Patch Notes 12/09/2025

Forum rules
Before posting on this forum, be sure to read the Terms of Use
User avatar
Vance
Posts: 53

Re: Patch Notes 12/09/2025

Post#41 » Fri Sep 12, 2025 3:41 pm

Rydiak wrote: Fri Sep 12, 2025 11:16 am
lbcho wrote: Fri Sep 12, 2025 10:19 am The warrior priest and disciple of khaine Sigmar's Will / Khaine’s Force AoE heal gutted to the ground from 100ft to 20 ft of your target? It's already challenging enough having to manage your healing requiring you hit a target at melee, managing your secondary targeting (allies), and being in melee generally puts you at greater risk compared to the other healers, but now have the added layer of having to see where your target is for AoE healing, and your core AoE heal won't even hit your party most of the time now? All other healers don't have to manage this with their AoE healing and are still at 100ft from you.

Their core AoE heal is now, essentially, a single target heal and will likely be treated as such. Really unsure why this change was done.
This change was done to bring the specs closer to how they were before the recent rework. The revised Sigmar's Will / Khaine's Force now act like better versions of the old Divine Strike / Consume Essence and add back the ability to "blob heal" in ORvR, which was severely missing after the rework.
My 2cents as 85 mostly Shield DoK gameplay on destro in recent years as Leechking.

I understand you wanted to bring it closer to how they were before the rework. Unfortunately the first rework eradicated the shield specc completely from PvP. Also due to the risk/reward and the fact that the main upside of melee heal, was that it did ignore Heal Debuffs. Now that is gone and the risk it far to high, as with the recent buffs to the heal DoK, the shield specc now gets maybe 80% of the healing in comparison, but with far more risk.

But at least he now was a PvE god, because AP on direct heal for example now proccs off Transfer Essence. Still TE was not good enough to sustain the grp on its own, so the grp HoT and Khaines Force/Sigmars Will was the addition to that. That worked good, but still the 80 Essence costs are way over the top. So a lot to manage there, but it was ok for PvE.

Now with Khaines Force/Sigmars Will gone as a grp sustain, my hope was that Transfer Essence now has decent grp heal capabilities again. Nope, the change from 120 to 150 baseheal is exactly that, 30 more heal on target noncrit, which is nonesense. And on the other side, we now lost a "oh ****"-grp heal with Khaines Force.

My hope was that with the style changed from 100ft grp range reduced to 20ft deff target (which is only for coordinated warband or city play, but still not worth the risk being in the bulk of the dmg), that the cost of 80 essence would be at least halved to 40 essence to make it somewhat work. With 80 I have no hope that this works in any situation.

Please reconsider and either up the baseheal of Transfer Essence significantly, have it ignore HD again, or reduce the cost of Khaines Force/Sigmars Will. At least try to see the whole picture on how this class could be played. This is not working right now unfortunately.

Thanks,
Leechking Vance
Vance | Leechking
Preferred Playstyle 6vX (AAO Fights)

Guild-Group Player Verzweiflung | Despair
"We bring [Despair] :twisted:"

Ads
lbcho
Posts: 4

Re: Patch Notes 12/09/2025

Post#42 » Fri Sep 12, 2025 3:46 pm

Illuminati wrote: Fri Sep 12, 2025 3:21 pm The Aura/Command activation/deactivation order isn't helpful

Example: If I activate:

Aura A then
Aura B then
Aura C then

Aura D (to proceed an ability), it deactivates Aura A.

BUT, if I press Aura C again, it deactivates Aura B instead of D.

What it should do is deactivate the 'shortest running' Aura instead of the 'longest running' aura. This would allow us to activate an aura/command, execute an ability that it improves, then activate another aura/command, improving another ability while preserving 2 auras/commands that the player would always maintain.

Specifically, a sequence,

1. Running +Tough, +Resis, +Str (in that order)
2. I activate +Agony (which strengthens my next ability) and then activate the ability. This deactivates +Tough
3. I then want to activate +Toughness again to get my bubble back up from Baneshield. This deactivates my +Resis Aura, which I would never want to deactivate!

Instead, I would want it deactivate +Agony instead of having to twist through all 3 to activate my +Resis aura again.

I would like the ability to 'lock' an aura, so it's never cycled. Or change the order to only deactivate the shortest running aura. The current system makes no sense to the Chosen attack chain. It may work for the KOTBS, which would make this patch completely 1-sided. Any KOTBS have a comment?
If you're constantly changing auras to try and min max, you should know better to cancel an aura before you apply a new one. Whatever system is in place will not please everyone. The only way to use the auras to how YOU want them is to first cancel the one you don't want.

That being said, it would be neat to be able to lock specific auras from being changed, which would go in line with these new changed that help cycle auras.

Illuminati
Posts: 369

Re: Patch Notes 12/09/2025

Post#43 » Fri Sep 12, 2025 4:01 pm

lbcho wrote: Fri Sep 12, 2025 3:46 pm
Illuminati wrote: Fri Sep 12, 2025 3:21 pm The Aura/Command activation/deactivation order isn't helpful

Example: If I activate:

Aura A then
Aura B then
Aura C then

Aura D (to proceed an ability), it deactivates Aura A.

BUT, if I press Aura C again, it deactivates Aura B instead of D.

What it should do is deactivate the 'shortest running' Aura instead of the 'longest running' aura. This would allow us to activate an aura/command, execute an ability that it improves, then activate another aura/command, improving another ability while preserving 2 auras/commands that the player would always maintain.

Specifically, a sequence,

1. Running +Tough, +Resis, +Str (in that order)
2. I activate +Agony (which strengthens my next ability) and then activate the ability. This deactivates +Tough
3. I then want to activate +Toughness again to get my bubble back up from Baneshield. This deactivates my +Resis Aura, which I would never want to deactivate!

Instead, I would want it deactivate +Agony instead of having to twist through all 3 to activate my +Resis aura again.

I would like the ability to 'lock' an aura, so it's never cycled. Or change the order to only deactivate the shortest running aura. The current system makes no sense to the Chosen attack chain. It may work for the KOTBS, which would make this patch completely 1-sided. Any KOTBS have a comment?
If you're constantly changing auras to try and min max, you should know better to cancel an aura before you apply a new one. Whatever system is in place will not please everyone. The only way to use the auras to how YOU want them is to first cancel the one you don't want.

That being said, it would be neat to be able to lock specific auras from being changed, which would go in line with these new changed that help cycle auras.
Having to deactivate first, then activate another is more clicks than necessary, actually making the class more tedious and put's ALL auras on cooldown.

On AoR live the 4th aura lingered for 4 seconds after it was deactivated, so cycling didn't get you killed. And that was with a 1.2 GCD.
————————————————
Destro realm pride parade

User avatar
Fenris78
Posts: 877

Re: Patch Notes 12/09/2025

Post#44 » Fri Sep 12, 2025 4:06 pm

lbcho wrote: Fri Sep 12, 2025 3:46 pm That being said, it would be neat to be able to lock specific auras from being changed, which would go in line with these new changed that help cycle auras.
Maybe there is a way with right-click, but I dont know if that system is doable since auras are treated like any other skill as soon they are in the action bars.

Nonetheless, ther are skills like auras and stance that could get a "switch on/off" function, why not adding a right-click option to lock/unlock specific skills (provided your action bars are in the "locked" state, iirc right-clicking on an unlocked skill is removing it from bar).

No idea how hard it can be to code in, but I think there is something similar in the ClosetGoblin addon, when you could "yellow" items you dont want to be changed using a modifier + click (like Alt+Rclick or something like that).

There also exists the "Alt+click" and "Shift+Click" options in the inventory to separate stuff, convert plants to seeds and mass-buying stuff, if it's possible to add the same functionnality for aurass (with added notes in tooltips) it will be great !

User avatar
wonshot
Posts: 1203

Re: Patch Notes 12/09/2025

Post#45 » Fri Sep 12, 2025 4:23 pm

I roughly see the direction you guys are going with all of these changes, for once we can actually see the red line you are following even if we agree or disagree.

But I really just wish we wouldnt have to do these placeholder preparation patches. Same as when GCD was changed like half a year before the patch it was supposed to affect. Sure, implimenting everything at once might be harder to control the total TTK and balancing. But getting half the picture as players, also comes with frustration.

Also on a sidenote. ASW and MSH's melee stances got reduced by 40 or 60 mainstat. I think I understand that because theres generally 20 ish lower wounds value on the debuffs then it would create the same situation as pre patch. But.. losing 60 stats, seem like alot no? :roll:
Bombling 93BW
Ping me when Battleobjectives are becoming meaningful to the oRvR game as an incentive & tool to spread out the players and the action.

User avatar
Demonito
Posts: 46

Re: Patch Notes 12/09/2025

Post#46 » Fri Sep 12, 2025 4:36 pm

Rydiak wrote: Fri Sep 12, 2025 11:16 am
lbcho wrote: Fri Sep 12, 2025 10:19 am The warrior priest and disciple of khaine Sigmar's Will / Khaine’s Force AoE heal gutted to the ground from 100ft to 20 ft of your target? It's already challenging enough having to manage your healing requiring you hit a target at melee, managing your secondary targeting (allies), and being in melee generally puts you at greater risk compared to the other healers, but now have the added layer of having to see where your target is for AoE healing, and your core AoE heal won't even hit your party most of the time now? All other healers don't have to manage this with their AoE healing and are still at 100ft from you.

Their core AoE heal is now, essentially, a single target heal and will likely be treated as such. Really unsure why this change was done.
This change was done to bring the specs closer to how they were before the recent rework. The revised Sigmar's Will / Khaine's Force now act like better versions of the old Divine Strike / Consume Essence and add back the ability to "blob heal" in ORvR, which was severely missing after the rework.

This rework of Khaine's Force is a great idea
Proposing some final changes ;
-Khaine's Force cost to 60
-Transfer Essence : A lil' more heal
-Add back Blood of my Blood please (was great when backline/without any target like during fort/keep)
-Switch the heal debuff (curse of khaine tactic) to Sanguinary Extention (instead of its slow) to match WP

On Kotb/Chosen, few stuff may need balancing :
-Vigilance/Oppression
CD reduction to 50% for 10s is huge ; chosen could get 30% for himself (as he lost armor)
-Corrupting Horror
Please make a better one as 25% is not much and kotb got 400 armor aura
-Myrmidia Fury/Relentless
Changes here seem unfair ; up to 30% arpen for each 6 hits / 75% damage for last hit (that can be parried)
-Blazing Blade
The 3x Elem damage stack is insane, maybe adjust Seeping Wound accordingly (or Touch of Palsy CD)

ReturnOfReckoning wrote: Fri Sep 12, 2025 6:28 am - Chaotic Auras - When having three active Auras, activating a new(4th) Aura will now automatically deactivate the Aura which has been active the longest.

This is nice however there's now a GCD on auras when you switch and when you cancel
Please remove it or if it was intended, remove only when you cancel an aura
Chosen often need to switch fast on/off the dps aura, it's impossible with a CD on cancel

At last,
Bane Shield/Shield of the Sun : they miss a bubble VFX :p

Patch is pretty cool, thanks

SuperStar
Posts: 421

Re: Patch Notes 12/09/2025

Post#47 » Fri Sep 12, 2025 5:13 pm

All of these buff should only effects on party member not the kotbs himself and we can call is a pretty good patch

kazuya482
Posts: 48

Re: Patch Notes 12/09/2025

Post#48 » Fri Sep 12, 2025 5:19 pm

A net nerf for 2H Chosen.

Ads
Illuminati
Posts: 369

Re: Patch Notes 12/09/2025

Post#49 » Fri Sep 12, 2025 5:36 pm

Fenris78 wrote: Fri Sep 12, 2025 4:06 pm
lbcho wrote: Fri Sep 12, 2025 3:46 pm That being said, it would be neat to be able to lock specific auras from being changed, which would go in line with these new changed that help cycle auras.
Maybe there is a way with right-click, but I dont know if that system is doable since auras are treated like any other skill as soon they are in the action bars.

Nonetheless, ther are skills like auras and stance that could get a "switch on/off" function, why not adding a right-click option to lock/unlock specific skills (provided your action bars are in the "locked" state, iirc right-clicking on an unlocked skill is removing it from bar).

No idea how hard it can be to code in, but I think there is something similar in the ClosetGoblin addon, when you could "yellow" items you dont want to be changed using a modifier + click (like Alt+Rclick or something like that).

There also exists the "Alt+click" and "Shift+Click" options in the inventory to separate stuff, convert plants to seeds and mass-buying stuff, if it's possible to add the same functionnality for aurass (with added notes in tooltips) it will be great !
I tried messing with GCD-Saver shift-click and although the Aura will gray out (on toolbar) the activation logic overrides it, placing the longest running Aura on cooldown.

Also, I don't get the nerf to ASW/MSH stats as those are NOT debuff/selfbuff, but a single target self-buff.
Last edited by Illuminati on Fri Sep 12, 2025 6:46 pm, edited 1 time in total.
————————————————
Destro realm pride parade

User avatar
Nekkma
Posts: 777

Re: Patch Notes 12/09/2025

Post#50 » Fri Sep 12, 2025 5:39 pm

SM (and I assume BO) knockback should probably get an AP cost added now that it is removed from the mechanic.
Nekkma / Hjortron
Zatakk
Smultron

Who is online

Users browsing this forum: Keula, Mortgrimm and 14 guests