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EoC Combat Improvements


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Combat Improvements Beta

Last year we made gradual improvements to Evolution of Combat, but now we’re going to really step it up. We’ve been listening to your suggestions and feedback, and - based on these - we have a number of big changes lined up that we think will really improve the combat system, making it more varied and satisfying, and also easier to use.

It's vital to us that you're driving the development of these changes every step of the way. That's why - from today - every RuneScape player can test out the new combat features on our beta servers and offer feedback on the forums.

Read on for more details of the changes, and how you can get involved with testing them!

Here are the top changes we’ve got coming up:

Special attacks – That’s right, they’re coming back! We’re going to be reinstating special attacks that existed before EoC, and may add new ones too. This should add more diversity within level tiers, and more tactical choice when gearing up. The special attacks will exist as abilities - charged by adrenaline - but will function almost identically to how they did in the old combat system.

Revolution – This player-proposed feature is a brilliant middle-ground between low intensity Momentum gameplay and high-intensity manual ability use. It allows you to automate basic abilities while still building up adrenaline and being able to perform thresholds and ultimates. Perfect for Slayer when you want the benefit of abilities, without the need to make your fingers continually dance across your keyboard! Thanks to Mist Singer for her ‘Conservation’ idea which inspired this.

Momentum plus – We’re going to upgrade momentum so it allows for low intensity gameplay without locking you out of other combat features. This means when using upgraded system you’ll accumulate adrenaline and can activate ultimate abilities and special attacks, without breaking Momentum.

Ability queuing – This will allow you to select your next ability even if it’s still on cooldown, removing the need to hammer the ability button to make it fire immediately. This small ‘buffer’ is a subtle change which will make performing combat abilities smoother and more lag-tolerant.

Action bar setups – The game will offer you a quick and simple way to fill your action bar with a set of recommended abilities for general combat use, for each combat style. This will allow players to start out with Evolution of Combat and begin using abilities with minimal fuss.

Quick loadout switching – Changing your equipment can be a hassle, so we’re going to build features that allow you to create preset loadouts and switch them on the fly, both from your bank and between inventory and worn equipment.

PvP refinements – We want to revive PvP in RuneScape, and will be starting with a collection of essential combat tweaks and rebalances. This will include changes to stun durations, incoming damage, PvP minigames and removing the global cooldown on weapon switching.

These are some of the larger features we're working on, but there are plenty of smaller improvements coming up too. With these changes, we hope Evolution of Combat will be more appealing to all types of players, adding more depth for experts, while making it more accessible to those just starting out. But that’ll be for you to decide.

Your feedback is incredibly important to us, so we’ve put an early work-in-progress version of some of these new features on the beta servers. The first beta has a bunch of special attacks, plus early versions of revolution, momentum plus and ability queuing for you to try out. Take a look at the video below to see Mod Chris L take you through some of the new features.

We intend to keep updating the beta build every couple of weeks with newer versions, and will also add in-game polls on the beta servers so you can tell us what you think as you play.

The beta servers are open for anyone to access - free players and members alike. Please jump on now, and make sure to come to the combat beta forum to let us know what you think.

Mod Pips

Executive Producer, RuneScape

 

 

I kind of like the idea of Revolution and Momentum Plus. The special attacks don't really interest me since I usually range, but it's nice to see them back. What do the rest of you think?

 

 

I tried to do the beta, but it wanted me start from scratch from the tutorial and, well, that sure is hell isn't going to happen.

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Haven't tried the beta yet, but sounds good. I've gotten used to current combat and it's a bit annoying to have to relearn shit again, but the improvements sound promising so I'm looking forward to them.

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Ability queuing will fix a lot of my issues with EoC. Or at least I suspect it will. Yet to try it.

I tried to do the beta, but it wanted me start from scratch from the tutorial and, well, that sure is hell isn't going to happen.
Please tell me you start with your usual stats? Otherwise how the hell do they expect high level content to be tested. :sly:
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Ability queuing will fix a lot of my issues with EoC. Or at least I suspect it will. Yet to try it.

I tried to do the beta, but it wanted me start from scratch from the tutorial and, well, that sure is hell isn't going to happen.
Please tell me you start with your usual stats? Otherwise how the hell do they expect high level content to be tested. :sly:

 

Nope, it made me start from tutorial as if I was new player complete with the newbie stats. I'm hoping that that is just a bug they'll fix otherwise no one will try it.  

 

They have the "Import Save" button they had before they officially released EoC, but when I tried to import it basically told me "NOPE! Can't do that, soz!"

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Completely unnecessary changes, I would rather see them focus on filling in the missing tiers of gear (like have ranged/melee equivalents to ganodermic). But it might get some of the crybabies who quit and never gave the EoC an honest effort to come back.... But do we really want that kind of person back in the game? :P

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But it might get some of the crybabies who quit and never gave the EoC an honest effort to come back....
Yeah, I don't think special attacks are going to get anyone over their EoC hate. :P
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Gonna post this here so I can come back later and marvel at my genius, or cry at my losses

Untitled_zps19323735.png

Mace off-hand 45

bought another longsword 108.5

Edited by Rain Check
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"PvP refinements – We want to revive PvP in RuneScape, and will be starting with a collection of essential combat tweaks and rebalances. This will include changes to stun durations, incoming damage, PvP minigames and removing the global cooldown on weapon switching."

I think this is a great first step towards reviving PVP. I'm interested in seeing how the rest of the changes will influence the game.

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Nope, it made me start from tutorial as if I was new player complete with the newbie stats. I'm hoping that that is just a bug they'll fix otherwise no one will try it.  

 

They have the "Import Save" button they had before they officially released EoC, but when I tried to import it basically told me "NOPE! Can't do that, soz!"

It's definitely a bug. I'm also stuck at level 4, but I'm wandering around seeing lots of high level players.
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Question: Will off-hand weapons have specs?  I feel like that would make a big difference both in their prices and just stuff in general.  Like, say you have two drag weapons, like DDP (hope that comes back) and off-hand mace.  Would they both get their stuff back, or would only main apply?

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Completely unnecessary changes, I would rather see them focus on filling in the missing tiers of gear (like have ranged/melee equivalents to ganodermic). But it might get some of the crybabies who quit and never gave the EoC an honest effort to come back.... But do we really want that kind of person back in the game? :P

The current system is broken, I don't see how these changes are unnecessary. Reading over the changes, these all seem like huge improvements over the current, occasionally tactical, spam-fest that the current system is; and don't tell me to just use Momentum, because this is about abilities.

 

Also, I don't really think the team who create dungeons, minigames, other content, etc., has much involvement with the people who fine-tune the widely disliked combat system. And that too, we need new dungeons/content to get tiers of armor filled in, just have patience.

 

This won't fix everything, but it seems like a hell of an improvement.

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Question: Will off-hand weapons have specs?  I feel like that would make a big difference both in their prices and just stuff in general.  Like, say you have two drag weapons, like DDP (hope that comes back) and off-hand mace.  Would they both get their stuff back, or would only main apply?
I'm still under the opinion that they should match off hand prices to their main hand counter part. They wont, but they should.
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Flipped the first longsword for 111 :)

6wPqt.png

 

:sly:

 

 

Thats just what I offered, look at the history pic, i bought one for 108 and one for 108.5 :)

Edit: unloaded offhand mace for 48

Edited by Rain Check
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