Necromancy Is TERRIBLE Now LOL

5,711
0
Published 2023-10-24

All Comments (21)
  • @jackbrown5184
    Does anyone ever make anything positive about Rs3? Every major YouTuber just posts content about how bad everything is…
  • What doesn't make sense to me is "closing the disparity" between a 120 skill and 99 skills. THERE SHOULD BE A DISPARITY UNTIL YOU RELEASE THE OTHER 120s! Make it make sense. I'm sorry but how long are you going to keep nerfing everything to keep it in line with current content, rather than creating new, more challenging bosses that make you NEED the strength of the 120. Basically this update tells players that their levelling from 99 to 120 necromancy doesnt mean anything. lmao. Because at the end of the day they're just gonna nerf it back down so as not to be "too op". When in reality, we should be OP at older content. It also just creates this really unfun dynamic/culture where you maybe aren't ready to try the new content yet, and when you finally feel ready, you're like "oh wow this is so much harder than if i had been ready/able to try it on launch" because now it's nerfed. Conjure undead army, great. Removing adren cost? Great. But nerfing the damage output to bring a 120 skill's damage closer to dmg of 99s? Wtf Jagex
  • @curlingrock0
    Jamflex doesn't know balancing if it hit them in the face.
  • @seanydee7785
    I don’t like the title of this. It’s a good video, but I don’t want to give a like something that says Necro is terrible, because it’s not and you explain that in the video. Anyways good video totally agree with the content. Unpopular Opinion: I think Jagex is handling this well considering all the over dramatic response from the rs3 community. It shows they are trying to get it right and I don’t expect them to get it perfect in 3 months.
  • @DustCloudRS3
    I shared my thoughts on my Twitter but basically in a nutshell for me this update really is a big nerf. Zombie feels absolutely useless now and only reason to use it is to blow it up for big damage. Ghost is meh now and the having to recast command ghost to keep haunted applied is so annoying to use. Overall i'm getting longer kills at bosses and the combat style feels less impactful and now feels like a 99 skill when it's a 120 skill. On the other hand, adren removal from commands/conjures is a good change and undead army new ability is a good QOL ability to have but for me, for army ability to work well they should make all conjures last the same amount of time. I agree Necro needed a nerf but I think them changing so many things at once was a bad idea and they should have tried out the changes in the upcoming beta they've got on the horizon. EDIT: they're updating conjures to be same length, it's good to see this. It's also good they're removing the command ghost duration so now you only need to apply haunted once, not every 30 seconds. Good changes which remove the added friction from Mondays update.
  • @basheer426
    I know magic was the best style before but the differences between combat styles wasnt that big , Necromancy came in and destroyed the concept of having a combat style to go along with, i used to always play ranged since 2009, but now necromancy came and forced us to only pick necromancy because its far away the best, i dont like that, they should make all styles balanced so that we can pick the style we like, i dont like the whole idea of this new style tbh. Its just an evil version of magic or dark magic in other words
  • @celem1000
    Im curious what thoughts you have about possible melee balancing? Balancing necro against range and mage is a thing that will happen. It was always going to happen, that is the established meta. It made sense for them to err on the high end and not the lowend, the pushback would have been rough if it wasnt endgame viable at launch, but going forward it should be inline, its still overgassed imo But what of the black sheep in the combat triangle? This isnt just an RS/Jagex issue, melee tends to play second string in most MMOs, the only viable melee builds in Path of Exile all hit off the edge of the screen or proc effects that chain that far, otherwise nobody touches it. The issue i see is mechanical: melee makes you stand by the target, which either means eating melee autos, or having less time to dodge telegraphed mechanics. It makes plenty realworld sense to stand at distance, especially since bosses conveniently telegraph their intentions. Melee also suffers uptime issues, you do zero dps the moment you are like 3 steps away from the boss, while other styles all run and gun. My hot take is that melee should always out dps both range and mage, at every level of the game, or it will simply never be used, it comes bundled with a unique downside, it has to get an upside or its just a dead style. Ive looked at the combat beta. Some nice changes, still no melee love (and just adding some t90ish sword dualwields fixes little)
  • @fateadvicus6188
    I think they should have either nerfed soon after release or released it in a weaker state if they wanted to eventually do nerfs. Taking away a very significant chunk of power to people who have just gotten into pvm through necro is going to leave these players feeling frustrated. I agree with the fact that it needed to be brought into line with other styles, but giving players progress and walking back on that progress is a great way to leave players feeling frustrated. I say this as a player who has already invested around 1-2 bill into other combat styles and is at roughtly the mid point of endgame pvm. Yes, it might suck a bit that a player with 3weeks of necromancy might be able to get free T90s can output similar dps to me, but I can adapt and move on. A newer player who got in through necromancy and hasn't committed as much time to the game might not.
  • @trevorhansen4183
    Playing iron and getting the best took a lot of time and effort and having it void to necro felt bad. Maybe I'd subscribe again if necro does become the worst skill. I reached the point where the funniest part of the game was completing logs and trying for best in range, since range is garbage why try for that now? Maybe there will be a reason to continue that old goal again soon. If it takes 50hrs to get the best in one style and 1000hrs (excuse some exaggerations) in another style I would hope the latter would be sizably better. All styles had certain abilities that helped group content, I'd recommend adding group content effects to Necro making it a great support skill, and calling it a day but what I want wouldn't appease everyone I know, people want to be able to delete bosses with no real character progression to be able to do so.
  • @WiztrikFPS
    High tier pvmer, it's bad but now they are walking back some of the other changes and im 100% certain the new boss will have some necro buffs necro will be in a good spot after the new boss. Right now it's in a terrible spot for 1 week/week 1/2 which is fine just gotta wait it out for now. I'd say honestly the worst thing is it just feels bad and the changes will make it feel more fluid which is exactly the direction they should go with the skill in the future.
  • @ChevalricRS
    Clarification: I made this video BEFORE the most recent blog post, however the general thoughts of it still stand; Jagex should of waited for the beta
  • @dtaggartofRTD
    definitely nerfed the hell out of it. I did some vindicta after the nerf. had to turn my Scripture of Wen on and sweat a bit to get the kill times back into the span of a single conjure. I play ironman so I try to keep it frugal. The nerfs made it a lot easier to run out of burst damage. The conjures really provided the backbone of the damage pre nerf, now the player does a lot more of the lifting in the core damage. Definitely brought it roughly on par with the other styles as far as I can tell, but I think the other styles should have been buffed rather than nerfing the new style.
  • @jimmymc1188
    Failed to do zuk durring pvm event and now it's so far off the table, it's in the neighbour's house
  • @tw3akmusic750
    Necromancy was discussed to help introduce players to pvm better. As far as i can see it is, but the problem most players are having is the fact weve invested 5b into perks and switches and all these specific rotations to do 400k dpm. While necromancy can just jump in and do 600k-800k
  • @runescapeguides
    Terrible??? Enough with clickbait titles. I finally was able to do zuk HM for the first time yesterday using necro, if anything it feels really strong. I can freely use all my summons without sacrificing ANY adr... that in itself is a HUGEEEEE BUFF
  • @joesilvareality
    Necromancy seems like what ancient magic should have been. Honestly, regardless of combat style it doesn't feel like you are playing the game any differently. Been playing on and off since 006, somehow OSRS feels fresh and RS3 feels dated. It's can't be because it's point and click that makes every style feel the same, as I said osrs feels more fresh and Baulders Gate 3 has me coming back constantly wanting to try something new. I think RS3 just generally lacks creativity.
  • @StrongIndividual
    started the game on release of necromancy, didnt grind other shit for combat, now im stuck at high lvl, fun
  • @RebornDPK
    i hope jagex add something pass 99. necromacy dmg was 120 now its 99.
  • @djert24
    1:20 is definitely not me after getting tossed by telos into the river nyx.