helpsloan: i don't think necro really is problematic where its at, i think it really just highlights the glaring flaw with the other category's progression being so exponential and weighted towards the top end of progression, compared to necros dps upgrades which are more evenly spread throughout the skill
JoFo-cl6ro: I have a 4-month old ironman account and, after playing again from scratch, it's pretty easy to see why Necro is better, and how to address this. The reason is because necromancy gear is unlocked through skills, not combat.
For example, to upgrade magic (on iron), you get Lunar armor from a quest, work your way to sunspear, then you either kill ganodermic creatures for tank gear or krill for power, then helwyr for the cywirs and Seren core armor.
Necromancy, however, is gated behind skilling. In order to get all of your gear, you have to make it. You need smithing for the weapons, and crafting (the real ironman hurdle) for the armor. You might not need to spend a ton of time doing bosses, but you do need to spend a ton of time levelling up. I wasn't able to get T-80 armor until the same time I unlocked Prif (since both need 75 crafting). Necro gear progression feels easy on established accounts because people already have the levels to make the gear.
This brings me to the glaring issue with the other styles: you can't make powerful gear. Necro gear can be augmented from level 70, and nothing else comes close. If the other styles had augmentable gear that could be made through skilling from level 70 onwards, it would really bridge the gap between the styles.
miniqbein6141: i think a reason the other styles hit lower with equivalent gear or have lower accuracy is the level differene between necro and others.
Necro t90 weapons are no different from the other weapons, but 21 levels gives an extra 13% accuracy which dramatically affects dps most places.
I am a newer player and to be honest gear progression felt weird before necro too, everything is too complex, the crafting and runecrafting/fletching and smithing skills dont seem to matter at all (until necro)
theres a fundamental anti-new player setting to alot of the game, its all based around 300 different bosses with different unlocks that makes it hard to know what to do.
necro is deffo the best thing that ever happened to pvm in this game, it made it approachable for people without 10 years of experience
itsyaboidragon: The first fix would be moving all other styles to 120 and adjusting base power from there.
Next would be continuity with weapon design at level t95. Passives and specs or just one or the other. Figure it out and stick to it.
The next step I would look at is probably trying to re-tier and classify gear. But too much dev time so GG.
superiortorta4208: A solution I've been thinking that could work, atleast for melee is making the mining and smithing armours and weapons augmentable, Orikalkum t60 -Primal T90, but in order to make them augmentable, it would require you to have the necessary smithing level to do so and it becomes untradeable.
Orikalkum augmentable at level 60 smithing
Necronium 70 smithing
Banite 80 smithing
Elder Rune 90 smithing
Primal 100 smithing
I think they already have a solution available in front of them, but they are so adamant on only making necro progression good while the others rot away
johnbalkin8223: Necromancy is a 6th Age skill and the 6th Age is know for removing all sense of progression.
If you play in Age order, Nerco progression feels very much earned as you start the combat style in the endgame.
mwithz: I do agree partially. Rasial is definitely easier than its counterparts of where you get T95s much more easier for its style but the problem from what I've seen is that you need to unlock a lot of stuff to keep up the upkeep if your chasing the stuff there if your an Ironman. For maxed main folks who have access to a lot more resources, its significantly easier since you have all the Overloads, buyables that can take on the boss. (Seen way too many Ironmans who try to take this on but get wiped by Rasial).
I disagree that its not Item progression but rather ability progression for the other styles. So many amazing abilities for the original combat triangle are all unlocked at the endgame rather than the mid game. Its like a Parabola where that only endgame PvE is so good for the other styles. They need some of the bigger ability unlocks at a lower level since this would match that mid game progression that Necromancy has that the other styles don't.
There are some gear items that are definitely in a weird spot but its the abilities that really need to be looked at, especially if people were to actually utilize manual instead of revolution always since right now the mid game lets everything be revo barred since most casuals dont even know how abilities work and just copy other folks.
playnwinplayer: I think RS3 (and honestly most MMOs) has always struggled to give a meaningful experience to both no-lifes and casuals. I think historically RS3 has focused on the more dedicated group, with most of the bosses expecting you to be there for dozens of hours to get a drop. But for a casual PvMer, that's a crazy barrier of entry. If RS3 isn't your only game, that could be weeks grinding a single boss for that one item.
But Necromancy gives an option to the casual crowd to still be able to experience that content. It gets you to a T90 tank gear set up which is fairly viable, with a reasonable barrier to T90 Power gear. Does it get to the same level as other tiers much quicker and easier? Sure. But does it allow players new to PvM or casual PvMers to enjoy new content releases like Sanctum of Rebirth? Definitely.
Just from personal experience, I was stuck in GWD2 when Necro released, and since then I've been able to do a ton more bosses. Part of that is definitely the defense/sustain Necro gives, but it's also made me better as a PvMer. I could probably take my Melee or Ranged and go do harder content than I used to, but I've always really liked the build stacks/spend stacks MMO styles, so I'll probably stick with Necro.
greapper1: spending 2.6 billion for the bow of the last guardian, 1.5 billion for elite dracolith, billion for greater ricochet, etc or just spend1 billion for all tier 95 necro gear
mygtavideos3955: Necromancy has screwed the game. Even if they back fill the other combat styles to 120 the damage is done. Nearly all pvm content prior to Necro release is totally irrelevant. The latest DG release with T95 magic weapons and the Shard upgrade has only doubled down on the problems as they are so easily available.
I think the combat changes they did with hit chance was good but the other side of it - critical hits and adrenaline refunds is just straight up bad.
Baggedgreens2: I made an Ironman recently and refuse to level up Necro just cause I don’t want the game handing me the progression.
Sep 17 2024