Planted feet redesign

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Mod Deg

Mod Deg

Jagex Moderator Forum Profile Posts by user
This week we're changing the details of the Planted Feet perk somewhat to bring it both closer in-line with its intended design - lengthening the duration of your damage boost ultimate at a trade-off - whilst embracing the way in which the community adopted the perk.


The duration of Sunshine, Death's Swiftness and Berserk is increased by 25%, but the positive effect is reduced by 20%.

The intention with Planted Feet was to create a perk that let you choose to have a longer version of one of the ultimates it affected and therefore shuffle your rotation around such that you got to boost the damage of more abilities, just to a lesser extent.

Unfortunately, you could gain the increased duration without any negative consequence by switching to a weapon without the perk. This was a design flaw which we've been figuring out the best course of action for.

While getting this buff without any cost was against the spirit of the perk, we are quite fond of switch-weapons making a bit of a return.


The duration of Sunshine and Death's Swiftness is increased by 25%, but they no longer deal periodic damage to your target.

The new trade-off is a smaller deal. You'll notice though we've cut Berserk from the perk, a decision we don't make lightly, but found we were unable to find a way to work in a cost for that ability whilst still keeping the perk easily comprehensible.

Note: changing weapon does not bring the periodic damage back, but also doesn't reduce the duration of either ultimate.

Mod Deg & the Combat Council

The Combat Council is a part of the RuneScape development team that dedicates some of its time to trying to improve the health of both PvM and PvP. We are Mods Curse, Deg, Harrison, Shogun, Hunter, Pi, Daze, Ramen, Manti, Ollie, Chaose and Timbo.

16-Jan-2017 10:14:30 - Last edited on 16-Jan-2017 10:18:59 by Mod Shauny

Mark Antony
Jan Gold Premier Club Member 2013

Mark Antony

Posts: 3,156Adamant Posts by user Forum Profile RuneMetrics Profile
Seems a reasonable trade off without making it useless.
Although yeah zerk gets screwed. Could make it slightly smaller boost for zerk.

16-Jan-2017 11:27:42 - Last edited on 16-Jan-2017 11:38:48 by Mark Antony

Jan Member 2006


Posts: 17,340Opal Posts by user Forum Profile RuneMetrics Profile
That's hardly a penalty, while the additional damage is nice, nobody uses it for that (especially in team bosses where it's already negated).

If anything, this is just legitimizing how OP it is in the current state. Not to mention, it's still a full weapon switch.

I stand by my argument that the best way to fix this is to increase the cooldown as well, similar to turtling.
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16-Jan-2017 11:27:46

Nov Gold Premier Club Member 2013


Posts: 4,199Adamant Posts by user Forum Profile RuneMetrics Profile
quite saddened berserk has been nerfed with it. You only did it so the description didn't have to include an extra part for berserk? Melee is limited enough at bosses so I don't think it would be unfair to leave how it was for it.

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16-Jan-2017 11:34:21 - Last edited on 16-Jan-2017 12:29:04 by Spyro

Dec Gold Premier Club Member 2015


Posts: 78Iron Posts by user Forum Profile RuneMetrics Profile
Why not increase the duration of berserk and reduce the damage taken as well in exchange for less damage dealt or is that still not able to be reflected in code?

16-Jan-2017 11:37:20

Mar Gold Premier Club Member 2009


Posts: 1,582Mithril Posts by user Forum Profile RuneMetrics Profile
Awesome, this is a nice compromise.

After having a think as to how you could bring melee back into this perk, would it be possible to have a melee ultimate ability in the same fashion as Deaths Swiftness and Sunshine?

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Similar animation to Meteor Strike without the huge leap, so just a punch to the ground creating a hot cracked circle around the player. Same boosts as the counterparts.
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16-Jan-2017 11:38:57 - Last edited on 16-Jan-2017 12:39:44 by Samaster

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