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Offline RuneScape News

Instanced God Wars & EoC Updates
« on: April 30, 2013, 17:15:39 »
Instanced God Wars & EoC Updates

Instanced God Wars Dungeons (members only)
Ever geared up for a jaunt to the God Wars Dungeon and found yourself competing with other loot-hungry adventurers for your prize? No need to worry about that, with Instanced God Wars Dungeons.

Once you've reached the kill count for your boss of choice, you'll be directed on the minimap to a safe area by an orange arrow. Once within the area, you'll see the door leading to the boss, and clicking on this door gives you a number of options: including entering the non-instanced version of the boss room; starting a new instance in either standard mode or the new hard mode; joining an existing instance; or returning to an existing instance that you've left.

Starting your own instance costs a set amount of gold coins per hour, varying depending on the boss, and anyone entering the instance can top up the time by paying again. You can set a maximum number of participants from 1 to 100 for your instance, as well as a minimum combat level. You can also add a numeric entry key, in case you want to limit the instance to players of your choice. Finally, please note that it's not yet possible to fight Nex in an instance.

Hard mode is for those of you hungry for a real challenge. Any of the God Wars bosses (with the exception of Nex) can be fought in a hard-mode instance, where they'll use the additional tactics and abilities seen in The World Wakes, but with greatly increased stats. Yields of non-rare drops are increased in hard mode, and there's a good chance of getting a new soulstone as well. These count your boss kills, which can be stored up and used in lieu of regular monster kills to gain entry for a future boss run.

New Armour System (free players and members)
All armour has now been assigned one of three types - geared towards offence, defence or versatility - and has had its stats optimised for its purpose.

Tank gear is built for defence, giving you plenty of life points and no major penalties. This type is the most common in the game - including gear such as rune armour, dragonhide armour and spider silk robes, along with higher-end gear such as Player-Owned Ports armour - and is best used in situations where you don't want to take risks, such as boss fights.

Power gear offers a 10% boost to the damage you deal, but with much lower armour rating and life points than you'd find on tank gear of the same level. This type is excellent for Slayer assignments and combat training but dangerous if you're taking big hits, and includes Bandos armour, demon slayer armour, robes of subjugation, and all Nex gear.

Hybrid gear has lower base stats than the other types, but had a big advantage in that it has no style weakness: it's equally effective against melee, ranged and magic. You won't get the high life points you'd get from tank gear, or the big max hits you'd get with a power setup, but you'll be ready for whatever's thrown your way - invaluable in PvP or complex combat minigames. Void Knight and obsidian armour are examples of hybrid gear.

Hit Chance Changes (free players and member)
We've increased the benefits that you combat-related skill levels have on the chance you have to hit your opponents. There's now an accuracy bonus in the related style with each level in Attack, Ranged and Magic, so the accuracy of attacks will increase as you level - all the way up to 99. Defence also benefits from the same contribution, so for every level of Defence you gain you will be granted bonus armour rating.

Put simply, higher levels will now enjoy greater accuracy from their attacks than even before, and those levelling will notice a bigger difference from level to level.

Finally, this update means that potions that boost your combat levels have been given a new lease of life - the increased benefit of levels meaning they're more effective than before. We've also changed how accuracy-boosting Prayers work, so they now use a similar mechanic - granting a bonus equivalent to a level boost in your related combat skill.

For full details of how hit chance is calculated, visit our wiki page

We really hope you have fun getting to grips with these improvements, and that some of the gear you'd perhaps stopped using after EoC will enjoy a new lease of life. As always, your feedback is the most important thing to us when deciding on future combat updates. If there's anything you'd like to see in the future, don't hesitate to let us know on the forums.

Enjoy!

Mod Chris L & Mod Avatar

Discuss this here.

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Runar

Re: Instanced God Wars & EoC Updates
« Reply #1 on: April 30, 2013, 17:29:55 »
Great updates :)

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Offline Cubchoo

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Re: Instanced God Wars & EoC Updates
« Reply #2 on: April 30, 2013, 18:13:41 »
Maybe it's because this is new but the damage changes feel so much worse. It takes so much longer to do a lot of damage at mid level combat.

Which makes me want to say this is yet another update purely designed to make it easier for high levels, whilst making it harder to get to those higher levels for a low to mid levelled player.

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Offline Karli

Re: Instanced God Wars & EoC Updates
« Reply #3 on: April 30, 2013, 18:39:20 »
ty for drygore nerf

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nbates93

Re: Instanced God Wars & EoC Updates
« Reply #4 on: April 30, 2013, 18:52:08 »
Maybe it's because this is new but the damage changes feel so much worse. It takes so much longer to do a lot of damage at mid level combat.

Which makes me want to say this is yet another update purely designed to make it easier for high levels, whilst making it harder to get to those higher levels for a low to mid levelled player.

This did more harm than good all the way around.

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Daggo

Re: Instanced God Wars & EoC Updates
« Reply #5 on: April 30, 2013, 21:19:55 »
It certainly made Glacors easier to kill, I take a fraction of the damage that I used to and never splash at all.

Then again, I don't do much else and I'm not mid-level'd combat so I can't say much about that. But I didn't notice a difference while dungeoneering.

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Offline Minin Cape T

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Re: Instanced God Wars & EoC Updates
« Reply #6 on: April 30, 2013, 21:23:39 »
The only combat i did since was troll invasion with c maul and bcp and void everything else. I wasn't on curses and i still finished it in 6 minutes for the hard wave. I used piety, ovl and titan with no ss and i ate twice. Seems the same tbh. Or i just haven't done combat enough.  The monsters were low level

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nbates93

Re: Instanced God Wars & EoC Updates
« Reply #7 on: April 30, 2013, 23:14:23 »
Its more noticable when fighting harder monsters and as for mage, im hearing its doing well now

Also for a good laugh, look at the prayer bonus on white boots. LMAO

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Water Tablet

Re: Instanced God Wars & EoC Updates
« Reply #8 on: May 01, 2013, 05:44:50 »
This exp per hour is great, I got 90k+ hr from deadly red spiders and im pure f2p :D
Used to be like 35k -_-

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LunarCanidae

Re: Instanced God Wars & EoC Updates
« Reply #9 on: May 01, 2013, 11:19:59 »
white boots deffo worth it now trololol ;)

its kind of a mixed bag that im hearing overall on this update.
but i dont pvm so i dont really have a stance atm :P

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Offline Alan

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Re: Instanced God Wars & EoC Updates
« Reply #10 on: May 01, 2013, 14:07:37 »
It certainly made Glacors easier to kill, I take a fraction of the damage that I used to and never splash at all.

Then again, I don't do much else and I'm not mid-level'd combat so I can't say much about that. But I didn't notice a difference while dungeoneering.

There is actually a little change in Dungeoneering, I've noticed now (even with p2h + turm)  it is very difficult, if not almost impossible to hit high-level (178+) mages with melee. On the other hand, range seems to tear through them even more effectively now.

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Runar

Re: Instanced God Wars & EoC Updates
« Reply #11 on: May 01, 2013, 14:12:47 »
Tbh, I Don't see why low level cbers say it's bad.

It gets harder to level up. Making the reward of the work even better, plus everyone was saying the combat in eoc was too easy, now they got challenges and won't accept them. :s

I don't have much experience with EoC combat but I know it was way faster, and I like when Jagex try to alter it to make it a bit harder and more challenging to PvM and stuff.

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nbates93

Re: Instanced God Wars & EoC Updates
« Reply #12 on: May 01, 2013, 14:19:49 »
It certainly made Glacors easier to kill, I take a fraction of the damage that I used to and never splash at all.

Then again, I don't do much else and I'm not mid-level'd combat so I can't say much about that. But I didn't notice a difference while dungeoneering.

There is actually a little change in Dungeoneering, I've noticed now (even with p2h + turm)  it is very difficult, if not almost impossible to hit high-level (178+) mages with melee. On the other hand, range seems to tear through them even more effectively now.

Also with this, on small floors it doesnt make a difference, mediums either if you use hexhunter w/ defence abilities... But on larges the almost half reduction in stats on all gear stats defencive and offensive alike really show through. Youre not going to be able to 'tank' effectively as well as you could before. What used to bounce off will now cut clean through whatever youre wearing.

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Offline healer

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Re: Instanced God Wars & EoC Updates
« Reply #13 on: May 01, 2013, 14:30:27 »
Changes to the EoC - Information and Opinion

I really liked Lee's video about this.

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nbates93

Re: Instanced God Wars & EoC Updates
« Reply #14 on: May 01, 2013, 16:23:09 »
Changes to the EoC - Information and Opinion

I really liked Lee's video about this.

Some stuff needing correction from this video:
•white boots don't actually have +75 prayer its simply a mistype. It doesn't truly slow down prayer drain at all.
•barrows armour-he said akrisaes is tank gear. THIS IS FALSE. It is Hybrid Mage/Melee gear so it will lose Hp boost and give a little bit more defense vs. ranged and melee.
•Port gears- he stated they weren't really changed. THIS IS FALSE. Their defensive stats were cut in half.
•Magic- Magic was commonly complained about being overly underpowered when put against equivalent lvl 80 gear. Due to this Jagex tried to buff up magic to match across and as normal overshot it. Currently magic will be much faster to train but I have a feeling this will change in the next update as it is over powered at the moment. IF ANYONE NEEDS TO TRAIN MAGIC OR DEFENCE I HIGHLY RECOMMEND DOING SO NOW BEFORE THIS IS FIXED.


That's the major stuff that stood out about this for me that I wanted to touch on. Part of me is really glad I am stuck in castle wars until June so that they can have time to fix what they've broken/"overfixed".

 

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