PvE and Dungeons Roadmap: October Update

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Stay informed on what the developers are working on and what’s coming next in Return of Reckoning.
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Hazmy
Former Staff
Posts: 396

Re: PvE and Dungeons Roadmap: October Update

Post#21 » Sat Oct 18, 2025 9:24 am

Thank you for the Update! Keep up!

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lemao
Posts: 377

Re: PvE and Dungeons Roadmap: October Update

Post#22 » Sat Oct 18, 2025 9:39 am

Shame the PVP team does not put out that much content/work

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leftayparxoun
Posts: 397

Re: PvE & Dungeons Roadmap: October Update

Post#23 » Sat Oct 18, 2025 9:57 am

Thank you as always, both for the provided content and even more so for the communication about it.

The roadmap looks great and I'm very much intrigued by what's in store for the overworld Lairs.

If I may ask a couple questions myself:
  • Is the announced T3 dungeon going to be based on Bloodwrought Enclave and Warpblade Tunnels? Or is the hinted rework of those dungeons (from back when BB/Crypts released) scrapped or planned for another time?
  • Rubius wrote: Sat Oct 18, 2025 7:07 am
    The team is working now on itemization for Tier 4, so they'll be reviewing all the end-game sets soon and adjusting any outliers. In some cases, some sets or armor pieces have far more or fewer stats than they should - Lost Vale is on the mark, so you can use that as a general litmus test to see how much others may change.
    Could you perhaps share with us so far which sets/weapons are completely "on the mark" (as in, following the proper stats per ilvl rules)? You confirmed that the Darkpromise sets are one of them. How about Darkpromise weapons? The recently reworked <46ilvl scenario weapons? The Tier 1 to Tier 3 gear sets which were reworked over the last year? How about the T1-T3 explorer jewelry sets? Perhaps also the reworked Onslaught set from 2024?

    If we could get a checklist of sorts on what's corrected, that'd be great.
If you are not at liberty of speaking about any or both of the above, feel free to skip them.
Once again thanks for all your efforts.
Onlymelee, Onlyhealing and more Onlys - Entropy and Chaos - Destro WB Gearing Guide


"All men make mistakes, but a good man yields when he knows his course is wrong, and repairs the evil. The only crime is pride."
The Antigone of Sophocles

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nebelwerfer
Posts: 693

Re: PvE and Dungeons Roadmap: October Update

Post#24 » Sat Oct 18, 2025 10:08 am

Ijust want to give huge thanks to the PvE team for their incredible work lately. The new dungeon is absolutely fantastic! The atmosphere, mechanics, and overall feel is top-notch.

That said, I personally miss the old Gunbad before the nerfs. Back then it felt like a truly epic adventure — a real dungeon crawl through waves of goblins, squigs, and all sorts of monsters. I’d love to see Gunbad reimagined as a kind of mid-tier raid with the PQs enabled (around level 16–36 with bolster), serving as a natural stepping stone for newer players before moving into Chapter 22 endgame PvE raiding.

Keep up the amazing work — it’s great to see how far the project has come!

Alubert
Posts: 577

Re: PvE and Dungeons Roadmap: October Update

Post#25 » Sat Oct 18, 2025 10:52 am

lemao wrote: Sat Oct 18, 2025 9:39 am Shame the PVP team does not put out that much content/work
The PvE team is doing a great job, but I don't like comparing their work to the PvP team.
Remember that PvP balance is the most difficult part of any game.

I rate the PvP team very highly.
The best way to evaluate their work is to look at the facts.

The tank and healer balance they've achieved is great.

As a player who has all the tanks and healers in the game, I can say that finally, all tanks and healers are playable and better than ever in the history of RoR/WaR.

This was influenced not only by specific changes to tanks/healers, but also by all the other great changes such as:
ws/ini
avoid
adding potion values to skills
reworking tank punts

It's an amazing job, which for reasons unknown to me, some people don't appreciate.

That leaves us with dps. I think the devs will handle that too.
The current dps imbalance is noticeable. It's probably due to the arm pene patch. Once WL/mara/rsh/sw are in a good place like the others, everything will be fine :).
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jwolnik
Posts: 16

Re: PvE & Dungeons Roadmap: October Update

Post#26 » Sat Oct 18, 2025 10:59 am

Sadsong wrote: Sat Oct 18, 2025 1:43 am I like what you guys did on Sentinel's runs, BB and Crypts got fast and fun. But I'm worried about what is going to happen in Gunbad. For me, the dungeon is nice as it is now. Just tank'n spank and low mechs. A early endgame dungeon shouldnt be harder than Bastion Stairs, but Gunbad is and depending what you guys are going to do, it can get back to be a super boring dungeon full of mechs and people will only want those experienced or guildiemates to do that, like is happening to LV.

Yeah fair point, Gunbad for now is the only dung that is noon friendly which is good tho.

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jwolnik
Posts: 16

Re: PvE and Dungeons Roadmap: October Update

Post#27 » Sat Oct 18, 2025 11:10 am

Yeah massive job you do PvE devs, as a fairly new player I’m very happy that I can play some pve from time to time not beeing bothered with with blob enjoyers in the lakes ;)

Cheers for your work lads!

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Scragmuncher
Posts: 118

Re: PvE and Dungeons Roadmap: October Update

Post#28 » Sat Oct 18, 2025 11:44 am

With the recent addition of LV, which I was pretty impressed with, I'm really looking forward to what you guys will do with LOTD.

Thanks for your continued efforts.
Knutkrusher - The man, the myth, the dead body on the floor.

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gisborne
Posts: 34

Re: PvE & Dungeons Roadmap: October Update

Post#29 » Sat Oct 18, 2025 3:35 pm

wonshot wrote: Sat Oct 18, 2025 5:17 am When the main replay loops are in desperate attention (sc/rvr) instead of dumping countless hours into T1 dungeons that new players barely even get into, or roleplay cities with no replayability.
Sure T3 dungeon gear set should last longer so more of an argument for players might actually do that, instead of getting their wards from a T3 PQ boost for the ward unlock.
The problem with the T1 dungeon is not the dungeon, it's the gear rewards. If the set was lvl 10-11 tons of ppl would run it and it would be a great addition to T1. But the gear is lower lvl than the RvR set which you get basically for free, so what's the point in running it?

gisborne
Posts: 34

Re: PvE & Dungeons Roadmap: October Update

Post#30 » Sat Oct 18, 2025 3:46 pm

Rubius wrote: Sat Oct 18, 2025 7:07 am The team is working now on itemization for Tier 4, so they'll be reviewing all the end-game sets soon and adjusting any outliers. In some cases, some sets or armor pieces have far more or fewer stats than they should - Lost Vale is on the mark, so you can use that as a general litmus test to see how much others may change.
So does that mean armor talismans and the dwarf tactic will be further reduced in the future? Based on the LV set bonus, 312 armor = 78 stats, or 4 armor = 1 stat. Armor talismans give 136 armor = 24 stats, or 5.5 armor = 1 stat. That's a significant difference. Baseline tactics outside of the 160 stat role tactic usually give the equivalent of 120 stats. The dwarf tactic gives 660 armor, which like the talismans, is 5.5 armor = 1 stat. Something's off.

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