Recent Topics

Ads

Patch Notes 14/05/2026

Forum rules
Before posting on this forum, be sure to read the Terms of Use
User avatar
vanbuinen77
Posts: 402

Re: Patch Notes 14/05/2026

Post#21 » Thu May 14, 2026 1:58 pm

Why buff bloodlord weapons more?
Malificatium-Magus
Malificatiium-Shaman
Malificatiiium-Chosen
Unlimited-White Lion

Ads
User avatar
Keula
Posts: 171

Re: Patch Notes 14/05/2026

Post#22 » Thu May 14, 2026 2:03 pm

Wait, hold the press, there are two different stat distributions going on for jewels, genesis and upgraded genesis pieces use different one and have much less stats as result of it vs others that were changed, I guess they are paying for the Res increases or something.

I sincerely hope the genesis jewels are the one using the wrong system and the Res upgrades that come with iLVL are suppose to be free for jewels, like dps on weapons is free(cause charms sure don't have more stats than weapons do, nor do we have any weapons of same ilvl with less dps) as it's the "base stat" of the item in a sense.
Because if res increases on higher level jewels are suppose to eat into stats that much as seen by the upgraded genesis pieces whopping +3 stats per 10 ilvls, does that also mean that armour increases on higher iLVL armour also eat into the stat pool? when that comes to effect?? Are we going see the difference of stats between conq and sov be the same as it currently is between invader and sov, excluding the armour values, if that's the case?

Some clarifications are needed.
E: Wait or is it just because it's 5pc set and nothing to do with incorrect res calculations at all? Which would be sigh of relief for sure, or is that part of it but not the full story? Anyways kinda defeats the point of set bonus if the penalty for having a set bonus is so high that you lose ~20 stats per piece(at ilvl 65) and only gain up to 148 back through the bonuses. The whole item rework is so confusing...
Last edited by Keula on Thu May 14, 2026 2:18 pm, edited 3 times in total.
Alteredheal 85 DOK
Azerrad 80 Sorc
Lumoojatar 71 AM

culland
Posts: 45

Re: Patch Notes 14/05/2026

Post#23 » Thu May 14, 2026 2:14 pm

The 'new genesis versions' is an oversell, given its just 3 different tiers to almost get back to where you were before the patch and now have spent 3x as many genesis crests.

User avatar
Gracely
Posts: 110

Re: Patch Notes 14/05/2026

Post#24 » Thu May 14, 2026 2:14 pm

ravezaar wrote: Thu May 14, 2026 11:13 am so the Changes to Vic/Triumph Rings regarding cost, return aso is in next patch then ?
Looks like.

User avatar
leftayparxoun
Posts: 466

Re: Patch Notes 14/05/2026

Post#25 » Thu May 14, 2026 2:29 pm

First of all, thank you for the patch.

No dedicated post this time because I lack both the time and the motivation for one.

- The Lockout changes are a step towards the right direction (still 2 steps back, 1 step forwards though imo).

- The box collision changes seem very nice as described.

- Scenario rewards' changes also seem quite nice on paper. Let's hope they are enough to revitalize the game-mode.

- Good QoL stuff for PvE content too (especially for the Reik ch.22 Hard PQ)

And now, regarding itemization:
  • WEAPONS

    If you ask me,this patch did some things right but not enough to address all major concerns.

    - The KaK/K8P City PQ weapons were rightfully toned down in crit% values, making them no longer BIS for classes/specs who didnt care about weaponDps.
    - Removing non-synergistic procs from Zealot/DOK/WP offhand Fortress weapons and replacing them with useful ones is also a great choice.
    - Bloodlord weapon debuff now being a flat bane (-180 armor -30 TOU) on the one hand makes more sense (and is easier to calculate), but I'm a bit worried on how it will end up affecting the oRvR meta towards even more WS stacking (due to medium armor dps having about 100-150 more armor). Will majorly depend on the reitemization of gear sets of course, but that worry still remains.
    - The Proc cost reduction across all tiers tried to address the issues of proc vs non-proc weapons, but in my opinion failed to actually do so. The same complaints that I raised on last months patch regarding weapons with "bad" procs still stand:

    example for dps:
    Image

    example for tanks:
    Image

    and this issue is exacerbated even more by the fact that those weird (pre)bis weapons are not even mirrored across all classes within an archetype:
    • Whether a class has a Great Hunt weapon with Weapon Skill or initiative is seemingly random, and even among those that have WS instead of INI, the stat distribution of STR/WS/TOU seems to vary too. Plus Choppa has access only to 2h Great Hunt weapons (2 of them) despite being a class able to dual-wield.
      Image
    • Only Black Orc, Ironbreaker and Swordmaster get the 3% parry weapons. The other 3 tank classes don't.

    Enough for the weapons. Now on to
  • JEWELRIES

    Here I like the majority of the changes.
    - The upgrade costs for Genesis jewels might be a bit high, but it's good to have more progression options.
    - DOK and WP having access to more block% jewelry than just GB Diamond is a nice change.
    - The announcement for cost reduction and refund for Tri/Vic jewelries is also extremely welcome.
    - Fixing the Overworld set drops might have been low in the priority list but it is a very nice change from my point of view.
    I only have 3 gripes with the Jewelry changes introduced in this patch:
    • ALL Parry% and Block% jewelries (excluding the no-longer-obtainable Skaven event rings) have been reduced to 2% Parry/Block as a maximum. That is quite fine in my eyes, but it introduces 2 problems:
      • For whatever reason
        Image
        was upgraded to 3% parry and is the sole exception. Is that intended?
      • Especially in the case of 2h tanks, where parry% is their Focus-stat, the Band of Unfettered Fury as of today outperforms the best 2% parry jewelries (in parry%). Unsure if the extra reduced chance to be crit, dodge% and parry% overall outway options such as an Amethyst Annulus ring but, depending on how META/prevalent Mage dps classes end up being after the Rdps balance patch, we might be looking at another BIS item from PvE.
    • Edited this point out due to it being a bug that was fixed.
    • Finally, Fleshrender rings seem to be the only lair drops with a CRreq of 36 and ilvl 40. All the other CRreq 36 lair items have either an ilvl of 36 (Gnawbone) or ilvl of 45 (Vomitous, of the Pyre). I'm only comparing weapons here since they should have already been updated. Not only that, but the Fleshrender rings are also the only Epic tier lair items compared to the rest that are all Rare.
      In the same patchnotes we are told that
      Item levels/rarity are no longer arbitrary, and should now correctly match the level of the expected content.
      Does this imply that different lairs of the same level should drop items of different ilvl and rarity tier according to their difficulty?

I want to conclude this by addressing one final elephant in the room.
Jewelry pieces/sets updated include : War Crest sets on the Genesis Vendor; Genesis sets; LotD Expedition sets; Tome Unlock sets; the Vainglorious set; city-PQ rings in all four cities; individual jewelry pieces from the Sewers/Sacellum, Hunter's Vale, Mount Gunbad, Bastion Stair; Blood-Iron Rings; Vale Rings; Annulus rings; Fleshrender; and Chapter Influence rings.
Since the Tome sets have been confirmed to be reworked, we can finally reverse-engineer what happens to procs as part of set bonuses (which the wiki has still not properly clarified).

Image

The Seeping Larva set is a CRreq = 35 set with an ilvl/setlvl of 37. According to the itemization rules in the wiki, such a set should have 53/2~= 26 stats for each set bonus.
Indeed, we can see that for CRreq=35 the cost for 1% dodge + 1% disrupt = 8 stat points. So 6% Dodge should cost 48/2 = 24 which fits the 26 value after rounding.
However, the 3pc Bonus of the Clarity Proc according to the new patchnotes, can only be worth 8, 16, or 32 stat points.

This in my eyes implies that Clarity should either be a 8-cost or 16-cost proc and the remaining stat points (out of 26) simply were "lost".
This raises huge red flags regarding gear sets with procs as set bonuses, where we could see a set bonus worth e.g. 70 stat points, effectively waste 38 of them and only get a Proc worth 32.
Is that actually the case? Hopefully we can get an answer on it.


In any case, thank you for reading thus far.
Overall the patch has more shares of "good" than "bad" in it, but I think it's still quite important to point those things out in hope they eventually get addressed.
Onlymelee, Onlyhealing and more Onlys - Entropy and Chaos - Destro WB Gearing Guide


"All men make mistakes, but a good man yields when he knows his course is wrong, and repairs the evil. The only crime is pride."
The Antigone of Sophocles

User avatar
ravezaar
Posts: 640

Re: Patch Notes 14/05/2026

Post#26 » Thu May 14, 2026 4:16 pm

Can u answer me why u dont remove Fleshrender all together ? or nerf regen /4s to say regen/8s ?

you removed Grumble n mutter from IB and BG cause in your words u wanted to remove passive regen and yet u give same regen to all with thse Fleshrender. Its very doublle standard andkinda pay the way for toxic dps builds aka regen deftard builds
GAME OVER MAN, GAME OVER
https://imgur.com/a/mlxv1nJ

User avatar
Rydiak
Game Master
Posts: 1170

Re: Patch Notes 14/05/2026

Post#27 » Thu May 14, 2026 4:59 pm

ravezaar wrote: Thu May 14, 2026 4:16 pm Can u answer me why u dont remove Fleshrender all together ? or nerf regen /4s to say regen/8s ?

you removed Grumble n mutter from IB and BG cause in your words u wanted to remove passive regen and yet u give same regen to all with thse Fleshrender. Its very doublle standard andkinda pay the way for toxic dps builds aka regen deftard builds
The per-stat cost of HP/4 regen doubled, so items that have HP/4 (such as Fleshrender) had stats adjusted to fit their correct stat pools.
Interested in the Grace playstyle but don't know where to start? Check out my Grace guide! Updated

Check out my Damage Calculator. Includes extra RoR calculators!

User avatar
ravezaar
Posts: 640

Re: Patch Notes 14/05/2026

Post#28 » Thu May 14, 2026 5:08 pm

Rydiak wrote: Thu May 14, 2026 4:59 pm
ravezaar wrote: Thu May 14, 2026 4:16 pm Can u answer me why u dont remove Fleshrender all together ? or nerf regen /4s to say regen/8s ?

you removed Grumble n mutter from IB and BG cause in your words u wanted to remove passive regen and yet u give same regen to all with thse Fleshrender. Its very doublle standard andkinda pay the way for toxic dps builds aka regen deftard builds
The per-stat cost of HP/4 regen doubled, so items that have HP/4 (such as Fleshrender) had stats adjusted to fit their correct stat pools.
Still dosent answer why u introduced "purple" ones into game, and even more ones like the Jet. And why then did u remove the skill Grumble n Mutter and not keep it with same regen change ? seems u are saying one thing and doing something else. Iam sry but this bothers me alot and u do understand with Fleshrender and Regen Items like that u promoting toxic dps Builds right ?
GAME OVER MAN, GAME OVER
https://imgur.com/a/mlxv1nJ

Ads
User avatar
vanbuinen77
Posts: 402

Re: Patch Notes 14/05/2026

Post#29 » Thu May 14, 2026 5:11 pm

ravezaar wrote: Thu May 14, 2026 4:16 pm Can u answer me why u dont remove Fleshrender all together ? or nerf regen /4s to say regen/8s ?

you removed Grumble n mutter from IB and BG cause in your words u wanted to remove passive regen and yet u give same regen to all with thse Fleshrender. Its very doublle standard andkinda pay the way for toxic dps builds aka regen deftard builds

Dude is crying about regen when slayers have lifetaps now
Malificatium-Magus
Malificatiium-Shaman
Malificatiiium-Chosen
Unlimited-White Lion

User avatar
ravezaar
Posts: 640

Re: Patch Notes 14/05/2026

Post#30 » Thu May 14, 2026 5:14 pm

vanbuinen77 wrote: Thu May 14, 2026 5:11 pm
ravezaar wrote: Thu May 14, 2026 4:16 pm Can u answer me why u dont remove Fleshrender all together ? or nerf regen /4s to say regen/8s ?

you removed Grumble n mutter from IB and BG cause in your words u wanted to remove passive regen and yet u give same regen to all with thse Fleshrender. Its very doublle standard andkinda pay the way for toxic dps builds aka regen deftard builds

Dude is crying about regen when slayers have lifetaps now
yea ok lol Van dont get me started on Shammy ;) and Slayer dosent have Lifetap, its a tactic that heals on Exhaust skills not "passive healing" aka regen as u well know
GAME OVER MAN, GAME OVER
https://imgur.com/a/mlxv1nJ

Who is online

Users browsing this forum: 3Form, Gangan, kpihuss, Rydiak, Sciberr and 20 guests