Or finally stop giving free tactic, magic dmg resist debuff the tanks.
At this point you shoul decide
Is this a holy trinity game
Or
A modern game where everybody a dps, selfhealer and deftard/ survivalist.
If you want to make a modern game do not forget about the other classes.
[PTS] Patch Notes 07/09/2025
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Re: [PTS] Patch Notes 07/09/2025
And if you give every tank free punt with 10cd and snare, give it to the magus too.
Make the magus punt instant cast, big and long and without cd and with snare too.
Time to make fairplay.
Make the magus punt instant cast, big and long and without cd and with snare too.
Time to make fairplay.
- wildwindblows
- Posts: 491
Re: [PTS] Patch Notes 07/09/2025
Why give super punt to a range class?SuperStar wrote: Fri Sep 12, 2025 6:38 am And if you give every tank free punt with 10cd and snare, give it to the magus too.
Make the magus punt instant cast, big and long and without cd and with snare too.
Time to make fairplay.
- Florian90210
- Posts: 146
Re: [PTS] Patch Notes 07/09/2025
I guess it's part of class balance, IB already has less abilities depended on grudges and he hit really hard, BG have to spend tactics too for extra crit, while IB has it component in ability itself.JohnnyWayne wrote: Fri Sep 12, 2025 12:06 am If they get all the stuff now for free, can the IB FINALLY get grudge generation on hit, like the BG does? That wasted tactic slot is just.... Lets call it uncalled for....
I never saw BG doing considarable damage, but 2H IBs do considerable damage.
Re: [PTS] Patch Notes 07/09/2025
Because iam a private person and i have a huge aura, i dont like anybody near me so i want them insta punt with snare without even a tactic slot same like now every tanks, also if a tank can do magic dmg and resist debuff i would like to do the super punts, i can punt guards too not just ppl near me.wildwindblows wrote: Fri Sep 12, 2025 6:45 amWhy give super punt to a range class?SuperStar wrote: Fri Sep 12, 2025 6:38 am And if you give every tank free punt with 10cd and snare, give it to the magus too.
Make the magus punt instant cast, big and long and without cd and with snare too.
Time to make fairplay.
Re: [PTS] Patch Notes 07/09/2025
At this point i suggest give every ability and tactic and morale to every class and they can choose what they need.
Full freedom the class would be only the looking.
We should accept the balance is dead, no hope this is the only way.
Every class should access to every other class abilities and tactics and moral, no need the stupid mastery tree either. Everybody pick what they like.
Because now it is nonsense. You give the free tactics like a candy. Make the game golf simulator.
I hope you have any concept but i cant see it at all.
Full freedom the class would be only the looking.
We should accept the balance is dead, no hope this is the only way.
Every class should access to every other class abilities and tactics and moral, no need the stupid mastery tree either. Everybody pick what they like.
Because now it is nonsense. You give the free tactics like a candy. Make the game golf simulator.
I hope you have any concept but i cant see it at all.
-
- Posts: 23
Re: [PTS] Patch Notes 07/09/2025
I think you are comparing enraged beating (a 5 points ability) with grudge born fury (a 13 points ability). Where does IB get the crit out of the box? Is it only for GBF? If so, ive shown you why it is stronger. Generally, BGs put out more damage than IBs. They got a well usable aoe that reduces wounds and crits with up to 1k damage. They got an aoe snare with double the range over IB, though its only a cone, it is better due to the range. The IB snare CAN hit hard if you have high grudge. BG gets that reliable out of the box, but again, with more cone range.Florian90210 wrote: Fri Sep 12, 2025 7:13 amI guess it's part of class balance, IB already has less abilities depended on grudges and he hit really hard, BG have to spend tactics too for extra crit, while IB has it component in ability itself.JohnnyWayne wrote: Fri Sep 12, 2025 12:06 am If they get all the stuff now for free, can the IB FINALLY get grudge generation on hit, like the BG does? That wasted tactic slot is just.... Lets call it uncalled for....
I never saw BG doing considarable damage, but 2H IBs do considerable damage.
Originally, BGs had no oath friend equivalent. They got dark protector after complaints. That is also the reason why they get hate through dealing damage and IBs don't. Time to makes things balanced on that end. There used to be the argument, that IBs are more tanky but that is no longer the case with grumble and mutter gone. Also there was a point to be made, with Told You So! being unlimited and therefore you had to limit the AP battery. That is also gone with Gravords "rework" of the IB. And finally, why should 2h IBs that have no such tools with them(told you so and grumble and mutter) be in such a disadvantageous position? Give 2h IBs grudge generation on hit or IBs in general. Its high time. By now, i think, it is the weakest tank for group play.
Oh and before you jump onto any train, I have both classes in bis gear. SnB and 2h. And many more...
Re: [PTS] Patch Notes 07/09/2025
Lol @ PTS chosen nerf...
You, dev guys, have listened to some not-so-bright ones complaining about relentless' last tic damage, yet if the pre-nerf changes were to stay there then, realistically speaking, it would result into an average of 16% increase in relentless dmg (700% vs 600%, im talking about 2x dread & 1x discord auras, not talking about "spherical pony in a vacuum" situation of having 3x dread auras, that isnt realistical/practical) at the cost of roughly 5.6% mitigation bypass loss on pretty much all other chosen abilities. Now, given that relentless in a fight normally (sometimes less, sometimes more) equates to roughly 20-30% (take 25% as a mean value) of overall damage - the 16% increase in it's dps would roughly equate to 4% of overall increase of a chosen's DPS. Thats pre-nerf of relentless!
So, dps-wise the change to relentless was +- leaving chosen at the same spot where it is right now on live, yet at the cost of significantly lowered survivability.
However, with the most recent nerf - its a full-scale nerf to BOTH dps and survivability (aint talking about utility since order will suffer from the same, so utility nerf equates both sides).
And what were those guys complaining about anyhow? Would 2h chosen be WB-viable as proper dps? Hell no. Would it be able to kill kiters in open field who know how to NOT stay in quake's range? Nope.
Im genuinely interested, how would relentless' very last tic be OP or anything given that the overall dmg (and survivability) of a chosen have already been nerfed with the change to auras?
I know you guys are genuinely interested in making RoR interesting, ballanced & such but come on, listening to some random blokes yelling "oh noes, its OP" which actually avoid doing some simple math and which fail with very basic logic/reasoning - thats a meh decision i reckon.
Hoping for some wisdom on your end guys and hoping you, at least for yourself, would answer these qestions:
1. Is it worth to nerf relentless given the fact that you are already slashing chosen's overall DPS (quite significantly) and overall survivability (very significantly)?
2. Would anything you've posted as patch notes initially make chosen a viable dps in WB/SC?
Side note: for a chosen to deal any damage which would even remotely resemble a proper DPS-er result - that would require slotting focused offensive which, in most cases, would make chosen super squishy, even more squishy than the majority of m-dps classes out there.
You, dev guys, have listened to some not-so-bright ones complaining about relentless' last tic damage, yet if the pre-nerf changes were to stay there then, realistically speaking, it would result into an average of 16% increase in relentless dmg (700% vs 600%, im talking about 2x dread & 1x discord auras, not talking about "spherical pony in a vacuum" situation of having 3x dread auras, that isnt realistical/practical) at the cost of roughly 5.6% mitigation bypass loss on pretty much all other chosen abilities. Now, given that relentless in a fight normally (sometimes less, sometimes more) equates to roughly 20-30% (take 25% as a mean value) of overall damage - the 16% increase in it's dps would roughly equate to 4% of overall increase of a chosen's DPS. Thats pre-nerf of relentless!
So, dps-wise the change to relentless was +- leaving chosen at the same spot where it is right now on live, yet at the cost of significantly lowered survivability.
However, with the most recent nerf - its a full-scale nerf to BOTH dps and survivability (aint talking about utility since order will suffer from the same, so utility nerf equates both sides).
And what were those guys complaining about anyhow? Would 2h chosen be WB-viable as proper dps? Hell no. Would it be able to kill kiters in open field who know how to NOT stay in quake's range? Nope.
Im genuinely interested, how would relentless' very last tic be OP or anything given that the overall dmg (and survivability) of a chosen have already been nerfed with the change to auras?
I know you guys are genuinely interested in making RoR interesting, ballanced & such but come on, listening to some random blokes yelling "oh noes, its OP" which actually avoid doing some simple math and which fail with very basic logic/reasoning - thats a meh decision i reckon.
Hoping for some wisdom on your end guys and hoping you, at least for yourself, would answer these qestions:
1. Is it worth to nerf relentless given the fact that you are already slashing chosen's overall DPS (quite significantly) and overall survivability (very significantly)?
2. Would anything you've posted as patch notes initially make chosen a viable dps in WB/SC?
Side note: for a chosen to deal any damage which would even remotely resemble a proper DPS-er result - that would require slotting focused offensive which, in most cases, would make chosen super squishy, even more squishy than the majority of m-dps classes out there.
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Re: [PTS] Patch Notes 07/09/2025
First of all why have to hit big and hard a TANK especially with magic dmg they are not magus or wizard. They are in heavy armor. Why they have resist debuff too? And many self def/regen ability and tools? Whats the point?
Then give every other class what the tanks have!
Then give every other class what the tanks have!
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