This lockout/debuff system is fundamentally broken. I logged in to a destro character who was in the warcamp in an inactive zone and never left said warcamp. He received renown from the previous day when fighting.
Swapped over to my Order characters and 90-minute debuff.
Patch Notes 03/04/2026
Forum rules
Before posting on this forum, be sure to read the Terms of Use
Before posting on this forum, be sure to read the Terms of Use
Re: Patch Notes 03/04/2026
Aethilmar 8x SM
Aenean 8x AM
Vusean 8x Chosen
Culwych 8x Magus
... and a host of others ...
Aenean 8x AM
Vusean 8x Chosen
Culwych 8x Magus
... and a host of others ...
Ads
Re: Patch Notes 03/04/2026
I miss the feel of weapon progression. I´m leveling my knight and all I got from rr 34 to rr 52 2h weapon was 8 toughnes, 10 wounds and bit higher DPS. Still same 4% reduction to get crit, still 4% reduced armor penetration. I have zero intention to make an upgrade and spent 800 crests for it. Seriously.
"Quickness is the essence of the war."
Sun Tzu
Sun Tzu
Re: Patch Notes 03/04/2026
While it is a bummer to have relatively flat gear progression, it is better for retaining new players. Ruin for tanks is a good example. It has an armor set bonus, and %7 block at least. That's a nice option to have available early.
Fley - Zealot Domoarigobbo - Shaman
Squid - Squig Squit - B.O.
Black Toof Clan
Squid - Squig Squit - B.O.
Black Toof Clan
Re: Patch Notes 03/04/2026
ReturnOfReckoning wrote: Fri Apr 03, 2026 10:28 am Live Event: Mitterfruhl
Griffon Egg Hunt
Griffon Eggs can be found in all Tier 1 through 4 maps, and Karaz-a-Karak and Karak Eight Peaks. However, be careful, for eggs in Tier 2, 3, and 4 maps can summon a dangerous Griffon Matriarch.
A suggestion for next year's egg event (whichever species it may belong to), do consider adding some worthy loot from actually killing the Griffon Matriarch's that spawn from the eggs, it's a bit underwhelming to kill them and only get a few coins/generic green gear out of it.
Why not add event eggs to their loot drop? Seems appropriate, I'd say.
NUMBER 1 SHR
O
O
O
O
O
O
MIES CONSUMER!!!
RESPONSIBLY
RESPONSIBLY
Re: Patch Notes 03/04/2026
It's interesting because for the last two years, they've been doing everything they can to drive away the old players, who are always the backbone of any game server. New players will play for a while, maybe stay, but probably not for long. It's a shame because there was potential in that server, and I wanted to play and enjoy it, which I can't seem to find now.Fey wrote: Sun Apr 12, 2026 2:09 am While it is a bummer to have relatively flat gear progression, it is better for retaining new players. Ruin for tanks is a good example. It has an armor set bonus, and %7 block at least. That's a nice option to have available early.
Re: Patch Notes 03/04/2026
Most of the old players who quit want the original version of the game. That's never happening.
Fley - Zealot Domoarigobbo - Shaman
Squid - Squig Squit - B.O.
Black Toof Clan
Squid - Squig Squit - B.O.
Black Toof Clan
Re: Patch Notes 03/04/2026
yea sadyl it wont u are correct, iv quit several times and it just keeps getting to be a worse and worse game. But I settle for a change of Campaign now, somethingFey wrote: Sun Apr 12, 2026 7:30 am Most of the old players who quit want the original version of the game. That's never happening.
GAME OVER MAN, GAME OVER
https://imgur.com/a/mlxv1nJ
https://imgur.com/a/mlxv1nJ
Re: Patch Notes 03/04/2026
Isn´t this one of the main reasons why we all came here?Fey wrote: Sun Apr 12, 2026 7:30 am Most of the old players who quit want the original version of the game. That's never happening.
"Quickness is the essence of the war."
Sun Tzu
Sun Tzu
Ads
Re: Patch Notes 03/04/2026
HELLO, with the recent changes to gear stats, is there a value assing to a talisman slot?
for exapmle LOTD jewlery set lost some stats recently, woud it be possbile to add talisman slot to the cape?
for exapmle LOTD jewlery set lost some stats recently, woud it be possbile to add talisman slot to the cape?
Re: Patch Notes 03/04/2026
RvR lockout "debuff" is actually highly desirable buff (effectively /exp off command) for some players in T1, which will make them super annoying for the rest.
See, the way bolster works makes lower level characters hit (or heal, though that is not as impactful) much harder than even well equipped higher level characters. While this may sound fair, because higher level characters have more skills at their disposal, for pure DD classes cycling one really hard hitting skill five times is much more desirable than cycling five different skills that hit like a wet noodle, because the damage differential is so high it outweights benefits of or synergies between more (different) skills cycled.
This used to be just a minor curio, because the advantage dissipated rapidly, after only a few kills (nevermind solo kills with AAO bonus), but now that one can effectively turn exp off at will, it is only a matter of time before perma level 1 (or so) characters doing ridiculous damage overrun T1.
Furthermore, inevitable exp gain used to check, to however limited but still degree, expenses on gear in T1, notably and especially in case of these low level characters doing already ridiculous damage. Again, the option to effecitvely turn exp off has eliminated this check.
I, for one, think this new RvR lockout "debuff" either should not apply in T1 (or for characters 15 and bellow) or should work the opposite way, i.e. traitors would have their exp gain _increased_ and thus be sooner off to T2/4, good riddance.
Alternatively, if you are cool with the above described effects, just implement /exp off, which I think would be stupid, but at least slightly less than doing the same via xrealming.
See, the way bolster works makes lower level characters hit (or heal, though that is not as impactful) much harder than even well equipped higher level characters. While this may sound fair, because higher level characters have more skills at their disposal, for pure DD classes cycling one really hard hitting skill five times is much more desirable than cycling five different skills that hit like a wet noodle, because the damage differential is so high it outweights benefits of or synergies between more (different) skills cycled.
This used to be just a minor curio, because the advantage dissipated rapidly, after only a few kills (nevermind solo kills with AAO bonus), but now that one can effectively turn exp off at will, it is only a matter of time before perma level 1 (or so) characters doing ridiculous damage overrun T1.
Furthermore, inevitable exp gain used to check, to however limited but still degree, expenses on gear in T1, notably and especially in case of these low level characters doing already ridiculous damage. Again, the option to effecitvely turn exp off has eliminated this check.
I, for one, think this new RvR lockout "debuff" either should not apply in T1 (or for characters 15 and bellow) or should work the opposite way, i.e. traitors would have their exp gain _increased_ and thus be sooner off to T2/4, good riddance.
Alternatively, if you are cool with the above described effects, just implement /exp off, which I think would be stupid, but at least slightly less than doing the same via xrealming.
Who is online
Users browsing this forum: Google [Bot] and 2 guests



