most broken thing about necro is the ease of access and progression in terms of unlocks. Where are the codexes, niche gear slots, addons, spec weps that all these other styles need to even come close. Means that if you're an iron you kinda just go through a backlog of bosses after camping rasial (the one boss that drops literally everything of merit for the cb style), and just fill them out without ever using them or feeling like you're climbing the gear ladder
I agree. Also necro doesnt even make the other combat styles irrelevant, you need to train other styles to even upgrade necromancy. How are you gonna get your t70 upgrade without lvl 70 ranged or strength? You need to kill nex for kili knowledge. Tank path you need gwd2 requirements. Ranged ends up doing the most damage late game, and alot of the times people use necro to farm gear for ranged and meele anyways.
I didn't want to be too combative with this video, but I think the vast majority of the "Necromancy is Overpowered!" is fueled by people who are made that other people can do content that only they could do before. There are a lot of people who feel like their accomplishments are devalued because players that they feel are worse than them are able to participate in that content which is understandable, but also incredibly self-centered. It's obvious that this is true because the vast majority of the complaints are that Necro is too easy, not that the thing it's doing is broken, but that it gets to do the other stuff easier.
It's pretty telling how a lot of the discussion about older styles not measuring up is not that the values are undertuned, it's that the older styles were built on exploits and glitches that you have to do to keep up, and necro doesn't need any of that. For better and not for worse necro has healed decades of elitist pvmers fucking up the game for everyone else.
Quite honestly its 2024. Necro has displayed what runescape devs can do with every style. If The devs decide to do nothing thats on them, but i believe necro has set the standard.
Necromancy is like their business tactic that makes people who have less patient to play more PVM related, also the splash hit removal. Glad they released it or i wouldnt come back playing this game back in Q3 2023
The thing about Necro that really annoys me is the nonchalance with which it goes about killing things. The primary offender, as you say, is the ghost. I watched a ‘low effort’ ED1 guide a few months ago and the guy either camped soul split or just left a protection prayer on the whole time. Especially at Masuta, he just camped mage pray in p2. That flabbergasted me. Here I was, spending hours practicing soul split flicking at Masuta with melee and getting absolutely wrecked by the mage hits because they’re basically instant when you’re in melee distance. Meanwhile, a guy with Necro basically afks the same boss with almost no detriment to kill times. If the ghost had any opportunity cost, it would be easier to accept-like the vamp scrim: if you use it, you can’t use a grim or any other pocket slot item, and that’s a significant DPS loss. But there’s literally no downside to the ghost’s passive healing. Add to this the fact that the conjures do a good portion of your damage passively, there are fewer abilities to use and keep track of, there’s no need for a crit buff, etc., and you have a combat style that offers a casual, unbothered experience when compared to the others. Now, your point is well taken, regarding the two sides of difficulty. It is true that Necro will need to deal with more boss mechanics because it doesn’t do enough damage to skip them. This means people using Necro will need more skill in dealing with the boss, whereas people using range/melee will need more skill in doing their rotation. But I think this is more an issue of overall game design than an issue of balance between styles. The combat beta changed the other styles in a way that made a lot of bosses super underpowered and irrelevant. Mechanic skips at Zamorak, Raksha, Kerapac, BSD, etc., became far easier and in many cases standard. And when you skip a boss’ mechanics, you turn that boss into a DPS dummy just like Kril. My view on this is that Necro is not overpowered only because the other styles (especially Range and somewhat melee) are too overpowered. However, once new, difficult end game bosses come out that have too much health and defence to skip mechanics, Necro will once again become the best option. Necro has an easier time dealing with boss mechanics than the other skills, and once every style is put on an even playing field when it comes to dealing with mechanics, the other styles will struggle more.
I think you make a lot of really good points, I would summarize it as Necromancy is "broken" while the other styles are "overpowered." The thing the other styles are doing is otherwise balanced, it just needs number adjustments to either bosses (hp up) or to the styles themselves (damage down in the case of ranged, melee is probably fine). However, Necromancy invalidating certain aspects of bossing is problematic for future design. Being able to infinitely tank a bunch of bosses through dodge chance/natural sustain means that few bosses can ever kill you, so it doesn't actually matter that Necro does meaningfully less damage, it's fundamentally playing a different game.
@@raphtheboygenius sadly it doesn't feel like rs and rs combat only hard to get into bcuz jagex makes it like that. just bring back shield switches and we'll watch necro struggle in dmg once they lock abilities to not being able to use with shield etc like it used to be.
I think necro is a great thing for progression, it can help you unlock weapons/abilties for other classes and also get you a jump start into pvm. A week or two on a new account can get you bossing with your friends with t70/80 necro.
A lot of my issues with Necromancy just turn out to be issues that Necro has revealed for the other styles. From an ironman perspective, ability codices as drops is a big issue in progression vs Necro. Why would you choose Melee as your main style when the best abilities are locked behind RNG? FroggieGames made a good suggestion in one of his videos that the codices should be combined so you can choose which ability to unlock. At least you can then focus your style at Raksha, only need 3 codices at ED2 for Melee, and will never be in a situation where you need Greater Barge from BSD for example. At that point they could just make it so BSD has higher drop rate to encourage dungeon completion. Something I want to see is craftable tank armour for the other styles with similar bonuses that Necro tank gear has. I really hate the way they went with melee being glass cannon at the high end. I would love a Berserk alternative that doesn't increase damage taken. I'm thinking a really strong version of a bleed ultimate like Massacre but either longer lasting or stronger (or both tbh) that shares Berserk's cooldown so you could go a more tanky but consistent damage route. More build diversity really! I've been doing some afk bossing lately (mainly NM Kerapac) with Eclipsed Soul + Necro and it's actually pretty good due to the inherent sustain from ghost & the tank armour's hp boost meaning Eclipsed Soul gives more healing overall. Something to note is each soul in Volley of Souls has it's own chance to crit which helps upkeep the healing from ES.
The thing with necro I dislike alot is how it took away the value of achieving 4k telos as cheesing it with necro barly needs skill.. people that could not pvm now have a easy way of getting in pvm is fine. But number wise necro still loses to a good ranger/mager/meler
This was such a good take on the necromancy situation. So many people think it’s the powerhouse style that makes all other styles redundant. From the early development stages of necromancy it was heavily instated that this skill is getting created to help people get into CB. The skill level started to get so high people simply got scared to even try PVM. Yes it has its flaws, but it’s been a very long time since the player base was so PVM active. People will pick faults in everything, but take the positive… PVM is drastically more active now compared to being essentially skill locked out of PVM.
Not to mention some people don't have the connection quality or proper equipment to PVM at all. They were completely gatekept out of an entire third of the game just because their only way to play was using data on their cellular device.
I think it’s very boring, going to the next step of range or mage or melee is something ppl defo should do and work towards as it’s a lot of fun. I recently got my mage and melee gear and I’m learning how to hybrid which js a lot of fun and rewarding. (Tho I still love necro hm zuk)
Talk to people who used to only skill and now can solo raksha using bis necro. See how much they struggled/still struggling to do kills. I'm one of those people. I spent months learning to pvm and still a noob at it. Different brains I guess
Necromancy is the best at everything. It's got the best damage, the best tanking, passive healing, easily accessible high-level gear, and the best AOE thanks to Threads of Fate. I think of it as the elite Combat skill, like how Invention is the elite Artisan skill and Archeology is the elite Gathering skill. The only problem is that Necromancy isn't locked behind other skills the way Invention is. To a new player, there's no reason to level up any other combat skill.
Maybe watch the video before commenting. Necromancy definitely doesn’t have the best damage. It did prior to the combat changes, but that was months ago now.
Necro has the lowest damage currently (it could be argued that low-rolling on magic is lower damage, but that's semantics IMO, they're bottom 2), and its AOE isn't even better than Magic. The fastest kill times before Shard of Genesis Essence were with magic by 15 seconds. It wouldn't surprise me if, with the t95s, Magic could get a sub 13 Zuk very easily (using Greater Chain + T95 weapon spec 1 hits every mob your Greater Chain hits for 2 ability casts). To be clear, I think there are systematic issues with Necromancy, but damage is not one of them. It is bottom-tier damage (which, to be clear, is very good).
Necromancy is 100% terrible for the game so long as the other styles stay as they are. An entire year of just running Necro is getting very dull given the other three styles are awful to use in comparison.
Jagex probably: "I don't think our combat styles have overloaded kits" I don't know the numbers but I assume your argument bases off of BIS gear comparison. Considering the price of gear compared to other styles and the effort it takes to deal damage with the other three styles it does indeed look OP to me. You could argue that is is rather unbalaced then OP but, as you said, it is problematic. Comparing the natural progression of getting split soul vs. buying an ECB and EOF, it is crazy to me that this combat style is allowed to have that. Additionally, increasing damage from bosses doesn't just make necro harder or balance it out a bit more, but it also punishes the other styles. Especially if you don't have BIS gear and can't just skip every mechanic. As others already said and so did you, the damage is not the problem, the kit is --> k'sante basically
Necro also having by far the smoothest progression also means that it is significantly easier to reach end-game in terms of time investment compared to the other styles. I would consider this more of a systematic issue rather than power-balance issue, but it is something that feels weird. It wouldn't surprise me if, in a year or two, we got another combat beta that's EOC 2.0 with every style getting major reworks to their complexity and usability. It feels really bad that Melee has like 20 abilities that all say "do damage and some other thing that doesn't matter" and you have to figure out which order to use them in, and if you don't figure out the exact right order, you're doing 20% less damage than someone who did.
remove the other 3 combat styles. they dont need fixing, they need removing. they arent fun but necro is. people think necro is better because tis actually enjoyable
It wouldn't surprise me if the other 3 styles got a major rework that rebuilt them from the ground up to be more in line with the groundwork that Necro set. As a new player who is trying to learn pvming, it is exceedingly unclear which abilities are good and which ones are not because so many of them are all variations of deal damage, but differently. At a higher level, it makes more sense (although, each style does still have abilities that just, hit the guy and give you adrenaline), but it's still relatively cumbersome.
@@raphtheboygenius As a player who has done high level PVM from day 1 of EOC, but taken extended breaks from RS3, everytime I come back, I am completely lost on what the meta is until I watch guides and mindlessly follow them. Necro is a game changer in how simple, intuitive, and sensible its rotation structure is. The other 3 styles are shameful in comparison. RS3 players have put up with crap for so long, they actually think the other 3 styles are fine and Necro is the problem.
Wow what!?Lets change the whole game because u think there are not fun? Thats the most selfish thing i ever heard. The day the remove att, str range mage and def from the game is the day i quit RS for good.
Never seen a video so wrong in my life, Necro is 100% the bis combat style due to damage, survivability, and really just making every single boss in the game way easier than any other combat style could make it. Only Range beats it's damage but that requires significantly higher APM with switches
i agree with you but i also want to add that getting the gear for necromancy whether its bis or the normal gear takes less than 5% of the time it takes to get the gear for other styles, so for new players you dont even have to think about it. The content that was released over the span of 20 years for the other styles almost became useless because why would you waste time getting those if they do less damage and are harder to get.
"making every single boss in the game way easier than any other combat style could make it" is exactly right, that's the overpowered part of necro you dont have to put in any effort and there no real cost or downside at all to using Necromancy other than time its self which honestly doesn't really matter.
@@myntekx1298 The issue is that these things don't actually matter at the highest level. There are tons of examples of games where the characters at the top are some of the hardest characters in the game. For those of us that play League of Legends, Kalista, Azir, Ryze, and Gnar all being pro-jailed is specifically because they're so powerful in the hands of a competent player. The only time simple characters end up getting nerfed at the highest level is when on top of being simple, they are also better than everything else. It is exceedingly rare that the most broken thing is also the easiest (with the exception of release Necro). I play Tekken, and one of the easiest characters in the game (Dragunov) is the best character, but it's not because he's just easy, it's because he does so many relevant things for free or without paying any real costs. He has some of the best moves in the game AND is the easiest. This is not the case with Necromancy. Necromancy can't die if you're good, but neither can ranged, magic, or melee. Necromancy gets free sustain which makes the game easier, but better players are willing to work for their sustain and get more options out of it. I will 100% agree that Necro being significantly easier means the average player will get to do more content with Necro than they could without it, but all of the world records are held with other styles. That can't be true if Necro is also overpowered. If you want to say that Necro renders significant portions of the game non-functional, I can see a lot of merit to that, but that is different from overpowered.
necro has the lowest burst and sustain damage of any style. It's not even close. Range can pretty easily get 25% more damage than necro and can get upwards for 110% more burst/sustain dpm. Raksha has a consistent no setup 1:11-1:23 range rotation. Necro's best rotation with 30 seconds of setup is 1:51-2:03.
Necromancy has never been bis, the other styles still out dps Necromancy if you know what you are doing. However Necromancy does give the player a lot of value at no mechanical skill what so ever. Before we complain about Necromancy we need to look at prayer/defensive abilities. Prayer has been the most overpowered mechanic in runescape since release and all you need to do is click the corresponding protection prayer depending on what damage you take.
Haven't watched yet, excited for this video. But I can tell you that necromancy is unequivocally OP compared to other styles, and it will be as long as it has exclusive (and basically cost-free) access to death mark, splitsoul, and threads of fate. Edit: ghost healing is also busted.
Even if Necromancy was perfectly balanced with other combat styles, I still think it's a silly addition to the game in its current form. It should just be an optional offshoot of magic. Why? Because in a role playing game, I don't want to feel like I'm off meta by ignoring a core mechanic that could conflict with a character's values. What if you're a staunch Saradominist, and find the idea of reanimated a corpse distasteful?
For what it's worth, the necromancy quest line kind of addressed the moral ambiguity of enslaving the dead. The current lore is that they help you of their own volition. With that being said, a job system in Runescape could be really interesting, where you could spec into necromancy as a subset of magic and get new abilities, but it was still "magic" at its core.
Not to be that lore guy because I know it's not the overall point, but didn't Saradomin himself bring Sir Owen back from the dead in Death Of Chilvary? And ended up corrupting his body in the process of bringing him back?
@@nikhil10011 The idea behind the wand is that it could restore life fully if the user is pure hearted, not merely reanimate. Even though Saradomin is flawed, it's still safe to say that necromancy is probably something he wouldn't agree with. Anyway, yeah, the point that I'm making is that a skill should be sufficiently broad that any type of character could interact with that content without it being nonsensical - when the game is advertised as being in the ROLE-PLAYING genre. Now, the reason they didn't make it an offshoot of magic is obvious to me. Maxed players will resub if there's a new skill to max, rather than spend a week playing a new update they don't have to grind for. It's all about revenue. So, it is what it is I guess.
@@raphtheboygenius I agree. A job system with a broad skill at its core would be a nice way to go about this. I've thought for a while now that RS3 has become so bloated and convoluted that it's time for a complete remake. They clearly made necromancy its own skill just to get old players to resub and 'max' again - which reinforces my impression that the game is on its way into the sunset.
magic being the tank style instead of glass cannon in RS3 is mad lmao
how did that happen
The worst part is that the style that wears plate mail is somehow a burst assassin? Very jarring thematically.
most broken thing about necro is the ease of access and progression in terms of unlocks. Where are the codexes, niche gear slots, addons, spec weps that all these other styles need to even come close. Means that if you're an iron you kinda just go through a backlog of bosses after camping rasial (the one boss that drops literally everything of merit for the cb style), and just fill them out without ever using them or feeling like you're climbing the gear ladder
I agree. Also necro doesnt even make the other combat styles irrelevant, you need to train other styles to even upgrade necromancy. How are you gonna get your t70 upgrade without lvl 70 ranged or strength? You need to kill nex for kili knowledge. Tank path you need gwd2 requirements. Ranged ends up doing the most damage late game, and alot of the times people use necro to farm gear for ranged and meele anyways.
I didn't want to be too combative with this video, but I think the vast majority of the "Necromancy is Overpowered!" is fueled by people who are made that other people can do content that only they could do before. There are a lot of people who feel like their accomplishments are devalued because players that they feel are worse than them are able to participate in that content which is understandable, but also incredibly self-centered. It's obvious that this is true because the vast majority of the complaints are that Necro is too easy, not that the thing it's doing is broken, but that it gets to do the other stuff easier.
Necro helped me get into CB where the other styles failed. It's the best update the game has had. The other styles need to be modernized.
It's pretty telling how a lot of the discussion about older styles not measuring up is not that the values are undertuned, it's that the older styles were built on exploits and glitches that you have to do to keep up, and necro doesn't need any of that.
For better and not for worse necro has healed decades of elitist pvmers fucking up the game for everyone else.
@@omegahaxors9-11 necro Will always be the Best the ever happene to rs3
Quite honestly its 2024. Necro has displayed what runescape devs can do with every style. If
The devs decide to do nothing thats on them, but i believe necro has set the standard.
Necromancy is like their business tactic that makes people who have less patient to play more PVM related, also the splash hit removal. Glad they released it or i wouldnt come back playing this game back in Q3 2023
The thing about Necro that really annoys me is the nonchalance with which it goes about killing things. The primary offender, as you say, is the ghost. I watched a ‘low effort’ ED1 guide a few months ago and the guy either camped soul split or just left a protection prayer on the whole time. Especially at Masuta, he just camped mage pray in p2. That flabbergasted me. Here I was, spending hours practicing soul split flicking at Masuta with melee and getting absolutely wrecked by the mage hits because they’re basically instant when you’re in melee distance. Meanwhile, a guy with Necro basically afks the same boss with almost no detriment to kill times. If the ghost had any opportunity cost, it would be easier to accept-like the vamp scrim: if you use it, you can’t use a grim or any other pocket slot item, and that’s a significant DPS loss. But there’s literally no downside to the ghost’s passive healing. Add to this the fact that the conjures do a good portion of your damage passively, there are fewer abilities to use and keep track of, there’s no need for a crit buff, etc., and you have a combat style that offers a casual, unbothered experience when compared to the others.
Now, your point is well taken, regarding the two sides of difficulty. It is true that Necro will need to deal with more boss mechanics because it doesn’t do enough damage to skip them. This means people using Necro will need more skill in dealing with the boss, whereas people using range/melee will need more skill in doing their rotation. But I think this is more an issue of overall game design than an issue of balance between styles. The combat beta changed the other styles in a way that made a lot of bosses super underpowered and irrelevant. Mechanic skips at Zamorak, Raksha, Kerapac, BSD, etc., became far easier and in many cases standard. And when you skip a boss’ mechanics, you turn that boss into a DPS dummy just like Kril. My view on this is that Necro is not overpowered only because the other styles (especially Range and somewhat melee) are too overpowered. However, once new, difficult end game bosses come out that have too much health and defence to skip mechanics, Necro will once again become the best option. Necro has an easier time dealing with boss mechanics than the other skills, and once every style is put on an even playing field when it comes to dealing with mechanics, the other styles will struggle more.
I think you make a lot of really good points, I would summarize it as Necromancy is "broken" while the other styles are "overpowered." The thing the other styles are doing is otherwise balanced, it just needs number adjustments to either bosses (hp up) or to the styles themselves (damage down in the case of ranged, melee is probably fine). However, Necromancy invalidating certain aspects of bossing is problematic for future design. Being able to infinitely tank a bunch of bosses through dodge chance/natural sustain means that few bosses can ever kill you, so it doesn't actually matter that Necro does meaningfully less damage, it's fundamentally playing a different game.
Ghost should not heal every hit… it should heal when he’s under his special and that’s it
@@raphtheboygenius sadly it doesn't feel like rs and rs combat only hard to get into bcuz jagex makes it like that. just bring back shield switches and we'll watch necro struggle in dmg once they lock abilities to not being able to use with shield etc like it used to be.
I think necro is a great thing for progression, it can help you unlock weapons/abilties for other classes and also get you a jump start into pvm. A week or two on a new account can get you bossing with your friends with t70/80 necro.
A lot of my issues with Necromancy just turn out to be issues that Necro has revealed for the other styles. From an ironman perspective, ability codices as drops is a big issue in progression vs Necro. Why would you choose Melee as your main style when the best abilities are locked behind RNG?
FroggieGames made a good suggestion in one of his videos that the codices should be combined so you can choose which ability to unlock. At least you can then focus your style at Raksha, only need 3 codices at ED2 for Melee, and will never be in a situation where you need Greater Barge from BSD for example. At that point they could just make it so BSD has higher drop rate to encourage dungeon completion.
Something I want to see is craftable tank armour for the other styles with similar bonuses that Necro tank gear has.
I really hate the way they went with melee being glass cannon at the high end. I would love a Berserk alternative that doesn't increase damage taken. I'm thinking a really strong version of a bleed ultimate like Massacre but either longer lasting or stronger (or both tbh) that shares Berserk's cooldown so you could go a more tanky but consistent damage route.
More build diversity really!
I've been doing some afk bossing lately (mainly NM Kerapac) with Eclipsed Soul + Necro and it's actually pretty good due to the inherent sustain from ghost & the tank armour's hp boost meaning Eclipsed Soul gives more healing overall. Something to note is each soul in Volley of Souls has it's own chance to crit which helps upkeep the healing from ES.
The thing with necro I dislike alot is how it took away the value of achieving 4k telos as cheesing it with necro barly needs skill.. people that could not pvm now have a easy way of getting in pvm is fine. But number wise necro still loses to a good ranger/mager/meler
This was such a good take on the necromancy situation. So many people think it’s the powerhouse style that makes all other styles redundant.
From the early development stages of necromancy it was heavily instated that this skill is getting created to help people get into CB. The skill level started to get so high people simply got scared to even try PVM.
Yes it has its flaws, but it’s been a very long time since the player base was so PVM active.
People will pick faults in everything, but take the positive… PVM is drastically more active now compared to being essentially skill locked out of PVM.
Not to mention some people don't have the connection quality or proper equipment to PVM at all. They were completely gatekept out of an entire third of the game just because their only way to play was using data on their cellular device.
I still say Conjure ghost deserves a nerf, thing is too OP for being one of the 4 basic conjures
Maybe all rs3 deserves a More fk nerf 😂😂😂😂
you on crack sir? I do necro kera and never let him slam once.
yeah i second that!
If youtook out the ghost necromancy i think necromancy would choke
I think it’s very boring, going to the next step of range or mage or melee is something ppl defo should do and work towards as it’s a lot of fun. I recently got my mage and melee gear and I’m learning how to hybrid which js a lot of fun and rewarding. (Tho I still love necro hm zuk)
ralph you really need to check out drako111, he gets insane kill times with equilibrium aura especially at solak
Talk to people who used to only skill and now can solo raksha using bis necro. See how much they struggled/still struggling to do kills. I'm one of those people. I spent months learning to pvm and still a noob at it. Different brains I guess
Necromancy is the best at everything. It's got the best damage, the best tanking, passive healing, easily accessible high-level gear, and the best AOE thanks to Threads of Fate.
I think of it as the elite Combat skill, like how Invention is the elite Artisan skill and Archeology is the elite Gathering skill.
The only problem is that Necromancy isn't locked behind other skills the way Invention is. To a new player, there's no reason to level up any other combat skill.
Maybe watch the video before commenting. Necromancy definitely doesn’t have the best damage. It did prior to the combat changes, but that was months ago now.
Necro has the lowest damage currently (it could be argued that low-rolling on magic is lower damage, but that's semantics IMO, they're bottom 2), and its AOE isn't even better than Magic. The fastest kill times before Shard of Genesis Essence were with magic by 15 seconds. It wouldn't surprise me if, with the t95s, Magic could get a sub 13 Zuk very easily (using Greater Chain + T95 weapon spec 1 hits every mob your Greater Chain hits for 2 ability casts). To be clear, I think there are systematic issues with Necromancy, but damage is not one of them. It is bottom-tier damage (which, to be clear, is very good).
Necromancy is 100% terrible for the game so long as the other styles stay as they are.
An entire year of just running Necro is getting very dull given the other three styles are awful to use in comparison.
Can't you just... use the other styles if you think Necro is dull?
Jagex probably: "I don't think our combat styles have overloaded kits"
I don't know the numbers but I assume your argument bases off of BIS gear comparison. Considering the price of gear compared to other styles and the effort it takes to deal damage with the other three styles it does indeed look OP to me. You could argue that is is rather unbalaced then OP but, as you said, it is problematic. Comparing the natural progression of getting split soul vs. buying an ECB and EOF, it is crazy to me that this combat style is allowed to have that.
Additionally, increasing damage from bosses doesn't just make necro harder or balance it out a bit more, but it also punishes the other styles. Especially if you don't have BIS gear and can't just skip every mechanic. As others already said and so did you, the damage is not the problem, the kit is --> k'sante basically
Necro also having by far the smoothest progression also means that it is significantly easier to reach end-game in terms of time investment compared to the other styles. I would consider this more of a systematic issue rather than power-balance issue, but it is something that feels weird. It wouldn't surprise me if, in a year or two, we got another combat beta that's EOC 2.0 with every style getting major reworks to their complexity and usability. It feels really bad that Melee has like 20 abilities that all say "do damage and some other thing that doesn't matter" and you have to figure out which order to use them in, and if you don't figure out the exact right order, you're doing 20% less damage than someone who did.
remove the other 3 combat styles. they dont need fixing, they need removing. they arent fun but necro is. people think necro is better because tis actually enjoyable
I’m going to assume you’re trolling, because that’s the worst take I’ve seen in a long time.
It wouldn't surprise me if the other 3 styles got a major rework that rebuilt them from the ground up to be more in line with the groundwork that Necro set. As a new player who is trying to learn pvming, it is exceedingly unclear which abilities are good and which ones are not because so many of them are all variations of deal damage, but differently. At a higher level, it makes more sense (although, each style does still have abilities that just, hit the guy and give you adrenaline), but it's still relatively cumbersome.
@@raphtheboygenius As a player who has done high level PVM from day 1 of EOC, but taken extended breaks from RS3, everytime I come back, I am completely lost on what the meta is until I watch guides and mindlessly follow them. Necro is a game changer in how simple, intuitive, and sensible its rotation structure is. The other 3 styles are shameful in comparison. RS3 players have put up with crap for so long, they actually think the other 3 styles are fine and Necro is the problem.
Wow what!?Lets change the whole game because u think there are not fun? Thats the most selfish thing i ever heard. The day the remove att, str range mage and def from the game is the day i quit RS for good.
Never seen a video so wrong in my life, Necro is 100% the bis combat style due to damage, survivability, and really just making every single boss in the game way easier than any other combat style could make it. Only Range beats it's damage but that requires significantly higher APM with switches
i agree with you but i also want to add that getting the gear for necromancy whether its bis or the normal gear takes less than 5% of the time it takes to get the gear for other styles, so for new players you dont even have to think about it. The content that was released over the span of 20 years for the other styles almost became useless because why would you waste time getting those if they do less damage and are harder to get.
"making every single boss in the game way easier than any other combat style could make it" is exactly right, that's the overpowered part of necro you dont have to put in any effort and there no real cost or downside at all to using Necromancy other than time its self which honestly doesn't really matter.
@@myntekx1298 The issue is that these things don't actually matter at the highest level. There are tons of examples of games where the characters at the top are some of the hardest characters in the game. For those of us that play League of Legends, Kalista, Azir, Ryze, and Gnar all being pro-jailed is specifically because they're so powerful in the hands of a competent player. The only time simple characters end up getting nerfed at the highest level is when on top of being simple, they are also better than everything else. It is exceedingly rare that the most broken thing is also the easiest (with the exception of release Necro). I play Tekken, and one of the easiest characters in the game (Dragunov) is the best character, but it's not because he's just easy, it's because he does so many relevant things for free or without paying any real costs. He has some of the best moves in the game AND is the easiest. This is not the case with Necromancy. Necromancy can't die if you're good, but neither can ranged, magic, or melee. Necromancy gets free sustain which makes the game easier, but better players are willing to work for their sustain and get more options out of it. I will 100% agree that Necro being significantly easier means the average player will get to do more content with Necro than they could without it, but all of the world records are held with other styles. That can't be true if Necro is also overpowered. If you want to say that Necro renders significant portions of the game non-functional, I can see a lot of merit to that, but that is different from overpowered.
necro has the lowest burst and sustain damage of any style. It's not even close. Range can pretty easily get 25% more damage than necro and can get upwards for 110% more burst/sustain dpm. Raksha has a consistent no setup 1:11-1:23 range rotation. Necro's best rotation with 30 seconds of setup is 1:51-2:03.
Necro makes it so you don't need food at rax
Necromancy has never been bis, the other styles still out dps Necromancy if you know what you are doing. However Necromancy does give the player a lot of value at no mechanical skill what so ever. Before we complain about Necromancy we need to look at prayer/defensive abilities. Prayer has been the most overpowered mechanic in runescape since release and all you need to do is click the corresponding protection prayer depending on what damage you take.
Haven't watched yet, excited for this video.
But I can tell you that necromancy is unequivocally OP compared to other styles, and it will be as long as it has exclusive (and basically cost-free) access to death mark, splitsoul, and threads of fate.
Edit: ghost healing is also busted.
Even if Necromancy was perfectly balanced with other combat styles, I still think it's a silly addition to the game in its current form.
It should just be an optional offshoot of magic. Why? Because in a role playing game, I don't want to feel like I'm off meta by ignoring a core mechanic that could conflict with a character's values. What if you're a staunch Saradominist, and find the idea of reanimated a corpse distasteful?
For what it's worth, the necromancy quest line kind of addressed the moral ambiguity of enslaving the dead. The current lore is that they help you of their own volition. With that being said, a job system in Runescape could be really interesting, where you could spec into necromancy as a subset of magic and get new abilities, but it was still "magic" at its core.
Not to be that lore guy because I know it's not the overall point, but didn't Saradomin himself bring Sir Owen back from the dead in Death Of Chilvary? And ended up corrupting his body in the process of bringing him back?
@@nikhil10011 The idea behind the wand is that it could restore life fully if the user is pure hearted, not merely reanimate. Even though Saradomin is flawed, it's still safe to say that necromancy is probably something he wouldn't agree with.
Anyway, yeah, the point that I'm making is that a skill should be sufficiently broad that any type of character could interact with that content without it being nonsensical - when the game is advertised as being in the ROLE-PLAYING genre.
Now, the reason they didn't make it an offshoot of magic is obvious to me. Maxed players will resub if there's a new skill to max, rather than spend a week playing a new update they don't have to grind for. It's all about revenue. So, it is what it is I guess.
@@raphtheboygenius I agree. A job system with a broad skill at its core would be a nice way to go about this.
I've thought for a while now that RS3 has become so bloated and convoluted that it's time for a complete remake. They clearly made necromancy its own skill just to get old players to resub and 'max' again - which reinforces my impression that the game is on its way into the sunset.
@@jaymes8132 now that's a dramatic take if i ever saw one