[PTS] Patch Notes 07/09/2025
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Re: [PTS] Patch Notes 07/09/2025
I think the change to the challenges is good, but I think the cooldown should also be adjusted to match the duration reduction — maybe 15 seconds of cooldown now that the duration is 7 seconds.
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Re: [PTS] Patch Notes 07/09/2025
That would be almost 100% uptimer with 2 tanks and a bit to strongPinrri wrote: Mon Sep 08, 2025 5:36 am I think the change to the challenges is good, but I think the cooldown should also be adjusted to match the duration reduction — maybe 15 seconds of cooldown now that the duration is 7 seconds.
Re: [PTS] Patch Notes 07/09/2025
The new standard buff and debuff values are 100 and 150 for AoE and ST. There are a couple abilities that had buffs and debuffs above the old standard values. For example Exit Wound or the Willpower gained from Brutal Smash. We wanted to keep these special buffs and debuffs roughly the same as before. This also goes for the Toughness buffs from both So Sumfin Useful and Master Rune of Stability.Omegus wrote: Sun Sep 07, 2025 10:44 pm To devs:
1. 250 Toughness buffs
with the new rules introduced with this patch there is now inconsistency between the Shaman and Rune Priests toughness buff. The Shaman's 250 toughness buff on Do Sumfin Useful is single target so needs a load of GCDs to get it spread, however the Rune Priest's 250 toughness buff on Master Rune of Stability is a group buff.
Shouldn't the RP's buff now be lower than the Shaman's one to reflect the RP's buff being a group buff and the Shaman's buff being single target? I know the aim with the changes to the Master Rune were to give order and destro access to a 240 (now 250) Toughness buff, but that value now breaks the new system.
Kiss of Agony has an ICD per target, so it can apply in AoE form. Most procs that apply a debuff should work like that.Omegus wrote: Sun Sep 07, 2025 10:44 pm To devs:
2. Kiss of Agony and any other procs with an ICD
Is the 0.25s ICD based on how long it's been since the attaching Witch Elf procced it, or how long it's been since the victim was last affected by Kiss of Agony? If it's the first one then I think that would mean that it would be impossible to proc Kiss of Agony on multiple targets at once. Based on that, should the debuff value be set to match the new standard single-target value rather than new new standard AoE value?
Same applies to any other affected proc with an ICD.
This was in the original design together with a distinction between buffs and debuffs. That resulted into three variables and it became kind of messy. So we dediced to go for the simpler option.Omegus wrote: Sun Sep 07, 2025 10:44 pm To devs:
3. Single vs multi-resistance buffs
Any thoughts on making some of the single-resistance buff smore attractive by making them stronger than the triple-resist buffs? The differentiation already exists for debuffs where triple-resistance debuffs (Knight/Chosen auras) are weaker than single-resistance debuffs, but for buffs (especially AoE buffs) the bonuses are the same.
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Re: [PTS] Patch Notes 07/09/2025
Ive notice, be st or aoe , resistance's buffs nerf as a whole. No idea if it is intended or not.
Nowadays i am abit lost for a stacking rules. Is it intended to be skill + ttactic + moral or it is kinda individual all over the board
Nowadays i am abit lost for a stacking rules. Is it intended to be skill + ttactic + moral or it is kinda individual all over the board
Last edited by Nameless on Mon Sep 08, 2025 6:37 am, edited 2 times in total.
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K8P & Norn - guild Orz
K8P & Norn - guild Orz
Re: [PTS] Patch Notes 07/09/2025
Guard is on GCD and has been for the last 4 years at least. This was done even before the ability rework.Faction69 wrote: Mon Sep 08, 2025 1:30 am I'm very disappointed in the devs perception that the TTK is too low with guard.
TTK with guard is if anything repressive to fun in this game. Making other things stack with it will make things worse.
TTK might be too fast in situations WITHOUT guard, but when you are talking about balanced comps with healers, the 100% uptime off gcd guard that RoR has makes things extremely boring. Giving guarded players even more damage reduction does not make sense. The most viable groups are already mostly based around guarded dps due to the massive defensive power and total shutdown of burst damage that it offers. You can't even be smart and swap to targets who aren't guarded because it has no cooldown and no gcd so any good tank with decent reaction time will shut that down quick.
Also saddened that WH was caught in the crossfire of the nerfs to AoE debuffs. AoE WH is a niche archetype that very few people play. The 2 nerfed abilities are almost always used on single targets. Burn armor is already a fairly situational opener because Torment ignores armor anyway and thus gets no bonus from it, this just makes it an even weaker option.
At the same time, WE single target debuffs got buffed. There is already a power diferential between WH and WE in their main role (solo and small group play) due to WE having a viable defensive spec, and this is just going to make the gap wider. There has to be some way to buff DPS WE without also buffing defensive WE (which is what this change does)
The rest seems to be solo hero issues.
Re: [PTS] Patch Notes 07/09/2025
If nothing will change at scenario mode this will make even more one sided pug vs premade matches (which feels to be majority of matches). With this new defence stacking, with the current system healers would be really immortal if tanks are competent
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K8P & Norn - guild Orz
K8P & Norn - guild Orz
Re: [PTS] Patch Notes 07/09/2025
The mentioned abilities are still in the Ability stacking group. Previously they had exceptions coded in where if the target was guarded, their damage reductions would not apply. That part has been removed in this patch.leftayparxoun wrote: Mon Sep 08, 2025 12:08 am A few questions here just to make sure the new system is properly understood:
- "Challenge, Distracting Bellow, Radiant Gaze, Ya Missed Me and Dragon's Talon". Are all of these part of the "Ability" group (besides Bellow that is "Morale")? Or do they belong to their own separate stacking group too?
Exactly, highest buff/debuff per group is applied and they all stack multiplicatively.leftayparxoun wrote: Mon Sep 08, 2025 12:08 am
- Could you explain the interaction between stacking groups here? Is it also that only the highest buff from each category will apply and they will all stack multiplicatively?
The abilities you mentioned are still in the Ability stacking group. This means they now stack with Guard/Detaunt, as Guard/Detaunt now form their own stacking group.leftayparxoun wrote: Mon Sep 08, 2025 12:08 am
- Could you perhaps clarify what happens to other damage reducing buffs such as the ones from Vaul's Tempering, We'z Bigger and Oppression?
Do they belong to the "Ability" category and will also stack with Guard/Detaunt but are overwritten by Challenge, Ya Missed Me and Dragon's Talon (due to having less mitigation% value) ?
Whazat Behind You ?! counts as a detaunt and is therefor part of the Guard/Detaunt group.leftayparxoun wrote: Mon Sep 08, 2025 12:08 am
- What about the goblin racial tactic "Whazat Behind You?!" ? Does it belong to the "Tactic" category and also stack multiplicatively with Guard/Detaunt?
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Re: [PTS] Patch Notes 07/09/2025
With this patch there are now four stacking groups. Of each group, the highest buff/debuff will be applied.Nameless wrote: Mon Sep 08, 2025 6:35 am Nowadays i am abit lost for a stacking rules. Is it intended to be skill + ttactic + moral or it is kinda individual all over the board
The stacking groups are:
- Ability
- Tactic
- Morale
- Guard/Detaunt (only for damage reduction components)
Tactics that alter or add to abilities are categorized as Ability.
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Re: [PTS] Patch Notes 07/09/2025
With the change above Mirror of Madness and Rune of Fate will be mirrored.Demonito wrote: Mon Sep 08, 2025 1:03 amReturnOfReckoning wrote: Sun Sep 07, 2025 9:04 pm
- Rune of Fate - Duration reduced from 24 to 15 seconds. Cooldown reduced from 15 to 10 seconds. AP cost increased from 30 to 35. Damage bonus scaling increased from 0.86 to 0.90.
The Rp spell had higher damage due to a longer duration
Shouldn't Zealot' Mirror of Madness then be 1896 Corp damage ? (or RP reduced to 1165 elem)
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