[PTS] Patch Notes 28/02/2025
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Re: [PTS] Patch Notes 28/02/2025
It is very good that you take into account the feedback of players and take into consideration again the changes regarding zeal/rp rituals.
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 60+ / Alubercik BO 50+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+
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Re: [PTS] Patch Notes 28/02/2025
WP no longer has toNameless wrote: ↑Wed Mar 05, 2025 3:53 pm About natural dok/wp tankiness your arguments are again far fetched. Amt you could ignore all backline healers mechanics and be pretty solid healer while dok/wp need to be more infront to manage their resourses. You are literally hinder yourself if you dont manage your mechanic.

Divine Petitioning - Reworked to increase the Righteous Fury gain of Supplication by 15.
Best wp change.
I wish the DoK had such a wonderful tactic.
No more pathetic smite.
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 60+ / Alubercik BO 50+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+
- live4treasure
- Posts: 301
Re: [PTS] Patch Notes 28/02/2025
For the Devs benefit, I wanted to list out a few viable combos for AM.
Law of Age -> 4 dots -> 5 Tranquility Fury of Asuryan, +50% critical damage buff -> Dissipating Energies -> Searing Touch
(Topical for dispel magic and increased confuctivity builds, achieves maximum pressure in that 5 second window of time and dispel magic procs)
4 dots -> Tranquility 4 -> Radiant Lance -> Dissipating Energies -> Fury of Asuryan -> Searing Touch
(Increased Conductivity not necessary, but dispel magic is necessary for any smallscale focused dps AM. This worked far better as a timestamp burst build when searing touch had 15% bonus for 1-4)
3 dots -> Tranquility 3 -> Radiant Lance -> Fury of Asuryan -> Searing Touch
(Shorter form damage for when you need to get pressure in more quickly)
You might notice that quite a few of the damaging ability 5 Tranquility options will never be a desirable thing to utilize:
Radiant Lance - faster casting does not equal more dps, due to GCD limitations. Fury of Asuryan better.
Searing Touch - maybe usable for solo roaming after a knockback to get a melee dps off of you, but in most cases you will simply take mistress of the marsh and just use fury of asuryan as your tranq combo finisher.
-----
For AoE AM, most of the time your first order of business in an aoe scenario is to cast dissipating energies as fast as possible. With Radiant Burst, you first apply Radiant Gaze before that if possible.
In the following scenarios you have an opportunity to play from 5 Tranq as an aoe dps am:
1) You have a stalemate or a chokepoint fight, giving you time to get your debuffs up
2) You are kiting away from the enemy warband, which means you can only use your instant cast spells
3) You know where the enemy is and you have snuck up on them with your WB, allowing you to dismount and stack Tranq with Lambent Auras.
These are the only times you would have 5 Tranq in order to dump it on Dissipating Energies, or (less likely) Radiant Lance.
All other times the AoE AM will be generating force stacks and using them on Radiant Gaze for the increased aoe damage and enemy damage debuff.
My point is that 5 point Radiant Lance is a cool concept, but as it is it appears to not be worth 5 points. It's far more beneficial to use them on dissipating energies, or instead hover at around 4 points to dump 4 lances in quick succession.
Suggestion: Give 5 point Radiant Lance the following bonus instead
25% faster cast speed
15% more critical strike chance for Radiant Lance
50% of the damage strikes again after a few moments
Even then it is unlikely to be better than just using it on Dissipating Energies in the vast majority of the situations, but it will at least ensure synergy with Empowered Lores and might at least make for a fun meme.
Alternatively:
25% faster cast
15% more critical strike chance for Radiant Lance casts for the next 10 seconds
25% of the damage strikes again after a few moments
This will specifically synergize into Radiant Burst gameplay in a way that's useful and worth consideration over dissipating energies in different situations.
P.S. I'm not a big fan of Searing Touch (or shammy equivalent) getting strikethrough instead of damage. It devalues different combo variations of the class. It would be better if it went half and half for damage/strikethrough, rather than total conversion, if there was a need to decrease intensity.
Law of Age -> 4 dots -> 5 Tranquility Fury of Asuryan, +50% critical damage buff -> Dissipating Energies -> Searing Touch
(Topical for dispel magic and increased confuctivity builds, achieves maximum pressure in that 5 second window of time and dispel magic procs)
4 dots -> Tranquility 4 -> Radiant Lance -> Dissipating Energies -> Fury of Asuryan -> Searing Touch
(Increased Conductivity not necessary, but dispel magic is necessary for any smallscale focused dps AM. This worked far better as a timestamp burst build when searing touch had 15% bonus for 1-4)
3 dots -> Tranquility 3 -> Radiant Lance -> Fury of Asuryan -> Searing Touch
(Shorter form damage for when you need to get pressure in more quickly)
You might notice that quite a few of the damaging ability 5 Tranquility options will never be a desirable thing to utilize:
Radiant Lance - faster casting does not equal more dps, due to GCD limitations. Fury of Asuryan better.
Searing Touch - maybe usable for solo roaming after a knockback to get a melee dps off of you, but in most cases you will simply take mistress of the marsh and just use fury of asuryan as your tranq combo finisher.
-----
For AoE AM, most of the time your first order of business in an aoe scenario is to cast dissipating energies as fast as possible. With Radiant Burst, you first apply Radiant Gaze before that if possible.
In the following scenarios you have an opportunity to play from 5 Tranq as an aoe dps am:
1) You have a stalemate or a chokepoint fight, giving you time to get your debuffs up
2) You are kiting away from the enemy warband, which means you can only use your instant cast spells
3) You know where the enemy is and you have snuck up on them with your WB, allowing you to dismount and stack Tranq with Lambent Auras.
These are the only times you would have 5 Tranq in order to dump it on Dissipating Energies, or (less likely) Radiant Lance.
All other times the AoE AM will be generating force stacks and using them on Radiant Gaze for the increased aoe damage and enemy damage debuff.
My point is that 5 point Radiant Lance is a cool concept, but as it is it appears to not be worth 5 points. It's far more beneficial to use them on dissipating energies, or instead hover at around 4 points to dump 4 lances in quick succession.
Suggestion: Give 5 point Radiant Lance the following bonus instead
25% faster cast speed
15% more critical strike chance for Radiant Lance
50% of the damage strikes again after a few moments
Even then it is unlikely to be better than just using it on Dissipating Energies in the vast majority of the situations, but it will at least ensure synergy with Empowered Lores and might at least make for a fun meme.
Alternatively:
25% faster cast
15% more critical strike chance for Radiant Lance casts for the next 10 seconds
25% of the damage strikes again after a few moments
This will specifically synergize into Radiant Burst gameplay in a way that's useful and worth consideration over dissipating energies in different situations.
P.S. I'm not a big fan of Searing Touch (or shammy equivalent) getting strikethrough instead of damage. It devalues different combo variations of the class. It would be better if it went half and half for damage/strikethrough, rather than total conversion, if there was a need to decrease intensity.
Giladar - rr 82 DPS AM
Re: [PTS] Patch Notes 28/02/2025
One could say why then shouldn't sorcs and bright wizards be tanky like healers. Why should a healer be tankier than another ranged class that cant detaunt and continue doing its job so easily and has only 100ft range.Bozzax wrote: ↑Wed Mar 05, 2025 5:54 pm I suspect most ppl that push the willpower dream has never played a healer seriously ever. There is no such thing as striking a balance btw defenses and heal output. A dead healer don't heal simple as that guess what will always be prio 1.
If you have problems killing something in this iteration you
a. Play solo DPS
b. Live the 2h tank dream
c. Play in random groups with no coordination
d. Play a DPS healer
e. Play in a WB that don't flanc or move very well
It's more controversial but I also believe rvr to be largely a numbers grind. And I think one of the main reasons for this is that healers being tanky as hell and being able to ress in combats have the ability to draw out fights, nullify sudden 'lightning strikes' and drag fights out into attrition that is based on numbers and dps.
- Sinisterror
- Posts: 1077
Re: [PTS] Patch Notes 28/02/2025
RvR in RoR always means more dps will win because of the 24 aoe cap, removal of 50% Aoe Heal debuffs,Removal of Strong CC and Removal of Morale bomb(when cap is 9 there is no reason to cap morale dmg because you cant wipe Warband, you can wipe 1/3 of the Wb) 9ae cap makes sense because there is 8 tanks in WB so with good positioning tanks soak up the dmg. It takes 3 people to hit 24 with 9 cap. Now it takes only 1. Ofc healers need to be tankier than random ranged or melee dps because they need to be alive to heal... if 1dps could kill 1 healer that doesnt make any sense. If healer just knows to detaunt and prekite you think they are OP...salazarn wrote: ↑Thu Mar 06, 2025 9:40 amOne could say why then shouldn't sorcs and bright wizards be tanky like healers. Why should a healer be tankier than another ranged class that cant detaunt and continue doing its job so easily and has only 100ft range.Bozzax wrote: ↑Wed Mar 05, 2025 5:54 pm I suspect most ppl that push the willpower dream has never played a healer seriously ever. There is no such thing as striking a balance btw defenses and heal output. A dead healer don't heal simple as that guess what will always be prio 1.
If you have problems killing something in this iteration you
a. Play solo DPS
b. Live the 2h tank dream
c. Play in random groups with no coordination
d. Play a DPS healer
e. Play in a WB that don't flanc or move very well
It's more controversial but I also believe rvr to be largely a numbers grind. And I think one of the main reasons for this is that healers being tanky as hell and being able to ress in combats have the ability to draw out fights, nullify sudden 'lightning strikes' and drag fights out into attrition that is based on numbers and dps.
Tanks are designed to take beating with 9 cap and healers are designed to heal 6 people with Grp heal. So these reasons, also adding the shield to dok/wp + adding off GCD Charge that is also 2 sec stealth. Both of these in my opinion BREAK the Holy Trinity in War and thats is why its obvious there shouldnt be tank/heal sorc/bw...
Aor just did all of the things better. Did you know that Sorc ability Absorb Vitality could heal crit! and Sorc has 35% Heal crit with 100% Mechanic so it did actually crit quite often, i dont remember if 100% More critical dmg affected the crit, but 2k Heal crits from 1 ability for Sorc is all the healing Sorc needs and should have in this game. Absorb vitality heal portion critting was the only thing making it worth 13pts ability.
Now you cant do anything with 6-12 against 24-30. When cap was 9 and we had 50% aoe hd's, Original GOOD CC and everyone had counters. Dps Dok Goodluck against 2h Sm and 2h Kotbs. And Shaman/Sqherder had Wl with pounce + 10s snare 5s Cd. Also Destroy Confidence Kotbs. Now there are no real counters to everything.
6-9 vs 24 you could Go in with 9sec aoe Stagger, and with single target specs being powerful, you could do ALOT of kills during that 9sec, then pull back and repeat. There is no fights like that anymore because the tools dont exist to have those fights. with 24 ae cap there is no fluff aoe dmg, it all matters and that literally means more dps random spam will always win...
And in RoR, people who think that healers are too powerful think that way because 1.5s GCD. 035-04s Slower gameplay and that means we went from 8 skills in 10+sec to 6 in same time. This obviously buffs everything that has casts over 1.5s. And isnt it funny, that in 6v6 nothing dies because shield dok/wp but in RvR everything dies too fast.
"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
Re: [PTS] Patch Notes 28/02/2025
This is not a correct statement if anything SnB DoK either makes sure the games do not take long because your team can't support it and it's a good opener for the DPS or it provides exactly the amount of additional damage so your team never get's to the current overtime mechanic. If anything it's double conventional healer setups that lead to overtime mechanic.Sinisterror wrote: ↑Thu Mar 06, 2025 10:32 am And in RoR, people who think that healers are too powerful think that way because 1.5s GCD. 035-04s Slower gameplay and that means we went from 8 skills in 10+sec to 6 in same time. This obviously buffs everything that has casts over 1.5s. And isnt it funny, that in 6v6 nothing dies because shield dok/wp but in RvR everything dies too fast.
Aluviyah - RR 87 Sorc
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP
- Sinisterror
- Posts: 1077
Re: [PTS] Patch Notes 28/02/2025
Im talking about 6v6 ranked, my experience has been that there is 0-2 kills in most of the games. And this only applies in Scs. But the shield just complicates things, Dps wp/dok shouldnt get block and have access to better grp healing than the iconic spec we did have for 15+ years. Dps dok/wp has 80%of true dps dmg and 20% of true healer heals, and that is burst healing from Da/Rs and having access to melee grp heal (500-800 grp heal per hit) so you are not useless if you have no resourses or Rs/Da is on cooldown.Aluviya wrote: ↑Thu Mar 06, 2025 11:32 amThis is not a correct statement if anything SnB DoK either makes sure the games do not take long because your team can't support it and it's a good opener for the DPS or it provides exactly the amount of additional damage so your team never get's to the current overtime mechanic. If anything it's double conventional healer setups that lead to overtime mechanic.Sinisterror wrote: ↑Thu Mar 06, 2025 10:32 am And in RoR, people who think that healers are too powerful think that way because 1.5s GCD. 035-04s Slower gameplay and that means we went from 8 skills in 10+sec to 6 in same time. This obviously buffs everything that has casts over 1.5s. And isnt it funny, that in 6v6 nothing dies because shield dok/wp but in RvR everything dies too fast.
I think its very clever when Dps Dok/Rp/Zeal were only ones that had access to 50% Heal debuff tactics.
Last edited by Sinisterror on Thu Mar 06, 2025 11:40 am, edited 1 time in total.
"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
Re: [PTS] Patch Notes 28/02/2025
Yeah, clearly I am talking about v6 too... as one of the veterans who has played the most games probably in ranked in the past 5 years. SnB is a double edged sword, was always this way and in usual Destru vs Destru setups it's quite challenging to keep SnB even alive with Morales like Talon. People were debating for quite a while to not bring SnB because of the additional melee target.
Aluviyah - RR 87 Sorc
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP
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- Sinisterror
- Posts: 1077
Re: [PTS] Patch Notes 28/02/2025
Maybe i suck=) But its still same reasons when its double healer setup why no one dies, because the tools to kill have been taken away(strong cc, 50% ae heal debuffs, and overall nerfed dmg vs aor) And the 2 less instant skills in 10+seconds, i think alot would be corrected with the old 1.15s GCD.
"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
Re: [PTS] Patch Notes 28/02/2025
I would argue that always wanting to use Searing Touch or Bunch O' Waaagh on 5 mechanic points made the spec bland. I can still imagine situations where a 40% ranged slow can be valuable. There are also other ways to burst such as Fury of Asuryan / Big Waaagh! into the channelJohnnyWayne wrote: ↑Thu Mar 06, 2025 6:53 amAnd with this change, you made the mechanic ignoreable and somewhat bland for dps AM/Shamans instead of something to play around of. I was hoping you'd build actual DPS speccs for those classes and not just some hybrid specc variations. Oh boi...Zumos wrote: ↑Wed Mar 05, 2025 9:26 pm![]()
- Searing Touch - 1-4 Tranquility bonus changed from 15% damage to 10% strikethrough. 5 Tranquility bonus changed from 30% increased damage to 10% strikethrough (40% slow remains).
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- Bunch O' Waaagh! - 1-4 Gork's Waaagh! bonus changed from 15% damage to 10% strikethrough. 5 Gork's Waaagh! bonus changed from 30% increased damage to 10% strikethrough (40% slow remains).
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