Post new topic Reply to topic  [ 7 posts ] 
Author Message
 Post subject: 09 February 2015 - Ninja Update – Responsive Combat
PostPosted: February 9th, 2015, 8:10 am 
Moderator
Offline

Joined: December 25th, 2006, 7:10 am
Posts: 1781 us
RS Name: Lord Earth
RS Status: P2P
Clan Name: Clan Quest
runescape.com wrote:
Today's update brings a change that'll make RuneScape combat faster, more frantic and more fluid: improved combat responsiveness from the deadly and talented Ninja Team. Get into game, gear up and seek out an enemy - you'll notice the difference right away.

As determined in a Player Power poll last year, we've also made a whole load of Gielinor's deadliest beasts aggressive, as they once were.

Read on for further details!

Combat Responsiveness

First, we removed the short delays between cooldowns ending and abilities triggering, and between clicking an ability and that ability activating. This means combat now feels more immediate and dynamic – your actions translating crisply to those of your character in-game.

Note that we've increased cooldown times slightly to compensate for the quicker combat, so combat balance is unaffected.

As well as that, we've also improved target switching, so you can charge into battle with lethal efficiency.

Finally, if you're a Revolution fan, you'll find that your favourite combat mode kicks in and deactivates in a much smoother fashion.

There's no substitute for trying today's improvements first-hand. Log in and give it a go!

The RuneScape Ninja Team

Monster Aggression

Following last year's Player Power poll to bring back aggressive monsters, these beasts will now come straight at you when you enter their lairs:

  • Lesser demons
  • Greater demons
  • Black demons
  • Banshees
  • Mighty banshees
  • Aberrant spectres
  • Lizards
  • Desert lizards
  • Small lizards
  • Kurasks
  • Harpie bug swarms
  • Skeletal wyverns
  • Brine rats
  • Mutated bloodvelds
  • Dark beasts
  • Hill giants
  • Fire giants
  • Moss giants
You'll be able to initiate combat with as many monsters as you can handle, but only one enemy will attack you at a time if you make no aggressive move of your own.

Monsters will remain aggressive unless:

  • Your combat level is more than double theirs.
  • You've stayed in the area for longer than five minutes.
Stay alert on your travels - and make good use of those new, sharper combat skills!

The RuneScape Team

In Other News

Come and try out the new, more-responsive combat with Mod Kalaya and Mod Matthe in Castle Wars: today at 16:00 UTC, World 24.
GameBlast15 is coming 20th February, along with the next Double XP Weekend! Prepare now for maximum gains all-round on this weekend of charity fun.
The first RuneLabs poll is live! Head into game now and vote on your choice of player-proposed updates.
Want to know more about RuneScape lore? Head to the Lore Discussion forum on Thursday 12th February, 18:00 UTC, and join Mods Osborne, Raven, Srowley, Stu and Chaose for a Lore Q&A.
Try our fun Valentine's quiz and find out which Gielinorian's the sugar on your summer pie.
Read the patch notes for other updates released today.

_________________
Image

Image

Image

Image

Global Moderator since August 25, 2014 18:30:29


Top
 Profile  
 
 Post subject: Register and login to get these in-post ads to disappear
PostPosted: February 9th, 2015, 8:10 am 
Moderator

Joined: September 9th, 2004, 1:47am
Posts: 9047
Location: In your web browserz


Top
  
 
 Post subject: Re: 09 February 2015 - Ninja Update – Responsive Combat
PostPosted: February 9th, 2015, 7:10 pm 
Adamantite Member
Offline

Joined: February 2nd, 2013, 2:57 pm
Posts: 226
RS Name: Its Arceus
RS Status: F2P
I know a few people who weren't too pleased with "more responsive" combat. What do you guys think?

_________________
Image Image


Top
 Profile  
 
 Post subject: Re: 09 February 2015 - Ninja Update – Responsive Combat
PostPosted: February 9th, 2015, 8:21 pm 
Site Owner
Offline

Joined: September 9th, 2004, 9:26 am
Posts: 6893
Location: Wild Rose Country ca
RS Name: shane12088
RS Status: P2P
Why aren't they pleased? Personally I think it's very nice.

_________________


Top
 Profile  
 
 Post subject: Re: 09 February 2015 - Ninja Update – Responsive Combat
PostPosted: February 9th, 2015, 8:40 pm 
Runite Member
User avatar
Offline

Joined: January 1st, 2008, 1:50 pm
Posts: 749
Location: (Normal) Snow Capital of the US us
RS Name: Magicking
RS Status: P2P
Clan Name: Clan Quest
I think it was a bad decision to remove it, and an even worse decision to denote the return of it *for SOME monsters* as the main update for a week.

As I said, bad idea to remove it, so I'm glad it's (partially) back.

_________________
Image
Once. Never again.


Top
 Profile  
 
 Post subject: Re: 09 February 2015 - Ninja Update – Responsive Combat
PostPosted: February 18th, 2015, 5:18 pm 
Mithril Member
Offline

Joined: July 10th, 2012, 9:20 am
Posts: 134 us
RS Name: Mr Bistro
RS Status: P2P
I agree, I feel that the aggressive monsters should have remained aggressive. It would have been so fun to be in multi-combat with aggressive monsters at the beginning of the combat release. Now it just feels like they are starting to give it back when it should just be put back altogether.


Top
 Profile  
 
 Post subject: Re: 09 February 2015 - Ninja Update – Responsive Combat
PostPosted: February 18th, 2015, 7:54 pm 
Community Ambassador
Offline

Joined: June 28th, 2011, 1:01 am
Posts: 319 us
RS Name: Lord Rickles
RS Status: P2P
Five minute cool down is just silly. That's literally not long enough. What's the point of aggression if they forget about you in just a few kills? It should have been 20 minutes, if not 30 minutes.


Top
 Profile  
 
 Post subject: Register and login to get these in-post ads to disappear
PostPosted: February 18th, 2015, 7:54 pm 
Community Ambassador

Joined: September 9th, 2004, 1:47am
Posts: 9047
Location: In your web browserz


Top
  
 
 Post subject: Re: 09 February 2015 - Ninja Update – Responsive Combat
PostPosted: February 21st, 2015, 3:30 am 
Chat Moderator
Offline

Joined: March 13th, 2012, 1:52 am
Posts: 242
Location: Australia au
RS Name: Pyrnassius
RS Status: P2P
Aggression time should be longer, but they also need to look at the mechanics of it. I don't understand why a monster on the other side of a room attacks you instead of the closest one. This is very frustrating on my Ironman account when killing fire giants on slayer tasks. I am not impressed by the update, but maybe that's because I am not used to it yet. I had gotten used to the delay and had compensated for it when fighting. Now I always seem to miss the timing when launching threshold abilities. We shall see how it goes.


Top
 Profile  
 
Display posts from previous:  Sort by  

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Jump to: