Patch Notes 12/09/2025

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Sanctific
Posts: 17

Re: Patch Notes 12/09/2025

Post#81 » Mon Sep 15, 2025 2:33 pm

Illuminati wrote: Fri Sep 12, 2025 3:21 pm The Aura/Command activation/deactivation order isn't helpful

Example: If I activate:

Aura A then
Aura B then
Aura C then

Aura D (to proceed an ability), it deactivates Aura A.

BUT, if I press Aura C again, it deactivates Aura B instead of D.

What it should do is deactivate the 'shortest running' Aura instead of the 'longest running' aura. This would allow us to activate an aura/command, execute an ability that it improves, then activate another aura/command, improving another ability while preserving 2 auras/commands that the player would always maintain.

Specifically, a sequence,

1. Running +Tough, +Resis, +Str (in that order)
2. I activate +Agony (which strengthens my next ability) and then activate the ability. This deactivates +Tough
3. I then want to activate +Toughness again to get my bubble back up from Baneshield. This deactivates my +Resis Aura, which I would never want to deactivate!

Instead, I would want it deactivate +Agony instead of having to twist through all 3 to activate my +Resis aura again.

I would like the ability to 'lock' an aura, so it's never cycled. Or change the order to only deactivate the shortest running aura. The current system makes no sense to the Chosen attack chain. It may work for the KOTBS, which would make this patch completely 1-sided. Any KOTBS have a comment?
Exactly this. Longest running aura deactivation isnt a QoL improvement, its simply a trap to get your auras messed up.

True QoL improvements - is the ability to shuffle between auras, where the one which would get changed is the last one activated, whilst having 2 auras perma-enabled.

Not that this "first in-first out" addition has changed anything, I still manually do auras shuffling, yet just FYI dev guys, this new addition is counter-useful.

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nocturnalguest
Posts: 697

Re: Patch Notes 12/09/2025

Post#82 » Mon Sep 15, 2025 3:59 pm

JohnnyWayne wrote: Sun Sep 14, 2025 11:40 pm It is time to give grudge generation for atttacking to the IB, just as the BG has. All the reasoning was done already on the PTS forum topic:
JohnnyWayne wrote: Fri Sep 12, 2025 10:42 am 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...
BGs were meant to debuff (which is way more effective due to aoe effects than buffing due to ST effects) and never had a dark protector. The Absorb effect is sub par. You even have to spend attribute points to get it. A lot of things are sub par. IB is, among all tanks, the weakest option at the moment.
Im not against buffing IB, it especially falls well into current balance logic of unifying everything, however tho - "You should be careful what you wish for" (c).
I believe (or even put it like "im sure") if grudge generation for attacking will be mirrored then IB will be butchered and balance team will rework its abilities. You miss very important difference between BG and IB. BG has 0 abilities which damage scale with hate, while IB not only has higher base&modificatiors it has lots of heavy hitting abilities that are tied into grudges. So its highly likely if this grudge/hate unification that many do lobby sees the light of day it will end up with IB being butchered dmg wise into BG level (so no fancy dot stacking bursts) without giving it a) spamable aoe b) cd reduction c) other additional utilities. I vote for stuff to stay as is, enough of unique role/design defining things being blurred or plain removed, almost no outliners left already.
Thankfully ability viewer is once again working (i confess, i even had conspiracy theories when it broke, my apologieses) so you can check for yourself atm. Check channels, check heavy blow, snare. Compare it to similar BG skills.

P.S. GnM was perfect SnB AP battery spec, i did love it for its high efficiency, it definitely brough SnB IB as the most desired 2nd tank, however it was pretty simple and dull gameplay. But what we have now, in particular weaving SaS, is not any better, sadly. Some complex proactive AP pump (but not way too complex, class has enough stuff to track already) being back as most effective&reliable AP pump in a game would be cool and definitely required to keep up IB with changes to other tanks imo.
P.S.S. Agree with many that BoG is completely worthless in largescale oRvR (if you dont roam in small group), ive even got some proper parsed data to support it from slayer PoV. Its pretty simple and dull thingy for smallscale, but its very popular because this skill, like many new skills from particular balance era (yes, im about Furious Stompin) falls into category of "fire&forget" (what a design! /sarcasm), its altho totally OP in PvE, but purely mathematically IB can overcompensate that AA dmg buff by its own dmg if it goes offensive with GBF and killboard has 6v6 data proving it (especially from last tournament, i think ive shared it somewhere on forums already).
Altho! I cant agree that IB is the weakest tank for group play, and how to define strongest/weakest, what are the criteria, looks like populism. For absolutely awful, disgusting, brainless WL largescale oRvR meta maybe but well, IB does the job in it too. I struggle to thinktank an experiment to value the exact effeciency of SM vs IB in such meta, what data to parse (WW vs 5% more crit+25 ap/3 sec?) and how count in utility. For smallscale? Nah, definitely not, it shines so bright there that its definitely anything but not weakest. Also its all pretty balanced on smallscale, there are comps with SM, there are comps with IB. Alot of variety. Like it should be.
AP pump is still there, yes, you cant do it passively with GnM anymore, its thus less effective but its still arguably best pump, guaranteed 25 ap/3 sec. Additional snare break for oathfriend or/and 6 seconds immunity (crap mini We'z Bigger/Vaul), parry/-crit is incredibly huge factor for largescale oRvR (it reduces pressure by tons and it actually has less effective value in smallscale then it has in orvr), 5 more crit not so much (its very debatable tbf).

Sanctific
Posts: 17

Re: Patch Notes 12/09/2025

Post#83 » Mon Sep 15, 2025 4:17 pm

I sincerely am baffled seeing that people think that chosen got buffed lol.

Guys, i dont wanna sound super toxic (albeit i know that some will percieve it as such) but FFS, quickly review what they tought you (should have at least) at school-level classes of math?

The overall sustainability/survivability of a chosen got nerfed (shield with disc aura absorbs 630-ish dmg, which in no way makes up for the losses due to auras nerf), that i reckon is understandable to everyone.

However, ive seen so many "enemies of math" on these forums, that I got left speechless once ive seen those comments such as "...due to the chosen dps buff...", or my favorite "that last tick of relentless on PTS cant go into live, its broken and too powerful".

In relation to the last one - 16% buff to relentless only on pts (when each aura added 50% dmg to last tick, 16% calculated through the usage of 2 dread+1 disc aura, thats the best dps combo, 3 dread are worse off to overall dps) was sorta counterweighted by the huge overall DPS loss on chosen (yeah, even considering withering blow DOT & wave's dot).

Well, fun fact for you guys - the average mitigation bypass loss (due to disc aura nerf) vs an average 475 resistance target roughly equates to 3.6% which in turn results into an average 4.5% dps loss on everything but auto attacks (those normally constitute ~15% of overall dps), thus the effective outgoing dmg nerf is 0.85-(0.85*0.955)=~3.8%.

Now, relentless does on average 35% of overall dmg, the current live buff to relentless is roughly 8% vs pre-patch, thus buffed relentless now buffs overall DPS of a chosen by approx 2.8%. Extra 2 dots from wave & slow are rather weak & take GCD, yet in the end are equal to 1.5x ravages each in terms of damage (3x GCDs for both) which pretty much makes up for that extra 1% of dps loss (albeit barely).

So, what do we get in the end - DPS got sorta nerfed & buffed at the same time, which in the end yields (at least on the paper) +- same DPS as it used to be before the patch.

However, survivability suffered quite significantly, i dont remember the mtigation values pre-patch (would be hard to calculate now anyhow since resists were overcapped on chosen/kotbs, provided that defense stats have diminishing returns - sorta an ungrateful job to delve in deriving formulas of that progression & accounting for overcapped values) but i reckon the safe bet would be to say that chosen/kotbs are now roughly 15% more vulnerable to magic damage.

Kotbs, just as chosen, suffered from a similar survivability loss (albeit to a lesser extent since a 2h kotbs isnt so bound to "Glory" path aura as chosen thus he may swap to a "Glory" aura and use perseverance for an extra heal).

Kotbs lost nothing in terms of DPS tho (well, small nerf to blazing blade dmg if KOTBS would run resists aura but...that thing is very situational). On the contrary even, 20%-30% armor mitigation on "fury" is a huuuuge buff. However, in all honesty - KOTBS deserves a dps buff even beyond the effects of the current patch (imo ofc).

P.S: Even despite my above calculations - the dummy damage tests have provided results which im yet to somehow interpret on the basis of the info whichi know...
So, in short - pre-patch my best result of dummy killing after 20 dummy tests was 18.2 sec.
In the current post-patch live - my best result was 20.7 sec after approx 50 dummy kills (may be more even, ive tested the post-patch DPS extensively). Same gear, same everything, that best result of 20.8 sec was achieved when my crit rate has spiked to 74% (normal cirt rate in character sheet is 53%), the pre-patch best result was also achieved with the similar de-facto spiked crit rate of around 70-75%. Weird AF tbh. And yeah, ive optimized rotations for max dps, "cheated" a bit in terms of pre-taunting which doesnt count for a fight start etc etc. Still, post-patch dummy test show that nearly 12% of DPS is lost somewhere. Maybe dummy HP got changed or something? Still to figure out whats up with this.
Last edited by Sanctific on Mon Sep 15, 2025 4:40 pm, edited 1 time in total.

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leftayparxoun
Posts: 377

Re: Patch Notes 12/09/2025

Post#84 » Mon Sep 15, 2025 4:36 pm

Sanctific wrote: Mon Sep 15, 2025 4:17 pm I sincerely am baffled seeing that people think that chosen got buffed lol.

Guys, i dont wanna sound super toxic (albeit i know that some will percieve it as such) but FFS, quickly review what they tought you (should have at least) at school-level classes of math?

The overall sustainability/survivability of a chosen got nerfed (shield with disc aura absorbs 630-ish dmg, which in no way makes up for the losses due to auras nerf), that i reckon is understandable to everyone.

However, ive seen so many "enemies of math" on these forums, that I got left speechless once ive seen those comments such as "...due to the chosen dps buff...", or my favorite "that last tick of relentless on PTS cant go into live, its broken and too powerful".

In relation to the last one - 16% buff to relentless only on pts (when each aura added 50% dmg to last tick, 16% calculated through the usage of 2 dread+1 disc aura, thats the best dps combo, 3 dread are worse off to overall dps) was sorta counterweighted by the huge overall DPS loss on chosen (yeah, even considering withering blow DOT & wave's dot).

Well, fun fact for you guys - the average mitigation bypass loss (due to disc aura nerf) vs an average 475 resistance target roughly equates to 3.6% which in turn results into an average 4.5% dps loss on everything but auto attacks (those normally constitute ~15% of overall dps), thus the effective outgoing dmg nerf is 0.85-(0.85*0.955)=~3.8%.

Now, relentless does on average 35% of overall dmg, the current live buff to relentless is roughly 8% vs pre-patch, thus buffed relentless now buffs overall DPS of a chosen by approx 2.8%. Extra 2 dots from wave & slow are rather weak & take GCD, yet in the end are equal to 1.5x ravages each in terms of damage (3x GCDs for both) which pretty much makes up for that extra 1% of dps loss (albeit barely).

So, what do we get in the end - DPS got sorta nerfed & buffed at the same time, which in the end yields (at least on the paper) +- same DPS as it used to be before the patch.

However, survivability suffered quite significantly, i dont remember the mtigation values pre-patch (would be hard to calculate now anyhow since resists were overcapped on chosen/kotbs, provided that defense stats have diminishing returns - sorta an ungrateful job to delve in deriving formulas of that progression & accounting for overcapped values) but i reckon the safe bet would be to say that chosen/kotbs are now roughly 15% more vulnerable to magic damage.

Kotbs, on the contrary, suffered from a similar survivability loss (albeit to a lesser extent since a 2h kotbs isnt so bound to "Glory" path aura as chosen thus he may swap to a "Glory" aura and use perseverance for an extra heal).

Kotbs lost nothing in terms of DPS tho (well, small nerf to blazing blade dmg if KOTBS would run resists aura but...that thing is very situational). On the contrary even, 20%-30% armor mitigation on "fury" is a huuuuge buff. However, in all honesty - KOTBS deserves a dps buff even beyond the effects of the current patch (imo ofc).


The AOE resist buff and debuff changes result in a decent (around 6%) non-physical damage buff in any short of coordinated setting where both resist buffs and debuffs are expected to be found in both sides of the conflict (e.g. Chosen resist aura + Kotbs resist aura). Read my breakdown on why here and here

I'm also unsure about what sort of survivability nerf you are talking? Again, the TOU and STR aoe buffs and debuffs cancel each other out in organized setting so basically no changes there.

Are you talking about solo roaming on Chosen?
Onlymelee, Onlyhealing and more Onlys - Entropy and Chaos - Destro WB Gearing Guide


"All men make mistakes, but a good man yields when he knows his course is wrong, and repairs the evil. The only crime is pride."
The Antigone of Sophocles

Sanctific
Posts: 17

Re: Patch Notes 12/09/2025

Post#85 » Mon Sep 15, 2025 4:49 pm

@leftayparxoun

The breadown which you've made is valid for (mostly) organized environment.

Chosen's dps, as something worth to be discussing at all, doesnt belong to organized environment (which is also another factor to consider for someone when that someone feels super ingenious and yells on forums "Relentless is OP, last tick must be nerfed").

Thus yes, im talking about roaming & in general unorganized i.e. im talking about "isolated" performance of a 2h chosen which dishes out some dps.

About survivability - the nerf to disc aura, considering the current ranged meta, is what causes it.

P.S: Due to what i've mentioned above (chosen, as DPS, isnt a valid thing to consider in organized) - your breakdown mostly indicates that magical ranged dps would benefit from the auras rework, not chosen himself (since again, he isnt a dps in organized) so that breakdown isnt relevant to the discussion of a chosen's dps.

Illuminati
Posts: 372

Re: Patch Notes 12/09/2025

Post#86 » Mon Sep 15, 2025 4:54 pm

It's probably a result of a few things over the last few months.

-Reduction in Armor pots, lowering the physical mitigation without lowering Armor Pen tactics like the WL Hack & Slash

-Too many abilities bypassing mitigation all together on certain classes. (e.g. SW Flame Arrow / Festering Arrow with Enchanted Arrows).

Even your own analysis is implying a ~6% damage buff, which implies a -6% to mitigation?
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leftayparxoun
Posts: 377

Re: Patch Notes 12/09/2025

Post#87 » Mon Sep 15, 2025 5:00 pm

Sanctific wrote: Mon Sep 15, 2025 4:49 pm @leftayparxoun

The breadown which you've made is valid for (mostly) organized environment.

Chosen's dps, as something worth to be discussing at all, doesnt belong to organized environment (which is also another factor to consider for someone when that someone feels super ingenious and yells on forums "Relentless is OP, last tick must be nerfed").

Thus yes, im talking about roaming & in general unorganized i.e. im talking about "isolated" performance of a 2h chosen which dishes out some dps.

About survivability - the nerf to disc aura, considering the current ranged meta, is what causes it.

P.S: Due to what i've mentioned above (chosen, as DPS, isnt a valid thing to consider in organized) - your breakdown mostly indicates that magical ranged dps would benefit from the auras rework, not chosen himself (since again, he isnt a dps in organized) so that breakdown isnt relevant to the discussion of a chosen's dps.


Ah ok, now I see where you are coming from.

2h Chosen has always been a great pick in smallscale, scenarios, City and even ranked and I assume that these changes were made with those game-modes in mind. I'm pretty sure the balance team nevers balance with solo (1v1 or 1vX) in mind so it's fruitless to try and argue against them with that aspect of the game in mind.

So yeah, these changes are only a damage nerf to Chosen if whoever they are hitting has/had no KOTBS, AM or RP resist buff.
Onlymelee, Onlyhealing and more Onlys - Entropy and Chaos - Destro WB Gearing Guide


"All men make mistakes, but a good man yields when he knows his course is wrong, and repairs the evil. The only crime is pride."
The Antigone of Sophocles

Sanctific
Posts: 17

Re: Patch Notes 12/09/2025

Post#88 » Mon Sep 15, 2025 5:08 pm

Dont get me wrong, im not arguing with devs, they run the show (for free) for us to enjoy.
It is their prerogative to balance the game as they see fit. We, from the community side, may only at times comment on their decisions, something which along the lines would read as "guys, this is probably not the wisest decision due to XYZ"

What im arguing against is - calling the changes to chosen's dps "a buff", because that is utterly invalid.

Oh, and also im a bit annoyed at those people who cried on forums about last tick of relentless being OP...not because they've expressed their opinion, but because they didnt do their "homework" and provided an ungrounded feedback/judgement which, quite likely, affected both the community's and, whats most important, devs' sentiment.

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JohnnyWayne
Posts: 25

Re: Patch Notes 12/09/2025

Post#89 » Mon Sep 15, 2025 10:34 pm

nocturnalguest wrote: Mon Sep 15, 2025 3:59 pm
Spoiler:
JohnnyWayne wrote: Sun Sep 14, 2025 11:40 pm It is time to give grudge generation for atttacking to the IB, just as the BG has. All the reasoning was done already on the PTS forum topic:
JohnnyWayne wrote: Fri Sep 12, 2025 10:42 am 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...
BGs were meant to debuff (which is way more effective due to aoe effects than buffing due to ST effects) and never had a dark protector. The Absorb effect is sub par. You even have to spend attribute points to get it. A lot of things are sub par. IB is, among all tanks, the weakest option at the moment.
Im not against buffing IB, it especially falls well into current balance logic of unifying everything, however tho - "You should be careful what you wish for" (c).
I believe (or even put it like "im sure") if grudge generation for attacking will be mirrored then IB will be butchered and balance team will rework its abilities. You miss very important difference between BG and IB. BG has 0 abilities which damage scale with hate, while IB not only has higher base&modificatiors it has lots of heavy hitting abilities that are tied into grudges. So its highly likely if this grudge/hate unification that many do lobby sees the light of day it will end up with IB being butchered dmg wise into BG level (so no fancy dot stacking bursts) without giving it a) spamable aoe b) cd reduction c) other additional utilities. I vote for stuff to stay as is, enough of unique role/design defining things being blurred or plain removed, almost no outliners left already.
Thankfully ability viewer is once again working (i confess, i even had conspiracy theories when it broke, my apologieses) so you can check for yourself atm. Check channels, check heavy blow, snare. Compare it to similar BG skills.

P.S. GnM was perfect SnB AP battery spec, i did love it for its high efficiency, it definitely brough SnB IB as the most desired 2nd tank, however it was pretty simple and dull gameplay. But what we have now, in particular weaving SaS, is not any better, sadly. Some complex proactive AP pump (but not way too complex, class has enough stuff to track already) being back as most effective&reliable AP pump in a game would be cool and definitely required to keep up IB with changes to other tanks imo.
P.S.S. Agree with many that BoG is completely worthless in largescale oRvR (if you dont roam in small group), ive even got some proper parsed data to support it from slayer PoV. Its pretty simple and dull thingy for smallscale, but its very popular because this skill, like many new skills from particular balance era (yes, im about Furious Stompin) falls into category of "fire&forget" (what a design! /sarcasm), its altho totally OP in PvE, but purely mathematically IB can overcompensate that AA dmg buff by its own dmg if it goes offensive with GBF and killboard has 6v6 data proving it (especially from last tournament, i think ive shared it somewhere on forums already).
Altho! I cant agree that IB is the weakest tank for group play, and how to define strongest/weakest, what are the criteria, looks like populism. For absolutely awful, disgusting, brainless WL largescale oRvR meta maybe but well, IB does the job in it too. I struggle to thinktank an experiment to value the exact effeciency of SM vs IB in such meta, what data to parse (WW vs 5% more crit+25 ap/3 sec?) and how count in utility. For smallscale? Nah, definitely not, it shines so bright there that its definitely anything but not weakest. Also its all pretty balanced on smallscale, there are comps with SM, there are comps with IB. Alot of variety. Like it should be.
AP pump is still there, yes, you cant do it passively with GnM anymore, its thus less effective but its still arguably best pump, guaranteed 25 ap/3 sec. Additional snare break for oathfriend or/and 6 seconds immunity (crap mini We'z Bigger/Vaul), parry/-crit is incredibly huge factor for largescale oRvR (it reduces pressure by tons and it actually has less effective value in smallscale then it has in orvr), 5 more crit not so much (its very debatable tbf).
I have to disagree with the sentiment of "the devs lack the competence so they'll **** it up". How about, you know, do it well instead of badly? BG focuses on debuffs, aoe damage and aoe debuffs. IB does focus on ST buffs and ST damage (which is neglectable on snb, so this mostly affects 2h). So it has less range and hits less targets. The IB with a on hit generation of grudge is STILL weaker than a BG (generation is limited by a internal cooldown iirc, so range matters here). This also does not explain why the absorb bubble on the IB is only absorbing non physical damage while having to spend attribute points to get it. I'll even go ahead and say 2h BG is way more defensive and tanky than 2h IB, due to parry tactic (which in turn needs high hatred and is the single reason 2h BG is surviving in WBs while the aoe debuffs make it viable). I'd say, fix the absorb and the class resource generation and then the classes are still sufficiently different from each other while not being out matched so blatantly.

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