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[PTS] Patch Notes 07/09/2025

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Fenris78
Posts: 874

Re: [PTS] Patch Notes 07/09/2025

Post#61 » Mon Sep 08, 2025 12:46 pm

ReturnOfReckoning wrote: Sun Sep 07, 2025 9:04 pm Image
Balance Changes

- Phantom’s Blade - Wounds buff increased from 48 to 50.
Actually a nerf, since without any mastery point in Vaul tree, base wounds value is now 31 instead of 32.
.
ReturnOfReckoning wrote: Sun Sep 07, 2025 9:04 pm Image
Balance Changes

- Assault Stance - Strength and Weapon Skill buff reduced from 120 to 100.
Assault was already nerfed after AA damage removal, now the base bonus is even lower, yet SH remains +360 stats in Armor form ?
Just why ?


I'm not convinced by the hammer nerf to KotBS/Chosen resistances debuffs, unless they now stack with other debuff abilities ?
Added buffs on skils are nice, however.

Also consider lowering AP cost of Wrath of Hoeth, since now it lost 37% of debuff value, can we get a non-draining 35 AP cost ability instead of 55 AP ?

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Aluviya
Posts: 240

Re: [PTS] Patch Notes 07/09/2025

Post#62 » Mon Sep 08, 2025 12:46 pm

My PoV as a longtime AM/Shaman player:
ReturnOfReckoning wrote: Fri Sep 05, 2025 5:00 pm Buffs and Debuffs

AoE damage and healing abilities do less damage and less healing than their single target counterparts. We are applying the same principle to buffs and debuffs. Single target buffs and debuffs have been made slightly stronger and their AoE versions slightly weaker. In a future patch we will also address procs from gear, setting those equal to the AoE versions.
ReturnOfReckoning wrote: Archmage & Shaman

For the new mechanic of the Archmage and Shaman the feedback is that the mechanic flows better for DPS specs than for Healer specs. The main reason is that healing Archmages and Shamans often feel stuck at 5 Tranquility / Gork’s Waaagh!. With this patch we made changes to promote using your 5 Tranquility / Gork’s Waaagh!, instead of sitting at 5 Tranquility / Gork’s Waaagh!, waiting for the need to burst heal.
This does not seem entirely accurate. Even by tooltip, the total healing output of the group heal is higher than the ST heal, while the ST heal only has a slightly shorter cast time.

Example (Shaman, 669 Willpower, full Gork’s Waaagh!):
— ST Heal: 1.0s cast, 1,440 healing (one target)
— Group Heal: 1.3s cast, 1,131 upfront + 801 healing over 5s = 1,932 total per target
  • In practice, the “overall gain” of spending 5 GCDs on HoTs to build Tranquility/Gork’s Waaagh! and then using a group heal (ticking alongside other HoTs) is always more valuable than sitting at 5 stacks. The healer gameplay loop is not really stuck (and arguably never was).
  • In this state, the new version of the ST heal feels not worth using. It has even been nerfed, since it was previously instant at 5 stacks. Now it provides only a very marginal DPS boost, and only for a limited set of classes (e.g. low auto-attack rate 2H).
The core issue leading to being “stuck” comes from the design of the class mechanic for healers. Similar to pre-rework Mork’s Waaagh/Force, it remains hard to utilize effectively because:
  • In regular gameplay you must maintain HoTs and cleanses on your group, otherwise you neglect core healing duties.
  • In most RoR PvP situations, you rarely have the comfort to stand still and cast ST heal sequences without sacrificing group HoTs — except during M2 spam. Casting Healing Energy / Gork’ll Fix It will not save a target in real danger.
  • Some cases of class mechanic usage still don’t make sense. For example: what is the point of spending 5 stacks of Tranquility/Gork’s Waaagh! on Healing Energy / Gork’ll Fix It? On the stat example above, the healing changes from 405 → 593 initial healing plus 152/sec ticks for 5s. This feels underwhelming compared to group healing (see above).
  • The overall time investment to build Force/Morks is much higher than the potential increase in healing from the boosted abilities. For example: AM’s group HoT can be boosted by 5 stacks (adding 2 extra ticks and ~100 more healing per tick on a similar stat base), but the minimum sequence to reach 5 Force (1 tick of Searing Touch + 4× Healing Energy = 5 GCDs + ~4s cast time with possible setbacks) doesn’t pay off compared to just applying 5 instants through HoTs/Cleanses/Shielding and then using Tranquility stacks for group healing and such.
On that note, there are a few things that need to be looked at from my PoV and some ideas:
  • Building Force/Morks needs to be re-evaluated in terms of GCD + cast-time investment versus outcome. Right now it feels like the values for mechanic-boosted spells are based more on “feeling” than on data, because healing is already achieved perfectly without using Force/Morks at all — especially with the new tactics that have already changed AM/Shaman playstyle (see Empowered Lores). Group healing is a good example of return on investment, since it continues to heal while allowing you to cast spells that require casttime.
  • The 1-second cast heal has both direct and HoT components, which contradicts the intended design split between HoTs/DoTs vs. ST heals/damage. This ability may need a complete revision in terms of how it interacts with the class mechanic. Maybe something like giving a stack to either class mechanic that you currently build.
  • The theme for Shaman and AM could evolve around their channel abilities, with each tick consuming/building class mechanic. (This would require giving Shaman a similar ability to Funnel Essence and reevaluating the healing output of those abilities.)
  • Introduce or rework an ability that allows shifting class mechanic stacks from one side to the other, similar to what Swordmaster has — but without negatively impacting the DPS archetype, possibly by applying a drawback like increased cooldowns.
  • Finally - The change to *Boon of Hysh* feels very poor in my opinion, as it goes directly against what was stated (that ST heals should be stronger) — instead, it actually nerfs the ST ability even further. This will especially impact Shamans, who already lack sustained healing after using Mork's Gift, compared to AM’s *Funnel Essence* which provides multiple ticks - hence sustain healing for a time.
Last edited by Aluviya on Mon Sep 08, 2025 1:21 pm, edited 2 times in total.
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leftayparxoun
Posts: 366

Re: [PTS] Patch Notes 07/09/2025

Post#63 » Mon Sep 08, 2025 12:52 pm

Fenris78 wrote: Mon Sep 08, 2025 12:46 pm
ReturnOfReckoning wrote: Sun Sep 07, 2025 9:04 pm Image
Balance Changes

- Phantom’s Blade - Wounds buff increased from 48 to 50.
Actually a nerf, since without any mastery point in Vaul tree, base wounds value is now 31 instead of 32.

Old value should have been 48*(25/40) = 30
New value is correctly 50*(25/40) = 31.25 which gets rounded down to 31

It seems that Phantom's Blade and Da Toughest! are currently bugged and are possibly following a damaging ability scaling instead: 48*(30/45) = 32
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vladerethro
Posts: 30

Re: [PTS] Patch Notes 07/09/2025

Post#64 » Mon Sep 08, 2025 12:58 pm

Hi there,

Just some thoughts:

Tank Changes

It seems like giving KotBS/Chosen a more active playstyle is a good idea, especially since these classes are already strong in terms of party utility and tanking. Improving the punt abilities for SM/BO/KotBS/Chosen is also a nice touch. However, I feel like the Ironbreaker (IB) needs some adjustments to become more useful. For example, adding grudge generation on hit, even without a tactic, would be a good start.

What’s your opinion on how IB fits into a warband?


Healers

I’ve stopped playing AM/Sham healer spec, but one thing that still feels off is that when you spend 5 points, you end up with 0 points in that tree.


DPS

Buffing the WE feels a bit odd to me, but I’ll hold off on judgment for “two weeks” to see if there are more changes to DPS careers.


Information Sources

Right now, information about stats, mechanics, and abilities is scattered everywhere: some on the wiki, some on fan sites, and some on Discord or private forums.

Is there an official chart that compiles all this data? It would definitely help improve players’ knowledge and, in turn, their gameplay.


Take care

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Zumos
Developer
Posts: 46

Re: [PTS] Patch Notes 07/09/2025

Post#65 » Mon Sep 08, 2025 1:03 pm

Nameless wrote: Mon Sep 08, 2025 8:03 am If that means that wazat behind you dont stack with guard and detaunt that wasnt the case till now at ror, neither on live.
Untill now for sure wazat behind you (tactic) stacked with detaunt (skill) not sure about on ror but at live all this stacked with heal tree shaman m4 (moral)
Currently Whazat Behind You?! sits in the Ability group. Therefor it already didn't stack with your detaunt abilities. Why this was the case I don't know, but afaik this is from the live ability data, so most likely it didn't stack on live either.

Normal detaunt abilities have a component checking that you are not guarded, Whazat Behind You?! doesn't have this. This means that it should "stack" with Guard. (And this doesn't change either). So the actual change, if anything, is a buff since it does allow Whazat Behind You?! to stack with normal damage reduction abilities, which it previously didn't.
Balance | Abilities | Design

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Zumos
Developer
Posts: 46

Re: [PTS] Patch Notes 07/09/2025

Post#66 » Mon Sep 08, 2025 1:07 pm

Ruin wrote: Mon Sep 08, 2025 9:05 am
ReturnOfReckoning wrote: Sun Sep 07, 2025 9:04 pm Image
Balance Changes

- Goop Shootin' - Corporeal Resistance debuff reduced from 378 to 240.

- Not So Fast! - Initiative debuff increased from 120 to 150.

- Tastes Like Chicken - Wounds buff reduced from 160 to 150.

Image
Balance Changes

- Scout Stance - Ballistic Skill and Initiative buff increased from 80 to 100.

- Assault Stance - Strength and Weapon Skill buff reduced from 120 to 100.

- Skirmish Stance - Toughness buff increased from 80 to 100.

Are the SH Squig Armor Buffs an Exeption for some reason? Curently they stand at: Strenght, Toughness, Wounds all increased by 120
It seems I missed those, will be rectified.
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Zumos
Developer
Posts: 46

Re: [PTS] Patch Notes 07/09/2025

Post#67 » Mon Sep 08, 2025 1:11 pm

Farrul wrote: Mon Sep 08, 2025 10:58 am Why has the engineer/magus group wide resistance buffs been excluded from these universal rules? Or was in not listed in the notes.

Looking at Burn salve/Demonic resistance. So they're still at full power of 370 whilst everyone else got nerfed? :)
They are not group wide buffs. They can only be applied to one ally at a time.
Balance | Abilities | Design

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Zumos
Developer
Posts: 46

Re: [PTS] Patch Notes 07/09/2025

Post#68 » Mon Sep 08, 2025 1:13 pm

hordak774 wrote: Mon Sep 08, 2025 10:41 am what will be at 13pt instead of Chop fasta
You Wot!?!!! will be at 13 pt in Path of Da’ Brawler. Updated the patch notes to clarify.
Balance | Abilities | Design

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Zumos
Developer
Posts: 46

Re: [PTS] Patch Notes 07/09/2025

Post#69 » Mon Sep 08, 2025 1:14 pm

leftayparxoun wrote: Mon Sep 08, 2025 9:53 am Coming back to this for a couple reasons.

While it wasn't expressly stated, I imagine that since "Vaul's Tempering", "We'z Bigger" and "Oppression" damage reduction buffs are also considered abilities, they will not stack if the attacker has "Challenge" applied to them.
Challenge is a debuff. The abilities mentioned are buffs, so they do "stack".
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Avernus
Posts: 414

Re: [PTS] Patch Notes 07/09/2025

Post#70 » Mon Sep 08, 2025 1:31 pm

Zumos wrote: Mon Sep 08, 2025 1:11 pm
Farrul wrote: Mon Sep 08, 2025 10:58 am Why has the engineer/magus group wide resistance buffs been excluded from these universal rules? Or was in not listed in the notes.

Looking at Burn salve/Demonic resistance. So they're still at full power of 370 whilst everyone else got nerfed? :)
They are not group wide buffs. They can only be applied to one ally at a time.
Can we have all classes's "group" buffs as ST buffs like engie/magus? (Shaman/AM for example). For an obvious reason.

1h "ST" buff for everyone in your party doesn't feel like ST at all, even if you have to buff your group's members 1 by 1.

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