Link to Blog: secure.runescape.com/m=news/a=97/project-rebalance-overview-scythe--fang?oldschool=1 Overall great changes to Fang & Scythe, mentions about Turael/low level slayer, bringing back less used items for various skills, rebalancing magic% on Occult, and more! I think next year will be packed with these rebalance blogs and changes, and if all goes well personally I'd like to see more skills/combat approached each year.
I like all of this, but it would be cool to see the Salad door blade get a lil buff too. Since it will be new slash meta unless you have scythe or soul axe
Scythe will not be meta for anything, there will be a new "defender" with +49 attack and +5 strengh, so it will be a one handed weapon like archlight or salad blade. And i bet the new 3 tick 2 handed crush weapon will be bis for general slayer tasks using melee, with the salad blade and the fang. And justicar sucks too, if you die is 100k for every unprotected piece. Every reward from tob sucks, thats why they need constant buffs and lobbysts.
20:13 I think another decent idea would be to have the Scythe ignore a percentage of defense for each of the 3 hits it does. This is just the other side of what you read about a higher accuracy roll, but maybe a little more thematic and logical. It could be inverse for each successive hit, like 3.75% for first hit, the 7.5%, and finally 15%. It is a good balance of a buff and hit RNG. Would be interesting when rolling against NPC defense and weaknesses.
Why is that a problem? We got daily 100.000 people loggin and all off them need a fang to do decent combat. The problem is that they always have the problem of people getting bis... They just keep putting in new items to nerf like hell before removing them to add them in another form later, this is getting boring.
@@NocturnalRS I wouldn't want t so that is not nearly 100k... Demands follows supply aswell as supply follows demand, you can't have one without the other. But soon we gonna be forced to if they destroy all other weapons, I don't have room for 1000 different weapons for 1000 different bosses. They should first give us bank slots...
I’d like to see a buff to dragon hunter weapons. The fang is nearly as good as the lance at vork, and that’s not gonna change with this specific nerf since vork is stab weak.
Agreed. Maybe a 10% damage increase and 5% accuracy increase. It should shred dragons like you mentioned considering it's the "dragon hunter crossbow." Or give it some other ability to like reroll attacks less than 20% of your max hit to where you're generally hitting higher numbers at all time (similar to fang rerolling hits).
Yes tbow should beat dhcb at hydra lmao that’s why it’s 1.5b and the dhcb is under 80m that’s not a very healthy take lol I get the show the dragon babe weps love but saying dhcb should be better at hydra than the best ranged weapon in the game is a bit obsurd
@@breezington1954 The dragon only raid weapon should be good at the dragon boss. Tbow is good at a billion other places and should be a steady 2nd place but the dragon only raid weapon should be bis at the dragon
@@breezington1954 Tbow is good at almost every high-end boss/content area. Dhcb should be bis at one of the two bosses it's intended purpose is for. Also, this will increase the price of the dhcb as well, probably up to ~120-150m if it's going to be bis at Vorkath and Hydra. And as for Olm, Tbow should be better, but only marginally considering it is also a dragon.
A litmus test I sometimes use is seeing how many times a weapon appears on bis gear lists on the wiki... From memory, the 3 megarares are somewhere in the 30s, whereas the fang has something like 60. The only other comparable weapon is the blowpipe.
wiki has fang listed as the best weapon 3 times for melee bandos, 2 times for corp, a listing for Chompington which is just a one time CA, ancient wyverns, Vanguards ( no one's bringing fang for 1/3rd of a cox room), Giant mole, Glough, Mithril dragons. I think i could make inq mace seem like the best weapon in game by that logic just listing every low def slayer mob it's good for. Fang is super good at ToA (as it should be) and is very decent option for alot of high defence encounters, but is rarely bis for anything.
concidering how strong occult is for newer players or mid game players it would make less sense to move all the benefits to end game gear. it should be moved somewhere both end game players and mid game players can utilize without eclipsing the total damage bonus. its very short sighted to just rob mid game players of that damage without giving them an alternative to recoup what they lost.
@@edringston The rune cost reduction on scythe alone will save me countless hours of runecrafting on my iron. Beyond the weapons, the fact that they're even willing to fix prayers/skills too. By the time you unlock chivalry there's no point. The drain rate on low lvl prayers. You name it. Will torag hammers be able to compete with a dragon scim? Who knows, but so many things that I thought might never get fixed.... just insane. I can't thank them enough for undertaking this
I ran through a lot of dps calcs at different bosses to see how effective the changes to scythe would be and I feel like the +15 slash bonus is far too minimal. I guess its fine to be conservative at first and not overshoot how strong you want the weapon to be but you're comparing the actual weapon's bonus itself to a accessory (bellator) which is why I think it should probably be closer to +40 or +50 slash bonus to really make an impact. This may seem like a massive amount but compared to P2 verzik shadow STILL out dps's it even when not factoring in the lost tick every 3 swings. Idk just my 2 cents. Obviously don't wanna make the scythe a nuclear weapon but 15 is just too little
Then its time to stop calling that bullshit weapon the same level as a twisted bow or the shadow staff. Its more at level of the elder maul. The only real top dog is the fang here, they nerfed 2 times and still kick the scythe ass, they literally are talking about changing the entire game defense because they could not handle they protected boy loose for the fang. Not even a literal defender on the ring slot is helping the scythe lmao, i bet next there will be a dick slot were you put another bellator ring too, maybe that will help the scythe suck a little less.
This is the best way to deal with the occult situation imo Occult - 5% Augury - 5% or +3 max hits (chooses which ever is higher) Mystic Might - 4% or +2 max hits (chooses which ever is higher) Mystic Lore - 2% or +2 max hits (chooses which ever is higher) Mystic Will - 1% or +1 max hits (chooses which ever is higher) would be a relatively fair way to do it and not effect midgame/pure accounts/magic pking too much. shadow would get a huge dps loss but that can also be adjusted when the spells and tomes are too. these prayer changes can also be done too the eagle/hawk eye and burst of strength type prayers too so they always have a use. also i feel the 4t trio of rapier, mace, blade should get a minor buff of 3+ str bonus and 5+ attack bonus's since they are t80 weapons now and not t75 when released.
ok but where's the Torag's buff? They need to swap Torag and Dharok amulet effect around, and make Torag the reflective armor, dealing damage back on every hit. And Dharok having high defense at low HP makes more sense anyway.
it feels weird because occult is broken when you considering the 3x or 4x in toa with shadow, but say as a low levelish budget account, trident occult and ahrims, nerfing the occult will just make you weaker than you already are, if you cant have occult to make you strong, what do you have? they say to distribute the power level across other mage gear progression, does that mean new gear or old gear? if newthat means to get the same power level of occult itself, you possibly will need to pass ancestral, occult, tormented bracelet? so more range only bossing until end game?
Fang should have been same rarity as shadow been saying it since release. Would have solved a lot of problems as it was released it was the real mega item.
The problem with fang is that the double accuracy thing was and should always have been tied only to stab or to TOA. There was more than one mistake made with the fang, and I agree it should have been maybe slightly rarer, but not shadow rare. It's real issue has always been it's accuracy buff. Many players go 400-600+ or more expert TOAs without a shadow drop. Would anybody enjoy TOA on an iron doing 600+ experts without a fang? Probably not so I think it being in the place where it is as far as drop rate goes is fine if it gets a nerf that prevents it's slash style from being STRONGER than slash first weapons. If anything, you could argue that lightbearer is stronger and more game breaking than fang, but that's for another day.
@@ListensToStuff game isnt an Ironman only game mode mate. Rarity makes a big difference to prices. If t bow was 20m we’d be having a similar discussion about that. Hence the blowpipe nerf.
No you shouldn’t lmao that’s not healthy game balance. The idea aaty said is fine because it’s gear we already use. People who struggle already with supplies will now need to lose another inv space to keep their existing dps that’s in game. Just throw the eternals in the bin man
Scythe seems a little underwhelming. However, maybe unpopular opinion, I think they should also buff the range of scythe. It’s longer than the halberds but still a one tile weapon, I think it would increase uses at more niche places
Is it too out of the question just to get a same style attack bonus (STAB)-esk multiplier across the board? Give us a small percentage of accuracy or dmg for using the intended styles everywhere
Not bad on its own but effective across-the-board powercreep without justification probably wouldn't fly. Would make more sense to punish incorrect style than to buff correct style imo.
@@STR0SITY i bet that axe is amazing with elite void, i just dont see where that would be usefull. Elite void scale really well with slow hitting weapons like a eleder maul or a halderd.
Occult doesnt need to get nerfed. Outside of the shadow and multi-hit barrages, magic loses out to melee and ranged in pretty much every scenario that isn't immune to those styles. This is because the magic dps landscape sucks. Occult isn't OP, everything else just sucks, ancestrals included. I'd argue that shadow is the only "balanced" magic weapon (could say that it's a bit too strong even, but the point is it was designed to be the desired power level first and then the numbers were tweaked to exactly accomplish this). All other magic weapons are forced to obey the limitations of 6% ancestral and current augury. You could leave occult at 10%, buff mage items across the board by 2% or more and nerf shadow to like 2.5x (such that its power is left the same as current) and magic would probably *still* be underpowered, but would be closer in competitiveness imo.
always thought inq should be fortified with bandos for example. also makes it more viable. they also should have fixed the drop rate on the fang ages ago. still not too late tho
This was good and I agree with what you're saying. I never understood why took so long to give range and mage str/damage bonus.. The pvp balance is also off as wel, attack level is underpowered...
I think the scythe buff isn't that good. The charges buff is whatever because the price of blood runes have halved since whenever GotR came out and Nex, so it's actually very cheap to use, it's like 200 gp more than a sang staff per cast if I remember correctly. So that part is nothing special. The +15 accuracy is alright, I mean the scythe really needs it but it's still gonna be bad at bosses that are high defense even if supposedly weak against slash (unless maybe they change the defense mechanic in some serious manner from the blog). But what I'm mostly unsatisfied isn't that this number is too low, it's that they aren't giving it a special mechanic like the tbow (fuck the shadow lol, 3x or 4x multiplier is a bad mechanic and also it's similar to just giving the scythe a massive accuracy increase). If we look at the tbow, it works off of the opponents mage level and while the scythe is a bit similar in how it works off npc's size, it's not good enough for high defense which is its main issue. I'd rather propose something that goes along those lines, the bigger the npc is, the better the scythe becomes. Ofc, add a limit like the tbow, so that it isn't insane, but this will make the scythe much better at big bosses such as graardor, maybe even zebak and other larger npcs. I think that kinda mechanic would be much cooler than a flat out accuracy increase. Also the scythe needs it. I'm in a bit of a disagreement that there isn't much content for the scythe out right now. It's just that high defense is a scythe killer if there's no way to reduce defense.
Agree with everything except 3 things Individual monster weakness will require new players to look up even more. Which they try to remove from early slayer. Voidwaker is imo in a good spot, only bis at a couple places, hard to get, makes pvp/wildy bosses active. Ancient godsword seems to be in a good spot too imo. Other then that agree with all the changes
Agreed especially on the Voidwaker. I feel like a lot of people forget that claws and zcb aren't inaccurate at all, and they are used over the Voidwaker at several bosses. It's just that for the most part recent bosses have been so tanky that Voidwaker ends up being the best choice a lot of the time. Like Nex, Phosani, and the TOA bosses. And even then ZCB is better in most TOA rooms. Adding more slash-weak mid-low defence bosses will help out claws just as it will help the scythe. If they take away the guaranteed hit from the VW spec in PVM, my concern is that they will just become strictly worse than dclaws. If they insist on nerfing the Voidwaker spec, I'd hope it'd be in form of reducing the damage rather than accuracy so it at least retains a specific niche.
I’m a little disappointed at what they are planning to do with the scythe. A small accuracy buff is nice but it won’t really change anything that much. Both of the other ultra weapons have a scaling factor that makes them insanely good all over the game.. idk why we can’t get some kind of scaling accuracy based off of gear or boss size for the scythe too. Make it ridiculously strong like the other two on bosses 3x3 and larger
My main concern w all the changes is easy visibility. I hope jagex adds a togglable text box that pops up when you hover over an NPC and ideally state "Weakness = Water/crush"
i think they could get away with halving the amount you need to charge the scythe without breaking the weapon. if it was much cheaper to use then it would be worthwhile as a rebuild weapon. tbow is so op because all you need are arrows and a high magic defense enemy and you’re golden. meanwhile shadow you need to actually charge, but in exchange the damage and just plain versatility of the weapon make it not “niche”. a bis weapon like these three SHOULD be overpowered, and its costs should reflect it. the scythe costs too much for upkeep more than any other weapon. unless you’re at tob then it’s kind of troll on your cash stack.
Its amazing how the bis weapon need to have constant buffs, with that amount of help even a dragon mace would be bis. They literally create a ring slot defender to help slash lol.
@@polentusmax6100 yea... shadow is bis everywhere tbow kills sara zammy nex kree and scythe just doesnt shine not even when u hit a 70 bgs because fang will out perform 7/10 times... so yea its suposed to be a bis even tho its uses are very limited for high cost😅 also i got ring and scythe and fang still wins in gwd
The Scythe Cost reduction is too low. You already have to jump through half a dozen hoops to even consider using it over a free weapon, and a T Bow which has far more usecase scenarios operates for 1/5 the cost, and frequently less. The cost of the scythe is pretty bottomed out right now unless another way for Vials of Blood enters the game.
As an Iron who’s dry at CG and looking forward to ToA after, please just buff the Scythe and release more content where it’s best in slot… The fang is fine, they just completely fucked up making it as common as it is.
The difficulty alone to get VW does not warrant a nerf. It filled a very small niche in pvp as well as pvm and allowed us to have options. If the VW is nerfed, Claws return to being king of all content which is what jagex claims to be avoiding. There is no content VW utterly reigns Supreme, just allows more consistent damage on some content with a low max hit.
Further, consider adding more content like core, where something as simple as a dds can become the BIS, rather than worrying about designing different specs
DWH spec does take effect if it hits a 0 btw, as long as it passes the accuracy check. You just won't be able to tell without stat reading it. And also the Elder Maul draining Tekton's defence was added in so it does have use. They took both of the top 2 changes polled.
The elder maul draining was not one of the top 2 choices polled so it was not added to the game. Guaranteed first dwh hit and defense staying reduced after anvil were the two changes made. Check the blog
@@ValiantNomad it wasn’t mentioned anywhere in the blog so I don’t think so. I suppose you could have used the lunar spell to examine after hitting tekton with the elder maul but you couldn’t even check the blog to know which two were the most voted for poll options so I doubt you’d put in that much effort
@@ValiantNomad They would have had to add some extra mechanic then forget to remove it which is improbable to me, I just rechecked the blog and the only thing they said is that they want to show love to the elder maul with the project rebalance in the next few months. I haven’t tested it myself so I’ll try it later on to sate my own curiosity. Regardless I hope you have a lovely day
The problem with crush is it’s just not useful. For ironmen, once you get full inquisitor, you get out of pnm. It takes way too long and you feel free like never before. Then where do you use it? Tekton? Cerberus? Crush in general has been put on the back burner for far too long and it’s one of the reasons the elder maul has also been useless. It’s disappointing that they make the realization that more bosses are needed that make the scythe useful without noticing how bad crush’s viability is. I’m also torn simply because more bosses for the sake of it sucks. They did a relatively good job with the 4 dt2 bosses, but again no use for crush. And more bosses means more items, means more niches to discover and is it worth doing? We are getting to a point where these human teams can’t feasibly come up with more ideas for items without destroying the value of other items, or maybe I’m over exaggerating and just paranoid. Either way, more crush susceptible bosses are necessary, and the concern with more bosses for the sake of it needs to be kept in mind
The problem is that inquisitor sucks defensively, maybe buffing the defense would help have more appeal. For example, the fang is so acurated on stab that even the -3 stab for inquisitor would not do so much for it, im not iron, but i would consider versus a bandos chest if have similar defense and price. Fang is so accurated tha even a dragonfire shield have more dps on slayer than a regular dragon defender because the +1 strg of the dfs, at least for me. (I use veracs top and bottom, dragon boots, torture, ferocious, and berseker i, and piety).
As an ironman who's received the elder maul and scythe but no tbow or shadow yet, watching my bank value go up will be quite entertaining lol. Glad to see the team isn't afraid to rebalance some parts of the game, especially items like the Occult necklace
Fr I've been saying for like a year that they need to shift the power of occult to other mage items. So ridiculous like half your mage damage boost is in one item even if it's a late slayer grind, it's dirt cheap for mains.
@@CatNibbles Does the value of items really even matter for mains when you can make 4m gp/ph lazily killing vorkath? Not like afking nmz and getting quest stats are hard to do or anything. Or just whip out moms credit card and spam buy bonds.
@@cHaMp630 when half the magic DPS besides the weapon at use is in a dirt cheap item and the rest of the pie is 400m then yea probably does You also can't make any better robes, anc are the only ones that matter and their shit and 150m a piece. Salad robes and ahrims are literally the same fucking thing no other robes matter but anc, and again, their shit for their price.
@@CatNibbles 3 sooooometimes 4 max hits from a 93 slayer requirement item for tridents = somehow busted lol. By comparison the berserker ring providing 3 max hits while costing 2m or taking 3-4 hours of afking rex on a level 50 ironman is more busted. MAAAAAAYBE the shadow is the real problem here and not the occult.
All seems like pretty decent changes. Personally ive always thought the fang just shouldnt have a slash option at all. Leave 1-handed slash to Blade of Saeldor imo. Removing the accuracy reroll on slash is good but ive never felt like it needed the slash option to begin with.
I personally think weapons having secondary styles that might not be great, but are still usable just adds variety and flavour to different weapons. Like how some irons might use saeldor or even a voidwaker as their stab weapon in TOA pre-fang. Or using inq mace on stab for vasa crystals in a CM. None of those weapons need their secondary style, but I think overall there's more benefit than detriment to them having one. It also just feels weird to have a sword that's straight up unable to slash. I don't think there's any other bladed weapon in the game like that.
Bit underwhelming for the scythe, thought it could use a little more. Not sure if it even overtakes shadow at p2 verzik still which you'd think would at least be the yardstick
Agreed. It breaks down to three simple things. "We'll add more content for it later," a minor +15 accuracy boost, and a slight reduction in gp costs. Adding content for it later is nice but players want to use it now and not have to wait a year or two or even three for new content just to get some use out of it. The accuracy boost is better than nothing but it should have been much more or even a potential accuracy reroll like the fang. I don't know the perfect answer here bit a +15 accuracy is not that much. The gp reduction is better than nothing. But in the blog it still says it would be about 700k to use per hour down from 900k. This is still pretty expensive for an item that is not that much better. It's nice that it won't use a charge if a hit misses but I feel like most players wanted a corruptible version to permanently charge the scythe. A missed opportunity in my opinion.
@@Jomonjican't make a corruptable version without destroying tob gp/HR. Blood vials are what makes the supply cost per (successful) run of tob close to neutral. It's already the hardest raid too and makes far less gp/hr than toa or nex, making it worse is not smart.
I am sure fang was not accidet and indeed very smart game design. More people get to do pvm at higher level content wich we all know is fun. Now sayin fang owners be selfish that weapon gets nerfed, i would say hlc people are selfish here. They have money and weapons for everything but most of the players cannot afford scythe to do vardovis and duke after dt2. Im very interestd to se where it goes and i trust Jagex. Bosses should be reasonably doable without megarares.
i feel theres a problem after nerfing fang on slash that a 2 mil weapon would just be better than it and making fang super niche and there not being anything inbetween that and scythe/blade of saeldor
Idk if I like your idea of the elder maul being combinable with the dwh, how would it make it more useful? It would just be a dwh spec with elder mail stats? So it would still only be used for the special then swap to a different weapon? Idk. I like the idea of increasing the mauls speed within chambers or even outside as well to 5ticks and either keeping the str the same or lowering it slightly to not break it. That or when it's paired with a certain amount of crush bonus it gains a damage increase (also gives inquisitor a buff)
@@CatNibbles claws are still meta over Voidwaker at places. Just bosses with high defence is where voidwaker is good like toa nightmare Vorkath etc. D claws have a lot of meta places in the world of RuneScape
not enough change for the scythe tbh an overall +15 slash is miniscule because of dwh and bgs also the reduced cost is idiotic because if you cant afford to run a MEGARARE weapon then dont buy one its simple
Does nerfing fang this hard while simultaneously buffing scythe not mean that the already massive gap between Blade of Saeldor & Scythe is even larger? I think making scythe more viable and less costly is a great thing, but also having intermediary options between BIS and its next best options is a good thing. I feel the same about Shadow & Tbow. They’re so intensely more powerful than their next best option that it feels unfair to anyone who doesn’t have these items as new content is always developed around what the new BIS is capable doing.
I agree salad blade needs a small buff, it's much harder to get and upkeep than a tent whip and barely better. And shadow does gap sang by a huge margin. But blowpipe with dragon darts and bofa close the gap before tbow exceptionally well.
imo the problem with osrs is all this time/work and effort put into sorting things out that are already in game and been xy and z for so long, like make the items properly before releasing them, think of the future of the game etc while making them, not give the players items with x power then take some of that away, the BS recycle of item's really dulls the game for me, like wheres the new stuff..? the RS lore has plenty of items and story lines in them...
Occult going from 10 to 3% seems an excessive nerf? It’s a high req item. Maybe 5-6% and give externals some #. I haven’t played for a long time but imo magic lacks good mid tier armour. Melee has obsidian armour for some str bonus, a fighters torso and then bandos then torva Range has black dhide, blessed dragonhide, karils, then arma then masori, masori being the biggest upgrade. Mage has mystics, infinity (comparable, maybe worse not sure), dagonhai (bad), ahrims, then ancestral, locked on a lot of Cox. It misses a tier of armour with significant offensive boost. Perhaps the occult should be distributed to a new tier or buff a certain tier of mage armour, or even given a 1% buff to eternal, ahrims, and let occult keep 6-7%. Only problem is, due to lack of better gear ahrims is already popular so it would vastly outperform the rest of the barrows gear sets. But still, could be interesting.
Ofc virtus Campenhout but DT2 is hardly mis level content. Ranged also has crystal armour which is OP AF. Mage armour needs a buff, dps is so low on it compared to ranged and melee
magic dmg should go to the eternal boots imo, so little people use them and they feel like a waste and possible to get solo so 6% for occult and 4% for eternals
Seeing alot of people complain that scythe isn't seeing enough of a buff. I dont think they grasp the power of the current scythe as it stands, where it is strong already it is the highest dps in the game. By tweaking the other weapons around it slightly and buffing it marginally will really make it stand alone above the pack. Along with a lower operating cost, this is really nice. On the mage side, i feel like a simple couple of tweaks such as; occult -4% (down to 6%) +2% on eternal boots and +2% augury would make it feel much better. This would also make the shadow marginally weaker as the augury mgc dmg wouldnt be multiplicative, which i think is probably a good idea. Given that shadow is extremely powerful as is.
Fang will be 5m by next year and scythe is currently 815m. The people who want a fang nerf is most likely sitting on 100 scythes to sell for 400m profit per.
Or it could be people who want the game to not be stale because you only use 1 weapon for everything. Same shit for blowpipe, void, and this nerf, no different here.
@@CatNibbles The difference is that the rich players whos been asking for a fang nerf and scythe buff now havent been complaining earlier. They started to promote the nerf and buff later, probably after more rich players tagged along and bought out all the schythes available on the GE. The bp was a cheap weapon. Scythe was 350m at one point. Now its 800m + You do the math on the margin made per scythe.
@@DrDreyy911 No it isn't. I don't even play my main anymore and ive known for awhile fang was broken. I have plenty of clan mates that aren't wealthy that understand it's broken. Just because it took players a few weeks to realize it was busted before it started losing value doesn't mean it's "rich players". And even if it was, you would rather have the game balance be a massive mess because you weren't there at the time when fang was 300m on release day? Get over it.
@@CatNibbles The better soluton was to nerf the drop rate of fang. Maybe as rare as shadow or even tbow. Announcing nerfs and buffs will only result into ppl merching the fk outta the weapons.
@@DrDreyy911the fact that scythe was 350m at one point IS the reason that it should be much better. If it's demand is that low that indicates that it is terrible considering it is the premier melee megarare from the hardest raid in the game.
to me the scythe buff doesn't really look like a buff to me they are talking about how it should be as good as a tbow and tumeken yet giving it +15 slash accuracy does almost nothing but add a very very very little dps buff because of accuracy
dps potential is a nice word for something that feels dogshit for a mega rare imo the buff should just be 3 hit splats no matter the npc 1x1 or 3x3 + should have a +1 tile reach like a halbert its a FUCKIGN SCYTHE
Tbf if the boss is designed for it, it already is that good. The main issue with it is lack of use cases. Decreasing the use cost and nerfing the fang already does a lot for that. If they make good on their promise to add more scythe-weak content, that alone should make it a 1 bil item. Accuracy buff is just a little extra.
it will be as good as the tbow and tumekan after the rebalance because some monters will be weak too bolts/javelins rendering t bow not as superiror and some monsters will be weak too water/ice spells making tumekan not as superiror.
@@yurf0 You said nerf shadow instead of nerfing the mage gear.. cat said they aren't nerfing the mage gear, they are just shifting some power from the amulet to the other pieces.
When you think about the Tbow, Scythe and Shadow you think oh yeah the best weapon in the game. The Tbow is only good for monsters with high mage, same as Scythe being good for low defence 3x3 just release more content that the weapon is targeted for rather than just the raid you do to get the weapon. No need to buff everything stat wise
Spoken like a man who doesn't do a lot of content, Tbow, and Shadow can brute force almost anything in the game they are so OP, scythe is BIS at maybe 4/5 very niche places. Evidenced by the price. Scythe needs a buff simple as. Its a mega rare that should be usable for its owners everywhere not just ToB and Nightmare if you have full inquisitor to go with it
@@goldilox811 tbf neither do I, used to have a Tbow but have had the pleasure of using friends gear and scythe is the most lacklustre, it's very fun but lacklustre
I think magic tomes are ridiculously hard to balance using elemental weaknesses since 1. Fire type spells generally hit harder due to the progression of the game. 2. Where do charged staffs stand? 3. This is akin to introducing a slash/stab/crush dynamic to magic, then what about range? Are we about to differentiate between bolts/arrows/thrown weapon types? Fire type spells generally hit harder due to the progression of the game. By introducing the elemental weaknesses to certain bosses, this might not overcome the inherent higher max hit of fire spells unless the power spike of elemental weaknesses are so significant (>20%) of dps (as per increase in max hits of water tome, and even more so for fire tome). And so what if there is a power spike of such magnitude? The flat 50% increase in max hit for fire spells alongside the max hits of spells due to spell progression will surpass any elemental weaknesses involved. If other elemental tomes are introduced, this is another nightmare of balance because there are only that many dynamics of magic to balance, namely magic strength, magic duration and magic accuracy. If the balance is not aligned, fire tome will stand out as the go-to meta again. Are we going to standardize tome stats? This leads the argument back to the progression of spells which makes fire spells superior in most scenarios unless an elemental weakness provides such drastic power spike that is worth using. Conclusion: Elemental weakness seems to be a weird direction to head for magic. We will not see any use of other tomes unless there are significant power spikes for using elemental weaknesses AND also introduce other tomes. In the scenario where other tomes are introduced, there is also a weird balancing patch necessary to even out the use cases of each element. TL:DR Elemental Weakness Bad
its called a rebalance, fire spells wont hit higher if they make them all the same? and yes range will have 3 different weakness's. [Heavy] javelines and bolts, [Medium] arrows, crystal bows and webweavers, [light] darts and knives.
This just ruins the vardorvis grind for everyone who haven't done it yet. Blade should've taken fangs place dps wise, idk wtf they think they're doing.
I agree blade should have been buffed, but I still think fang should simultaneously have it's slash nerfed. Also scythe desperately deserved buffs, and even these buffs are veryyy minimal for it.
lower Defence builds block themselves, myself included, it'd be nice if the occult possibly moved some of the damage to +1% for Dagonhai too - give zerks something.. Maybe +1% for Elder robes for 1 def.
How would people feel about the idea of increasing the cost of the scythe to 400 charges per 1 vial and 400 blood runes. So 1 rune per charge, but 3 runes are returned back to you on successful hits? The scythe extracts and retains 3 blood charges as it strikes its foe. Idk just a thought
If they really nerf the fang they will destroy the item, so they will never nerf it hard. I got no clue what they are trying to achiev with this because all sides are just terrible bad. From a game design pov, NEVER nerf, always put the items ingame worse than they will be later, buffing is never a problem, *nerf is always bad design*. If they nerf fang hard, nobody will use the fang so it be the new whip or if it is worse even than that, it be a d3@d item even in the raid itself. Everyone will be getting a scythe, and if everyone needs a scythe the price will explode and everyone will be farming scythes to sell on the GE. At the end the price of a scythe will be the price a fang is right now and they got a new problem, everyone using a overpowered weapon. *facepalm* Why is osrs such a clown team? It feels and looks like some teenagers that have a school project.
fang is a stab weapon primarily and it retains its use the stab category, the nerf is applied only to its slash style so nothing changes except that it stops being a menace in a style it was never designed for. scythe is insanely rare so its not going down in price, fang is insanely common which is part of the problem.
@@aatykon Everyone knows about the fang while nobody knows about the scythe... (they know it only as a item they will never get) If 1 % only has the scythe the price will be as crazy as it is now, says nothing about drop rate, just says to less people farm it. Everyone is farming the fang and other pieces in a way to easy end game content the desert raid. Theatre of Blood, beside the picture I've never been there, never heard a word about it or never heard or seen anyone going there. It is a way bigger problem than just that... We should have gear that is up to par with the fang, the scythe should roll twice just like the fang, they are not building a game, they just adding and removing by nerfing, that is why osrs is still way to oldschool, we got nothing new only reskins of old projects.
im just gonna throw this out but if you've never done the likes of tob or potentially other high level content im not sure you have the whole picture. everyone who has an interest in pvm knows about the scythe, i think you're in a bubble for this one matey@@Desperado070
"Theatre of Blood, beside the picture I've never been there" those were your words copy pasted, how could you have done them all if you also said that@@Desperado070
Scythe should be corruptible and/or have its charge mechanics removed entirely. Scythe accuracy buff seems unnecessary, its been under the 1b price even before these tanky-non-slash bosses exist. Its not that scythe is weak, its not worth buying for the average casual due to cost of use. Especially in comparison to other melee weapons. The average casual are the people who ultimately determine item price, and they're not grinding 1k raids kcs. They're probably at raids on the weekends for a few kcs and are mostly at slayer bosses and other laid back bosses. Its weird that they're comparing it with pipe on dragon darts, scythe cost should be compared to other melee weapons to make it fair. Most of which cost 0 gp to use.
Link to Blog: secure.runescape.com/m=news/a=97/project-rebalance-overview-scythe--fang?oldschool=1
Overall great changes to Fang & Scythe, mentions about Turael/low level slayer, bringing back less used items for various skills, rebalancing magic% on Occult, and more!
I think next year will be packed with these rebalance blogs and changes, and if all goes well personally I'd like to see more skills/combat approached each year.
How many scythes do you have saved in your bank for this moment brother aaty? :D
I like all of this, but it would be cool to see the Salad door blade get a lil buff too. Since it will be new slash meta unless you have scythe or soul axe
Scythe will not be meta for anything, there will be a new "defender" with +49 attack and +5 strengh, so it will be a one handed weapon like archlight or salad blade. And i bet the new 3 tick 2 handed crush weapon will be bis for general slayer tasks using melee, with the salad blade and the fang.
And justicar sucks too, if you die is 100k for every unprotected piece. Every reward from tob sucks, thats why they need constant buffs and lobbysts.
Yeah they should buff the whip too. And migtht as well buff the scimitars
20:13 I think another decent idea would be to have the Scythe ignore a percentage of defense for each of the 3 hits it does. This is just the other side of what you read about a higher accuracy roll, but maybe a little more thematic and logical. It could be inverse for each successive hit, like 3.75% for first hit, the 7.5%, and finally 15%. It is a good balance of a buff and hit RNG. Would be interesting when rolling against NPC defense and weaknesses.
One of the problems is they didn't make fang a rare drop at toa
Why is that a problem?
We got daily 100.000 people loggin and all off them need a fang to do decent combat.
The problem is that they always have the problem of people getting bis...
They just keep putting in new items to nerf like hell before removing them to add them in another form later, this is getting boring.
@@Desperado070 100k people want scythe as well but that doesn't mean I disagree with it being way rarer, Supply and demand..
@@NocturnalRS I wouldn't want t so that is not nearly 100k...
Demands follows supply aswell as supply follows demand, you can't have one without the other.
But soon we gonna be forced to if they destroy all other weapons, I don't have room for 1000 different weapons for 1000 different bosses.
They should first give us bank slots...
I’d like to see a buff to dragon hunter weapons. The fang is nearly as good as the lance at vork, and that’s not gonna change with this specific nerf since vork is stab weak.
Agree. Dhcb should be bis at all drags (except maybe olm) but tbow shouldnt beat it at hydra f.e
Agreed. Maybe a 10% damage increase and 5% accuracy increase. It should shred dragons like you mentioned considering it's the "dragon hunter crossbow." Or give it some other ability to like reroll attacks less than 20% of your max hit to where you're generally hitting higher numbers at all time (similar to fang rerolling hits).
Yes tbow should beat dhcb at hydra lmao that’s why it’s 1.5b and the dhcb is under 80m that’s not a very healthy take lol I get the show the dragon babe weps love but saying dhcb should be better at hydra than the best ranged weapon in the game is a bit obsurd
@@breezington1954 The dragon only raid weapon should be good at the dragon boss.
Tbow is good at a billion other places and should be a steady 2nd place but the dragon only raid weapon should be bis at the dragon
@@breezington1954 Tbow is good at almost every high-end boss/content area. Dhcb should be bis at one of the two bosses it's intended purpose is for. Also, this will increase the price of the dhcb as well, probably up to ~120-150m if it's going to be bis at Vorkath and Hydra. And as for Olm, Tbow should be better, but only marginally considering it is also a dragon.
A litmus test I sometimes use is seeing how many times a weapon appears on bis gear lists on the wiki... From memory, the 3 megarares are somewhere in the 30s, whereas the fang has something like 60. The only other comparable weapon is the blowpipe.
wiki has fang listed as the best weapon 3 times for melee bandos, 2 times for corp, a listing for Chompington which is just a one time CA, ancient wyverns, Vanguards ( no one's bringing fang for 1/3rd of a cox room), Giant mole, Glough, Mithril dragons. I think i could make inq mace seem like the best weapon in game by that logic just listing every low def slayer mob it's good for. Fang is super good at ToA (as it should be) and is very decent option for alot of high defence encounters, but is rarely bis for anything.
concidering how strong occult is for newer players or mid game players it would make less sense to move all the benefits to end game gear. it should be moved somewhere both end game players and mid game players can utilize without eclipsing the total damage bonus. its very short sighted to just rob mid game players of that damage without giving them an alternative to recoup what they lost.
Maybe drop occult to 6% and up eternals to 4%?
@@psher1 I'd still like to see Augury having some damage%. Perhaps Occult could be 5%, Augury at 3%, and eternals 2%.
So much potential for this update. I'm more excited about this than anything else.
what specifically excites you from this
@@edringston The rune cost reduction on scythe alone will save me countless hours of runecrafting on my iron. Beyond the weapons, the fact that they're even willing to fix prayers/skills too. By the time you unlock chivalry there's no point. The drain rate on low lvl prayers. You name it. Will torag hammers be able to compete with a dragon scim? Who knows, but so many things that I thought might never get fixed.... just insane. I can't thank them enough for undertaking this
I ran through a lot of dps calcs at different bosses to see how effective the changes to scythe would be and I feel like the +15 slash bonus is far too minimal. I guess its fine to be conservative at first and not overshoot how strong you want the weapon to be but you're comparing the actual weapon's bonus itself to a accessory (bellator) which is why I think it should probably be closer to +40 or +50 slash bonus to really make an impact. This may seem like a massive amount but compared to P2 verzik shadow STILL out dps's it even when not factoring in the lost tick every 3 swings. Idk just my 2 cents. Obviously don't wanna make the scythe a nuclear weapon but 15 is just too little
Then its time to stop calling that bullshit weapon the same level as a twisted bow or the shadow staff. Its more at level of the elder maul. The only real top dog is the fang here, they nerfed 2 times and still kick the scythe ass, they literally are talking about changing the entire game defense because they could not handle they protected boy loose for the fang. Not even a literal defender on the ring slot is helping the scythe lmao, i bet next there will be a dick slot were you put another bellator ring too, maybe that will help the scythe suck a little less.
This is the best way to deal with the occult situation imo
Occult - 5%
Augury - 5% or +3 max hits (chooses which ever is higher)
Mystic Might - 4% or +2 max hits (chooses which ever is higher)
Mystic Lore - 2% or +2 max hits (chooses which ever is higher)
Mystic Will - 1% or +1 max hits (chooses which ever is higher)
would be a relatively fair way to do it and not effect midgame/pure accounts/magic pking too much. shadow would get a huge dps loss but that can also be adjusted when the spells and tomes are too.
these prayer changes can also be done too the eagle/hawk eye and burst of strength type prayers too so they always have a use.
also i feel the 4t trio of rapier, mace, blade should get a minor buff of 3+ str bonus and 5+ attack bonus's since they are t80 weapons now and not t75 when released.
ok but where's the Torag's buff? They need to swap Torag and Dharok amulet effect around, and make Torag the reflective armor, dealing damage back on every hit. And Dharok having high defense at low HP makes more sense anyway.
it feels weird because occult is broken when you considering the 3x or 4x in toa with shadow, but say as a low levelish budget account, trident occult and ahrims, nerfing the occult will just make you weaker than you already are, if you cant have occult to make you strong, what do you have? they say to distribute the power level across other mage gear progression, does that mean new gear or old gear? if newthat means to get the same power level of occult itself, you possibly will need to pass ancestral, occult, tormented bracelet? so more range only bossing until end game?
Fang should have been same rarity as shadow been saying it since release. Would have solved a lot of problems as it was released it was the real mega item.
The problem with fang is that the double accuracy thing was and should always have been tied only to stab or to TOA. There was more than one mistake made with the fang, and I agree it should have been maybe slightly rarer, but not shadow rare. It's real issue has always been it's accuracy buff. Many players go 400-600+ or more expert TOAs without a shadow drop. Would anybody enjoy TOA on an iron doing 600+ experts without a fang? Probably not so I think it being in the place where it is as far as drop rate goes is fine if it gets a nerf that prevents it's slash style from being STRONGER than slash first weapons. If anything, you could argue that lightbearer is stronger and more game breaking than fang, but that's for another day.
That just lengthens the grind to get the ONE melee weapon you need. The lack of variety is the issue, not just the availability.
@@ListensToStuff game isnt an Ironman only game mode mate. Rarity makes a big difference to prices. If t bow was 20m we’d be having a similar discussion about that. Hence the blowpipe nerf.
@@ListensToStuff You don't really need any other mage weapon than a Shadow
I think eternals might see a buff by the occult nerf, some % magic dmg added.
yeah, genuinely just forgot about them but seeing 1-2% on eternals would make a lot of sense
it would be nice since there's no reason to have eternals until you reach min-max territory
This would be annoying af honestly. Basically making us have to add a boot switch just to get the same power as before.
@@STR0SITY ya but you should have to switch boots to many people camp prims
No you shouldn’t lmao that’s not healthy game balance. The idea aaty said is fine because it’s gear we already use. People who struggle already with supplies will now need to lose another inv space to keep their existing dps that’s in game. Just throw the eternals in the bin man
Scythe seems a little underwhelming. However, maybe unpopular opinion, I think they should also buff the range of scythe. It’s longer than the halberds but still a one tile weapon, I think it would increase uses at more niche places
Cool idea for sure and logically makes sense
@@FattyAcids69 Its a video game, logic dont belong in rs
@@DrDreyy911 of course how could I be so naive
@@DrDreyy911That would be a wild game and not a good one
that'd be cool. new bis for phase 1 of sire. lmao.
Is it too out of the question just to get a same style attack bonus (STAB)-esk multiplier across the board? Give us a small percentage of accuracy or dmg for using the intended styles everywhere
Not bad on its own but effective across-the-board powercreep without justification probably wouldn't fly.
Would make more sense to punish incorrect style than to buff correct style imo.
@@aatykon I agree a punishment for incorrect style does make more sense and avoids the whole power creep question entirely
The most important thing to me is that soul reaper axe will get some attention, making vardorvis not ass without fang hopefully.
Bro what. Axe is already bis at vard
@@Nadindel tell me you never used axe at vard without telling me
@@STR0SITY i bet that axe is amazing with elite void, i just dont see where that would be usefull. Elite void scale really well with slow hitting weapons like a eleder maul or a halderd.
Nerfing occult may lose a max hit or 2 for first capers in Inferno with the setups you posted. Really good videos btw.
p2 verzik is 200 defence, while graardor is 250 defence. wouldnt it be 5.6% dps increase?
Blade of saeldor needs a buff too.. Compared to its bowfa counterpart it is not good!! It needs to see some love
Occult doesnt need to get nerfed. Outside of the shadow and multi-hit barrages, magic loses out to melee and ranged in pretty much every scenario that isn't immune to those styles. This is because the magic dps landscape sucks. Occult isn't OP, everything else just sucks, ancestrals included.
I'd argue that shadow is the only "balanced" magic weapon (could say that it's a bit too strong even, but the point is it was designed to be the desired power level first and then the numbers were tweaked to exactly accomplish this). All other magic weapons are forced to obey the limitations of 6% ancestral and current augury. You could leave occult at 10%, buff mage items across the board by 2% or more and nerf shadow to like 2.5x (such that its power is left the same as current) and magic would probably *still* be underpowered, but would be closer in competitiveness imo.
I could be trippin but I swore 99 agility could run further, I wasn't aware that u only regenerated whilst stationary or walking...
Vardovis is going to be aids to do after fang nerf
always thought inq should be fortified with bandos for example. also makes it more viable.
they also should have fixed the drop rate on the fang ages ago. still not too late tho
I like this idea actually. Make it a 70 with comparable stats to bandos
or justiciar
yeah just swap fang and ward lol
This was good and I agree with what you're saying. I never understood why took so long to give range and mage str/damage bonus.. The pvp balance is also off as wel, attack level is underpowered...
Imagine doing brimhaven dungeon with the boys at decent rates. A dream come true.
Great takes, as always. I'm excited for the Scythe buffs since they'll definitely motivate me to grind tob on my ironman!
I think the scythe buff isn't that good.
The charges buff is whatever because the price of blood runes have halved since whenever GotR came out and Nex, so it's actually very cheap to use, it's like 200 gp more than a sang staff per cast if I remember correctly. So that part is nothing special.
The +15 accuracy is alright, I mean the scythe really needs it but it's still gonna be bad at bosses that are high defense even if supposedly weak against slash (unless maybe they change the defense mechanic in some serious manner from the blog). But what I'm mostly unsatisfied isn't that this number is too low, it's that they aren't giving it a special mechanic like the tbow (fuck the shadow lol, 3x or 4x multiplier is a bad mechanic and also it's similar to just giving the scythe a massive accuracy increase). If we look at the tbow, it works off of the opponents mage level and while the scythe is a bit similar in how it works off npc's size, it's not good enough for high defense which is its main issue. I'd rather propose something that goes along those lines, the bigger the npc is, the better the scythe becomes. Ofc, add a limit like the tbow, so that it isn't insane, but this will make the scythe much better at big bosses such as graardor, maybe even zebak and other larger npcs. I think that kinda mechanic would be much cooler than a flat out accuracy increase. Also the scythe needs it. I'm in a bit of a disagreement that there isn't much content for the scythe out right now. It's just that high defense is a scythe killer if there's no way to reduce defense.
Agree with everything except 3 things
Individual monster weakness will require new players to look up even more. Which they try to remove from early slayer.
Voidwaker is imo in a good spot, only bis at a couple places, hard to get, makes pvp/wildy bosses active.
Ancient godsword seems to be in a good spot too imo.
Other then that agree with all the changes
Agreed especially on the Voidwaker. I feel like a lot of people forget that claws and zcb aren't inaccurate at all, and they are used over the Voidwaker at several bosses. It's just that for the most part recent bosses have been so tanky that Voidwaker ends up being the best choice a lot of the time. Like Nex, Phosani, and the TOA bosses. And even then ZCB is better in most TOA rooms. Adding more slash-weak mid-low defence bosses will help out claws just as it will help the scythe.
If they take away the guaranteed hit from the VW spec in PVM, my concern is that they will just become strictly worse than dclaws. If they insist on nerfing the Voidwaker spec, I'd hope it'd be in form of reducing the damage rather than accuracy so it at least retains a specific niche.
I’m a little disappointed at what they are planning to do with the scythe. A small accuracy buff is nice but it won’t really change anything that much. Both of the other ultra weapons have a scaling factor that makes them insanely good all over the game.. idk why we can’t get some kind of scaling accuracy based off of gear or boss size for the scythe too. Make it ridiculously strong like the other two on bosses 3x3 and larger
That would be cool, would keep it up with new gear that increases accuracy too if it were a % increase in accuracy
My main concern w all the changes is easy visibility. I hope jagex adds a togglable text box that pops up when you hover over an NPC and ideally state "Weakness = Water/crush"
With the monster examine spell it feels weird to add a tool tip to every npc, with how good the wiki is it isn’t totally needed within the game itself
@@BIGPOPTART97I don’t want to look it up every time
@@BIGPOPTART97the reason they are changing early slayer is; so that you dont have to look up every task.
I like your idea of mixing the dwh with elder maul to make the endgame spc reducing wep or something.
i think they could get away with halving the amount you need to charge the scythe without breaking the weapon. if it was much cheaper to use then it would be worthwhile as a rebuild weapon. tbow is so op because all you need are arrows and a high magic defense enemy and you’re golden. meanwhile shadow you need to actually charge, but in exchange the damage and just plain versatility of the weapon make it not “niche”. a bis weapon like these three SHOULD be overpowered, and its costs should reflect it. the scythe costs too much for upkeep more than any other weapon. unless you’re at tob then it’s kind of troll on your cash stack.
Scythe only needs a defence ignore mechanic like the brimstone ring does... like a 25% - 75% of defence every swing reroll
Its amazing how the bis weapon need to have constant buffs, with that amount of help even a dragon mace would be bis. They literally create a ring slot defender to help slash lol.
@@polentusmax6100 yea... shadow is bis everywhere tbow kills sara zammy nex kree and scythe just doesnt shine not even when u hit a 70 bgs because fang will out perform 7/10 times... so yea its suposed to be a bis even tho its uses are very limited for high cost😅 also i got ring and scythe and fang still wins in gwd
I'm sad that i was close to having enough to buy a scythe and then it shot up like 300m but better health of the game will be best in the end
The Scythe Cost reduction is too low. You already have to jump through half a dozen hoops to even consider using it over a free weapon, and a T Bow which has far more usecase scenarios operates for 1/5 the cost, and frequently less. The cost of the scythe is pretty bottomed out right now unless another way for Vials of Blood enters the game.
As an Iron who’s dry at CG and looking forward to ToA after, please just buff the Scythe and release more content where it’s best in slot… The fang is fine, they just completely fucked up making it as common as it is.
The difficulty alone to get VW does not warrant a nerf. It filled a very small niche in pvp as well as pvm and allowed us to have options. If the VW is nerfed, Claws return to being king of all content which is what jagex claims to be avoiding. There is no content VW utterly reigns Supreme, just allows more consistent damage on some content with a low max hit.
Further, consider adding more content like core, where something as simple as a dds can become the BIS, rather than worrying about designing different specs
Agree with you completely. Voidwaker absolutely should not be changed.
DWH spec does take effect if it hits a 0 btw, as long as it passes the accuracy check. You just won't be able to tell without stat reading it. And also the Elder Maul draining Tekton's defence was added in so it does have use. They took both of the top 2 changes polled.
The elder maul draining was not one of the top 2 choices polled so it was not added to the game. Guaranteed first dwh hit and defense staying reduced after anvil were the two changes made. Check the blog
@@raymid4320 apparently it slipped through then because it works
@@ValiantNomad it wasn’t mentioned anywhere in the blog so I don’t think so. I suppose you could have used the lunar spell to examine after hitting tekton with the elder maul but you couldn’t even check the blog to know which two were the most voted for poll options so I doubt you’d put in that much effort
@@raymid4320 Yeah I checked using monster examine, unless it was just bugged on day 1 of the update and hotfixed out
@@ValiantNomad They would have had to add some extra mechanic then forget to remove it which is improbable to me, I just rechecked the blog and the only thing they said is that they want to show love to the elder maul with the project rebalance in the next few months. I haven’t tested it myself so I’ll try it later on to sate my own curiosity. Regardless I hope you have a lovely day
fang nerfers eating good, staff nerfers still hungry
Allow torvo to act as bandos and masori act as armadyl..
About your explanation on the warhammer, I always thought a hit 0roll DWH spec DID work, you just wouldn't know if it did.
Only on Tekton
@@raymid4320 Oh that's interesting. Thanks for clarifying
idk if this is a hot take but fang is BUSTED and has been since release even after initial nerf
The problem with crush is it’s just not useful. For ironmen, once you get full inquisitor, you get out of pnm. It takes way too long and you feel free like never before. Then where do you use it? Tekton? Cerberus? Crush in general has been put on the back burner for far too long and it’s one of the reasons the elder maul has also been useless. It’s disappointing that they make the realization that more bosses are needed that make the scythe useful without noticing how bad crush’s viability is. I’m also torn simply because more bosses for the sake of it sucks. They did a relatively good job with the 4 dt2 bosses, but again no use for crush. And more bosses means more items, means more niches to discover and is it worth doing? We are getting to a point where these human teams can’t feasibly come up with more ideas for items without destroying the value of other items, or maybe I’m over exaggerating and just paranoid. Either way, more crush susceptible bosses are necessary, and the concern with more bosses for the sake of it needs to be kept in mind
The problem is that inquisitor sucks defensively, maybe buffing the defense would help have more appeal.
For example, the fang is so acurated on stab that even the -3 stab for inquisitor would not do so much for it, im not iron, but i would consider versus a bandos chest if have similar defense and price. Fang is so accurated tha even a dragonfire shield have more dps on slayer than a regular dragon defender because the +1 strg of the dfs, at least for me. (I use veracs top and bottom, dragon boots, torture, ferocious, and berseker i, and piety).
thank you for your service
thanks for the breakdown, excited for changes
As an ironman who's received the elder maul and scythe but no tbow or shadow yet, watching my bank value go up will be quite entertaining lol. Glad to see the team isn't afraid to rebalance some parts of the game, especially items like the Occult necklace
Fr I've been saying for like a year that they need to shift the power of occult to other mage items. So ridiculous like half your mage damage boost is in one item even if it's a late slayer grind, it's dirt cheap for mains.
@@CatNibbles Does the value of items really even matter for mains when you can make 4m gp/ph lazily killing vorkath? Not like afking nmz and getting quest stats are hard to do or anything. Or just whip out moms credit card and spam buy bonds.
@@cHaMp630 when half the magic DPS besides the weapon at use is in a dirt cheap item and the rest of the pie is 400m then yea probably does
You also can't make any better robes, anc are the only ones that matter and their shit and 150m a piece. Salad robes and ahrims are literally the same fucking thing no other robes matter but anc, and again, their shit for their price.
@@CatNibbles 3 sooooometimes 4 max hits from a 93 slayer requirement item for tridents = somehow busted lol. By comparison the berserker ring providing 3 max hits while costing 2m or taking 3-4 hours of afking rex on a level 50 ironman is more busted. MAAAAAAYBE the shadow is the real problem here and not the occult.
@@cHaMp630 I already know the shadow is busted but if you want to point fingers at problems the whole magic system is the actual problem.
Disappointed about the vw nerf after just grinding 100h to get one. It's not like it's op or anything
It's one of the most OP items? Guaranteed hit? 2 hitting 99 hp idk
You aren't wrong but people forget dragon claws beats it in a lot of places
All seems like pretty decent changes.
Personally ive always thought the fang just shouldnt have a slash option at all. Leave 1-handed slash to Blade of Saeldor imo. Removing the accuracy reroll on slash is good but ive never felt like it needed the slash option to begin with.
I personally think weapons having secondary styles that might not be great, but are still usable just adds variety and flavour to different weapons. Like how some irons might use saeldor or even a voidwaker as their stab weapon in TOA pre-fang. Or using inq mace on stab for vasa crystals in a CM. None of those weapons need their secondary style, but I think overall there's more benefit than detriment to them having one.
It also just feels weird to have a sword that's straight up unable to slash. I don't think there's any other bladed weapon in the game like that.
Bit underwhelming for the scythe, thought it could use a little more. Not sure if it even overtakes shadow at p2 verzik still which you'd think would at least be the yardstick
Agreed. It breaks down to three simple things. "We'll add more content for it later," a minor +15 accuracy boost, and a slight reduction in gp costs.
Adding content for it later is nice but players want to use it now and not have to wait a year or two or even three for new content just to get some use out of it.
The accuracy boost is better than nothing but it should have been much more or even a potential accuracy reroll like the fang. I don't know the perfect answer here bit a +15 accuracy is not that much.
The gp reduction is better than nothing. But in the blog it still says it would be about 700k to use per hour down from 900k. This is still pretty expensive for an item that is not that much better. It's nice that it won't use a charge if a hit misses but I feel like most players wanted a corruptible version to permanently charge the scythe. A missed opportunity in my opinion.
@@Jomonjican't make a corruptable version without destroying tob gp/HR. Blood vials are what makes the supply cost per (successful) run of tob close to neutral. It's already the hardest raid too and makes far less gp/hr than toa or nex, making it worse is not smart.
I am sure fang was not accidet and indeed very smart game design. More people get to do pvm at higher level content wich we all know is fun. Now sayin fang owners be selfish that weapon gets nerfed, i would say hlc people are selfish here. They have money and weapons for everything but most of the players cannot afford scythe to do vardovis and duke after dt2. Im very interestd to se where it goes and i trust Jagex. Bosses should be reasonably doable without megarares.
A lot of people disagree, but infinite run energy would make me enjoy the game so much more.
Every British lad : idearrr
Why nerf the fang it was already nerfed??
i feel theres a problem after nerfing fang on slash that a 2 mil weapon would just be better than it and making fang super niche and there not being anything inbetween that and scythe/blade of saeldor
Ya completely ridiculous it was already nerfed it shouldn’t be nerfed again.
thank you for the break down
as more people wake up and read the blog i bet scyth touches 900m today
Idk if I like your idea of the elder maul being combinable with the dwh, how would it make it more useful? It would just be a dwh spec with elder mail stats? So it would still only be used for the special then swap to a different weapon? Idk.
I like the idea of increasing the mauls speed within chambers or even outside as well to 5ticks and either keeping the str the same or lowering it slightly to not break it.
That or when it's paired with a certain amount of crush bonus it gains a damage increase (also gives inquisitor a buff)
If they buff The reaper axe it is going to be so good on vardorvis
Not a perfect blog but a step in the right direction. About time if you ask me.
Don’t nerf voidwaker :(
Damn you really hate d claws having a place in the world.
@@CatNibbles D claws are very useful, I use them instead of a vw in lots of places.
@@CatNibbles claws are still meta over
Voidwaker at places. Just bosses with high defence is where voidwaker is good like toa nightmare Vorkath etc. D claws have a lot of meta places in the world of RuneScape
I use scythe just because I like it cosmetically more than fang. Fang is 50% better no matter where you go
Look idc how about this nerf and scythe shit just buff all agility xp rates man, god i hate that slow fucking skill.
No to elemental weaknesses, that’s rs3 and evolution of combat stuff
not enough change for the scythe tbh an overall +15 slash is miniscule because of dwh and bgs also the reduced cost is idiotic because if you cant afford to run a MEGARARE weapon then dont buy one its simple
the fang is so overpowered I just got a Duke kill with only 20/25 zeros!
Appreciate that you’re the guy leading this discussion and with the Comunity over guys like sae bae and condor
Idea === idear
Does nerfing fang this hard while simultaneously buffing scythe not mean that the already massive gap between Blade of Saeldor & Scythe is even larger? I think making scythe more viable and less costly is a great thing, but also having intermediary options between BIS and its next best options is a good thing. I feel the same about Shadow & Tbow. They’re so intensely more powerful than their next best option that it feels unfair to anyone who doesn’t have these items as new content is always developed around what the new BIS is capable doing.
no it means saeldor is more useable than before because fang was outshadowing it
Dudes complaining that mega rares are better than the 2nd best option. Always something to cry about I guess.
Damn you must be stuck in mid game
@@TheRealAstro_ saeldor is like 60h CG for a minor buff over a tent whip
Nerfing fang won't suddenly make it worth getting
I agree salad blade needs a small buff, it's much harder to get and upkeep than a tent whip and barely better. And shadow does gap sang by a huge margin. But blowpipe with dragon darts and bofa close the gap before tbow exceptionally well.
arcanes will fly up
So funny how they’ve developed themselves into a corner like this. No real game direction is painfully obvious
imo the problem with osrs is all this time/work and effort put into sorting things out that are already in game and been xy and z for so long, like make the items properly before releasing them, think of the future of the game etc while making them, not give the players items with x power then take some of that away, the BS recycle of item's really dulls the game for me, like wheres the new stuff..? the RS lore has plenty of items and story lines in them...
15:40 it doesn’t make it boring when I don’t have to pay 100m for a new weapon.
Occult going from 10 to 3% seems an excessive nerf? It’s a high req item.
Maybe 5-6% and give externals some #.
I haven’t played for a long time but imo magic lacks good mid tier armour.
Melee has obsidian armour for some str bonus, a fighters torso and then bandos then torva
Range has black dhide, blessed dragonhide, karils, then arma then masori, masori being the biggest upgrade.
Mage has mystics, infinity (comparable, maybe worse not sure), dagonhai (bad), ahrims, then ancestral, locked on a lot of Cox. It misses a tier of armour with significant offensive boost.
Perhaps the occult should be distributed to a new tier or buff a certain tier of mage armour, or even given a 1% buff to eternal, ahrims, and let occult keep 6-7%.
Only problem is, due to lack of better gear ahrims is already popular so it would vastly outperform the rest of the barrows gear sets. But still, could be interesting.
Ofc virtus Campenhout but DT2 is hardly mis level content.
Ranged also has crystal armour which is OP AF.
Mage armour needs a buff, dps is so low on it compared to ranged and melee
@@ewouthagdorn7872dt2 is mid game content compared to tob Cox and inferno
I like the elder warhammer idea, something to do with the dual wield dragon warhammers in the sisterhood sanctuary
Normal spellbook buff ffs
Seer's or its upgrade
woohoo i cant wait to use a lv60 spider paddle over using a lv82 weapon rewarded from a raid. looks like its time to dust off the old zammy hasta.
magic dmg should go to the eternal boots imo, so little people use them and they feel like a waste and possible to get solo so 6% for occult and 4% for eternals
Remove the crush option on scythe
Seeing alot of people complain that scythe isn't seeing enough of a buff. I dont think they grasp the power of the current scythe as it stands, where it is strong already it is the highest dps in the game. By tweaking the other weapons around it slightly and buffing it marginally will really make it stand alone above the pack. Along with a lower operating cost, this is really nice.
On the mage side, i feel like a simple couple of tweaks such as; occult -4% (down to 6%) +2% on eternal boots and +2% augury would make it feel much better. This would also make the shadow marginally weaker as the augury mgc dmg wouldnt be multiplicative, which i think is probably a good idea. Given that shadow is extremely powerful as is.
I think scythe needs like +20-30 slash attck, makes alot more sense for bis
Fang will be 5m by next year and scythe is currently 815m. The people who want a fang nerf is most likely sitting on 100 scythes to sell for 400m profit per.
Or it could be people who want the game to not be stale because you only use 1 weapon for everything. Same shit for blowpipe, void, and this nerf, no different here.
@@CatNibbles The difference is that the rich players whos been asking for a fang nerf and scythe buff now havent been complaining earlier. They started to promote the nerf and buff later, probably after more rich players tagged along and bought out all the schythes available on the GE. The bp was a cheap weapon. Scythe was 350m at one point. Now its 800m + You do the math on the margin made per scythe.
@@DrDreyy911 No it isn't. I don't even play my main anymore and ive known for awhile fang was broken. I have plenty of clan mates that aren't wealthy that understand it's broken. Just because it took players a few weeks to realize it was busted before it started losing value doesn't mean it's "rich players". And even if it was, you would rather have the game balance be a massive mess because you weren't there at the time when fang was 300m on release day? Get over it.
@@CatNibbles The better soluton was to nerf the drop rate of fang. Maybe as rare as shadow or even tbow. Announcing nerfs and buffs will only result into ppl merching the fk outta the weapons.
@@DrDreyy911the fact that scythe was 350m at one point IS the reason that it should be much better. If it's demand is that low that indicates that it is terrible considering it is the premier melee megarare from the hardest raid in the game.
to me the scythe buff doesn't really look like a buff to me they are talking about how it should be as good as a tbow and tumeken yet giving it +15 slash accuracy does almost nothing but add a very very very little dps buff because of accuracy
It already has the highest dps potential in the game. Their proposed changes are very reasonable.
dps potential is a nice word for something that feels dogshit for a mega rare imo the buff should just be
3 hit splats no matter the npc 1x1 or 3x3 + should have a +1 tile reach like a halbert its a FUCKIGN SCYTHE
Tbf if the boss is designed for it, it already is that good. The main issue with it is lack of use cases. Decreasing the use cost and nerfing the fang already does a lot for that. If they make good on their promise to add more scythe-weak content, that alone should make it a 1 bil item. Accuracy buff is just a little extra.
it will be as good as the tbow and tumekan after the rebalance because some monters will be weak too bolts/javelins rendering t bow not as superiror and some monsters will be weak too water/ice spells making tumekan not as superiror.
Gotta be the most boring buffs i've ever seen +15 slash 👍
Shadow should be nerfed rather than all the magic gear.
They didn't say to nerf all mage gear they said to shift occult power to other mage items, that's nerfing one item for buffs to others. Reeeaaddd.
@@CatNibbles and i said nerf shadow. Reeeeeaaaaddddd
@@yurf0 You said nerf shadow instead of nerfing the mage gear.. cat said they aren't nerfing the mage gear, they are just shifting some power from the amulet to the other pieces.
That's a lot of words to say they're nerfing magic gear.@@matthew7164
When you think about the Tbow, Scythe and Shadow you think oh yeah the best weapon in the game. The Tbow is only good for monsters with high mage, same as Scythe being good for low defence 3x3 just release more content that the weapon is targeted for rather than just the raid you do to get the weapon. No need to buff everything stat wise
Spoken like a man who doesn't do a lot of content, Tbow, and Shadow can brute force almost anything in the game they are so OP, scythe is BIS at maybe 4/5 very niche places. Evidenced by the price. Scythe needs a buff simple as. Its a mega rare that should be usable for its owners everywhere not just ToB and Nightmare if you have full inquisitor to go with it
@@topnoob100he doesn’t actually own any of those items 🤣
@@goldilox811 tbf neither do I, used to have a Tbow but have had the pleasure of using friends gear and scythe is the most lacklustre, it's very fun but lacklustre
scythe should just hit 3 hits splats on any monster rather then a 3x3@@topnoob100
I think magic tomes are ridiculously hard to balance using elemental weaknesses since
1. Fire type spells generally hit harder due to the progression of the game.
2. Where do charged staffs stand?
3. This is akin to introducing a slash/stab/crush dynamic to magic, then what about range? Are we about to differentiate between bolts/arrows/thrown weapon types?
Fire type spells generally hit harder due to the progression of the game. By introducing the elemental weaknesses to certain bosses, this might not overcome the inherent higher max hit of fire spells unless the power spike of elemental weaknesses are so significant (>20%) of dps (as per increase in max hits of water tome, and even more so for fire tome). And so what if there is a power spike of such magnitude? The flat 50% increase in max hit for fire spells alongside the max hits of spells due to spell progression will surpass any elemental weaknesses involved.
If other elemental tomes are introduced, this is another nightmare of balance because there are only that many dynamics of magic to balance, namely magic strength, magic duration and magic accuracy. If the balance is not aligned, fire tome will stand out as the go-to meta again. Are we going to standardize tome stats? This leads the argument back to the progression of spells which makes fire spells superior in most scenarios unless an elemental weakness provides such drastic power spike that is worth using.
Conclusion: Elemental weakness seems to be a weird direction to head for magic. We will not see any use of other tomes unless there are significant power spikes for using elemental weaknesses AND also introduce other tomes. In the scenario where other tomes are introduced, there is also a weird balancing patch necessary to even out the use cases of each element.
TL:DR Elemental Weakness Bad
"c, then what about range? Are we about to differentiate between bolts/arrows/thrown weapon types?" did you . . .read... the blog?
its called a rebalance, fire spells wont hit higher if they make them all the same? and yes range will have 3 different weakness's. [Heavy] javelines and bolts, [Medium] arrows, crystal bows and webweavers, [light] darts and knives.
Charge scaping with saeldor then is probably what they want us to i guess.
Tent whip... Whips are barely 1m if you can't upkeep that then wtf are you using them on.
This just ruins the vardorvis grind for everyone who haven't done it yet. Blade should've taken fangs place dps wise, idk wtf they think they're doing.
I agree blade should have been buffed, but I still think fang should simultaneously have it's slash nerfed. Also scythe desperately deserved buffs, and even these buffs are veryyy minimal for it.
just add +10% melee strenght option and +25 crush to the elder maul aka make it op Kappa
lower Defence builds block themselves, myself included, it'd be nice if the occult possibly moved some of the damage to +1% for Dagonhai too - give zerks something.. Maybe +1% for Elder robes for 1 def.
Nerf shadow tbh
How would people feel about the idea of increasing the cost of the scythe to 400 charges per 1 vial and 400 blood runes. So 1 rune per charge, but 3 runes are returned back to you on successful hits?
The scythe extracts and retains 3 blood charges as it strikes its foe.
Idk just a thought
They need to remove charges from scythe. Chargescape is stupid af.
I wish this video was like 5 mins lol or at least had time stamps
gm
If they really nerf the fang they will destroy the item, so they will never nerf it hard.
I got no clue what they are trying to achiev with this because all sides are just terrible bad.
From a game design pov, NEVER nerf, always put the items ingame worse than they will be later, buffing is never a problem, *nerf is always bad design*.
If they nerf fang hard, nobody will use the fang so it be the new whip or if it is worse even than that, it be a d3@d item even in the raid itself.
Everyone will be getting a scythe, and if everyone needs a scythe the price will explode and everyone will be farming scythes to sell on the GE.
At the end the price of a scythe will be the price a fang is right now and they got a new problem, everyone using a overpowered weapon. *facepalm*
Why is osrs such a clown team? It feels and looks like some teenagers that have a school project.
fang is a stab weapon primarily and it retains its use the stab category, the nerf is applied only to its slash style so nothing changes except that it stops being a menace in a style it was never designed for.
scythe is insanely rare so its not going down in price, fang is insanely common which is part of the problem.
@@aatykon Everyone knows about the fang while nobody knows about the scythe...
(they know it only as a item they will never get)
If 1 % only has the scythe the price will be as crazy as it is now, says nothing about drop rate, just says to less people farm it.
Everyone is farming the fang and other pieces in a way to easy end game content the desert raid.
Theatre of Blood, beside the picture I've never been there, never heard a word about it or never heard or seen anyone going there.
It is a way bigger problem than just that...
We should have gear that is up to par with the fang, the scythe should roll twice just like the fang, they are not building a game, they just adding and removing by nerfing, that is why osrs is still way to oldschool, we got nothing new only reskins of old projects.
im just gonna throw this out but if you've never done the likes of tob or potentially other high level content im not sure you have the whole picture.
everyone who has an interest in pvm knows about the scythe, i think you're in a bubble for this one matey@@Desperado070
@@aatykon you not even reading what I said, yes did them all and yes sand raid is the easiest and that is the only reason fang is so common
"Theatre of Blood, beside the picture I've never been there"
those were your words copy pasted, how could you have done them all if you also said that@@Desperado070
Scythe should be corruptible and/or have its charge mechanics removed entirely.
Scythe accuracy buff seems unnecessary, its been under the 1b price even before these tanky-non-slash bosses exist. Its not that scythe is weak, its not worth buying for the average casual due to cost of use. Especially in comparison to other melee weapons.
The average casual are the people who ultimately determine item price, and they're not grinding 1k raids kcs. They're probably at raids on the weekends for a few kcs and are mostly at slayer bosses and other laid back bosses.
Its weird that they're comparing it with pipe on dragon darts, scythe cost should be compared to other melee weapons to make it fair. Most of which cost 0 gp to use.
This whole comment screams "I'm 94 combat and I've never done any raids or any semi-serious bossing in my life"
and just like that the people who cant afford scythe is lock out again lol good thing its still shit even post update