Expectations or hot topics for the RDPS patch

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wonshot
Posts: 1314

Expectations or hot topics for the RDPS patch

Post#1 » Tue Jun 23, 2026 12:35 pm

Hello,

With the RDPS patch supposedly around the corner.
What are some areas, abilities, or classes you hope you see adjustments to?
While i know this might be a broad topic and maybe might fall into strong personal biases with lack of experiencing a class both as -and against. Lets hear what the community hopes to see.

Personally I hope the general approach is to buff the lowest performing classes -and specs to bring them up. More so than just nerfing the top, and bringing them down. This too often leads to flavor of the month chasing. Instead of a playerbase that enjoys their own favorit class fantasy.

In terms of hopes, I hope we see some more "up-and-down" mechanical play for Sorc/BW instead of the current rush to 100Combustion/Dark Magic and stay there. Scorched earth and SE used to be a Builder and not a Spender on Live initially. And for especially T1 play on these mages you can see how outdated they still feel with 3sec hardcasting immobile abilities, without a decent builder early in the leveling entry of the game. Having a propper aoe filler instead of mashing Flamebreath would also be nice.
For Aoe sorc I do have to ask the question and make the soft-comparison why Sorc had to give up their WAAGH CDR Shotgun build of the past on RoR, and hardcap Infernal Wave to 5sec minimum unaffected by cooldown reduction. But SW can exsist with Lilith Arrow version for so long. Yeah its not fully instant with 0.5casttime allowing for some setback and counterplay. And its Armor mitigation formular vs resist formular, and sorc have two tactics that could benefit from the spell. But still a 65ft frontal spamable shotgun (with synergy from SM whispering wind) is very close to the "forbidden" Shotgun sorc that got nerfed back twice on RoRs history to not be allowed. Yet SW gets to exsist and be this popular. :roll:

Magus and Engineer has me worried, I dont know if I want to hope for them getting a Loner tactic to allow them to fit better into fast moving mobile meta of roaming with push-pull blob clashes. Or if faster ramping class mechanic would destroy other aspects of the game, if they get this to better fit in. But then maybe become rooftop campign monsters peaking and pressureing too fast(?) The old difference between Engineer magnet pull having 1sec delay + 1sec casttime vs magus rift having 1sec cast and no delay. For "animation reasons" never made sense to me balancvice. Engineer would probably also need more thematical sense in the right tree, while maybe the gear overhaul patch makes it more sensable to build for either psyical build in Riftleman and/or tinker with WS. or middletree without WS.
Magus' pbaoe channel is kinda not worth having on the bar, if this ability could be brough up closer to sorc DC maybe more magus' could fit into the meta and warband play for pug and above. As the current groundtargets dont stack for gtaoe classes, atleast this would allow several magus' to fit into a group/warband without feeling like a sandbag.

Festering and poison arrow, and somewhat Timestamping from the 3 mages are a hard one to balance. How do you avoid creating a newplayer timestamp oneshot effect that makes them quit, while still allowing the classes to function somewhat in competitive play (6v6, ranked, city) Can this even realisticly be done?

MSH middletree is kinda akward as none of the points from the left or right tree fit in with the full middletree build. And if you make a hybrid MSH petbuild you often end up being worse off that just full MSH+pet M1. Fixing the longstanding bug where the pet fallsthrough the ground during the 100g MSH 60%mount is maybe the biggest help this build can get. But its still feels like a seperate class with overflowing points not really doing much after you maxed out Middletree.
If RSH has too much instant dmg while bunny jumping aorund, I cant speak to as I have to few hours on the build.

Overall I am also sorta worried how the Ranged patch will affect the game, due to how Order-realm generally speaking seems to lean heavily into RDPS. if too many of the ranged classes get strong or meta, will it then become more of a shooter game, and should destro finally get a ranged aoe build to get acces to Pierce Defence for funnel situations? We shall see
[BW]Bombling 95
[SL]Slayling 82 - [Eng]Bombthebuilder 82 - [WP]Orderling 82 - [Kobs]Bling 81 - [WH]Hatlinggun 78


[MSH]Bombing 90
[Chop]Chopling 84 - [Sorc]Notbombling 83 - [DPSZL]Destroling 82 - [BO]Bonkling 81 - [Mara]Handling 80 - [DPSSham] Smurfling 75

(Server first RR 90 both realms 26-05-2026)

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tefnaht
Posts: 181

Re: Expectations or hot topics for the RDPS patch

Post#2 » Wed Jun 24, 2026 11:19 am

It would be nice to see devs statement about what is wrong now and how they see it in correct way. But we will see it as it will be, without any reasoning behind it. Probably because of this, this is not a hot topic.

About heavy rdps on order, according to maartenson.net stats, destro side has slightly more rdps careers. After mdps patch people moved from mdps to rdps on both sides, spread inside mdps moved to stealthers, slayers are less and less popular. If use this stats to predict - BW,Sorc,Engi,Magus will be dead end for people with "tastes are very singular", SW,SH will be less popular and we see more WH,WE and dps AM,Sham,RP,Zealot.

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Ruin
Posts: 359

Re: Expectations or hot topics for the RDPS patch

Post#3 » Wed Jun 24, 2026 11:51 am

Hello, in terms of what I would like to see adjusted, it would be:

BW/Sorc - i lack the knowledge to give feedback.

Engi/Magus
- the feal of the class being to stationary, either loner, or extended turret/demon mobility, mby add instant recall after detonation?
- too long cast times on ST abilities, no base instant filler for that mastery,
- the not stacking of certain abilities with others of your class, making the 2x engis/magus not viable for multiplayer play
- some tactics not supporting all the abilities, exclusion for some, expert skirmisher not working for non dmg abilities? Thunderer excluding spanner swipe

SW
- Assault spec is not usable now and needs completely new approach to the statistics it gains and uses.
- Shadowsteps movement is shaky and unreliable and breaks camera view, regular punce would be 100x better.

SH
- Pet disappearing bug is game breaking both for SH and WL its need ASAP fixes
- Would be nice to get some sort of regular mid mastery for SH with m4 at 15 points,
- can’t say Sh needs massive changes, mby some skills could use an adjustment.
- also mby accest to HD in Squig armor could be nice
Other than that id say that overall change for pet’s statistics gains would be welcome, with some clear rules to calculate their statistics.

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Ninjagon
Posts: 573

Re: Expectations or hot topics for the RDPS patch

Post#4 » Wed Jun 24, 2026 12:13 pm

My personal comparison between ranged classes at this time:

Bright Wizard & Sorcerer (they are close to equal):
Single target dmg: very good
AOE dmg: very good
Mobility: low
Survivability: low

Shaman:
Single target dmg: medium
AOE dmg: low
Mobility: good
Survivability: good

Archmage:
Single target dmg: medium
AOE dmg: low
Mobility: low
Survivability: medium

Runepriest:
Single target dmg: medium
AOE dmg: medium
Mobility: low
Survivability: medium

Magus:
Single target dmg: very good
AOE dmg: medium
Mobility: low
Survivability: medium

Squig Herder (ranged):
Single target dmg: good
AOE dmg: low
Mobility: good
Survivability: medium

Shadow Warrior:
Single target dmg: very good
AOE dmg: very good
Mobility: good
Survivability: medium

SW is the all round winner now, especially in quick hands.
Ninjagon fom the Retribution / RET guild.
Order: Carnow Knight, Velmires WP, Ninjab WL, Ninjagon BW
Destro: Ninjaguard chosen, Khaininja DoK, Ninjamar mara, Ninjamag sorc
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Sinisterror
Posts: 1338

Re: Expectations or hot topics for the RDPS patch

Post#5 » Wed Jun 24, 2026 12:23 pm

Best thing they could do is just bring back Originality that has been taken away. Magnet/Rift Pulling people from Warcamp/Keeps wherever. Sh/Sw currently are very powerful and i still would love WAR version of SH back and lose quite a bit of the dmg but the class would be UNIQUE and FUN again. Now its very simple gameplay with better dmg results but it feels very bland to me.

https://www.youtube.com/watch?v=ZYzFg40b7Uw

Make Los function like it did in WAR, what is the use of these abilities now btw when you cannot place them " Out of los" this is just another layer of nuance removed.

100% dmg increase morale 2 back. Making Channeled ground aoe stack but cap it at 3 - Sc flags and small sticks shouldnt break los obviously. Ranged skills(and melee channels) should get back that extra 25ft range before casting ability breaks. Meaning Melee channels would break when target is 30-31ft away and 100ft range abilities would break at 126ft.

And yes Removing Sorc Machine gun is peak idiot logic. Needs 2 tactic from the Sorceress, also needs choppa in same party to get benefits from Cooldown reducer = Great Synergy, feels good and truely needs super spesifik builds.

This is the problem imo RoR just keeps deleting Synergies without adding new ones that are based on anything except aoe dmg spam. FVKKKKKK i know none of these wont happen for reasons never made clear.

When something powerful like Machine Gun Sorc or Aoe HD is removed when it has been fine for 15 yrs and then someone who cannot figurre out how to deal with that and BANG still they get removed.

Remember folks, that because something currently works someway in RoR doesnt mean there is any good balance reason why it was made to work like that. Below is one example, and i have so much more than this one example....

" The removal of AOE heal debuff.
Now I really don't know why you would even consider removing such a vital CORE utility from the game. What were you thinking?
I know that I fought some former staff member leading a group in BFP that night with my half assed warband as a dps dok.
This person gets his ass handed back to him and over night there is a sudden little hotfix note WITH SPOILER that said: AOE healdebuff is been removed from the game. "
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

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kpihuss
Posts: 205

Re: Expectations or hot topics for the RDPS patch

Post#6 » Wed Jun 24, 2026 12:29 pm

I just hope the patch fixes the major problem of excessive mobility, massive survivability, and mega damage from RDPS on both sides.

The game is turning into mega fights with RDPS running around, while melee characters just die trying to catch them.
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Ruin
Posts: 359

Re: Expectations or hot topics for the RDPS patch

Post#7 » Wed Jun 24, 2026 12:43 pm

Ninjagon wrote: Wed Jun 24, 2026 12:13 pm My personal comparison between ranged classes at this time:
no dps Zeal in there :p
also you could add "utility" as a stat to.

rorswar
Posts: 91

Re: Expectations or hot topics for the RDPS patch

Post#8 » Wed Jun 24, 2026 1:06 pm

They’ll somehow nerf aSW again.

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Sinisterror
Posts: 1338

Re: Expectations or hot topics for the RDPS patch

Post#9 » Wed Jun 24, 2026 1:13 pm

Hmm am i wrong when i consider Dps am/rp/Shammy/Zeal high single target dmg? Strikethrough changes needs revert Asap! Same for recent Nerfs to procs and lower lvl items/sets is insane idea and feels very AI
RoR making combat formula changes was a noble try but it doesnt work nearly as well that AoR combat formulas. And this is no shade to RoR at all, i admire and respect that they are trying to improve the game but if there is no improvment to the majority of players, changes shouldnt be Laws that cant be changed back! this doesnt mean that RoR should strive to be some different game than WAR was or that us the players word/knowledge of the game means nothing to RoR and they go their own way with the project.

Originally in RoR both staff and players were here because of WARHAMMER AoR and this was a shared understanding that all of us had. The goal/expectation was the same for players and Staff=)

No one expected RoR to be anything beyond 1.4.8 RR80 Max with Quality of Life Changes + Ofc some Ability changes happens but all the original class roles stayed the same and RoR felt like Playing Warhammer online for many years to me. But It has been 5-6yrs where ive felt slow but sure erosion of WARHAMMER AoR aspects of this project in a big way. This is how the game feels to me, i obviously cant speak for anyone else.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

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nebelwerfer
Posts: 723

Re: Expectations or hot topics for the RDPS patch

Post#10 » Wed Jun 24, 2026 2:58 pm

I expect them to make engineer more mobile, as this was stated in an youtube interview by one of the devs.

In that regard, i'd like to put rocket boots and/or jetpack on the table.

Leap, charge and whathaveyou for the engi/magus!

In addition to this, i expect more constructs like keg and magnet to be faster or place-able like the landmine, maybe attach root on a landmine/demonic infestation as well to make the barbed wire tactic somewhat less useless.

And again, it would not be bad to have friction burn (cleaving aoe dot) work the same was as the aoe cleave dot for slayer/choppa which is to apply first tick of damage on application. Having this difference seems unfair and absurd.

And again, having the stagger from landmine break only when 5% of damage to health has been made would be a huge QoL. Then two people with the dame great idea don't cancel eachother out, ya know?

That's about it for me, but i'm sure it'll be a lot of fun stuff.

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