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Patch Notes 14/07/2025

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Nameless
Posts: 1405

Re: Patch Notes 14/07/2025

Post#61 » Tue Jul 15, 2025 2:54 pm

Not many ppl were using resist linis when they were 360, but still they were usefull for solo or smallscale when u dont have any resist buff. Now being 180 they become obsolete again
Mostly harmless

K8P & Norn - guild Orz

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Bozzax
Posts: 2628

Re: Patch Notes 14/07/2025

Post#62 » Tue Jul 15, 2025 2:55 pm

Now they stack ;)
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Akalukz
Posts: 1821

Re: Patch Notes 14/07/2025

Post#63 » Tue Jul 15, 2025 3:02 pm

Farrul wrote: Tue Jul 15, 2025 2:14 pm
vanbuinen77 wrote: Tue Jul 15, 2025 2:04 pm You are one of the most bias players on the forums and clueless in most aspects.

However your posts are amusing so keep it up.
I am sorry to hurt your feelings, not the intention. Also ( no offence, and i mean that) your not good enough Magus player(solo)to understand what the class is capable of in decent hands. AM just got nerfed vs Magus with the new buff, but yes AM is broken as well.

P.S.
Rydiak wrote: Tue Jul 15, 2025 2:12 pm Keep it civil, gents. Thanks
Of course, i wont type more about it.
A little confused, what buff did magus get for soloing? Side Note: Any AM That dies to a solo magus should play a different class.
-= Agony =-

Ori
Posts: 19

Re: Patch Notes 14/07/2025

Post#64 » Tue Jul 15, 2025 3:18 pm

Another armor nerf.
The gap between light armor set bonuses with an armor pot and armor debuffs is almost nonexistent now.

Yeah, let’s make gameplay even more fun for classes with frontal burst damage.

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HammerGuy
Posts: 100

Re: Patch Notes 14/07/2025

Post#65 » Tue Jul 15, 2025 3:42 pm

Ori wrote: Tue Jul 15, 2025 3:18 pm Another armor nerf.
The gap between light armor set bonuses with an armor pot and armor debuffs is almost nonexistent now.

Yeah, let’s make gameplay even more fun for classes with frontal burst damage.
Now instead of my zealot being left with 300 armor after the WL debuffs it I can be left with 0.

They should have made the potions and buffs stack and nerfed the self-armor buffs.

Altheion
Posts: 19

Re: Patch Notes 14/07/2025

Post#66 » Tue Jul 15, 2025 3:47 pm

So, did they fix scenarios yet? Been asking for 6 years and counting. Or do we still have unbalanced and premades vs randoms priority queues that makes you wonder if the development team is recruited straight off the short bus?

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Rydiak
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Re: Patch Notes 14/07/2025

Post#67 » Tue Jul 15, 2025 3:49 pm

Altheion wrote: Tue Jul 15, 2025 3:47 pm So, did they fix scenarios yet? Been asking for 6 years and counting. Or do we still have unbalanced and premades vs randoms priority queues that makes you wonder if the development team is recruited straight off the short bus?
As per the patch notes, no changes to scenarios were made with this patch.
Interested in the Grace playstyle but don't know where to start? Check out my Grace guide! Outdated

Check out my Damage Calculator. Includes extra RoR calculators!

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Brennika
Posts: 13

Re: Patch Notes 14/07/2025

Post#68 » Tue Jul 15, 2025 4:52 pm

ReturnOfReckoning wrote: Mon Jul 14, 2025 9:57 pm
Other:
  • Impede Movement (Proc) - Slow reduced from 40% over 10 seconds to 30% over 5 seconds.
  • Creeping (Proc) - Slow reduced from 40% over 5 seconds to 30% over 5 seconds.
These are surprise nerfs.

Creeping nerf is whatever, mostly came from Sentinel/T4 epic quest weapons (not exactly the highest end gear). The changes makes it jive better with current game design. I get it.

The Impede Movement proc nerf is a surprise though. That proc comes solely from the 7th set bonus on rDPS Sovereign (correct me if I'm wrong). This is supposed to be a big proc. Why thoroughly nerf heavily-invested end game gear? 10% on hit chance on 5s duration makes it objectively worse than CoC's snare. If 30%/5s is more in line with current design/balance philosophy, increase its hit chance to 20% to match CoC's base hit chance to make this a worthwhile investment. If such a proc doesn't work with design/balance philosophy, replace it with something deserving of a 7th slot bonus. As of right now it, its way too weak and borderline pointless.

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Demonito
Posts: 23

Re: Patch Notes 14/07/2025

Post#69 » Tue Jul 15, 2025 5:37 pm

Giving more self armor to Engi/Magus while everyone lose is strange, at least for tanks (poor BW Shield of Squishy)
Before patch, crossed an engi with some armor spec that was laughing hard on my 2h chosen' dps
Same with magus they were quite tanky compared to rSH/sorc

Could be nice if the next patch changes were announced few weeks before
Was about to spend a lot of gold on armor pots (luckily I only took some low ones)
Just like the WS talis, could be annoying for people that bought some stacks at high prices
(even if in that case, amor pots have the same use)
Also would be nice to get rid of the fleeting scam

Spoiler:
Natherul wrote: Tue Jul 15, 2025 1:41 pm Hello everyone. There was some confusion in the discord on how the prior system worked so let me just share that:

1: There was an invisible, hidden mechanic that granted up to 50% more Renown from a kill based on the distance of this kill to the BO flag. (The closer you are, the more you get.)
2: Field of Glory: granted 150% more renown for player kills if you were in range of a BO or Keep. Granted 100% more XP for kills in the entire zone, and an additional 50% more XP if near a BO or Keep.
3: Battlefield Control: gave 10% more Renown, XP and influence per BO held. It applied to everything, not just player kills.

The first of these was never even visible to players, the second was confusing and strangely built, and the third made sense, but we wanted to combine and streamline these with a new system that’s much more transparent to players.


Those were the old systems that was replaced with the new BO buff system, crest on BO captures and +100% base gain everywhere in RvR.

I should also add that the BO capture crest reward is on a 5 minute CD per BO and player.

Do we really have +100% base gain "everywhere" in RvR ?
On patch note I only see "- Increased the base XP and renown of a player kill by 100% to compensate for the removal of Field of Glory."
I'm used to solo roam to get weekly reward on some chars, without the "Battlefield Control" it seems to take a lot more time
Old system was quite confusing but all general boost of rr/influence gone makes box running/bo cap unrewarding
Maybe it's to force player chasing kills, otherwise it would be nice to replace 'Battlefield Control' as this one was nice and simple
Either that or change the new buff to apply for everything, not just kills

Not sure BO rally is the best idea as warbands will probably keep aiming for kills without caring to keep those buff
It could be more interesting if the buff was permanent and removed on death, there people would aim to get it maxed up

That was for the negative points, thanks for all the rest seems nice, looking forward to the new dungeon !

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Natherul
Developer
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Re: Patch Notes 14/07/2025

Post#70 » Tue Jul 15, 2025 6:32 pm

Demonito wrote: Tue Jul 15, 2025 5:37 pm Do we really have +100% base gain "everywhere" in RvR ?
On patch note I only see "- Increased the base XP and renown of a player kill by 100% to compensate for the removal of Field of Glory."
I'm used to solo roam to get weekly reward on some chars, without the "Battlefield Control" it seems to take a lot more time
Old system was quite confusing but all general boost of rr/influence gone makes box running/bo cap unrewarding
Maybe it's to force player chasing kills, otherwise it would be nice to replace 'Battlefield Control' as this one was nice and simple
Either that or change the new buff to apply for everything, not just kills

Not sure BO rally is the best idea as warbands will probably keep aiming for kills without caring to keep those buff
It could be more interesting if the buff was permanent and removed on death, there people would aim to get it maxed up

That was for the negative points, thanks for all the rest seems nice, looking forward to the new dungeon !
You´re right and I misspoke I meant 100% gain of kills everywhere in RvR. When I said everywhere I meant not needing to be close to an objective for that bonus to kick in.

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