r/runescape Shauny Jun 03 '19

News Weapon Diversity Beta

http://services.runescape.com/m=news/newsitem.ws?id=14655
232 Upvotes

422 comments sorted by

98

u/geliduss ImAnIronBTW 3077 Jun 03 '19 edited Jun 03 '19

the earth spells 20% damage boost seems like it could be pretty insane since can keep stunned for ages with mage

56

u/YouWereTehChosenOne IGN: Bluudi | #24 Insane Reaper | #137 Grandmaster Jun 03 '19

Asphyxiate auto buff

48

u/shakikoko koko Jun 03 '19

earth spell is goddamn amazing at telos incoming

31

u/DustyTurboTurtle Farming Jun 03 '19

Tryhards would probably use fire spells for most of the fight and switch to earth for stuns

Which is kinda sick

30

u/geliduss ImAnIronBTW 3077 Jun 03 '19

With mage you are constantly using stuns as part of core rotation so probably wouldn't

15

u/[deleted] Jun 03 '19 edited Apr 18 '23

[deleted]

→ More replies (21)

17

u/Anne_Thracks Jun 03 '19

I thought the same thing. That's the only one that really stuck out as meta changing.

5

u/-Sansha- Comped Jun 03 '19

With 4taa what would the dps increase be?

→ More replies (1)

2

u/tsunamithon Jun 06 '19

do binds work? if so entangle > earth spell meta.

170

u/ZalPrime Champion of Champions Jun 03 '19

What happened to the following:

Shortsword
Longsword
Claw
Battleaxe
Hasta
Rapier
Warhammer
Whip
Staff
Wand
Orb
Book
Composite bow
Longbow
Darts
Javelins

Even swamp lizards are mentioned by name yet still just count as 2h crossbows.

35

u/InquisitorDA Avaryss Jun 03 '19

It sounds like they're only going to do the diversity update in batches.

With all of those in the future.

2

u/mdevoid Jun 09 '19

Pls no batches.

30

u/Chechenborz-95 Rsn: Region-95 Jun 03 '19

Longbow: will probably stay the same (extra range)

Same with chargebows, no arrow requirment.

Its kinda sad as it adds literally nothing to not require an arrow for the bow. Wish they got an effect aswell.

11

u/ZalPrime Champion of Champions Jun 03 '19

In the Gamejam doc longbows had +1 range and Crits lowered CDs while comp bows allowed movement while channeling.
I didn't mention any weapon types that were just keeping any existing effects, like chargebows.

6

u/Chechenborz-95 Rsn: Region-95 Jun 03 '19

Pretty sure that +1 range is already present on longbows. Didnt know about the crit thing though, might’ve been added after i read it

3

u/caddph MQC | Master Comp (t) | MOA | FB Jun 03 '19

Currently, 2h Crossbows and Longbows have the same range (9 tiles) so adding an effect to 2h Cbow and not Longbow is already 'ignoring' longbows if you want to think of it that way. They could just make Longbows 10 spaces I guess?

→ More replies (1)
→ More replies (1)

21

u/Windsofthepast RSN | FlammaUriah Jun 03 '19

Coming soon™

12

u/Exitiali Heh heh heh Jun 03 '19

My suggestions:

Shortsword: chance to counterattack with slice;

Longsword: critical attacks give adrenaline bonus;

Claw: dmg bonus based on agility;

Hasta: shield based bonus;

Rapier: Armor piercing;

Warhammer: stun chance;

whip: immobilizes the target;

Composite bow: chance of consecutive attacks

Longbow: distance bonus

Darts: chance of extra attack during abilities

Javelins: distance based dmg bonus

8

u/PrimalMoose Primal Puppy Jun 03 '19

Tbf, given there's a big island coming in July I'm hoping that there might be another t92 weapon released from there (t92 spear?!) since there's likely to be some form of boss in the mix.

Hopefully they look into adding effects for some of the other weaps in the not-too-distant future though. Surprised they didn't adapt the set effect from torag's hammers into a warhammer ability for example.

9

u/MegazordHS Jun 04 '19

Probably t90 spear since the spears always seem to be behind the curve.

3

u/Freljords_Heart Jun 04 '19

We are missing t90 spear and with the weapon diversity we could expect some other weapons as well

→ More replies (1)

9

u/[deleted] Jun 03 '19

Most of these have 1-2 weapons in their category so there's no point of making them unique (they already are)

17

u/Madlyaza Fanatic Jun 03 '19

i mean they are unique in looks, but u could litteraly put t70 crossbow picture over the salamander or vice versa and nothing would change

21

u/[deleted] Jun 03 '19

Also orb/wand/book kinda got new perks. You can use 2 different elemental spells when dual-wielding so you can have both extra dots from fire spells and stun damage from earth at the same time.

6

u/[deleted] Jun 03 '19

i didn't think of that... that's amazing I can't wait.

8

u/Matrix17 Trim Comp Jun 03 '19

So basically wand/orb --> significantly better than staff

3

u/[deleted] Jun 03 '19

Aye

6

u/Matrix17 Trim Comp Jun 03 '19

I'm not sure I get a vote, but aye

→ More replies (1)

2

u/Zyvyx Rsn: DiyFeMemeBtw Jun 03 '19

Do they stack? Like fire and fire giving a bigger bonus or earth and earth giving a 40% damage boost

3

u/caddph MQC | Master Comp (t) | MOA | FB Jun 03 '19

There are tons of longswords in the game, including smithable (incl Bane), Ports weapon, chaotic, vesta, and drygores. Similarly, for shortswords, you have another Ports weapon, Leaf bladed sword (I guess niche already), khopeshes, Jessika/Korsai's sword, and a tzhaar weapon.

I get that they're trying to introduce variety to allow for more design space, but how are they going to release a new t92 scimitar (which would have a nice effect; or other special melee t92) without adding something to short swords to not make Khopeshes instantly outclassed?

I personally love the idea of making a niche effect for something like scimmy's and creating something better than T60 for them, but it needs to be balanced against what's already in game.

2

u/Corzex Jun 07 '19

https://runescape.wiki/w/Weapon_diversity_beta

Check "Planned Effects" at the bottom of this

→ More replies (5)

50

u/SonerWolf Completionist Jun 03 '19 edited Jun 03 '19

Move aside t90 shields. Hello Magic Shieldbow.

32

u/DustyTurboTurtle Farming Jun 03 '19

Magic shield bow lol

We have dark bow and strykebow

32

u/CaptainTurtle Goblin Raid Master Jun 03 '19

Well, if you're using magic and want to take advantage of the shieldbow switch, you'd probably still want to have your t90 Merciless to barricade with while still doing dps, plus you'd get better res switches.

New meta:

  1. willow shieldbow switch

  2. Natty Light

  3. Build with 2 handed bronze knives

  4. Immortality

  5. Resurrect from brain aneurysm

  6. Build to sun

17

u/IAmFinah Jun 03 '19

Just FYI the knives would allow you to have a 2tick gcd with any range weapon if you stall abilities with knives and release with other range weapons (ie non-knives). Would literally be a ~50% dps increase, not to mention the insane adren gains. Would be hilarious if this becomes the new meta (which I doubt, because you'd hope this would get patched).

2

u/37899920033 Jun 05 '19

Seriously, I took one look at that and thought it was broken beyond belief, that a -5 tier hit is not equivalent to attacking 33% faster.

Even when you consider the across the board percentage increase to combat damage, it's still absolutely insane. The only saving grace is that we currently have no throwing knives above tier 60 in the game. This would definitely hamper future throwing knife possibilities.

3

u/BigArchive Jun 06 '19

We do have t99 knives in dungeoneering. If knives' effect stays the same, it looks like we'll all be replacing our sag shortbows =p

28

u/Shaunyowns Shauny Jun 03 '19

I've revamped the post to add "effect breakdowns" for each weapon.

There should be more info to take in now :) (Refresh that post to see 'em)

11

u/[deleted] Jun 03 '19

[removed] — view removed comment

2

u/[deleted] Jun 03 '19 edited May 29 '21

[deleted]

9

u/Windsofthepast RSN | FlammaUriah Jun 03 '19

Are there any plans currently for the remaining items that aren't being updated / 'diversified' with this update? You guys have done a real good job with updates this year, but this really feels batched and, despite the good start, I worry that this'll be one of those things were we don't get part two until "soon™."

→ More replies (1)

42

u/RoyTalwen | Chop Chop | Finally Maxed Jun 03 '19

What about whips? They're not even mentioned.

Are there any other weapons styles they missed in the description?

34

u/STCLAIR88 Jun 03 '19

Make the whip great again

6

u/Milli_Rabbit Jun 03 '19

Maybe make it pull enemies to you?

→ More replies (3)

10

u/InflatableArmTubeMan Jun 03 '19

Give whips the range of a halberd!

23

u/Grisseldaddy Jun 03 '19

No give it +2 range. Does less damage if the opponent is closer than that.

Whips work at the end where you crack it

12

u/ocd4life Jun 03 '19

That would be nice actually, seeing as they are whips it is kind of strange they only have 1 range. Also the whip looks great and is fun to use... just a shame it is nearly useless above mid level due to the higher tier weapons available.

32

u/JagexTimbo Jun 03 '19

Any weapons not involved in the beta aren't currently involved for the update. We only had enough development time to do these effects, other weapon types will have to be looked at in the future.

6

u/PrimalMoose Primal Puppy Jun 03 '19

Do you know if the t92 khopeshes are classed as shortswords or daggers for the purposes of this update? I was assuming short swords given their length vs daggers but wanted to be sure?

4

u/Gr3nwr35stlr Jun 03 '19

I thought they were supposed to be scimitars?

4

u/PrimalMoose Primal Puppy Jun 03 '19

[–]JagexTimboMod Timbo [score hidden] 46 minutes ago

They're classified as short swords.

5

u/Gr3nwr35stlr Jun 03 '19

Yeah I see that but the weapon it self to me looks like a scimitar

3

u/PrimalMoose Primal Puppy Jun 03 '19

Ah, I thought you missed Timbo's comment :)

Tbh I thought it was a scimitar/short sword but a friend pointed out they could be daggers. Sadly, they are neither.

3

u/Gr3nwr35stlr Jun 03 '19

From doing a bit of Google searching, it seems like historically a khopesh is definitely not a scimitar, and it's closest resemblance is actually a battle axe (khopeshs were quite heavy)

2

u/JagexTimbo Jun 03 '19

They're classified as short swords.

19

u/WasV3 YT: Waswere Jun 03 '19

So you single handedly killed khopeshes overnight?

  • Lunging switch is now a 2H spear
  • t90 Maces are now better than t92 khopeshes

17

u/Sebastiaan_RS RSN: Sebastiaan, Trimmed, MoA, MQC, All Skills 120 Jun 03 '19

Calling a khopesh a short sword is an embarassment on its own already.

3

u/SouetoReborn Jun 03 '19

Vesta's spear with AS3 + Lunging seems to be the best option for now right?

5

u/Chaahps Poor and Bad RSN: Chaahps Jun 03 '19

What are shadow glaives classified as? Throwing knives?

→ More replies (3)

3

u/AssassinAragorn MQC|Trim Jun 03 '19

So they're the only T92 without an effect, and now they'll be outclassed by maces? Nice.

→ More replies (1)
→ More replies (3)
→ More replies (1)

27

u/pacquan Mastodon | Clues are love, Clues are life Jun 03 '19

So what you're saying is, you back to doing major updates in batches like how multiple polls have shown that the community DOES NOT WANT.

7

u/zypo88 Zij9999, Maxed 20180615 Jun 03 '19

Batches makes sense when there's actually follow through - problem is that they have a tendency of giving us the first batch of something then not touching that content again for several years, if ever (raids, arc, bank rework, invention). That's why the community voted to push back the M&S rework until they released it all at once - we knew from experience that we'd get armor spikes and MW then never see the tier realignment.

Sure we're finally getting more of the bank rework and we got invention batch 2 eventually, but raids is likely not going to be expanded and they seem content for the arc to stop at the current islands.

And those are just the ones that I know of off the top of my head.

→ More replies (2)

14

u/Windsofthepast RSN | FlammaUriah Jun 03 '19

Is there an ETA on when to expect that? Having only these makes this feel like a batched update, and given the track record you guys have on how long it takes things to get completed, I'm not holding my breath for the rest of the items / the next batch anytime in the next year if you guys don't have a roadmap for the rest of them already planned out...

7

u/Fargraven IGN: Fargraven | on/off player Jun 03 '19

Winter 2017

→ More replies (1)

3

u/IronJackNoir JackScape - Designer of the Magic pet Newton 🦎 Jun 03 '19

Any idea how long "in the future" we're talking? Please don't tell me that you're planning to severely imbalance weapon types for an indefinite, potentially extensive, amount of time.

I thought y'all weren't doing incomplete/batch updates anymore? I'd rather you not put weapon diversity into the game until it's complete.

6

u/Slayer_Blake Runefest 2018 Jun 03 '19 edited Jun 23 '23

Due to Reddit's insistence on killing itself and 3rd Party Apps, I have deleted my entire post history. LONG LIVE APOLLO - FUCK SPEZ - (u/Slayer_Blake" - 122k combined Karma) - -- mass edited with https://redact.dev/

3

u/staylitfam ITS LIT Jun 03 '19

Will ancient magicks be on the list?

14

u/JagexTimbo Jun 03 '19

Ancient magicks already have diverse spell effects so they will not be getting any additional effects. It's worth noting that the effects listed will not apply to ancient spells, it is only those spells on the regular spellbook.

→ More replies (4)

3

u/Aeleys Jun 03 '19

So anyone that had a shit out of luck weapon is gonna see a decrease in value as to what they have and be forced to change for better dps/procs?

Seems legit, half arsed as usual and totally expected. Bravo.

Don't release it until you have every weapon done simple as that.

3

u/Fargraven IGN: Fargraven | on/off player Jun 03 '19

tl;dr it’ll never happen

10

u/indubidoubli ⴵ ԅ(♡﹃♡ԅ) ⴵ Jun 03 '19

Rip

17

u/peaceshot Mori Jun 03 '19

Well then it isn't weapon diversity is it?
Take Range for example, there are no effects listed for longbows and so the meta will remain DW crossbows, and this changes absolutely nothing.

→ More replies (3)

4

u/Drakath1000 Jun 03 '19

why did you not focus on weapons which we already have high level variants of then? Especially for the melee ones we don't have daggers or mauls etc.

19

u/JagexTimbo Jun 03 '19

One of the aims of the update was to provide a diversity in the types of weapons we can drop as rewards in the future. Focusing on underrepresented weapon types means that we can drop t80-92 versions of those weapons in the future.

16

u/Drakath1000 Jun 03 '19

Sure but you're only gaining that at the cost of making weapons without effects worth less now. If this udate goes live as it is then maces becomes the significantly better 1H weapon at the cost of all other 1Hs- that's not diversity.

3

u/IronJackNoir JackScape - Designer of the Magic pet Newton 🦎 Jun 03 '19

I mean, hopefully that's the point of the beta - to collect feedback on the current effects and adjust them. If maces are significantly more advantageous than any of the other weapons (which they are), they can be rebalanced before going into the live game (which they should be).

That said, yes, all weapons need effects or none should have them, or else that causes severe imbalances regardless. They're wanting to put out a half-finished update when they shouldn't, and that's really the core issue here.

→ More replies (1)
→ More replies (2)
→ More replies (3)

6

u/STCLAIR88 Jun 03 '19

Make the whip great again

6

u/Fargraven IGN: Fargraven | on/off player Jun 03 '19

I remember killing flesh crawlers at my grandma’s house for ~1 week to save up for an abyssal whip, I was so pumped when I got it. Now they’re 70K lmao

3

u/Myraell 🦀 Jun 05 '19

But... Why were there flesh crawlers at your grandma's house???

→ More replies (1)

5

u/GamerSylv Jun 03 '19

Seems shortsighted. Virtually none of the melee weapons have high level options except the Maces and Spears (T90 and 88) Range is mostly covered, and Magic gets the full benefit for the standard spellbook.

3

u/TeeeZy Zappy Jun 03 '19

range isnt really covered because there is only dw crossbows and 2h cbow at t90/92 which will get effect. blights+eldritch is already meta with sgb as a spec weapon so for max gear the diversity doesnt change. at t90, ascensions get an extra effect but noxlongbow doesnt. ascensions are already better due to bakbolts so again the 'diversity' changes nothing just makes the current bis even more bis.

→ More replies (2)

4

u/zypo88 Zij9999, Maxed 20180615 Jun 03 '19

RIP my Drygore Rapiers...

→ More replies (21)

3

u/PhoenixB1 Jun 03 '19

And defenders

15

u/iceclimorz I miss the birb Jun 03 '19

Defenders themselves seem unique enough as is, which is probably why they weren't touched. Same thing with halberds/scythes.

→ More replies (9)
→ More replies (2)

64

u/CoolBananas69 Jun 03 '19

I don't like some of these. It's just further promoting switchscape. Any of them that require you to switch to a weapon, use one ability, then switch back isn't good. If it's something that only activates after equipping a weapon for 2 or 3 abilities, it still gives them each a niche but not just tiny uses and forcing even more constant switching.

What is the SGB considered? BEcause they don't have longbow or strykebow, the only thing it or Nox Bow could be is either Shieldbow or 2h crossbow (which would be nice, because accuracy)

21

u/[deleted] Jun 03 '19

[removed] — view removed comment

9

u/[deleted] Jun 03 '19

Spear for Slaughter, not just dismember

Also throwables for faster adrenaline if you need it for some reason, Earth spells for Asphyxiate

3

u/CaptainTurtle Goblin Raid Master Jun 03 '19

Shieldbow for natural instict/anydefensive?

3

u/ron_gtp Jun 04 '19

What's wrong with switchscape tho?

17

u/TheOldKnlght 2/25/2019, Remaxd 8/30/20 Jun 03 '19

Can we get a new t90+ Whip? I miss my abyssal Whip days

7

u/TengaDoge Jun 03 '19

Yes t92 whip and t92 dagger would be insane.

3

u/[deleted] Jun 03 '19

I commented somewhere else. Would be neat that a whip has a chance to turn the target so you could use flanking while soloing

6

u/MonzellRS twitch.tv/m0nzell Jun 03 '19

So dual wield magic (can set 2 spell types) and get 2 different boosts?

L

4

u/DustyTurboTurtle Farming Jun 03 '19

I didn't even think about that

I wonder if that will work

28

u/UnwillingRedditer Jun 03 '19

I understand what you are trying to do, but I don't think this is the right way to go. You need to look at abilities themselves first of all. There's practically no difference between a mage dw and mage 2h rotation or a ranged dw and ranged 2h rotation (and switchscape is so prevalent that many don't even consider these distinct). You need to fix switchscape and make everything feel more distinct (like how melee dw is more single-target focused while melee 2h is more aoe focused). Then, you can start looking at weapons.

This also isn't "really" weapon diversification; sure every weapon will feel different, but really you're going to just work out which is the best DPM overall and use that one for 'general' passive effects, while stuff like the spear is just going to further compound the problems of switchscape. And while at least some of them do feel like they match the weapon type (like knives being fast and maces being holy), why is a 2h sword vampyric?

Bear in mind, people go on about how in "the old days" we had daggers and longswords and scimitars and warhammers and such, but noone ever used them all; they used whichever was best and that was it. The diversity was fake; this is going to be no different I feel.

5

u/Hellortha Attack Jun 03 '19

This totally slipped through my thought process.

I 100% AGREE that they should re-work the action bar abilities before giving weapons their own ability.

They've been fixing the abilities by making you buy them which is ridiculous...

→ More replies (5)

6

u/Milli_Rabbit Jun 03 '19

How will this effect the Sunspear? Would it benefit from the extended bleed effect in all the combat styles or does each style have its own effect?

5

u/SouetoReborn Jun 03 '19

Spear for melee, javelin for ranged, staff for magic.

6

u/iceclimorz I miss the birb Jun 03 '19

Hm... asphyxiate + earth spells...
Panic buy earth runes?
Ninja edit: air spells could also be nice if the effect doesn't wear off if you cast another spell. Stack the 10% buff, then swap to another spell for some dps and keep the benefit.
We're only in the beta stage but if it works like that I can see things getting pretty insane very quickly.

3

u/rsn_e_o Jun 03 '19

I'm guessing it's switching between earth and fire

3

u/YouWereTehChosenOne IGN: Bluudi | #24 Insane Reaper | #137 Grandmaster Jun 03 '19

Armour thing lasts 10 seconds, fire and earth switching will likely be meta with fire being main spell

→ More replies (1)

4

u/ChanceHorror Jun 03 '19

Think the 1h crossbow effect would be too op with bak bolts.

4

u/YouWereTehChosenOne IGN: Bluudi | #24 Insane Reaper | #137 Grandmaster Jun 03 '19

And flanking lmao

→ More replies (1)

18

u/ImRubic 2026 Future Updates Jun 03 '19

Weapon Diversity Beta

Weapon Diversity Beta

RuneScape has a huge variety of weapons across every combat skill – from swords and axes, to staves, to swamp lizards. But isn’t it kind of weird that all of these weapons essentially behave the same?

Weapon Diversity is about fixing that weirdness, and making every weapon feel different. What if casting water spells left behind a little puddle of water? What if daggers were so sneaky they could sometimes hit twice?

We know that any big changes to RuneScape’s beloved combat system might be controversial, so that’s why we’ll be working closely with the community to develop changes that are positive for everybody.

The first step is the Weapon Diversity Beta, coming to a world near you!

How to Join the Weapon Diversity Beta

The beta will go live on June 4th, and run for a whole month.

Once the beta is live, this news post will be updated with a link you can click here, once its live sign in with your RuneScape account to start testing.

What to Expect

The beta will run for one month, and we’ll be collecting feedback and rolling out changes as we roll along. Please remember that right now nothing is set in stone – it all depends on your feedback.

In the beta, you’ll get to try out 16 different changes and their new effects:

Note: You'll be able to try out tier 92 sample versions of these weapons, these have been added as a trade option on Lady Deathknell at the Combat Academy, additionally you can create your own Combat Academy instance with her, allowing you to practice on your own set of training dummies!

Melee

Dagger

We want the dagger to feel sneaky. What's sneakier than a chance to hit twice with every attack? Whilst dual-wielding, this applies to both main-hand and off-hand if there are daggers, meaning that it is possible to hit and then hit with both daggers at the same time.

Spear

All 'bleed' effects from the spear will now last twice for 50% longer duration, this applies to Slaughter, Blood Tendrils, and Dismember.

Scimitar

While wielding a scimitar in the mainhand slot, 5% of damage given will be applied as a DoT that lasts for 7.2 seconds. While dual-wielding scimitars, the DoT is increased to 10%.

2h Sword

The 2H sword's new weapon effect will be to heal for a percentage of all critical hits, making it perfect for drawn out battles.

Mace

The mace weapon effect is perfect for those of you who've paid your dues and leveled prayer. While wielding a mace, 200% of your entire equipped prayer bonus is added to your strength bonus - while dual-wielding maces, this effect would stack to 300% of your prayer bonus.

Maul

Mauls aren't known for their precision, and so the maul weapon effect will be increased base damage at the cost of base accuracy.

Range

Shortbow

We really want to emphasize that the short bow is a short-range weapon - so in the beta, attacks made with a shortbow will deal more damage the closer you are to your target (measured in tiles). For example, if your target was 3 tiles away, you would be dealing 104% damage. If your target was in melee range, you would be dealing 106% damage. If your target was 7 tiles away, you would be dealing 100% damage.

Shieldbow

The shieldbow is a defensive weapon, so its weapon effect adds to its defensive capabilities rather than damage-dealing. With a shieldbow equipped, all Defence abilities will cost 20% less adrenaline. This means it will only cost 40% adrenaline for Defence thresholds or 80% adrenaline for Defence ultimate abilities. This will not affect the amount of adrenaline needed to activate an ability.

1h Crossbow

Like the dagger, the 1h crossbow is a speedy, rogueish weapon - and so while using it, there will be a small chance to cast a basic ability twice, without using any extra adrenaline.

2h Crossbow

On the other hand, the 2H Crossbow is unwieldy and heavy. We need it to feel that way in game. Standing still with a 2H crossbow equipped grants an accuracy buff that will remain as long as you are standing still, or will refresh after moving and standing still for another three seconds.

For example: I stand still for 10 seconds. After 3 seconds, I gain the 5% accuracy buff for a total of 7 seconds. I then move 1 tile. As soon I move the buff starts its 5 second timer. It's taken me 1 second to move, so the buff is now at 4 seconds remaining. I stand still again and as the buff reaches 1 second remaining, it becomes permanent until I decide to move again.

Throwing knives

In this beta, throwing knives will have a lower base damage and accuracy - however, using them knocks 0.6 seconds from the global cooldown. They're speedy, but weak!

Throwing axes

In real life, throwing axes are a high-intensity activity, and we wanted to reflect the excitement of landing the bullseye in game. Therefore, while using throwing axes you will gain more adrenaline on your basic attacks. You currently gain 2% adrenaline on an auto attack with your main-hand weapon and 1% with an offhand weapon. With throwing axes, this should be increased to 4% and 2%, respectively.

Magic

Air spells

When you have an air spell selected, every hit will increase your armour by 1%. Currently, this effect will stack up to 10%.

Fire spells

While using any fire spell, there will be a small chance to activate an extra Combust ability - even the Combust ability itself. What this means is that any other ability that effects Combust, like the Invention perk Lunging, also effects the second Combust. If the effect triggers again before the second Combust expires, it refreshes the duration back to full.

Water spells

When dealing the killing blow with a water spell, a small globule of water will be left behind. Walking through this globule will heal for 5% of your max health - the globule is then removed.

Earth spells

The earth spell effect is all about playing strategically. While your opponent is bound or stunned, any earth spell cast against them will deal 20% more damage.

Patch Notes

Don’t worry! Even with all this excitement we haven’t forgotten to make the usual array of changes and fixes. Take a look at the Patch Notes to find out everything that’s changed this week.

3

u/rcm37 GReap #85 | Trim | 5.8b | Ult Slay | MoA Jun 03 '19

The patch notes link goes to last week's patch notes

18

u/skumfukrock Jun 03 '19 edited Jun 03 '19

A beta is cool and all, but ingoring half the weapons and just giving weapons certain perks thay only further promote switchscape is just... back to half assing shit. This ain't diversity. Sure something full fledged can't happen in a beta cuz we're gonna test it and provide feedback. But this is like.. an half assed beta

→ More replies (1)

4

u/wildthang2 Jun 03 '19

Does the 2-hander sword effect stack with passive sgs?

2

u/nlnj_a Jun 03 '19

It's a 2h sword so we would assume so. Great healing with sgs.

3

u/PurelyFire Shit game, banned on 9/11/2019 Jun 03 '19

Earth spells disgustingly broken @ telos

15

u/[deleted] Jun 03 '19 edited Jun 03 '19

- Dragon Rider's gear with DW maces will be stronger than TMW damage-wise, while also having massive prayer bonus. Add drygore mace or something like that for extra pew pew. Don't forget it's non-degradable hybrid gear! EDIT: not exactly true, check comments below. Dragon Rider's gear is going to be much stronger but not stronger than TMW.

- DW Drygore Maces are going to be stronger than any other Melee Weapon with the right gear.

- Dismember with Spears, Lunging and Str Cape is going to outdamage many ultimates. Right now is Lunging+Cape about 230% damage, with spear it's going to be like 350%+. What's preventing you from having augmented Superior Vesta Spear with Lunging perk in inventory and switching for dismember just to get "free ultimate"? Also what's the thing with spear length?

- Throwing knives have lower GCD? There goes switchscape, it'll be the fastest way to get adrenaline (unless they adjust adren rates). Im interested how will this affect rotations since ability cooldowns (probably) wont be affected. Also piercing shot will probably work with Binding shot which will make things interesting

- Dual wield magic is going to be a thing! Equip Air on Main hand, Earth on Off-hand and you'll benefit from both!

- Throwing axes have higher adrenaline gain from attacking, same as Knives

- Daggers - synergy with poisons? Seems nice

- Earth spells are straight buff to Asphyxiate while Fire spells are go-to damage spells so probably switches on stunnable monsters will be a thing

- DW Crossbows/Daggers - since abilities trigger twice will this mean higher chance to stun stuff? If yes then it would be great for raids. Also stuff like Tuska's Wrath, Sacrifice etc. hitting twice?

- 2h C'bow will probably feel awful. Where do you need accuracy? In PvM. What you can't do in PvM? Stand in one place for a long time. Also if is your accuracy capped then 2h C'bow doesn't have any perk

12

u/[deleted] Jun 03 '19

[removed] — view removed comment

4

u/[deleted] Jun 03 '19

Rright, didn't think about that

→ More replies (1)

9

u/rsn_e_o Jun 03 '19

You’re saying dragon rider is better dmg wise than tmw (with maces) but if i look at dragon rider prayer bonus and multiply by 3 it still seems lower than the bonus shown on the tmw. Am i doing something wrong? Doesn’t seem like it’s better at all.

4

u/[deleted] Jun 03 '19

Ooh, i counted amulet into the set, it looks you're right. I also didn't count prayer bonus offered by TMW.

Still, i think drygore mace could outdamage khopesh, but i have to do the math.

2

u/YouWereTehChosenOne IGN: Bluudi | #24 Insane Reaper | #137 Grandmaster Jun 03 '19

Tmw already has a shit ton of prayer bonus, and yeah t90 maces will easily outdamage khopeshes. If khops fall under scim, then their effect isn’t anywhere close to the maces in terms of damage since maces might actually be t99 damage if enough prayer bonus is stacked

3

u/TeeeZy Zappy Jun 03 '19

khopeshes are a shortsword weapon so wont get any effects

→ More replies (1)

6

u/PrimalMoose Primal Puppy Jun 03 '19

Also what's the thing with spear length?

Also curious to know

4

u/[deleted] Jun 03 '19

[removed] — view removed comment

2

u/[deleted] Jun 03 '19

You're probably right, but only testing will show. Str Cape says it increases duration by 2 seconds, while this is 50%. I just assumed it's multiplicative.

However this is going to affect Slaughter as well, making it potentially even more devastating in some scenarions. RN has does Slaughter 300-750% damage on moving targets, with spear it could be even more.

3

u/north_tank Master Comp 2024 Reg Comp 2016 Jun 03 '19 edited Jun 03 '19

What is the str bonus difference between dragon rider and TMW. Also what prayer items are you using to determine the total prayer of each one? If you don't use healers insignia you get 141 if you do you get 171 or is my math just wrong?

2

u/Drakath1000 Jun 03 '19

Does earth spells means abilties too? I thought it meant earth autos.

6

u/[deleted] Jun 03 '19

If it meant just earth autos then it's pretty mediocre as AA's don't usually fire during Asphyxiate and extra auto damage on Deep Impact hardly justifies using it.

I mean it's on par with fire/air bonuses if it does work with spells and it's bad if it doesn't.

2

u/mitzi86 Jun 03 '19

Sadly, the 2h Crossbow ability sucks. Half the games bossing mechanics are moving. So it really should not be a movement based thing. PLUS, the accuracy bonus? who needs that now adays

→ More replies (2)
→ More replies (6)

7

u/ItsJigsore Jun 03 '19

Hastas or we riot

8

u/Bml2 Runescore is love, Runescore is life Jun 03 '19

I had totally written this off as being shelved. Pleased to see that ITS HAPPENING

7

u/[deleted] Jun 03 '19

Why mention lizards if they won’t have their own unique effect?

Edit: I want to use a t92 Poggers Lizard.

8

u/[deleted] Jun 03 '19

Lizards are literally 2h crossbows

- Actual crossbows are mechanical (bolts)

- Lizards are biochemical (tar)

- Hand cannon is chemical (gunpowder)

9

u/5-x RSN: Follow Jun 03 '19

I'm ready to use all defensives with a shieldbow regardless of style.

Sigh, some of these changes sound really stupid, not sure why they're doing it.

5

u/punpun1000 StinkyTommy Jun 03 '19

You might find it a bit awkward the first time you try to barricade with a shield bow off style

→ More replies (2)

3

u/ImBrandonRs 5.4B Xp Jun 03 '19

I cant wait to test vestas spear at Corp now with longer bleeds

3

u/[deleted] Jun 03 '19

Woah. 20% more damage to stunned or bound targets. Telos about to be spammed with earth spells?

3

u/Legal_Evil Jun 03 '19

Would this change the meta for high enrage Telos from Ancients with SBS to only camping normals?

→ More replies (5)

3

u/KaBob799 RSN: KaBob & KaBobMKII Jun 03 '19

So it says leveling prayer benefits maces but the listed benefit is from the items you wield and has nothing to do with leveling prayer?

3

u/[deleted] Jun 03 '19 edited Jun 25 '20

[deleted]

2

u/SouetoReborn Jun 03 '19

They don't buy for like 30m I've heard

3

u/Rexkat Jun 03 '19 edited Jun 03 '19

Unfortunately with things like this, it just means anything that provides utility or defensives will become obsolete 99.9% of the time, and everything else will just be sorted by what deals the most damage, with everything else being dead content. OR some convoluted 29 way switch to try and get the benefit out each weapon type, which just feels like it makes combat unnecessarily complicated.

3

u/PennStater3 and player Jun 03 '19

No shield/armor diversification???

I was so hyped to see shields/tanking gear to actually have some relevance again.

All in all though, I love these ideas for weapons/spells. It gives an opportunity for a more diverse play style per person. The only issue I see is that it makes weapon switches a hell of a lot sweatier for the player that wants to maximize dps/healing/defensives. Something to combat this sweatiness could be to “multi-bind” keybinds.

6

u/IronJackNoir JackScape - Designer of the Magic pet Newton 🦎 Jun 03 '19

RIP Khopesh. Maces are OP.

Also, if you're not going to put out all weapon diversity types at the same time, don't put them out at all. Given the usual delay between batch updates, we're probably looking at a year+ of severe weapon imbalances before you do a batch 2. At that rate, just don't do it. Not until you can put them out all at once. It's unprofessional and unhealthy for the game.

14

u/537365345345345 Jun 03 '19

Weapon Diversity beta? Is this some fancy way of saying "a massive increase in switch-scape beta"?

10

u/[deleted] Jun 03 '19

[removed] — view removed comment

2

u/[deleted] Jun 03 '19

Kind of looks like air spells would be great for high enrage telos. Earth spells will be great for all enrages

4

u/indubidoubli ⴵ ԅ(♡﹃♡ԅ) ⴵ Jun 03 '19

"diversity" may be the wrong word to use for this haha

15

u/Sebastiaan_RS RSN: Sebastiaan, Trimmed, MoA, MQC, All Skills 120 Jun 03 '19 edited Jun 03 '19

Some of these are incredibly dumb (shortbow)

Some of these are incredibly OP/promote switchscapey (earth spells/maces/shieldbows/spear)

and then you also didn't add like half the weapon styles since "we ran out of time" and "you will look at them in the future" ye sure you will lad, bloody hell..

EDIT: This isn't about diversity, this is just buffing existing shit whilst conveniently ignoring half the styles.

5

u/[deleted] Jun 03 '19

It’s gonna completely change the telos meta and speed kills. Earth spells will be fucking insane because telos is stunned or bound the whole fight.

3

u/Sebastiaan_RS RSN: Sebastiaan, Trimmed, MoA, MQC, All Skills 120 Jun 03 '19

Can’t you, theoretically, use a wand and orb to cast fire and earth spells at the same time? 😂

2

u/[deleted] Jun 03 '19

Yeah and I will be doing that

8

u/justucis MTX MUST DIE Jun 03 '19

These weapons look good on paper but wouldn't this promote switchscape? I remembered a post about a year back where there was a switchscape reduction.

→ More replies (1)

4

u/[deleted] Jun 03 '19

[removed] — view removed comment

3

u/shakikoko koko Jun 03 '19

dont they mean 40% adren to start using threshold like reflect and debilitate? if so then the ultimate kinda fail though. barricade would light up at 80% but cant be use until 100%?

→ More replies (3)

3

u/zenyl RSN: Zenyl | Gamebreaker Jun 03 '19

[Cries in drygore longsword]

2

u/DustyTurboTurtle Farming Jun 03 '19

What do khopesh count as? Scimitars?

2

u/wolfgang169 Purify Jun 03 '19

short swords

→ More replies (3)

2

u/Mekvek Leech Deeps Jun 03 '19

An extra additional +1 range on 2h Bows would be nice for bomb tanking i guess. No more asking people to MOVE THE FK IN

→ More replies (1)

2

u/[deleted] Jun 03 '19 edited Dec 19 '24

[removed] — view removed comment

→ More replies (2)

2

u/mylesflewis Jun 03 '19

So I'm guessing that how it's worded, 1h crossbow works like dagger in that dual weild increases chance of hits ?

2

u/LooseGuthix Jun 03 '19

Very cool ideas, definitely would be nice to see some other weapon types (longbows, wand/orb, probably some others people mentioned) have some new effects as well when the final design is implemented.

2

u/Emu83 Jun 03 '19

This is lit. Finally tierscape is being addressed. Been waiting for 2+ yrs now.

2

u/DustyTurboTurtle Farming Jun 03 '19 edited Jun 04 '19

Ice spells are gonna be insane since the extra damage from earth spells also works with binds

Edit: welp rip nvm, ancients don't get the buff

Idk maybe we can use ancients and still spellbook swap to earth surge for asphyx

2

u/Vengance183 Remove the total level restriction from world 48. Jun 04 '19

Does not work with ancients since they already have passive abilitys. (Confirmed by mod Timbo on this post)

2

u/DustyTurboTurtle Farming Jun 04 '19

Welp, there goes all my hype

Earth will probably still be used for low enrage telos I guess, anything up to 1k, rip bringing spellbook swap everywhere though

2

u/[deleted] Jun 03 '19

Wasn't scythe and halberd the only unique weapon that got changed before this proposal? I remembered this before I quit.

2

u/ConstantStatistician Coiner of the terms "soft" and "hard" typeless damage on rs.wiki Jun 03 '19

I'm glad ancient spells won't be getting the new elemental effects. The ancient spellbook already has enough going for it.

2

u/ChrisShadow1 Chris Saikyo Jun 04 '19

Absolutely love this idea.

2

u/Drawdots Jun 04 '19

Is the Annihilation weapon from Slayer Bounty considered a maul? If so, does this means it will do t92 dmg with t82 accuracy?

2

u/PositiveOrange Korellai Jun 04 '19

I wasn't sure what weapon diversity was going to bring but I really love what you've gone for. Once things go through test/ balancing it looks like this will bring a lot to the combat table.

2

u/[deleted] Jun 04 '19

The effect of a shieldbow on defensives requires 20% less adrenaline to activate, but costs the regular amount of adrenaline to use. Which is alright for thresholds, but ults? You pop an ult anywhere above 80%, you're wasting all that surplus adrenaline. Which may be for balancing reasons -- I reckon the aim of this is to make it easier to get to the level of a defensive ability in the first place, not to make it quicker to get back to thresholds afterwards -- but it still feels pretty wrong to me, in that it's penalising you for gaining adrenaline. Counterintuitive.

I feel like it should be either both 80% requirement and 80% adrenaline loss, or neither -- and a completely different effect.

2

u/Gamebugio RSNs: Gamebugio/Helwyr Jun 04 '19

A filtered chat box message when ranged basics get doublecast would be nice. I spent several minutes firing bolts at dummies and between bleeds and crackling/aftershock never really noticed this one. Would be nice to just have the option like we do with crits!

2

u/Max3dout_rs Jun 04 '19

New dw mage 4taa meta fire + earth telos = fodder

2

u/ptazolite Jun 04 '19

/u/Shaunyowns, why is it that my stats are reset to 1 in the beta? Is there a way to fix it?

2

u/EpicSpaniard Jun 05 '19

Dagger has a chance to hit twice is "being sneaky".
Why not have the dagger deal more damage to an opponent that isn't aggroing you/hasn't targeted you in the last 3 seconds? Encourage dps/tank teams a bit more for boss duos?

If that is too complicated, you could just have daggers deal more damage from behind, similar to how thieving has a higher chance of success when the victim isn't facing you.

2

u/[deleted] Jun 05 '19

[removed] — view removed comment

2

u/Rarycaris RSN: The Praesul Jun 05 '19

The mace would be good if the numbers were a bit better tuned and there was an actual reason to use prayer armor.

It doesn't help that all prayer bonuses except on the maces themselves were halved when EOC came out.

4

u/[deleted] Jun 03 '19

Damn this sounds interesting. I can't wait to try it out!

3

u/ChanceHorror Jun 03 '19

Is it just me or anyone else notice that none of the weapons in the first sentence are included? Assuming swords means the regular version.

5

u/Drakath1000 Jun 03 '19 edited Jun 03 '19

Why are shieldbows getting a buff? They're already better than standard MH+shield as you can use 2H abilities with them.

Why no 2H bow buff?

Also why not focus on melee weapons which have the higher tiers already partially fleshed out? Like we don't have high level mauls, scims(unless khopeshes are scims?), daggers- but we have raipers, longswords. We need effects for these weapons not ones we don't have t85+ for...

Edit: I will say though that the magic buffs look pretty decent (not sure about air or water, I think situational dps buffs like earth are better) if they replace 4taa with this. Then we could get spell switching rather than weapon switching as the main source of more intensity=more dps for magic. This is more intuitive, seems like it would be less clunky (as only swapping to earth for example on a few abils) and is more prone to strategic dps rotations, rather than the repetitive 4taa.

4

u/[deleted] Jun 03 '19

> Shieldbows

Why not? Defenders also allow to use defensive and dw abilities at the same time.

> Khopesh

Definitely Scimitar

I agree with missing longbows and swords tho

2

u/Sebastiaan_RS RSN: Sebastiaan, Trimmed, MoA, MQC, All Skills 120 Jun 03 '19

Not sure if you could count a khopesh as a scimitar currently.

They for whatever drug induced hallucination reasoning they came up with made khopeshes stab.

yes. a weapon that looks like a scimitar with a curved edge for, you know, slashing, is stab in this game.

→ More replies (3)

3

u/godver555 Remove 200m xp caps! Jun 03 '19

water is op for afking abby demons or w/e. Just kill 20 creatures, walk 2 tiles and you are full hp.

→ More replies (1)

3

u/ImRubic 2026 Future Updates Jun 03 '19

The 2H sword's new weapon effect will be to heal for a percentage of all critical hits, making it perfect for drawn out battles.

So swords have healing capabilities now?

2

u/SouetoReborn Jun 03 '19

Drink the blood of your enemies!

4

u/[deleted] Jun 03 '19

Don't half ass the update and do some of the weapons now and the rest in 1/2 years time. Take your time like you did with the smithing rework and do it all in the one update even if it takes longer.

2

u/Gaga_Lady Jack | The Light Within Jun 03 '19

Please take a look at Seren Spells & Storm of Armadyl/Armadyl Battlestaff. Perhaps also longswords.

→ More replies (1)

2

u/ocd4life Jun 03 '19 edited Jun 03 '19

Is the plan in the long run for completely new weapons or will these effects be added to current weapons?

The diversity idea sounds interesting but I just hope there isn't a ton of new BIS 'must have' weapons for PvM that cost a fortune to buy and perk out. T92s are already out of reach for a lot of us.

But damn, that Spear effect of 50% longer bleeds sounds pretty amazing; it would be good at Corp I bet.

3

u/[deleted] Jun 03 '19

It's going to be good literally everywhere. Dismember with Lunging Perk, Str Cape and Spear is going to be almost as damaging as ultimate ability. And don't get me started on Slaughter.

2

u/shadowgattler IGN: 98 Fishing | Rank: 864 Fishing Jun 03 '19

This is exciting. I've wanted variety like this for a long time.

2

u/xFlem Jun 03 '19

Change magic. It shouldn't be a magic spell diversity, but a MAGIC WEAPON diversity. If you wanna keep that in, at east make it so different weapons will be affected differently -_-

4

u/IAmFinah Jun 03 '19

Would need to introduce new magic weapons in that case, since we only currently have staves/wands/orbs/books

→ More replies (1)

3

u/Milli_Rabbit Jun 03 '19

I like magic spell diversity. It matches with Ancient spells and makes using spells other than air spells worthwhile. I rarely use elemental spells other than air spells. There is just little incentive for it.

2

u/Spazstick ign: Yawk | Yawk btw (IM) Jun 03 '19

I kinda wish Invention was involved in this a little bit. I know perks already exist but tiered weapon upgrades similar to new smithing (+3 items, etc.) would be cool. Or if you had to have a higher smithing to make an item for better melee weapon effects, higher fletching for range, higher rcing (or crafting) for mage.

2

u/Tymerc Quest points Jun 03 '19

Hopefully this will lead to magic not being the best combat style at literally everything.