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Necromancy- Elite or not?

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Dilbert2001
Jun Member 2006

Dilbert2001

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Pulseironic said :
Dilbert2001 said :
LordBoogely said :
It has to be a elite skill, it makes sense for it too. If people can't be bothered to work towards goals runescape isn't for them in the long run.


Please tell us why didn't we have elite skills in RSC and RS2 then.
we did have quests locking three skills. never complete druid ritual, rune mysteries, or wolf whistle and you never get to train herb, rc, or summoning.


Since when were Herblore, RC and Summoning ELITE SKILLs?

Necromancy also requires a miniquest, and it is as "elite" a skill as Herblore, RC and Summoning perhaps, but it is not going to be an elite skill that will require a lot of skills at high level.

Druidic Ritual, Rune Mysteries and Wolf Whistle all have no skill requirements.

06-Jan-2023 01:32:47 - Last edited on 06-Jan-2023 01:51:28 by Dilbert2001

Milly Corvus
Dec Member 2020

Milly Corvus

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Isn't this thread kind of moot? The Necromancy skill was confirmed in the reveal stream to be "Accessible in a way similar to Arch," as in it's accessible to everyone from the get-go, but other components will have unlock requirements such as quests. Timestamp is roughly 1:43:30 https://www.twitch.tv/videos/1678022401

It makes me a little sad because I liked the Elite skill idea, but I also understand that new skills are a large draw for new players and many would be upset to find they need to spend a considerable time investment before reaching the skill they joined to try.

08-Jan-2023 01:18:39

Dilbert2001
Jun Member 2006

Dilbert2001

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Milly Corvus said :
Isn't this thread kind of moot? The Necromancy skill was confirmed in the reveal stream to be "Accessible in a way similar to Arch," as in it's accessible to everyone from the get-go, but other components will have unlock requirements such as quests. Timestamp is roughly 1:43:30 https://www.twitch.tv/videos/1678022401

It makes me a little sad because I liked the Elite skill idea, but I also understand that new skills are a large draw for new players and many would be upset to find they need to spend a considerable time investment before reaching the skill they joined to try.


It is the company direction if you have heard Mods Jack, Markos and Kieran talked about making content like FSW for new and returning players.

We have a lot of "elite" content such as POP, The Arc etc already. Low level players can access the less significant content and high leve have elite level content for them. No need to specifically make "elite" POP.

08-Jan-2023 03:58:23

Rikornak
Oct Member 2013

Rikornak

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Pulseironic said :
Rikornak said :
Mr Brushie said :
Why shouldn't it be an elite skill? I mean, Necromancy...

Sounds like it'd be quite involved.


It's involved early into the new storyline (I'll assume it will start again at 50something), so it's extremely unfeasible to assume players will have multiple level 80 skills available.

CaptKoloth said :
Interesting. I was wondering the same thing. It could be a restoration of a skill that was in Classic. Didn't Classic have some weird prayer skill? It eventually just merged with another skill. It was just like the first year of the game.


Evil and Good magics basically were something comparable to our spellbooks nowadays (just as skills, unlocking spells independently from one another), which both had combat and utility spells and buffs (which then evolved into prayers).

RSC also had had proposed some kind of summoning system (it never came to be and wasn't tackled by RS2 later), which is more comparable to thralls in OS (perfectly possible they just finished that proposal) than our actual summoning - you create a creature for a short time via some spell, which assists you with fighting.
small correction, divination and beyond are the RS3 skills, runecrafting to dungeoneering are the RS2 skills. so summoning WAS tackled by RS2.


The original summoning concept (the one from RSC) never was tackled by RS2 - they went with something entirely new. OS basically did something based on that with their necromancy spellbook.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

05-Feb-2023 06:51:57

Dilbert2001
Jun Member 2006

Dilbert2001

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We know the new skill doesn't have many requirements (actually virtually none other than an introductory miniquest) like in the other skills like Archaeology. However, like Archaeology, I think the most important and influential updates will be focused on players with "elite" progression in the game.

05-Feb-2023 16:57:07

Genuisdragon
Feb Member 2022

Genuisdragon

Posts: 234 Silver Posts by user Forum Profile RuneMetrics Profile
The J-mods already confirmed it won't be an elite skill. They want everyone to enjoy it as much as possible right away on release day. I feel like they are done with elite skills as they don't really attract as many new players and returning players as a normal skill would. The question is what type of skill will it be (artisans, gathering, support, or combat). I doubt it would be combat as that'll bring so much change to the combat system that it would to much of risk.

05-Feb-2023 20:32:36

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08-Feb-2023 01:26:11

Kat Stryke

Kat Stryke

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It is good that Necromancy won't be an elite skill. That would've been a disappointment.

I suspect this will be a P2P skill, with a level 20 skill cap for F2P, like Archaeology. However, if it will be an F2P skill I will be pleasantly surprised.

As for the applications of Necromancy, I am hoping there will be several of them.

Combat is certainly one possibility, as we learn to create skeletons, zombies, and maybe other types of undead creatures to fight by our sides, similar to how Summoning works. Perhaps for skillers, undead workers could be created to assist with Mining, Smithing, Woodcutting, Fishing, and the rest.

Necromancy could also function as a support skill, allowing us to speak with the dead. Contacting a deceased NPC could be a way for us to gather information, uncover lore, and be a way for us to embark upon a new quest. Imagine a powerful, unknown demon returns to wreck havoc on Gielinor, and we have to contact a long-dead warrior to learn more about this demon, and how to defeat it.

There could be an artisan aspect to Necromancy, as we learn to craft new items to boost our Prayer, recover Prayer Points, or take control of undead creatures we did not create (forcing them to serve us, or flee from us in combat). Maybe we could craft items to enhance other aspects of Necromancy. How about making armor and weapons more effective against undead foes? Maybe an item allowing a greater chance of contacting the dead, or granting the ability to contact more powerful or more knowledgeable spirits?

I suppose it could even be a gathering skill, giving 1 XP in Necromancy for every pile of bones we pick up. :P

Hopefully, we will learn more about the new skill soon - and it doesn't disappoint.
I've been putting out fire with gasoline! ^_^

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16-Feb-2023 20:32:23 - Last edited on 16-Feb-2023 20:37:48 by Kat Stryke

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