Hey Scapers'
[p align="start"]A few weeks ago we shared a very early design for the overhaul of the Aura system. We talked about the issues that Auras and the Aura system presented and how we plan to address these issues, as well as where we would transfer meaningful Aura effects. That blog intended to show a very early set of design ideas for effects and include the community in shaping its direction - not intended as things set in stone, but rather to include you in the design phase and kick off discussions. In particular, we were keen to explore what types of rewards you thought were the best fit for where these effects should go.[/p][p align="start"]Based on some of the comments we saw, we realise the need to be clearer on this in the future, as it can be difficult to talk about designs when they come this early and are still cooking. As always however, your insights were very valuable, and we took this opportunity to listen carefully to what you've discussed and closely followed how reactions evolved over time.[/p][p align="start"]Since then, we've been busy beavering away and making changes based on your feedback, where possible, and we'll cover these today as well as some of the questions we saw pop up.[/p][p align="start"]We'll begin with an important question that came up following the first blog.[/p][p][/p]Why not keep Auras as they are?
[p align="start"]In the first blog we discussed the issues that Auras cause for players based on comments from the community over the years, as well as our own feelings as players and developers. One thing that we could've been clearer on was why the slot and Auras themself are intended to be removed.[/p][p align="start"]In addition to the issues we listed in the first blog, we feel that the Aura system is quite disconnected from the game. The Aura slot is an extra slot that doesn't tie into in-game mechanics. Instead, it's an extra layer that feels 'removed' from the game while all other slots work in a way that is consistent with each other. In terms of game understanding and simplification, most auras don't connect to anything in the game world or any specific bit of content.[/p][p align="start"]There's no tutorial, no lore explanation and no sense of the auras being an in-world thing. Passive powers already exist in RuneScape, but they all come as rewards from content, or have some thematic reason for existing in the ways that they do. Generally speaking, it feels strange to have an equipment slot which uses a unique interface and that gives a temporary passive power. Additionally, given the upcoming removal of the Loyalty Point system and Solomon's Store, we no longer see it having a place in RuneScape.[/p][p align="start"]Ultimately, we want to make some of these effects feel like an integral part of the game, unlocked like all other buffs and boosts to create a more consistent and understandable RuneScape. While completely removing auras, their effects, and the associated system was an option on the table, our Road to Restoration is fundamentally aimed at returning integrity to the game, not simply ripping things out, and we want to find good solutions for keeping your experience with the game enjoyable.[/p][p align="start"]With that in mind we wanted to ensure that the community still has access to the most beloved effects, which is why in the first blog we explored what type of in-game rewards we could implement these effects into.[/p][p][img src="https://clan.akamai.steamstatic.com/images/38802315/4430ee04cf3d2303c62312ae8f683e863097e91a.png"][/img][/p]Lets talk balancing
[p align="start"]There were some very valid questions on why some effects may need to be rebalanced. Aura acquisition has been extremely gated by time-locks (the Loyalty Point system) restricting access to their effects.[/p][p align="start"]As such, not everyone playing right now has auras, especially with a view towards the higher tier ones. As we remove auras and transfer their effects, we have to be mindful that a lot more players will now be able to access those powers and have them active more permanently, and the subsequent effects that could have on the wider game are substantial - whether that's experience rates or the economy.[/p][p align="start"]Put differently, a small percentage of players using a 1-hour aura that results in 15% more resources is very different and less of a concern than a much larger percentage of players who could access the same effects permanently with the same level of power. This is something we'd have to rebalance even if we were to just make all auras available to players, without moving their effect to other rewards in-game.[/p][p align="start"]We wanted to provide some data to cover some examples![/p]- [p]The Vampyrism aura is the number one most used aura by players each day. On average over the past month its use represents around 6.6% of daily members.[/p][/*]
- [p]Legendary Greenfingers, which hovers around the 4th-6th most used Aura per day, represents around 2.7% of daily members.[/p][list]
- [p]This falls to 0.3% for Supreme Greenfingers.[/p][/*]
- [p]The Supreme version represents 0.4%.[/p][/*]
Feedback you gave us
[p align="start"]From the discussion around the first blog there were many different opinions, feedback, and concerns raised from the community on the initial "high-level" design, and we’ve adapted the revised design in response to that feedback. Here are some of the points that were raised:[/p]- [p]You didn’t like slot “competition” when an extra slot has traditionally existed, the pocket slot was a common concern here.[/p][/*]
- [p]There were concerns around adding to Relics or Invention Perks because those things have their own frictions that you've expressed.[/p][/*]
- [p]There were concerns around weakening aura effects if they are rebalanced (which we covered above).[/p][/*]
Aura Effects And What's Happening With Them
[p][/p]Skilling Auras:
[p align="start"]We've revised some of the places their effects would be transferred to, and aimed to help bolster some already existing rewards.[/p][p align="start"]Note that everything below is subject to rebalancing. Additionally, If you are on mobile, please turn your device to landscape to better read the following table.[/p]| [p]Aura[/p] | [p]Notes[/p] | [/tr]
|---|---|
| [p]Daemonheim[/p] | [p]All passive effects remain as passives for completing the respective tier of Daemonheim area tasks. The 1-hour activation effect for prayer-restore will also simply become a permanent passive. The "Thok Headbutt" animation that replaces the Backhand ability animation will become a combat cosmetic override, unlocked once the respective area tasks have been completed.[/p] | [/tr]
| [p]Focused Siphoning[/p] | [p]The increased success chance will become a passive unlock. It can be bought from Wizard Rinsit's Runecrafting shop requiring Runespan points to purchase.[/p] | [/tr]
| [p]Greenfingers[/p] | [p]The increased crop yield effect will become a passive unlock. It can be bought from Sydekix's Shop of Balance using Crux Eqal favour to purchase.[/p] | [/tr]
| [p]Five-finger Discount[/p] | [p]The increased Thieving chance will become a passive unlock. It can be bought from the Thieves guild using Pilfer points to purchase. [/p]
| [/tr]
| [p]Enrichment[/p] | [p]We'll be directly buffing the chance to obtain an enriched memory as part of the skill.[/p] | [/tr]
| [p]Quarrymaster[/p] | [p]We'll be making this one of Mining's levelling benefits. The first unlock will give +5% critical strike chance at level 59 Mining, and another +5% at level 85. [/p]
| [/tr]
| [p]Call of the Sea[/p] | [p]We'll be increasing or adding the success chance to various tools and rewards.[/p]
| [/tr]
| [p]Lumberjack[/p] | [p]We'll be increasing the effectiveness of hatchets.[/p] | [/tr]
| [p]Tracker[/p] | [p]We'll be directly buffing the success chance for capturing creatures across the board as part of the skill. [/p]
| [/tr]
| [p]Resourceful[/p] | [p]This will be removed. [/p]
| [/tr]
- [p]Flameproof[/p][list]
- [p]This was originally on our list of maintaining as part of the Totem of Auras (Totem of Skilling) but given that burn rates are part of Cooking's level up progress, and players have access to cooking gauntlets and eventually the 99 Cape perk, we deemed it one to remove.[/p][/*]
- [p]This was originally on our list to maintain, but after investigating we found that increasing success rates on laps would make the failure chance so tiny that it would defeat its purpose as a mechanic. As such we've decided to remove the aura.[/p][/*]
Combat Auras
[p align="start"]We've revised the designs for transferring the effects below, and have avoided adding them to already existing pocket slot items especially. Other in-game items that give the same effects won't be changed in any way, and will continue to be alternatives that players can use.[/p][p align="start"]The below is a list of effects we're maintaining. Note: If you are on mobile, please turn your device to landscape to better read the following table.[/p]| [p]Aura[/p] | [p]Notes[/p] | [/tr]
|---|---|
| [p]Vampyrism[/p] | [p]We'll be creating a new "Aspect" for the effect, "Vampyrism" under a new category: Aspects of Sustain [/p]
| [/tr]
| [p]Penance[/p] | [p]Well be creating a new "Aspect" for the effect, "Penance" under a new category: Aspects of Sustain[/p]
| [/tr]
| [p]Salvation/Harmony/Corruption[/p] | [p]We'll add this as an effect to the Sunspear. We'll be tweaking this effect. Instead of it giving 10% per 500 prayer XP, we'll make it give prayer restore on each Vyre kill, with a 0-5% restore. To unlock this effect, players will have to cremate Vyres in the Columbarium. Every 50 Vyres cremated gives +1% restore, up to a maximum of 5% with 250 cremations. Dev Note: Currently, it normally takes around 2 vyres kills to trigger the 10% restore, whereas this would give up to 5% restore, but guaranteed on each kill. Essentially, this makes training at Vyres a bit more consistent as you'll restore half as much prayer, but it will trigger on each kill (double the previous amount), levelling out the effective change.[/p] | [/tr]
| [p]Poison Purge[/p] | [p]We'll be tying this effect into the Anti-poison totem Changes: [/p]
Dev Note: This aura was originally planned to be removed, but we saw an opportunity to carry out some QoL with the anti-poison totem. However, given how niche this aura is and that Venomblood already exists, we'll only be going forward with this as long as it sticks within the scope of the update. (The Anti-poison Totem works in a bit of a strange way, wearable in two different slots, and giving a different amount of poison immunity based on what slot it's equipped in.)[/p] | [/tr]
| [p]Desert Panethon (Might of Het)[/p] | [p]The Might of Het effect from this Aura will be transferred over to the Totem of Auras. Dev note: Your feedback on the previous design, for the Totem of Auras giving skilling effects, was that the level requirements for this totem were too high for the benefits they gave. We'll still need to do something with the Totem of Auras with this update. Rather than outright removing it, we see its high requirements as suitable for the "Might of Het" effect from the Desert Pantheon aura, which was an effect you expressed wanting to keep. We'll rename this to something like "Totem of Vitality".[/p] | [/tr]
- [p]Aegis[/p][/*]
- [p]Ancestor Spirits[/p][/*]
- [p]Berserker[/p][/*]
- [p]Brawler[/p][/*]
- [p]Dark Magic[/p][/*]
- [p]Inspiration[/p][/*]
- [p]Invigorate[/p][/*]
- [p]Knock-out[/p][/*]
- [p]Maniacal[/p][/*]
- [p]Reckless[/p][/*]
- [p]Runic Accuracy[/p][/*]
- [p]Sharpshooter[/p][/*]
- [p]Equilibrium[/p][/*]
- [p]Reverence[/p][/*]
- [p]Mahjarrat[/p][/*]
- [p]Dwarven Instinct[/p][/*]
Misc. Auras being removed
[p align="start"]As mentioned in the first blog, there were a handful of miscellaneous auras that are also planned to be removed.[/p]- [p]Friend in Need[/p][/*]
- [p]Oddball[/p][/*]
- [p]Wisdom[/p][/*]
- [p]Prime[/p][/*]
