Honestly, I am indifferent to the changes in dps wp, I even think that the current version is better. The only thing that I personally lack in dps wp is at least some ability to reduce the distance with range classes.Farrul wrote: ↑Fri Mar 07, 2025 12:05 pmMy mistake I didn't see the update. Yes indeed and it would be interesting to know why the devs do not consider this as a balance issue, it obviously is.Reivren27 wrote: ↑Fri Mar 07, 2025 9:10 amThanks to recent changes, repent can be used in dps spec again. Basically, dps wp 2 detaunt now. The problem of reducing the distance with rdps is still open and, most likely, the developer will not do anything about it. It's a shame that dps dok has at least some ability to slow down rdps, and wp only has a "wheelchair"
If nothing else they could perhaps add Judgment snare back with a new condition, only workable from the back(like WH ability). Imho like throwing a bone to a starved dog but better than nothing at all, which is currently the case , sadly.
P.S. or maybe even, give the WP a short duration speed buff when judgement hits from behind ( 20-25%). Only works with a 2 -hand equiped.
[PTS] Patch Notes 28/02/2025
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Re: [PTS] Patch Notes 28/02/2025
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Re: [PTS] Patch Notes 28/02/2025
A small suggestion from my side considering new Runepriest's tactic:
"Blazing Runes - New tactic (lvl 20): When casting Rune of Fire you prepare for your next blazing rune within 10 seconds, increasing the damage of your next Rune of Immolation, Rune of Fire, or Rune of Burning by 25%".
I would propose to add Rune of Striking instead of Rune of Fire in damage increase part of this tactic. My reasoning is tied to upcoming changes to zealot's Scourged Warping tactic which is going to make Scourge ability (the mirror of Rune of Striking) completely ignore corporeal resistance of enemy (albeit it is rng-tied proc tactic but it is a different topic to discuss).
I should also point out that new Rune of Fulmination, as strong as it is in PTS, is a 2.5 cast ability with 15 sec cd compared to zealot's Changer's Echo ability which is insta cast with 5 sec cd. Thus, in my opinion, Rune of Striking should also get some indirect buff to make in comparable to new version of Scourge.
I want to thank you for making Rune of Fire/Tzeentch's Cry much faster in their animation, but could you also review Boon of Tzeentch/Rune of Fortune abilities for zealot/runepriest in the same way too? The discrepancy in casting and actually landing the hit on those abilities are quite big for me.
"Blazing Runes - New tactic (lvl 20): When casting Rune of Fire you prepare for your next blazing rune within 10 seconds, increasing the damage of your next Rune of Immolation, Rune of Fire, or Rune of Burning by 25%".
I would propose to add Rune of Striking instead of Rune of Fire in damage increase part of this tactic. My reasoning is tied to upcoming changes to zealot's Scourged Warping tactic which is going to make Scourge ability (the mirror of Rune of Striking) completely ignore corporeal resistance of enemy (albeit it is rng-tied proc tactic but it is a different topic to discuss).
I should also point out that new Rune of Fulmination, as strong as it is in PTS, is a 2.5 cast ability with 15 sec cd compared to zealot's Changer's Echo ability which is insta cast with 5 sec cd. Thus, in my opinion, Rune of Striking should also get some indirect buff to make in comparable to new version of Scourge.
I want to thank you for making Rune of Fire/Tzeentch's Cry much faster in their animation, but could you also review Boon of Tzeentch/Rune of Fortune abilities for zealot/runepriest in the same way too? The discrepancy in casting and actually landing the hit on those abilities are quite big for me.
Volo ergo sum
- live4treasure
- Posts: 307
Re: [PTS] Patch Notes 28/02/2025
As an alternative suggestion to the strikethrough, what if the 5 point Searing Touch / Shaman Equivalent stacked a dot on the target with each damage tick, up to 3 stacks maximum, in addition to the slow, with a decently long duraton (15s+)?
In so doing, you create a unique use for Searing Touch that could still find its way into the rotation, but as a more strategic damage tool with a delayed benefit, rather than a tactical one.
So for example it could be 1-4 bonus 5% strikethrough; 5 bonus 5% strikethrough, 40% slow and stacking dot, and it would not be a tool that threatens to overshadow other tools (though I disagree that it ever did that), but rather used to complement.
In so doing, you create a unique use for Searing Touch that could still find its way into the rotation, but as a more strategic damage tool with a delayed benefit, rather than a tactical one.
So for example it could be 1-4 bonus 5% strikethrough; 5 bonus 5% strikethrough, 40% slow and stacking dot, and it would not be a tool that threatens to overshadow other tools (though I disagree that it ever did that), but rather used to complement.
Giladar - rr 82 DPS AM
Re: [PTS] Patch Notes 28/02/2025
After reading Solshar's and other rp/zel comments on runes/rituals, I'll guess make a contribution to the conversation.
TLDR: I like the flavorfulness and the overall design philosophy behind the pulse, duration, and range changes for rituals/runes, but I think that a) the healing bonuses should be increased and b) a range scaling system should be implemented based on points invested in each mastery tree.
Identity
I like that the new changes provide buffs that can't be essentially replicated by slotting 2 tactics (ap, shield) and running the respective heal rune/ritual for your faction. While you can still do the 2 ap/shield tactic build post patch, it won't be as impactful as running the more specific runes/rituals from each mastery tree. This is a good way to shake up the meta, encourage people to try out new builds, and create the possibility of new solo/small scale/wb comps. The distinct rituals/runes also strengthen the double zel/rp dynamic in a single party. Furthermore, I like that zels/rps don't have mirrored runes/rituals b/c it makes the experience of playing each class more flavorful.
Pulse and Duration
I like that the new changes want zels/rps to have a more active play style and shift away from the play style of repeatedly throwing down the same ritual for nearly every situation. However, while rituals/runes are going to receive increased scaling with the new patch, my napkin math suggests that the proposed pulse and duration changes will make their increased healing power marginally better at best. If rituals/runes are supposed to be used reactively for fewer ticks during a much shorter duration, it would make sense that the caster would get a much bigger bang for their buck in terms of healing value imo. Given that increasing the ritual/rune duration to 15 secs would probably incentive zels/rps to perpetuate the current meta (i.e., run 1-2 runes/rituals at best), my constructive feedback in this section will focus on how to improve ritual/rune pulses. Suggestion: Increase the healing bonus scaling of rituals/runes by 20-25% to make them much better immediate, short-term responses to sudden shifts on the battlefield.
Range
Similar to the previous section, I like that the new changes want to foster a play style that encourages zels/rps to pay more attention and respond to shifts on the battlefield in real-time. Nonetheless, the significant reduction in rune/ritual range seems like an outright nerf that pushes zels/rps into a more frontline role that is at odds with how the classes are designed imo. Zels/rps can have a good balance of defensive and healing stats (e.g., see my previous post in this thread), but they will never be as tanky as wps/doks. Given that the philosophy behind the new changes is that zels/rps should use rituals/runes from multiple mastery trees, my constructive feedback in this section will focus on how to incentivize players to grab all rituals/runes while still creating specific build identities. Suggestion: Create a range scaling bonus for each ritual/rune based on mastery points invested. For instance, a ritual's/rune's range could be increased 3.33 ft for every mastery point invested. This change would enable players to have pre-nerf ritual/rune ranges if they fulled invested in a mastery tree. However, the increased range for a single ritual/runes for 10 secs would come at the risks a) of having fewer rituals/runes up all the time and b) having other rituals/runes with much smaller impacts and ranges. Imo, this potential scaling system would help shake up the zel/rp meta even more and force players to consider the pros/cons of each build.
TLDR: I like the flavorfulness and the overall design philosophy behind the pulse, duration, and range changes for rituals/runes, but I think that a) the healing bonuses should be increased and b) a range scaling system should be implemented based on points invested in each mastery tree.
Identity
I like that the new changes provide buffs that can't be essentially replicated by slotting 2 tactics (ap, shield) and running the respective heal rune/ritual for your faction. While you can still do the 2 ap/shield tactic build post patch, it won't be as impactful as running the more specific runes/rituals from each mastery tree. This is a good way to shake up the meta, encourage people to try out new builds, and create the possibility of new solo/small scale/wb comps. The distinct rituals/runes also strengthen the double zel/rp dynamic in a single party. Furthermore, I like that zels/rps don't have mirrored runes/rituals b/c it makes the experience of playing each class more flavorful.
Pulse and Duration
I like that the new changes want zels/rps to have a more active play style and shift away from the play style of repeatedly throwing down the same ritual for nearly every situation. However, while rituals/runes are going to receive increased scaling with the new patch, my napkin math suggests that the proposed pulse and duration changes will make their increased healing power marginally better at best. If rituals/runes are supposed to be used reactively for fewer ticks during a much shorter duration, it would make sense that the caster would get a much bigger bang for their buck in terms of healing value imo. Given that increasing the ritual/rune duration to 15 secs would probably incentive zels/rps to perpetuate the current meta (i.e., run 1-2 runes/rituals at best), my constructive feedback in this section will focus on how to improve ritual/rune pulses. Suggestion: Increase the healing bonus scaling of rituals/runes by 20-25% to make them much better immediate, short-term responses to sudden shifts on the battlefield.
Range
Similar to the previous section, I like that the new changes want to foster a play style that encourages zels/rps to pay more attention and respond to shifts on the battlefield in real-time. Nonetheless, the significant reduction in rune/ritual range seems like an outright nerf that pushes zels/rps into a more frontline role that is at odds with how the classes are designed imo. Zels/rps can have a good balance of defensive and healing stats (e.g., see my previous post in this thread), but they will never be as tanky as wps/doks. Given that the philosophy behind the new changes is that zels/rps should use rituals/runes from multiple mastery trees, my constructive feedback in this section will focus on how to incentivize players to grab all rituals/runes while still creating specific build identities. Suggestion: Create a range scaling bonus for each ritual/rune based on mastery points invested. For instance, a ritual's/rune's range could be increased 3.33 ft for every mastery point invested. This change would enable players to have pre-nerf ritual/rune ranges if they fulled invested in a mastery tree. However, the increased range for a single ritual/runes for 10 secs would come at the risks a) of having fewer rituals/runes up all the time and b) having other rituals/runes with much smaller impacts and ranges. Imo, this potential scaling system would help shake up the zel/rp meta even more and force players to consider the pros/cons of each build.
- Shepasaurus
- Posts: 6
Re: [PTS] Patch Notes 28/02/2025
Thanks for the input @shoelessHN, I was worried I was being biased about it, "AM just wants to be powerful", but hearing other people are feeling the same way is good. Although there is one or two niche cases where there is an increase in power (Fury of Asuryan) when casting at 5 points because of the additional bonus - it just feels bad in all other cases.
Re: [PTS] Patch Notes 28/02/2025
Solshar, 83 Runepriest main, The Jempire
I want to preface this new post by stating that I appreciate the volunteers behind Return of Reckoning for their time and dedication. The games industry is in an uncertain place right now and the game and this community have been a breath of fresh air during difficult times. I take every opportunity I can to correct players in-game when they bad mouth the developers, people who dedicate their time and energy for free.
Having said that, and in no uncertain terms - I urge the community to boycott this train wreck of a patch before it goes to the production server. Some of these changes are drastic and their impact needs to be appropriately assessed before being rushed out.
The more I read the notes, in particular while researching Warrior Priests (a class I don't play), the more concerned I am. The implications for healer class balance are significant and I'm of the opinion that these buffs are excessive and uncalled for. The class already dominates the healing charts and is overrepresented in the population.
We are all busy, and there is lots of information in this thread. I've bottom lined the slew of Warrior Priest healing buffs in a bid to highlight the absurdity. For those of you who don't play the class, I have replaced the obscure ability names with accepted mechanic names instead.
Proposed Warrior Priest Healing Buffs.
- Solshar
I want to preface this new post by stating that I appreciate the volunteers behind Return of Reckoning for their time and dedication. The games industry is in an uncertain place right now and the game and this community have been a breath of fresh air during difficult times. I take every opportunity I can to correct players in-game when they bad mouth the developers, people who dedicate their time and energy for free.
Having said that, and in no uncertain terms - I urge the community to boycott this train wreck of a patch before it goes to the production server. Some of these changes are drastic and their impact needs to be appropriately assessed before being rushed out.
The more I read the notes, in particular while researching Warrior Priests (a class I don't play), the more concerned I am. The implications for healer class balance are significant and I'm of the opinion that these buffs are excessive and uncalled for. The class already dominates the healing charts and is overrepresented in the population.
We are all busy, and there is lots of information in this thread. I've bottom lined the slew of Warrior Priest healing buffs in a bid to highlight the absurdity. For those of you who don't play the class, I have replaced the obscure ability names with accepted mechanic names instead.
Proposed Warrior Priest Healing Buffs.
- They will be given a 25ft AoE detaunt for free, this currently requires a tactic to be slotted.
- They retain their single target detaunt, but it has been given a 25ft minimum range.
- A passive group buff (prayer) made obsolete by armor pots will be changed to shield/absorb instead.
- A useless core tactic will be changed to give a 50% increase to the recovery rate on their primary resource recovery cooldown.
- The aforementioned cooldown will now automatically cancel when the resource bar is full (it's channeled).
- They will be given a free core tactic that gives group members a chance to proc a 25% incoming healing increase on themselves when they hit an enemy. This is an improved version of a current tactic that is unique to Rune Priests/Zealots.
- A useless core tactic that provides 10% disrupt, will now additionally provide 10% dodge + 5% block if carrying shield.
- The shield spec M4 that currently damages enemies within 25ft and heals the warrior priest, will now heal everyone in their group aswell.
- The dps spec M4 that increases every stat for group members by 80 for 30s (except wounds), will now also increase wounds and heal for 800 damage.
- A strong party absorb that scales with willpower/mastery and currently costs 1 mastery point will now be given for free as a core ability. It's cooldown will be reduced from 60s to 40s.
- New Mastery Ability - Healing steroid that increases outgoing healing by 25% for 10s, with a 60s cooldown. This ability will affect the warrior priests class defining aoe channeled HoT, spammable group heal, spammable single target heal + HoT, group HoT, ST spammable long HoT and group absorb (if it's classified as healing) - THIS ABILITY IS OFF THE GLOBAL COOLDOWN!
- Their spammable single target direct heal + HoT can now be cast while moving.
- The base healing of their single target direct heal has been increased by 75%, albeit with a reduced willpower modifier.
- Solshar
Last edited by Solshar on Sat Mar 08, 2025 12:02 pm, edited 1 time in total.
Re: [PTS] Patch Notes 28/02/2025
Spoiler:
What can go wrong? (1,2 x 1,25 x 1,15 x 1,025* on top of the go ol' dest mostly group absorb advantage)
I think this patch just needs to be pushed on server so they can start cleaning up the mess after.
Ps. well it is pretty much the peak hour dist as well so no need to point out that these are off hours chart
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: [PTS] Patch Notes 28/02/2025
Are you really quote a sample size of 19 and 29 as something meaningful.Bozzax wrote: ↑Sat Mar 08, 2025 10:31 amIncoming and outgoing heal buff for the most played healer on top of a order only passive +15% from knight and +5% passive crits.Spoiler:
What can go wrong?
I think this patch just needs to be pushed on server so they can start cleaning up the mess after.
Ps. well it is pretty much the peak hour dist as well so no need to point out that these are off hours charts
Ds. Not to mention 40-50% of dest tanks play chosen 24/7 and "everything is fine" and "most balanced the games has ever been" tmSpoiler:
Imo dok/wp changes are decent ones, am/shaman ones are borderline op but need real ingame testing to see.
The real problem is that zealot/rp had bad changes. The idea to make rituals a healing mechanic is not bad but the way it is set atm is pretty lacking.
Imo could be made better, allow different rituals from same zealot to stack add 15 sec shared cd between them and 20 sec individual duration so u could run fine even with single ritual but if you take second you can stack 2 for 5 sec using double heal and 2 effects at same time.
Along with that the range of rituals should be min 80 fts, the heal ticks could stay 5 sec since you could stack 2 rituals within 5 sec period so 4 tick which is big powerplay
That how you engage ppl to use rituals, add some tactical aspect when to choose to stack them. Much better imo
Ps if u really want to make rp/zl appealing fix marks recast after each loading, that is tiresome and make ppl stop playing these classes
Last edited by Nameless on Sat Mar 08, 2025 11:58 am, edited 3 times in total.
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K8P & Norn - guild Orz
K8P & Norn - guild Orz
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Re: [PTS] Patch Notes 28/02/2025
As I said these are around the clock distributions more or less ;D
What can go wrong with inc and outgoing heal buffs?
(1,2 x 1,25 x 1,15 x 1,025* on top of the go ol' dest mostly group absorb advantage)
AM will be op thanks to Wild healing and a shiny fire and forget new group HOT yes Shaman is nerfed again a bit hard to see how shaman changes actually plays out with new min mechnic and no easy mode group HOT (I suspect they will be very tactic starved as a result of design intention)
What can go wrong with inc and outgoing heal buffs?
(1,2 x 1,25 x 1,15 x 1,025* on top of the go ol' dest mostly group absorb advantage)
AM will be op thanks to Wild healing and a shiny fire and forget new group HOT yes Shaman is nerfed again a bit hard to see how shaman changes actually plays out with new min mechnic and no easy mode group HOT (I suspect they will be very tactic starved as a result of design intention)
Last edited by Bozzax on Sat Mar 08, 2025 12:10 pm, edited 2 times in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
- leftayparxoun
- Posts: 294
Re: [PTS] Patch Notes 28/02/2025
I think that the time-averaged population percentages are a more representative value than just picking one peak hour distribution.
Taken also from https://maartenson.net/ror_graph.html, here's how they compare:

vs

Here Warrior Priest is at a more reasonable 38.5% (instead of 47% from that snapshot). Order 60+ healers are overall quite balanced.
Shaman percentages on the other hand are at 45.1% (instead of 36%) and Destro has the biggest class number imbalances.
and

vs

Again here Chosen is not nearly as prominent as in the snapshot, reaching an average percentage of 46% (instead of 59%). While Destro have the biggest class% imbalances here too (mainly due to very low BG numbers), KOTBS is also a bit overrepresented on Order side, compared to the IB and SM, having a 40.6% percentage.
This is a really interesting statement because it touches upon game balancing philosophy topics.
Should game balance be based around the population numbers for each class or around trying to balance all classes equally?
- If people from a faction, on average, do not utilize all their given tools/classes, should the balance team do changes to equalize things with those preferences in mind or should they keep balance ignorant of player preferences?
- If they do decide to balance things with those preferences in mind, should the balancing focus on nerfing overrepresented classes (at the risk alienating players and temporarily weakening a faction until they adapt) or should it focus on buffing underrepresented classes to try and entice players? (at the risk of breaking the balance of comps with proper class distribution)
- Finally, should the rest of the dev team intentionally try to make the underrepresented classes more appealing to player outside balancing (e.g. by offering more/better looking cosmetics for those classes or by visually overhauling their abilities)? Or do they have no obligation to show favoritism with the goal of "fixing" the class population?
Onlymelee, Onlyhealing and more Onlys - Entropy and Chaos - Destro WB Gearing Guide
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