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Ritual disturbance xp nerf

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Dinitroll
Dec Member 2020

Dinitroll

Posts: 918 Gold Posts by user Forum Profile RuneMetrics Profile
They had all that dev time to playtest potential XP per hour, and only think it's now time to nerf the XP, 2+ weeks after release? Heck, they even let a bunch of players that are their favorite players even come over and play test the skill a bit and allow them to gain an unfair advantage over us and now they all are 120 Necromancy and/or even 200M that have absolutely no life at all and only now they are thinking in nuking ritual disturbence xp to the ground. I'm going to laugh out loud whenever you guys do another of these Mental Health Awareness events in the future.

How were these XP rates ok in development, and not OK now? Did anyone run multiplier/attraction glyphs and interact with all ritual interruptions? Can some J-mod tell me? Because it seems they didn't bother at all and only care for a few select players truly maxing out this skill and now that those bunch of NEETs (acronym for "Not in Education, Employment, or Training) have truly maxed out this skill, it's time to nuke the actual engagement with the skill to the ground and let become Necromancy yet another watch movies/anime/whatever skill. My backlog of watching stuff for the past two weeks has increased by alot since the release of Necromancy, so you may feel proud of that at least.

According to Jagex AFK'ing Armoured phantoms with a Platypus is less harmfull to this game then active doing these rituals and engaging with the game. Why? I have no idea. Jagex's logic always been a hot mess and it shows. Another early-bird special turned into "good luck everybody else".

Active engagement with the game always should be better xp compaired towards AFK stuff, not the other way around.

24-Aug-2023 15:57:18

Necrotising
Feb Member 2019

Necrotising

Posts: 105 Iron Posts by user Forum Profile RuneMetrics Profile
Dinitroll said :
now that those bunch of NEETs (acronym for "Not in Education, Employment, or Training) have truly maxed out this skill,.


you can afk bound skeletons/abyssal beasts for 600k /800k xp per hour, do it on your mobile, and you could have 99 in a week of playing an hour a day, after the first week of getting everything set up

stop trying to make out that a person needs to be economically inactive to play, maybe your just not very good at runescape

24-Aug-2023 16:31:51

Singularity
Aug Member 2023

Singularity

Posts: 97,457 Emerald Posts by user Forum Profile RuneMetrics Profile
It is a little strange that they've suddenly decided it needs to be nerfed. It didn't take very long to discover rituals were the best XP in the game. Jagex were definitely aware. It should've been nerfed immediately if there was really an issue with the ritual XP rates. .

24-Aug-2023 17:38:52

JDavidCo
Sep Member 2020

JDavidCo

Posts: 15 Bronze Posts by user Forum Profile RuneMetrics Profile
I honestly can't understand this. People go on about rituals being high xp/hr, but that does not take into account all of the preparation time that goes into making those rituals possible in the first place. You have to produce necroplasms of various tiers, gather ash, make various inks, set up glyphs and candles, even boost with pots (107 for attraction 3 glyph), not to mention use attraction glyphs which have an opportunity cost of not using multiply instead to get this experience. All this prep time means that the actual XP/hr is likely a lot lower unless you open your wallet and buy the stuff. Finally, this is anything but AFK, you have to be at the keyboard all the time, and there are events that can be screwed up if you don't pay attention. I should also point out that rituals in their current state are a pain in the neck before level 90.

Jagex, by all that is holy, leave ritual xp alone. When people can go afk armoured phantoms with platypus and every server is camped with people doing so, along with other necro combat levelling spots, it hurts other people trying to level necromancy. Nerfing ritual xp will only drive up the competition for necro combat xp spots, which already has a ridiculous amount of players camping it. While you're at it, considering making areas like the crypt north of Fort Forinthry instanced so people can farm Armoured Phantoms in peace.

24-Aug-2023 17:41:54 - Last edited on 24-Aug-2023 17:42:50 by JDavidCo

ELITE STACK
Mar Member 2014

ELITE STACK

Posts: 8,082 Rune Posts by user Forum Profile RuneMetrics Profile
The reason so many people are getting 99/120 200m necro is because alot of people are training the skill. Its not really about the xp rates otherwise we woulda seen 1k+ people with 200m invention in the first 2 weeks i was rank 120 in invention after like 50 days. I need my blue charms back.

25-Aug-2023 02:16:37

Chef Labs
Jul Member 2023

Chef Labs

Posts: 2,514 Adamant Posts by user Forum Profile RuneMetrics Profile
Please leave ritual xp rates alone. It was stated that it's "for the long term health of the skill," yet it was not thought of during the months of development, closed beta testing, and nearly a month of live gameplay.

Players should be rewarded for having to prep for something and having to pay attention to the screen every second of gameplay. You can get 1.5m xp/hr afking at abyssals. Why WOULDN'T having to pay attention at rituals grant you a higher xp rate? Nerfing the rate makes zero sense. Please leave it alone. Listen to your audience. Your customers. No one who plays the game wants this.
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25-Aug-2023 04:42:09 - Last edited on 25-Aug-2023 04:42:49 by Chef Labs

Oci
Oct Member 2020

Oci

Posts: 3,549 Adamant Posts by user Forum Profile RuneMetrics Profile
Putting aside the issue of whether the nerf is appropriate, some other suggestions rather than bluntly cutting the xp rate they could consider:

1) Give each event equal weight, regardless of your attraction percentage. Higher attraction seems to favor higher tier events that give more xp, even beyond 500%. Giving each equal weight encourages the use of other glyphs for training and will create an exponentially decreasing benefit to higher attraction. Xp/event would not need to be touched.

2) (As they proposed in the recent news post) Rebalance the xp distribution for rituals and random events. This may include making random events slightly less common.

In the newspost it was indicated that rituals were intended to be high effort/engagement and cost ways to train. However unless that effort and cost is matched by experience rates, why would anyone choose this route? There are numerous methods out there that can achieve over 1M xp/hr (without the platypus bug) with little to no input. What rate of experience rate is being targeted for rituals then?

25-Aug-2023 16:35:43

Dilbert2001
Jun Member 2006

Dilbert2001

Posts: 30,176 Sapphire Posts by user Forum Profile RuneMetrics Profile
ELITE STACK said :
Dilbert2001 said :
Necromancy is a combat skill, it makes more sense Jagex want more players to train it through the combat way.



Summoning and pray are combat skills you get xp from skilling.


Are we still getting xp from skilling with Necromancy now and after the xp rebalance later?

Perhaps I should make it clearer to write Necromancy is a combat skill style just like Magic, Mage and Ranged where we should get most xp from combat.

25-Aug-2023 20:23:46

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