10. New animations
Particles and more particles, the badass-yet-stylish look of two chaotic rapiers equipped at once, and animations that look like they came straight out of the hidden folder in the Jagex dungeon titled "Skillcape emote concepts". This seriously puts RuneScape right in line with combat graphics much like Mortal Kombat's (eh, not much of a gamer outside of the 'Scape, hope that was a good comparison). The current animations, or moreover the ones in place before these, are nostalgic, but I'll take the eye candy and the XP for using the new abilities for a change and a new direction in the game.
Long gone are the days of click-and-kill with this update, you're going to have to know your keyboard too! What makes this part of the update even better is that Mod Rathe is working on making them programmable by the time the update goes live in a few months, so you can map them just like you do in other games, so no more pressing WASD on RuneScape after long games of TF2. Just drag anything you need- prayers, food, potions, fletching supplies, whatever- and press a button to work with it!
8. Dungeoneering Rings
This is a particularly interesting update within Dungeoneering as the current rings give very desirable bonuses as it is and maybe upgrading all the way to tier 10 will give a much greater bonus than before with the new system. By the look of the Jagex posts on the Forums though, it might just be a tweak rather than a complete rework. I imagine there will be a ring setting designed to help you regain adrenaline while using a _____ weapon, higher life point bonuses by tier while wearing _____ armour, and so on. Watch for the Ranged and Magic ring classes, though- those will need a rework of sorts.
7. The New Combat Level System
I'm figuring to be level 166 by this new system, but I didn't think this would be one of the parts of the game that would change with the combat beta. While at first it didn't make much sense on why Prayer, Summoning, and Constitution were removed from the combat equation, I became pretty quickly accustomed to it! Your base Constitution level won't make much of a difference now because of the lifepoints pool given by high-level armours, Summoning isn't the most useful thing in combat at the moment, and Prayer... well, we could always go back to the days when the combat level was displayed as 126+12 wherever you went, although now it'd probably be 200+99 or some tomfoolery like that. I recently had a discussion where someone asked about a one-on-one battle between a player with 99 Attack, 1 Strength, 99 Defence, 10 Constitution, 1 Ranged, 1 Magic, 1 Prayer, and 1 Summoning giving 200 combat versus someone with 99 Attack, Strength, Defence, Constitution, Ranged, Magic, Prayer, and Summoning giving 200 combat... who would win? In the new system, that could theoretically lead to a fair fight! As the Attack skill now gives more abilities to those using one-handed weapons, and the Defence skill gives you access to the best shields and armours in the game, the most game-changing abilities, and a huge pool of lifepoints, you could be well off against any end of the combat triangle with just two 99s. DPS might be lower for the player, but they could make up for that Likewise, the maxed combat player would have the same abilities and some extra help from Prayer and Summoning, so it would have the potential to be a fair fight. Another thing to be excited about is the fact that NPCs and players will be on the same system together, so the Ferret of Doom in the Dungeoneering sagas can kiss goodbye to level 9001.
6. Overloads and Extremes in the Wilderness
Huge one for all of the PvP-ers out there with high level Herblore! I'd bet you'd feel like a supreme champion in the Crucible if you went out into the wilderness and wreaked havoc on players just because you had the upper hand in Herblore! This almost redefines the benefit of a support skill in RuneScape PvP, and we thought Dungeoneering had already done that!
5. The Evolution of the Special Attack
While it sounds basic enough, (no pun intended) adrenaline is like the new special attack that you recharge by using basic abilities until you have enough of it to use threshold and ultimate abilities. Sounds pretty good, but I'm going to be looking out for this one to find alternate ways to fill up your adrenaline bar faster. What's going to happen of the 1,000 Restore Special potions I made during the last Bonus XP Weekend? What use is there for the Inspiration aura now? Will it double the recharging of your basic abilities? Watch this space closely, folks- this "adrenaline" brings a lot of change with it.
4. Ranged and Magic Reworks
The beta packs a lot of punch for these two skills, bringing new armour, new weapons, and lots of abilities to play with to the formerly neglected skills. These skills are a pain to train because they cost more on a regular basis than melee itself. On top of the costs of good armour and weapons, you're required to buy ammo in the form of arrows, bolts, or runes to train the skills. In an effort to encourage players to use abilities rather than click-and-kill a target, only regular spells and Ranged attacks cost runes and ammo, not abilities. Even spells have reduced costs now though, Air Surge will only require air runes now! The best part about this is that you can use your abilities on any spellbook, even Lunar! Ancients and abilities... now that's deadly! Ranged will be getting two-handed crossbows and shield-bows for Ranged tanks, which makes up for the lack of good low to mid-level shields for rangers in-game. Jagex can accomplish something great here- balancing the combat triangle without nerfing melee!
3. Dual Wielding and Weapon Stat Buffs
There's a lot of potential for quick damage and even fast combat XP in two abyssal whips, chaotic rapiers, scimitars, or even two double poisoned dragon daggers! Sacrificing defence for 50% more damage in the offhand slot is quite enticing, and you could always keep some defensive abilities in your actionbar. Weapons like the Saradomin Sword are due to receive large stat buffs, and godswords will get some as well to make up for the loss of their special attack. Jagex will have to be more careful handing out stat buffs to one-handed weapons, because it only makes sense for their off-hand versions to have the same stats as the normal version.
Slayer will be indirectly receiving an update to its XP rates, as although Slayer XP will still be given to a monster if you're on task, combat XP will not be awarded for killing a monster 30 levels below you (50 for higher combat levels until more monsters are released in the future). However, the actual explanation is a tad confusing, and Mod Rathe said it won't even necessarily be based on overall combat level! It'll be based on the skill that you're attacking with, and you can still get a reduced amount of XP if attacking with a style over 30/50 levels above that of the monster's. The full explanation, a post a little too long to get into detail with right now, is available here.
1. The Actionbar
The first time I heard about this, as I said earlier, I had my doubts, and I could almost even say "Welcome to WOWScape" like everyone else was. Since it was such a gamechanging update, however, I had no choice but to follow the development of the beta, and the things you can do with this actionbar in RuneScape are actually really cool! I'll be honest though, I've never played a game with an actionbar, (Uh, wait, Arcanists counts, right?) so this will probably take the whole beta period to get used to! I'll welcome it with open arms though, and laugh at myself as I try to type with it but end up taking a precious sip of a Saradomin Brew by accident. This is probably what's going to need to most tweaking before it's really for the live game, but these are all things I can live with, and that's a good thing. How the times change...
|Happy update day everyone!|