The Ability System Rewrite and Provisional Patch Notes

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Lion1986
Posts: 488

Re: The Ability System Rewrite and Provisional Patch Notes

Post#361 » Sun Nov 12, 2023 9:17 am

- Flame Turret - No longer grants Dodge, Disrupt, Radius increase or Range reduction for each stack of Improvised Upgrades.

So basically now we got 3 useless skills if they give no more buffs right?
essentially this additional nerf will make tinkerer /demo specs nothing but useless.
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Mortgrimm
Posts: 83

Re: The Ability System Rewrite and Provisional Patch Notes

Post#362 » Sun Nov 12, 2023 11:13 am

Are there plans to remove the Run Away! tactic or just let it break if they use an ability?
Imo it´s the most annoying thing in game.
But i guess if u do so u will see at least 50% less Shamies and Squigs roaming cause it will ruin their k/d statistic.
Still, it would be nice to see this happens.
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Sulorie
Posts: 7461

Re: The Ability System Rewrite and Provisional Patch Notes

Post#363 » Sun Nov 12, 2023 11:26 am

The position of some skills for shaman/archmage was changed on this server and it actually broke established specs from live server times. It was only ok due to the addition of new tactics and modification of skills you did in ROR.
Since all those changed are being removed, could you at least fix the position of skills in their trees again as a baseline for further balancing changes?
I have the snare puddles in mind, which were originally at 5 pts but got raised to 9 pts for no good reason.
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Varham
Posts: 57

Re: The Ability System Rewrite and Provisional Patch Notes

Post#364 » Wed Nov 15, 2023 12:13 pm

Just return everything as it was on the official server. And people will thank you.

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Varham
Posts: 57

Re: The Ability System Rewrite and Provisional Patch Notes

Post#365 » Wed Nov 15, 2023 12:16 pm

Mortgrimm wrote: Sun Nov 12, 2023 11:13 am Are there plans to remove the Run Away! tactic or just let it break if they use an ability?
Imo it´s the most annoying thing in game.
But i guess if u do so u will see at least 50% less Shamies and Squigs roaming cause it will ruin their k/d statistic.
Still, it would be nice to see this happens.
Of course, everyone will do it the way you want. Only first they will remove the slowdown of the warrior priest and reduce the damage of the lion.

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Sinisterror
Posts: 1126

Re: The Ability System Rewrite and Provisional Patch Notes

Post#366 » Wed Nov 15, 2023 12:23 pm

Sulorie wrote: Sun Nov 12, 2023 11:26 am The position of some skills for shaman/archmage was changed on this server and it actually broke established specs from live server times. It was only ok due to the addition of new tactics and modification of skills you did in ROR.
Since all those changed are being removed, could you at least fix the position of skills in their trees again as a baseline for further balancing changes?
I have the snare puddles in mind, which were originally at 5 pts but got raised to 9 pts for no good reason.
Imo shrug it off/Magical infusion should be core abilities. Then Puddle to 5pts. Dsu/Funnel Essence to 9pts(imo FE shoudnt break on movement either) and 13 pts Fodg/Eov.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

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Kragg
Posts: 1788

Re: The Ability System Rewrite and Provisional Patch Notes

Post#367 » Wed Nov 15, 2023 1:40 pm

Varham wrote: Wed Nov 15, 2023 12:13 pm Just return everything as it was on the official server. And people will thank you.
Highly doubtfull.
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BluIzLucky
Posts: 787

Re: The Ability System Rewrite and Provisional Patch Notes

Post#368 » Wed Nov 15, 2023 2:45 pm

Sinisterror wrote: Wed Nov 15, 2023 12:23 pm
Sulorie wrote: Sun Nov 12, 2023 11:26 am The position of some skills for shaman/archmage was changed on this server and it actually broke established specs from live server times. It was only ok due to the addition of new tactics and modification of skills you did in ROR.
Since all those changed are being removed, could you at least fix the position of skills in their trees again as a baseline for further balancing changes?
I have the snare puddles in mind, which were originally at 5 pts but got raised to 9 pts for no good reason.
Imo shrug it off/Magical infusion should be core abilities. Then Puddle to 5pts. Dsu/Funnel Essence to 9pts(imo FE shoudnt break on movement either) and 13 pts Fodg/Eov.
Eov/fodg are not healing, they are lifetaps and belong in the lifetap/utility tree and it's a 13pts ability for sure (but if they want to move it to 9pts in right tree I'm not gonna complain).
And should really be more dmg focused and worse unless you gear into dps.

Then move the Silence to core or 13pts OR create a 13pts ability that let's you switch Mechanic stacks or something.
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Sinisterror
Posts: 1126

Re: The Ability System Rewrite and Provisional Patch Notes

Post#369 » Wed Nov 15, 2023 3:08 pm

BluIzLucky wrote: Wed Nov 15, 2023 2:45 pm
Sinisterror wrote: Wed Nov 15, 2023 12:23 pm
Sulorie wrote: Sun Nov 12, 2023 11:26 am The position of some skills for shaman/archmage was changed on this server and it actually broke established specs from live server times. It was only ok due to the addition of new tactics and modification of skills you did in ROR.
Since all those changed are being removed, could you at least fix the position of skills in their trees again as a baseline for further balancing changes?
I have the snare puddles in mind, which were originally at 5 pts but got raised to 9 pts for no good reason.
Imo shrug it off/Magical infusion should be core abilities. Then Puddle to 5pts. Dsu/Funnel Essence to 9pts(imo FE shoudnt break on movement either) and 13 pts Fodg/Eov.
Eov/fodg are not healing, they are lifetaps and belong in the lifetap/utility tree and it's a 13pts ability for sure (but if they want to move it to 9pts in right tree I'm not gonna complain).
And should really be more dmg focused and worse unless you gear into dps.

Then move the Silence to core or 13pts OR create a 13pts ability that let's you switch Mechanic stacks or something.
I would be happy with if it was 9pts instead of 13pts skill. And would make more sense to be in lifetap tree but even if it misses it will still heal for 1k+ and in ROR when healing with shaman or am fodg/eov are the first skills im going for but that always means no access to dsu/Fe. But if fodg/eov were 9 pts and silence 13 pts then you could have access to all needed healing tools without need for rr70.

I am with you very hard on that mechanic stack switch skill! super needed, but imo should be core skill ignoring gcd and 30s CD.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

what63
Posts: 187

Re: The Ability System Rewrite and Provisional Patch Notes

Post#370 » Wed Nov 15, 2023 3:39 pm

JohnnyWayne wrote: Wed Nov 15, 2023 3:36 pm
BluIzLucky wrote: Wed Nov 15, 2023 2:45 pm
Eov/fodg are not healing, they are lifetaps and belong in the lifetap/utility tree and it's a 13pts ability for sure (but if they want to move it to 9pts in right tree I'm not gonna complain).
And should really be more dmg focused and worse unless you gear into dps.

Then move the Silence to core or 13pts OR create a 13pts ability that let's you switch Mechanic stacks or something.
Factually wrong, both have a flat heal on them and the healing is not just generated by the damage. Only the damage part is a lifetap. Personally, I'd hope to see a similar mechanic on balance essence, to finally make use of the AMs class mechanic while healing without ww.
For now. As per the recently added bugfixes here, they're no longer direct heals on PTS.

(Wording is fairly obtuse, but this would be the most likely meaning)

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