i dont get it why they make so lack on darkpromise bonuses, give us some breadsalazarn wrote: Sat Aug 09, 2025 1:01 pm Does the gear offer anything to challenge 5 sov + 4 triumph?
The 7 piece offensive melle bonus: Boost VI - On hit: 10% chance to increase your crit rate by 9% and crit damage by 18% for 9 seconds Would actually be strong but I doubt it usurps sov.
If it was placed in replacement on the current sov 7 bonus for melee people might use that.
The only other thing I could see was WH/WE - Divine Ward: On being hit: 10% chance to form a protective barrier that absorbs 825 damage over 10 seconds. (10 second internal cooldown.)
I mean that's just gonna be obnoxious on welfs already obnoxious regen spec![]()
Patch Notes 07/08/25
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Re: Patch Notes 07/08/25
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Re: Patch Notes 07/08/25
Three different versions of DP gear and way to purchase them (get a token/broken piece then pick what you want) is really nice system.
What I am missing is having Darkpromise ring which is not bound to slot 3 (similar to Vale Walker/Hunter's Vale ring). That would allow some new way of mixing and matching of gear. Don't necessarily even have to give extra set bonuses to DP, just new ring with some stats appropriate to its item level and people can decide which 7 out of 8 pieces to equip in case they want to equip full darkpromise or then run some kind of mix.
What I am missing is having Darkpromise ring which is not bound to slot 3 (similar to Vale Walker/Hunter's Vale ring). That would allow some new way of mixing and matching of gear. Don't necessarily even have to give extra set bonuses to DP, just new ring with some stats appropriate to its item level and people can decide which 7 out of 8 pieces to equip in case they want to equip full darkpromise or then run some kind of mix.
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Re: Patch Notes 07/08/25
Jewelry 3-4 makes hard to mix gear and in most cases pushes to grind 9,999 ring only because tri\vic gear has +15 gear level compared to sentinel and without it you lose 1 gear set bonus. Darkpromise sets hardly tuned in a way where it will be only transition gear, less variations at BiS range as possible. Jewelry on darkpromise sets will lower a pressure to grind the mordor ring - unacceptable, remove extra month of grind only for 1 item before complete gearing... unacceptable...Hugatsaga wrote: Mon Aug 11, 2025 9:56 am What I am missing is having Darkpromise ring which is not bound to slot 3 (similar to Vale Walker/Hunter's Vale ring). That would allow some new way of mixing and matching of gear. Don't necessarily even have to give extra set bonuses to DP, just new ring with some stats appropriate to its item level and people can decide which 7 out of 8 pieces to equip in case they want to equip full darkpromise or then run some kind of mix.
Re: Patch Notes 07/08/25
I haven't had a chance to play it yet, but it's great to see so much positive feedback from the community about the dungeon.
Great job PvE team. Hope you're all having a well-deserved break.
Great job PvE team. Hope you're all having a well-deserved break.
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Gutstompa - 80+ Choppa
Culexus- 70+ Warrior Priest
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Re: Patch Notes 07/08/25
Break? Sun? Grass? Lol, we are still tweaking some of the back end code on the dungeon so the break isnt here yet.Culexus wrote: Mon Aug 11, 2025 4:57 pm I haven't had a chance to play it yet, but it's great to see so much positive feedback from the community about the dungeon.
Great job PvE team. Hope you're all having a well-deserved break.
Thank you though, there is well more than 300 hours of time put into this dungeon so the team is glad to see and hear so much positive feedback. I promised my wife that I would take some time off afterwards and I am sure we are all glad to have one of the biggest projects that has been awaiting this team to finally be completed.
Re: Patch Notes 07/08/25
I added a link to a visual gallery of the weapons, however two notes.
Firstly, they are model renders that may not reflect the weapon's appearance with in-game lighting. Weapons have specular and/or glow maps, which are not depicted well in these screenshots. This is the first time we have added glow to weapons, and if players are happy with it we can do it in the future. (Glow is visible in dark places or when the character is unselected, as opposed to spec which is visible in lighting and when the character is selected. Glow is not some aura around the weapon.)
Secondly, the artist was given a challenging task of taking low tier models and upscaling them with textures only. Obviously with staffs there was little room to maneuver, but he did his best. Importing new weapon models is rather hard and very time consuming. Importing reskinned existing models is comparatively much easier and faster.
Please appreciate the time and effort the artists put into this project and keep your subjective criticism to yourself.
Firstly, they are model renders that may not reflect the weapon's appearance with in-game lighting. Weapons have specular and/or glow maps, which are not depicted well in these screenshots. This is the first time we have added glow to weapons, and if players are happy with it we can do it in the future. (Glow is visible in dark places or when the character is unselected, as opposed to spec which is visible in lighting and when the character is selected. Glow is not some aura around the weapon.)
Secondly, the artist was given a challenging task of taking low tier models and upscaling them with textures only. Obviously with staffs there was little room to maneuver, but he did his best. Importing new weapon models is rather hard and very time consuming. Importing reskinned existing models is comparatively much easier and faster.
Please appreciate the time and effort the artists put into this project and keep your subjective criticism to yourself.
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- Posts: 326
Re: Patch Notes 07/08/25
I did a full playthrough. Loved the dungeon on live and it is well represented here.
I have no feedback for change to the dungeon (the mechanics all worked and it takes some time to discover those). Some of the itemization could be improved but it's tough to balance that without making it BIS. I don't envy the work around itemization in this game.
I got yelled at years ago for offering to buy pizza's for the team so just sending some appreciation for all the hard work you did. I've managed global development teams for years and can appreciate the fortitude it takes to inherit code, develop tools, fix/create knowledge bases, etc. etc.
I have no feedback for change to the dungeon (the mechanics all worked and it takes some time to discover those). Some of the itemization could be improved but it's tough to balance that without making it BIS. I don't envy the work around itemization in this game.
I got yelled at years ago for offering to buy pizza's for the team so just sending some appreciation for all the hard work you did. I've managed global development teams for years and can appreciate the fortitude it takes to inherit code, develop tools, fix/create knowledge bases, etc. etc.
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