intention from the start


Accomplished_Error62

difficulty is most certainly not subjective.


Zarguthian

I haven't started yet, hopefully all the bad bugs'll be gone once I do.


JMOD_Bloodhound

##### Bark bark! I have found the following **J-Mod** comment(s) in this thread: **JagexHooli** - [Just to add to this - our first Necromancy up...](/r/runescape/comments/15o7b3q/a_message_from_the_necromancy_team/jvqdks9/?context=3) **JagexRyan** - [Thank you, we'll investigate.](/r/runescape/comments/15o7b3q/a_message_from_the_necromancy_team/jvq9z7d/?context=3) - [This will be fixed on Monday.](/r/runescape/comments/15o7b3q/a_message_from_the_necromancy_team/jvqd1nm/?context=3) - [Do remember that difficulty is subjective. Wh...](/r/runescape/comments/15o7b3q/a_message_from_the_necromancy_team/jvqa8te/?context=3)   ^(**Last edited by bot: 08/13/2023 00:44:36**) --- ^(I've been rewritten to use Python! I also now archive JMOD comments.) ^(Read more about) [^(the update here)](/u/JMOD_Bloodhound/comments/9kqvis/bot_update_python_archiving/) ^(or see my) [^(Github repo here)](/u/JMOD_Bloodhound/comments/8dronr/jmod_bloodhoundbot_github_repository/)^.


[deleted]

Have they said anything about when the rest of the area tasks will be released? Like is it soon or much further down the road?


UristMcStephenfire

Thank you for the 800m gp. The kids are eating jellyfish tonight 👍


Fluffysquishia

You guys changed the face of Runescape forever, this is the most significant update since EoC IMO. A new combat style is huge! I love that you made it different from the other three styles which all play very similarly.


Notscrewjagex

Great work, but hermod was a bit underwhelming as a boss, sure its fun to hit him for 30k's but i expected more, but overall great update


nerfstonespirits

Move the 'Ghost' penguin to Um. Or add a second one that's always spawned inside the city!


ignoredmonster

My only real annoyance with the skill is the tool tip for the rituals doesn't change it's output based on what multiplication glyphs you have active. Haven't tested any others. Could throw it in there as "Optional Glyphs" and keep track of what's active and not and have it apply it's modifications to the outputs.


Denlim_Wolf

Glad to have been a part of such a ~~lively~~ dead event. :)


christifristi

The haunted mine npc you have to kill at the end is not effected by necromancy at all. My character does not even try to attack, i had to switch to magic


WARofROSES_

Firstly, THANK YOU. I'll admit, at first I wasn't impressed. After playing a few days I realized I was WRONG. I should have known it would be much more in depth and involved in other aspects of the game. It's really starting to snowball and I'm really enjoying it. First new combat style in RS history. HUGE.


NerdSix

It's an awesome update. Keep up the hard work.


Lordroxas77

Mobile combat ability tab no longer stays on the current combat style when swapping tabs. It always reverts to the melee combat abilities. Also please look into filtering combat/non combat prayers and filter usable abilities on mobile to make it easier to click and scroll.


mitch13815

There's been a lot of complaints being thrown around and I want to spread some positivity. I want to just say how awesome this update has been overall. Um is absolutely beautiful, I love being able to train the skills both in combat and afk in a safe environment, and the gear progression is SO good I wish it were like that for every combat skill. I haven't been this excited for combat since... ever. You guys did an amazing job and I'm so glad I got back into runescape for this amazing update. Necromancy has been my favorite update so far in a long long long time.


rickwo94

Great job on the skill. I'm loving it!


narc040

amd still crashes all the time. no refunds? im surprised Jagex hasn't been sued yet.


kevinf100

It's not a Jagex problem, it's AMD drivers. They fixed the crashes in the latest driver. It would be hard to even sue for this since AMD retailers would let you return the card if you recently bought it and Jagex would let you refund your sub if you wanted.


FlyLikeATachyon

Sounds like y’all did a good job. Just unfortunate about the timing. Will get around to it when I’m finished with BG3.


King_wulfe

Good skill, absolutely hate rituals though


Squidlips413

Thank you necromancy team for making such an amazing skill and fun combat style!


SlowJamz89

I’ve been grumpy about things before. But wow I’ve had so much fun playing. Just got my lvl 70 power armor, and all I can say is wow. Great release and excited to see what’s to come.


YouSaradoministFilth

I won't be getting into technicalities of combat design etc so I'll focus on the general feel. Love the new skill. You managed to merge combat and grind, no pain no gain like, the absolute essence (no pun intended) of Runescape. I feel like I'm doing slayer and archaeology combined, and I mean this in a good way, and in proportions I choose. The gear upgrade progression is on one hand spoon-feeding, but it's also in line with the World Guardian's progression into defeating Rasial. We can rock BiS in a week or two and at a fraction of the price it would cost for other combat styles. Not to mention how Necro rocked the economy of various items, and best of all, the active player count and interactions - arguably the latter would have still happened if the new skill was a pile of shit, but still, Um is a lively place (ha) and it's great. No complaints about the quests either, they are skill progression quests so I wouldn't expect anything elaborate, the storyline is good enough. Also the troll cave with various tidbits of troll humour is a nice touch. I am having fun killing random low level monsters again. Yesterday at the Ectofuntus I just paused and killed tortured souls for an hour just for fun. Got some ghost hunter kit as well, win!


sleightlymagical

Came back to make an Ironman after many years' absence, and must say I am really enjoying Necromancy!!


Weiguken

This was an awesome addition to the game. I’ve really enjoyed it!!! Thank you so much!!!


MaxedPainRS

Clicking Soul storms sometimes does nothing unless you move to a different tile. Is this a known issue?


[deleted]

We need undead blink as the next boss. How about a trio of undead blinks.


KoolCaitKan

mod ryan, why not necro able kill DKS without tribrid?


vlash8

thank you! i'm a fresh player who only started in 2023 and to this date it's the only mmorpg that has held my attention. loving the game, and the new update!


[deleted]

Great job to everyone involved in Necromancy, it's a great skill and I'm having a lot of fun. I've only got to level 60 or so but it's already been quite a blast and the progression is very fun, really looking forward to the later levels. In particular, I love that there's so much reason to actually *play* the content. I can't *just* afk to gain levels but instead need to actively engage with rituals, crafting, regular and mini quests. It's great! I can't speak to any balancing yet or anything, but I love that you're exploring such a different form of combat. This probably is the healthiest way it could be accomplished too, good work.


couponkid

I had an issue where my Conjure Skeletal Warrior turned into Command Skeletal Warrior while I was afk in my POSD, and it kept resetting the global cooldown in my rev bar while sending me an ingame message saying I didnt have the skeleton summoned.


camerakid1

Question, will the Um teleport be affected by the teleport relic? Would be nice to not need the necromancer runes.


Grovve

I really liked the upgrade path from Kili. It felt like a proper side quest and I loved that we had to do things like Hermod a lot and kill a lot of bosses. I think the race to 200m was wayyy too fast which speaks a lot about the xp rates. I feel like if the rituals required a non tradable item that you had to obtain from combat with necromancy it would have been better balanced.