Hello all,
I'm a returning 5.6b player that was really hyped for Necromancy release, similar to many other players. The recent changes have pretty much divided the community, with some players in favour of the combat XP nerf, and some not in favour of it.
I 've noticed a lack in motivation towards Necromancy (and it's preparation) from my own perspective due to the recent changes, and I wonder what you all think about them as well. You may think it's because of the combat XP nerf, which has significantly slowed down the time taken to reach 200m XP. However, that is not the case, and I personally believe the slower the skill is to train, the better it will be for competition. So, you may be thinking, Dalton what is your issue with the combat XP nerf. Well, allow me to explain below.
Initially we had all planned to do fun and exciting content upon release, such as take on difficult bosses to have fun whilst leveling Necromancy, or take on powerful slayer mobs. It was a perfect balance of splitting the player base into boss instances, and slayer mob dungeons across Gielinor. The recent changes have forced players to focus on one area of combat now, which is solely slayer mobs (or similar type mobs). The issue with this should be immediately obvious, but for those who can't see it, forcing everyone into one direction of combat is inevitably going to lead to overcrowding in specific areas of the game, and all the negatives that are associated with it will come to flourish. Those who experienced the release of Invention will clearly remember the absolute toxic behaviour that occurred at Mazcab Airut mobs (e.g. crashing each other intentionally, flaming each other with abusive language, etc).
Supposedly the bossing route wasn't going to be fun, but do you think watching slayer mobs being killed is going to be any better? What’s actually happened now is it's been turned into an AFK fest with an increased lobby timer. Sounds like great fun, eh?
31-Jul-2023 20:21:33
- Last edited on
31-Jul-2023 20:47:21
by
Daltonn