[PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

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Stinksuit
Posts: 492

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#41 » Fri Jul 24, 2026 8:43 am

Sorry if it has been asked here already.

Do we have any information on the stat changes for warlord/sovereing sets or the only changes coming to these sets are just the crest cost?

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Florian90210
Posts: 246

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#42 » Fri Jul 24, 2026 8:47 am

Huge changes and it's hard to tell how it will affect dps overall.
But good points is finally nerfing stealth. It was so stupid when i can hit guy in invis and he can just stay in invis and nobody sees him.

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ravezaar
Posts: 665

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#43 » Fri Jul 24, 2026 8:49 am

When is the Vic/Triumpg Rings cost reduction and refund comming ? didnt see it in patch notes
GAME OVER MAN, GAME OVER
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rorswar
Posts: 119

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#44 » Fri Jul 24, 2026 8:57 am

I’ve been advocating for changes to aSW for a long time as I main it and it’s been sub-par for too long, and we got them.

I can’t honestly say whether it’s good or bad, as there’s so much to digest that it feels like a new class.

I do feel that the move towards high risk/reward is interesting, and how it raises its skill floor as now you are more encouraged to stance dance, and need to be more active to increase defenses rather than relying on passives.

Ultimately, it depends on how the abilities “flow” and whether rotations work well, or end up being clunky. That’s what I haven’t figured out yet.

Either way, appreciate the huge amount of effort that has gone into this patch.

Co0kie
Posts: 7

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#45 » Fri Jul 24, 2026 9:18 am

rorswar wrote: Fri Jul 24, 2026 8:57 am I’ve been advocating for changes to aSW for a long time as I main it and it’s been sub-par for too long, and we got them.

I can’t honestly say whether it’s good or bad, as there’s so much to digest that it feels like a new class.

I do feel that the move towards high risk/reward is interesting, and how it raises its skill floor as now you are more encouraged to stance dance, and need to be more active to increase defenses rather than relying on passives.

Ultimately, it depends on how the abilities “flow” and whether rotations work well, or end up being clunky. That’s what I haven’t figured out yet.

Either way, appreciate the huge amount of effort that has gone into this patch.
the armor bonus just disspear which will make us asw the most squishy melee class of all, the melee squig gets a flat 792 armor aswell why not the asw? wth

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Ruin
Posts: 367

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#46 » Fri Jul 24, 2026 9:24 am

Emissary wrote: Fri Jul 24, 2026 1:10 am Highlights
Image
Public Test Server

- Agonizing Torrent: This ability can now be used while moving.

- Static Discharge: Damage increased from dealing (187 + 0.75*DB) once to dealing (187 + 0.67*DB) twice. Cooldown increased from 5 to 10 seconds.

The most notable damage buff to Tinkerer is a buff to Static Discharge. This previously lackluster ability will now reward the Engineer of going in melee range for their maximum AoE output.
Any chance RPs Grimnir's Fury recives similar effects to one or both of those?

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Ruin
Posts: 367

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#47 » Fri Jul 24, 2026 9:29 am

Co0kie wrote: Fri Jul 24, 2026 9:18 am
rorswar wrote: Fri Jul 24, 2026 8:57 am I’ve been advocating for changes to aSW for a long time as I main it and it’s been sub-par for too long, and we got them.

I can’t honestly say whether it’s good or bad, as there’s so much to digest that it feels like a new class.

I do feel that the move towards high risk/reward is interesting, and how it raises its skill floor as now you are more encouraged to stance dance, and need to be more active to increase defenses rather than relying on passives.

Ultimately, it depends on how the abilities “flow” and whether rotations work well, or end up being clunky. That’s what I haven’t figured out yet.

Either way, appreciate the huge amount of effort that has gone into this patch.
the armor bonus just disspear which will make us asw the most squishy melee class of all, the melee squig gets a flat 792 armor aswell why not the asw? wth
Also you have to rember that mSH gets 100 wounds and Toughess from Squig armor, and a staic tactic for 10% defences permanently.
aSW bonus to initative is nice, but it is still Squishy.

FeelFreeToDie
Posts: 29

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#48 » Fri Jul 24, 2026 9:43 am

100 wounds for assault stance would be very nice to have. But it seems balance team want me to tormenting MDPS at range even more with finisher in melee. fine :>

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rorswar
Posts: 119

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#49 » Fri Jul 24, 2026 9:47 am

So after having read it all a few more times, I'm very excited about Assault, although somewhat worried about loss of some of its defenses. I think Assault Stance needs to have some defenses attached to it rather than just 100 Initiative, as mSH gets +792 armor, +100 WNDS, and +100 TGH. In comparison, losing 2x armour is huge and linking it to a M1 is an odd choice, as in many fights you don't get to M1.

I'm OK with Assault having to soften up at range, rather than being a pure mDPS, but it does need to have the ability to survive in melee range.

Since you'll be less innately tanky, you'll need to use abilities like Blurring Blade and AOE detaunt to survive more. I think +parry and +AA gear stacking will help as well, as with Blurring Blade you can get +35% defense (inc Parry) and as Assault Stance gives +35% AAA damage. And with overall damage buffs, we can probably afford to go a bit more defensive in that sense. I'm unsure if that's enough, as losing 2x armour is huge.

Play style will be more about starting in Skirmish, softening up targets with DOTs + Snare + Eye Shot, then Shadow Step to get in and do some damage, probably opening with Draw Blood, then Opportunistic Strike for the damage each 2s if within 25 ft, followed by Swift Strikes for +40% speed boost to stay close to Opportunistic Strike hits, and I suppose Exploit Weakness for KD, followed by Brutal Assault (as it requires positional, so easier during KD) and Grim Slash.

Target may be dead at that point, or with Grim Slash your next ranged becomes 100% undefendable, so can snare + self punt out, and swap to Skirmish and finish off at range.

It may pan out in reality differently, but this is what I was hoping for Assault: a hybrid play style that softens up at range, moves in and finishes off in melee, whilst encouraging stance dancing.

As stated at the beginning, I just have questions about survivability. If that's lacking, then we'll be forced to stay at range and just be a poor man's version of Skirmish.

hordak774
Posts: 212

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#50 » Fri Jul 24, 2026 9:58 am

Shogun4138 wrote: Fri Jul 24, 2026 2:57 am Stealth classes are done. So many other mdps are a better choice for groups. Sac stab nerfed and BAL still does the same without having to deal with armor. Tell me this game isnt biased to order and Ill ask you, where do the Devs play..

Listening to another GM, I also may shut down the guild.
WE was overpowered for decades, this a little nerf and its still in charge !

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