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
Today, we’re launching an updated beta build to address player feedback and showcase upcoming Combat Modernisation changes, helping us continue to refine and polish the update.
This beta branch will be available from today until Monday, February 16th and we are investigating the viability of an additional update next week if possible. Let's dive in!
It's clear from your feedback that Melee's initial beta iteration missed the mark a little, with less cohesion and simplicity than the other styles, whilst also feeling weaker, and missing some of the effects you felt important, we've realigned Melee to introduce a new status 'Bloodlust' which plays into various abilities and gives it some much needed structure.
Introduced firstly through 'Pressing Blow', a new Melee ability (currently re-using the Smash icon - this is placeholder), gaining maximum stacks allows you to empower a number of your Melee abilities.
As well as this, introducing additional methods of gaining Bloodlust stacks - casting Berserk and using Punish while the target is below 50% lifepoints will generate the maximum number of stacks, so that you can continue benefiting from it throughout your rotation.
Alongside the above changes, Melee often feels weaker than the other styles, especially in the early game as it has to get up close and dirty in order to damage a target. We're rebalancing melee to up the base effectiveness of the style and make it feel slightly less reliant on Berserk.

Whilst we want Melee to have a bit more power, we're aware that during berserk, melee was already very strong. To mitigate excessive powercreep we're bringing berserk down to account for the baseline power. With the above changes we expect a players Berserk to be roughly the same damage as live.
Following your feedback, we’ve made some adjustments to Imbue: Gales to make it feel slightly more impactful but reduce the amount it interrupts a rotation.
We’ve also reverted the 1.2s global cooldown to 1.8s.
Corruption shot and blast are identical abilities currently, we'd like to change that so they feel less cut and paste.
We're moving Corruption Shot to immediately tag nearby enemies instead of spreading corruption, to better play into an immediate bombardment after targets are drawn together.
Additionally the auto-setup action bar for Ranged has been further updated
Detonate, Magma Tempest, and Corruption blast all sat in a weird spot of being AOE abilities, that all served roughly the same purpose, with little to differentiate them. With a focus on reducing ability bloat, and after speaking to you, we've elected to disable Detonate as it was the least favoured of the 3 abilities, and push magma up a tier.
We like smoke tendrils being an impactful pay-off for critical strike damage as well as synergising with Tsunami. However, the lack of crit boosting gear in the mid/early lategame meant in the base kit you weren't comboing off as much as we would've liked.
We're reducing smoke tendrils to a 0% adrenaline ability so it can act as an immediate adrenaline stim when combined with tsunami, without needing all the crit upgrades.
Exsanguinate and Sanguine Charge felt a bit lost. Losing the 12% damage boost never really felt worth it. We're switching it up to keep the stacks, instead the player sacrifices some HP to Sanguine Charge.
Additionally, Sanguine Charge improving combust felt lackluster, especially with combust no longer being a basic. We're swapping this out so Sanguine Charge instead has a reduced cooldown compared to its bluer cousin, letting you power up your basics more often and keeping with the theme set out with the Blood tithe stacks.
Updated 'Overpower', 'Deadshot', 'Omnipower', and 'Death Skulls' to require 60% adrenaline by default, as thematically an 'Ultimate', damage-dealing ability should feel impactful, but at the cost of 100% adrenaline it's never really worth it.
This is where previously the Igneous capes from TzKal-Zuk would rectify this issue, however we want these abilities to have value at its core, and not require a late-game upgrade as the solution. Going forward, we want to classify 'Ultimate' abilities as thematically strong abilities that fit the fantasy.
Modified the way that 'Damage Per Level' is calculated.
TL;DR: Damage per level now increases more in the early and midgame and less in the endgame, to make early combat less tedious, without impacting the endgame

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.
Please note that this is a Beta, so not everything shown is guaranteed to make it into the live game. We’ll be working closely with players to refine these updates and bring them to the live game once they’re fully ready!