I will comment some of the scen changes.
I am firm believer that barriers should be gone, they bring only negative effects on. But since devs push them so passionately i will comment the new buff.
It is simply not enough.
If there should be barriers then at least let ppl go inside, some 2-sec channel skill that teleport you inside or some on foot way like it was for destro barrier at serpant passage scen at the start. That way range groups could not snipe and kite to guards but you still have safe spot if dominated.
Alternatively if the way back is disliked solution make the buff permanent in range 50 fts around the barrier. So the weaker team could fall back on territory where they could try to hold their ground.
On live we didnt have surrender vote and scen mode was ok. The problem here is the barriers and iddle debuff. Both of these will send many ppl with quiter debuff so scen pool will drop and the new matchmaking that rely upon bigger amount of ppl in queu could fail. Catch 22
Patch Notes 12/02/2026
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deinelieblings
- Posts: 3
Re: Patch Notes 12/02/2026
--- Ranked Scenarios have been disabled as part of the new Scenario Matchmaker, and are not planned to be restored exactly as their past design. The team is reviewing this system now, and may have more news to share in the future. ---
Can you please just keep it running. We're doing a ranked guild event and there is no other option to play 6 v 6 now.
Can you please just keep it running. We're doing a ranked guild event and there is no other option to play 6 v 6 now.
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Illuminati
- Posts: 491
Re: Patch Notes 12/02/2026
Thank you for the changes and hard work.
Specifically, the Choppa changes:
-Bloodlust (perfect change)
-Furious mitigation change (ok change, still think Armor debuff ruins Off Sov, DP and other defensive sets and is unnecessary). The WH BAL tick still does too much damage to a KD Choppa as a result of the -armor.
-Tree swaps and Slasha/Throat Slash (great change)
-Throat Slash rage gain (great change!)
-Tired Already change (perfect change!)
-Swap of Furious Choppin / GTTC (not sure yet. I hate the new Furious Choppin requiring Berserk so for my playstyle this change is welcome).
Thank you for listening to feedback on these!
Specifically, the Choppa changes:
-Bloodlust (perfect change)
-Furious mitigation change (ok change, still think Armor debuff ruins Off Sov, DP and other defensive sets and is unnecessary). The WH BAL tick still does too much damage to a KD Choppa as a result of the -armor.
-Tree swaps and Slasha/Throat Slash (great change)
-Throat Slash rage gain (great change!)
-Tired Already change (perfect change!)
-Swap of Furious Choppin / GTTC (not sure yet. I hate the new Furious Choppin requiring Berserk so for my playstyle this change is welcome).
Thank you for listening to feedback on these!
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Destro realm pride parade in ROR since 2015
Destro realm pride parade in ROR since 2015
Re: Patch Notes 12/02/2026
Done hours of testing and Slayer still has no sustain, its just a much worse class after December 18th last year and if this is Devs wish then fine. I leave it at that
GAME OVER MAN, GAME OVER
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Re: Patch Notes 12/02/2026
Some rly good changes! TY 4 your work <3
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Feetz, Snusnu, Wingman, Engrimar, Soge, Iluv, Dunning <Holmgang>
Feetz, Snusnu, Wingman, Engrimar, Soge, Iluv, Dunning <Holmgang>
Re: Patch Notes 12/02/2026
Great patch! The change to DoK/priest is in the right direction, but still not enough imho. I have yet to try it, but even now I would not use soul infusion over another skill. The tooltip value is higher for sure, but the contribution of stats to hots is pitiful and you stil won't crit.
I believe a good step in fixing shield don/priest would be to make both soul infusion e khaine vigor scale on str and crit on melee crit upon slotting a shield. Actually, upon slotting a shield every heal should scale on str and crit on melee crit, but that may be too much.
I believe a good step in fixing shield don/priest would be to make both soul infusion e khaine vigor scale on str and crit on melee crit upon slotting a shield. Actually, upon slotting a shield every heal should scale on str and crit on melee crit, but that may be too much.
Zputa
- CountTalabecland
- Posts: 1047
Re: Patch Notes 12/02/2026
Though I appreciate the effort, this patch is not enough to fix Slayer.
Only removing the furious penalty for resists is a weird half-measure. 25% armor in furious doesn’t make the Slayer tanky, it just helps them not be unplayably squishy (and even then they are still squishy af). I don’t think anyone’s complaint was that Slayer can hang out in furious while having 100% of their medium armor) I see zero sense in keeping the debuff to armor.
The damage to group support ratio for Slayer is still too low for it to be viable. The class needs either more damage/utility or more survivability to make it compare to other Mdps.
Please rebalance again in March or sooner.
Only removing the furious penalty for resists is a weird half-measure. 25% armor in furious doesn’t make the Slayer tanky, it just helps them not be unplayably squishy (and even then they are still squishy af). I don’t think anyone’s complaint was that Slayer can hang out in furious while having 100% of their medium armor) I see zero sense in keeping the debuff to armor.
The damage to group support ratio for Slayer is still too low for it to be viable. The class needs either more damage/utility or more survivability to make it compare to other Mdps.
Please rebalance again in March or sooner.
Brynnoth Goldenbeard (40/80) (IB) -- Rundin Fireheart (40/50) (RP) -- Ungrinn (40/40) (Engi)-- Bramm Bloodaxe (40/83) (Slayer) and a few Empire characters here or there, maybe even an elf.
Re: Patch Notes 12/02/2026
I think the direction matters a lot here. A shield WP/DoK is not meant to be a caster healer, and this HoT approach is fundamentally a caster tool. Shield is supposed to be the “melee healer” archetype: you take the risk of being in the frontline, and your healing output is tied to actually hitting enemies (strike → heal, lifetaps/conversion, heal-on-hit), not to playing like a backline HoT bot.Ysaran wrote: Thu Feb 12, 2026 5:08 pm Great patch! The change to DoK/priest is in the right direction, but still not enough imho. I have yet to try it, but even now I would not use soul infusion over another skill. The tooltip value is higher for sure, but the contribution of stats to hots is pitiful and you stil won't crit.
I believe a good step in fixing shield don/priest would be to make both soul infusion e khaine vigor scale on str and crit on melee crit upon slotting a shield. Actually, upon slotting a shield every heal should scale on str and crit on melee crit, but that may be too much.
So improving/adding a HoT as the main “fix” is a step in the opposite direction. It nudges the spec toward being a caster disguised with a shield, and that’s exactly what many of us who have played the spec don’t want. We want it to remain a melee healer — not a caster in plate with a shield.
Also, from a counterplay perspective: the way you punish/counter a shield WP/DoK is by disengaging from them. When you get peeled off / kited / detargeted and you can’t keep contact, that’s the moment a shield WP usually knows they’re dead (or at least out of impact), because their healing and sustain are supposed to come from staying stuck in melee. If we improve the “disengaged” option via stronger HoTs, we’re effectively removing one of the few clean counters the spec has and rewarding exactly the state it shouldn’t be good in: being unlinked from melee combat.
We want a fair spec, not an OP one. It should have clear counterplay options for other players — not a healer that can do everything (frontline pressure, strong sustain, and still perform like a caster while disengaged). If shield WP/DoK is strong, it should be strong for the right reason: staying in melee and committing to that risk, with the obvious downside that if you get peeled or you lose contact, your effectiveness drops sharply. That tradeoff is what makes the spec healthy and skill-based. As a WP healer i want strong heals on melee to sustain me and my allies, but weaks heals when i'm not engaged
If the goal is to make shield WP/DoK viable, the lever shouldn’t primarily be HoT scaling. It should be reinforcing the strike-to-heal loop: better heal-from-damage conversion (especially now that these effects can be debuffed), more reasonable resource costs on the key melee-heal buttons, and incentives that reward staying engaged in melee. That keeps the identity intact, preserves counterplay, and actually addresses viability.
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Que buen vasallo si tuviera buen señor
Proud Soldier "LOS AUTONOMOS" (Since 2025)
El Campeador estaba alegre, igual que todos los suyos, cuando su estandarte ondeó en lo alto del alcázar
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Re: Patch Notes 12/02/2026
Citing myself. Most Players are usually around lvl 12-14 when they reach the Hard T1 PQs. Usually the last two in Norsca for example and in the Questline.Glorian wrote: Thu Feb 12, 2026 1:17 pm Concerning MENTOR
I am currently trying to fullfill the quests.
The main problem is the level Range.
Sewers is currently max lvl 21, that is doable. I got a group and showed them through.
BUT Dragonback with max lvl 10 or all the PQs in max lvl 10 is quite difficult.
The Hard PQs are in the level Range of 8-10. If you find a Player in that Range he is level 10 or 11 and mostly pops into 11 at the PQ and then you dont get a credit.
Suggestion:
Expand the Level Range on the PQs into 1-16 or make it straight lvl 1-39.
So best to increase the level Range of the Quest or split it in a 1-10 and 1-16 Part.
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Scurtmcgirt
- Posts: 1
Re: Patch Notes 12/02/2026
Yea am I missing something here? I can only queue for solo skirmish now and not queue for all scenarios like before. Also since this change I have noticed a change from 5 minute queue times as a healer to 20-30 minute queues.Morradin wrote: Thu Feb 12, 2026 3:13 pm For scenarios, why is it I can not que for anything except the solo scen? Does this mean solo players will be excluded from weekend scenarios as well?
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