SOTW OSRS Fishing XP Comp
- Starts
- Tue 25 Aug 2026, 03:30 UK time
- Ends
- Tue 1 Sep 2026, 23:30 UK time
- Start point
- NA
- Prize
- Revealed at the finish
The combat team have been hard at work, reviewing player feedback and today we are making some adjustments based on your player feedback to the recent beta branch.
The recent beta patch is being pitched as a release candidate so we are going to continue these adjustments till they are just right and this is where you come in, If you're a pvm god and smash your way through bosses, or just wanting to get your daily combat challenge done, try out your usual combat scenarios on the beta and let us hear from you on how they play and feel with these changes under your belt!
Ready to give the Beta a try? Here’s how:
On first login, your live save is imported into the Beta. You can re-import your save into the Beta once per hour.
With the aim of this patch being refinement before launch we are asking people to focus their feedback on how the systems feel compared to currently on live, there will be plenty of time in future for bigger picture ideas but right now we want to set a solid foundation for the other styles like Necromancy currently has. Are your slayer tasks taking longer then normal? Are bosses flowing differently? How do you feel about the visual information you are getting from your tooltips and buffs etc
Once you have played around with the changes for a bit and have some feedback you want to share please do so via the following:
If you are talking about the changes in other places like streams, twitter etc we will endeavour to hear from you all but using the above channels will be the easiest place to have your voice heard!
Since the last beta, we're generally pretty happy with how systems changes are performing, and feedback has reinforced this.
However, a large amount of player feedback is from our most devoted combat players, with concerns that the beta is introducing too much power.
We're using this beta iteration to tone down the amount of power being introduced; pulling multiple levers at once to better manage the distribution of damage and more closely line up with the live game.
As always please let us know if you have any feedback.
"With the first iteration of Damage Potential with Necromancy's released we set a minimum hit chance required to deal damage to 25%. Since moving all styles to this system we've noticed that this can cause a number of issues for older content so have reduced this drastically."
"Critical strike was overperforming, combined with the hit cap changes it meant that players were doing too much damage compared to the live game."
We're bringing the critical strike damage formula down, to better match the live game, and bring power down across the board.


"With the new base critical strike chance and hit cap increase, the additional adrenaline gained from critical strike effects such as Tsunami allowed our top-end players to deal an unintended level of burst damage. We've reduced the adrenaline gain from these abilities to ensure this doesn't happen consistently, while still allowing you to 'pop off' during critical moments."
"FSOA was noticeably lacking in our test worlds after the reduction of critical strike damage & critical strike adrenaline. We're giving it a passive in the beta to see if this helps remove some of the lost damage, and reduce the damage falloff when out of sunshine."
"Greater fury having guaranteed crit was comboing too well with critical strike adrenaline buffs and critical strike damage; meaning melee when played correctly was performing too well, we're moving away from guaranteed crit all the time, but still ensuring greater fury is better than the live game."
"Ruby bolts didn't quite hit the mark with our last beta update, so we've given them some additional power in line with their original identity."
"Whilst we like the changes we made to anticipation, it's clear that players were using it in its previous form too much to justify us changing it to off-GCD right now. We're considering doing these changes again in the future, once we're able to give players an ability that replaces how the functionality they're using anticipate for in the live game."
"Some of our more combat-savvy players who were threading an auto-attack in with magma tempest were noticing a big loss in damage after its removal. We're adding a bit more damage back to magma to help recover some of that.
We're weary of adding too much power here as a large portion of players that were using the normal magma cast are essentially gaining free damage with this change."
"Changes to hitcap, critical strike damage, and the increased critical strike chance given meant that our topmost players were destroying bosses too fast for us to be comfortable with. We're pulling down some numbers to make up for the power introduced by the beta."
"Seren godbow is a headache complex weapon, critical strikes in the new system added more damage variation to the ability, so we're reducing the variation at its core, this'll mean it's easier to understand and will do decent damage more consistently, but keeps its niche of being better at big bosses."
"We got a lot of feedback regarding the bow of the last guardian's tooltip, so we've cleaned up and reverted some of the changes we previously made to reduce visual noise."
"Burst damage can be quite an issue in PvP and as most abilities are designed around PvN combat this can cause a number of issues. We've implemented a 'PvP Damage Effectiveness' feature that can be applied to abilities going forward to make simple changes where needed."
"A number of ability hit timings have changed with the melee rewrite and we've tweaked a few of them further based on feedback."
"Several players expressed that they liked the old vine whip special attack, we've reinstated it after cleaning up a number of the bugs it had. We'll keep the poison-based special for a future special attack if the theming fits."

"The lengs were intended to add some variation to melee that players could play around, but the proc chance was too consistent and damage benefits were too low, alongside this, the adrenaline benefits combined with more recent rewards such as vestments of havoc & jaws of the abyss, meant that melee players were getting too much adrenaline for free."
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