keep nerfing the WH till no1 plays it jeez what is this with the anti WH balance team..
Who uses exit wounds anyways??
Where is the nerf for WE? they keep getting buffed, their defense spec is non touched, they got buffed on dps spec now.
This will make any WH player quit the game (most of them already did) and switch over to the last mdps on order side(WL)....
[PTS] Patch Notes 07/09/2025
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Re: [PTS] Patch Notes 07/09/2025
The answer lies in the phrase ”organised play” I have no problem even in unorganised play to have ample uptime. It was in my rotation as prio one even bf this patchIlluminati wrote: Mon Sep 08, 2025 1:39 pmHow will the SM variant be permanently up? can you detail that? Thanks (I don't have an SM but miss CS dearly on my Chosen)Bozzax wrote: Mon Sep 08, 2025 11:16 am @op the biggest concern I have with this is the previous removal and transfer of CS from chosen to a SM variant that will be a permanent up now for organised play.
Relevant in the design decisions above is passive +15% heals that is order enjoy together with recent group absorbs buffs of wp (used to be the destruction mostly)
Also BO version … ST physical plus 4s magic damage reduction isn’t noway near as effective. There are so many reasons for this and I don’t fancy listing them I’m sure you can figure them out.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: [PTS] Patch Notes 07/09/2025
I'd honestly like it better if shield spec for Warrior-priest/DoK were just put back in their pre-april state, and just get to keep the ability to use Unstoppable Wrath
It wouldn be perfect but still better than the current no assist damage version
It wouldn be perfect but still better than the current no assist damage version
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- Posts: 563
Re: [PTS] Patch Notes 07/09/2025
Valid points above. You are nerfing WH's most used opener and most used bullets but buffing least used ability for WH's. Don't get me wrong if you want to even buffs/debuffs across the board - do so but look at the total impact you are doing to the class. Exit Wounds tree is awful because antihealer abilities were severely nerfed and you didn't compensate the tree for the nerf. I repeat what I said in my previous post in this thread - every healer has 3 abilities classified as healing and 5+ abilities that also restore health but classified differently - blessings, enchantments, lifetaps. They are not affected by the antihealing abilities. Fine, you may not want to roll back that change (although it seems like cheating - if it restores life it is healing, period) but you still need to motivate people to spend 13 points to take Exit Wound. As a long time WH I can tell why I do not like taking it - it get defended against and it has cooldown. Its counter parts from WE trees - Witchbrew and Sacrificial Stab can be defended against too but odds are less - they are not single attack abilities, you may defend first hit but second one will hit you. Also WB is a part of Corp damage build and Exit Wound is a part of nothing. Make it undefendable or remove the cooldown - WE debuffs are spread amongst 3 abilities and something always gets applied, WH debuffs are concentrated in one and if it misses all 3 debuffs are wasted. This is a big difference. Otherwise the use of EW would remain niche and it would never ever come close to BAL. And Judgement tree where Burn Away Lies sits has all 3 abilities very useful while Inquisition tree has two castrated antihealer abilities.akeskin69 wrote: Mon Sep 08, 2025 4:27 pm keep nerfing the WH till no1 plays it jeez what is this with the anti WH balance team..
Who uses exit wounds anyways??
Where is the nerf for WE? they keep getting buffed, their defense spec is non touched, they got buffed on dps spec now.
This will make any WH player quit the game (most of them already did) and switch over to the last mdps on order side(WL)....
Moving to WE changes. Kisses are nerfed as much as their counter part in WH family. OK. Wracking Pains is buffed like Exit Wound but WP is basic ability without cooldown and EW is 13 points one with cooldown - all WE's will benefit but not all WH's will. Same holds true to Heart Render Toxin. Buff to Pierce Armor is on par with the Exit Wound but again PA is taken more often but the whole Path of Carnage tree is useful and Inquisition tree is not.
The changes I am talking about are outside of the scope of the patch I understand but unless you change Inquisition tree (EW is undefendable or without a cooldown, Burn Heretic is Spirit damage, antihealing abilities work as proper antihealing - any of these will do, I do not expect all changes) noone will be testing the Exit Wound ability change and the gap between WE and WH will stay wide.
Re: [PTS] Patch Notes 07/09/2025
Extremely significant changes, some a bit more complex, like those to Chosen. I felt a greater emphasis on tanks, and there's a slight feeling that it could cause an imbalance with so many free bonuses in any action. But we'll keep testing and providing feedback.
What I tested with KOTBS gave me the feeling that the base WS is higher.
Anyway, let's stay calm and use the forum wisely, respecting others' opinions.
What I tested with KOTBS gave me the feeling that the base WS is higher.
Anyway, let's stay calm and use the forum wisely, respecting others' opinions.
- nebelwerfer
- Posts: 687
Re: [PTS] Patch Notes 07/09/2025
i wouldnt mind if dirty tricks gave knight chance to crit aswell, could even give him 10% cuz snb
auras will be interesting to see how they play, really not sure about this one especially tying so many abilities to the auras of certain trees
what about knight auras buff and chosen auras debuffs? wouldnt that be a nice balance with a cool thematic ?
auras will be interesting to see how they play, really not sure about this one especially tying so many abilities to the auras of certain trees
what about knight auras buff and chosen auras debuffs? wouldnt that be a nice balance with a cool thematic ?
Re: [PTS] Patch Notes 07/09/2025
Please add Arm Breaka as core skill. Black orc has too few skills that lead to Gud Plan.ReturnOfReckoning wrote: Sun Sep 07, 2025 9:04 pm
Balance Changes
- Arm Breaka - Removed
- Savin' Me Hide - Toughness buff increased from 120 to 150.
Please remove shield requirement from Savin' Me Hide.
Also please make bellows off GCD...
Last edited by rady on Mon Sep 08, 2025 6:18 pm, edited 1 time in total.
Ris - 85rr BO
Risx - 85rr SH
Risx - 85rr SH
Re: [PTS] Patch Notes 07/09/2025
ReturnOfReckoning wrote: Sun Sep 07, 2025 9:04 pm
...we added a quality of life feature where tank classes no longer need a tactic slot for their single target knockbacks to be valuable. These tactics still bring value by lowering the cooldowns of the knockbacks, but they no longer feel as mandatory.
Balance Changes
- Arm Breaka - Removed
- Chop Fasta! - Moved to 5 pt in Path of Da’ Brawler. Auto Attack speed increase reduced from 50% to 25%.
- You Wot!?!!! - Reintroduced at 13 pt in Path of Da’ Brawler: Debuff. 20 AP. 65 ft range. Instant. 30s CD. - You heard someone say sumfin about the size of your weapon! You will teach em an’ lesson! For 15 seconds, you will deal 15% more damage to them and you receive 15% less damage from all other targets. Whenever the target dies, the cooldown of You Wot!?!!! is reset.
- Git Out! - Now has a long knockback distance without Git Out Fer Gud. Will now knockback slightly further. No longer requires Da’ Best Plan! (No longer interacts with the stances).
- Git Out Fer Gud - Reworked to: Reduces the cooldown of Git Out! and Fly Gits by 10 seconds. When wielding a Great Weapon, Git Out! will now also snare the target by 40% for 5 seconds.
- Tuffer ‘n Nails - Will also affect yourself in addition to your friendly target.
Reading these patch notes this morning made my day. Seriously, thank you for these changes.
A special shout-out to whoever designed the new You Wot!?!!! ability. It's strong, unique, and helps give the 2h BO an identity again. I especially love that it ends the cooldown if your target dies. Players get caught up on whether abilities are strong or not, but the theme and feel of an ability are just as important. It'll have to be tested in the wild to be sure, but just from the description, the new You Wot!?!!! nails it. Great work.
Bigun - 86 Black Orc
Gutstompa - 80+ Choppa
Culexus- 70+ Warrior Priest
Karak Norn Veteran
Gutstompa - 80+ Choppa
Culexus- 70+ Warrior Priest
Karak Norn Veteran
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Re: [PTS] Patch Notes 07/09/2025
very interesting additions to kotbs and chosen and i like all of the buff changes too
the issue is also the height, particularly on a lot of scs the lower arc of bgs punt means your aim has to be much better to avoid obstacles. perfect balance imoKylashandra wrote: Mon Sep 08, 2025 1:39 pmThis makes me laugh every time someone uses this argument to pretend BG punt is still "ThE BeSt" punt in game. BG punt, at full charge, is slightly better than its counterparts (arguably, because the Chosen / KoTBS punt has a bigger flight time). It can never be "mindless spam" since it's a 20 s / 10 s (in 2H) CD skill, as any of the other punts. It requires 100 Hate to be "slightly better" than its counterparts, which requires at least 5 seconds of ramp up at the beginning of a fight, while any chosen / kotbs (and now BO / SM since they removed the stance conditional) can punt right away.You do realise BG punt is the most influential punt in the game and yes it isn’t mindless spam as a counter weight (requiring hate)
The super punt once was the signature of the Black Guard class, before it was decided that every tanks needs every tools in game (which in return brought a hell of a CC fest in combat, rather than chosing which tank you prefer to play according to its signature skills), and it is quite obvious that it has turnt right now into the worst single target punt because of the ramp up needed. It was acceptable while other class kept conditionals on it (SM / BO), although it was still already faster than ramping up to 100 hate, but now it's a real disadvantage.
Last edited by tazdingo on Mon Sep 08, 2025 6:34 pm, edited 1 time in total.