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[PTS] Patch Notes 16/08/2024

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ReturnOfReckoning
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[PTS] Patch Notes 16/08/2024

Post#1 » Wed Aug 14, 2024 9:46 am

Update 2024-08-18
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General

- Strength and Ballistic Skill keep their Block Strikethrough (in addition to Weapon Skill giving Block Strikethrough).
- RP’s Oath Rune of Power and other abilities that proc on next attack (such as Ere We Go!) now only trigger on one target.
- Flee - No longer functions as toggle ability. Cooldown increased to 40s so effective cooldown remains the same. The morale reducing effect moved from Flee to Panic effect.

Zealot

- Mark of the Vortex Reworked: Shield yourself, absorbing 1387 ranged and magic damage over 10 seconds.
- Swirling Vortex - Now Core tactic available at lvl 33.
- Waves of Chaos - Moved to 7 pts in Path of Dark Rites.
- Empowered Alteration - Now available at lvl 39.
- Rite of Agony - Base damage lowered from 225 to 187 to match other similar abilities.

Runepriest

- Concussive Runes - Moved to 3 pts in Path of Grimnir
- Extended Battle - Moved to 7 pts in Path of Grimnir and reworked to: Increase the duration of Rune of Battle and Rune of Cleaving by 6s.
- Potent Runes - Reworked: Reduce the cooldown of your Oath Rune’s granted abilities by 30 seconds.
- Rune of Might - Base damage lowered from 225 to 187 to match other similar abilities.

Bright Wizard & Sorcerer

- Critical Damage bonus from Combustion & Dark Magic lowered from 10% - 20% - 40% - 80% - 100% to 10% - 20% - 35% - 70% - 85%.

Choppa & Slayer

- Retribution - Direct damage component and reflect component are swapped. Thus the base ability will now deal direct damage, but you require Accuracy for it to deal reflect damage.
- Bring It On - Direct damage component and reflect component are swapped. Thus the base ability will now deal direct damage, but you require Extra Choppin’ for it to deal reflect damage.

Squig Herder

- Red Tipped Arrer - Cooldown increased from 10 to 15s. Removed the absorb removal component. Base damage reduced from 187 to 112. However, if you interrupt the target, it deals (399 + 1.5xDB + 1.5xWDPS) damage instead.
- Squig Armor - Now deals (150 + 0.86xDB + 1.5xWDPS) physical damage to all targets within 20 ft upon entering the Squig armor. AP cost reduced from 55 to 35.
- Squig Armor - Cast time to 1s movecast. Now only provides 50% armor from gear.
- Sneaky Bouncin’ - No longer makes Squig Armor instant cast. Instead gives Squig Armor an additional 50% armor from gear.

Archmage & Shaman

- Energy of Vaul / Fury of Da Green - Now both the base heal and the lifesteal healing is applied around whoever is your friendly target at the end of the cast. Before the base heal was applied around whoever your target was at the start of the cast.

Highlights
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Public Test Server

Drakwald, our Public Test Server is online again to provide testing ground for our newest content additions and the balance changes that are currently planned to be released for the Live server.

You can join our Public Test Server through the launcher:
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If the Test Server does not appear for you please download this launcher for it:
https://launcher.returnofreckoning.com/ ... uncher.exe

We would like to ask the community, if you have time, please try to test the newest additions we have added to minimize the chances for bugs or unintended consequences, by playing a little bit on the Public Test Server and try out the things you're most interested in.

On the PTS, you can select Templates for new characters to help you start fully geared and level 40, ready for testing!

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The major content that requires testing for us is :

- PvP Balance Changes


Please note, that the Patch Notes below might not be final and might still be changed until they get updated to the Live server, based on Feedback or further Development.

This patch features new and improved Fort Lord mechanics, as well as balance changes, numerous bug fixes and much more!

For more information on how to connect to the Public Test Server check out this post.


Thank you and have fun testing!



Realm versus Realm
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Fortresses

- Fort lord HP now scales with attacker population. At 168 attackers it remains the same as before, and with fewer attacks will scale down to 50% of the current max.

- Fort lords now have hostile auras that increase aggro generation by 50% for players of their hated race. (Dwarves hate Greenskins, High Elves hate Dark Elves, Empire hates Chaos.) This mechanic existed before the new ability system, and is now restored with a visible icon so players can see it.


Fort Lord Mechanics

All Fortress Lords now have actual mechanics again, which will force attackers to do more than simply hit a lord in the face, and will give defenders more options to fight back and protect their fortress. The restored and new mechanics are:

Greenskin and Dwarf
Each Lord will spawn a Keg (Dwarf) or Banner (Greenskin) on the lower floor of the fort. While this object is alive, the boss cannot be damaged, so attackers must take - and hold - the bottom floor to destroy the object. This object spawns starting at 90% Lord HP, and respawns every 10% after.

This mechanic is primarily a DPS-focused mechanic, and also requires attackers to divide up their forces.

Empire and Dark Elf
New Mechanic for Healers: At 90% HP, the attacking realm spawns a friendly Lord NPC in the Lord Room that will stop the enemy Lord from gaining bonus powers. When the enemy boss takes damage, your friendly Lord also takes 60% of that damage. Healers must consistently focus on healing both their warband and the Friendly Lord.

If the Friendly Lord falls below specific HP thresholds, the enemy Fort Lord will gradually gain more powerful buffs. Those buffs are:

- Friendly Lord at 80% HP: Enemy Lord Incoming Damage Reduced by 25%

- Friendly Lord at 60% HP: Enemy Lord Incoming Damage Reduced by 50%

- Friendly Lord at 40% HP: Enemy Lord Incoming Damage Reduced by 50%, Outgoing Damage increased by 25%

- Friendly Lord at 20% HP Or less: Enemy Lord Incoming Damage Reduced by 50%, Outgoing increased by 50%

Because the friendly lord takes damage based on damage that hits the Enemy Lord, it is possible to slow DPS on the enemy Lord to balance these scales. This is primarily a Healing-focused mechanic, with DPS players also able to impact the rate.

High Elf and Chaos
At 90% HP, the boss spawns in a Hero mob with significant health to aid them. When this Hero is near the boss, the Lord gains a 50% raw damage output buff.

This mechanic is primarily a Tank-focused proximity mechanic, but Aggro reduction in general (including on DPS and Healers) can have big impact here. Attackers can have this Hero aggro'd on whoever they like, but eating the 50% damage increase will give the Lord a much higher chance of wiping entire groups, giving defenders a chance to push in with Morales and retake the Lord Room.


Keeps

- Keep Lords now also scale their HP based on the active population in a zone. Their max HP is the same as before today's patch, and during low population, can scale down to 50% of the existing Health Pool.

This change was almost universally approved by our RvR Focus Groups some months back, and it makes sense: hitting a tank Lord for 25 minutes during lower population times isn't really fun for anyone, so this change should improve that significantly.



Combat and Careers
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General Changes and Fixes

- The three offensive crit stats from renown (Opportunist/Focused Power/Sure Shot) are combined into one speccable stat, giving the same amount of crit per investment to each offensive crit. The name remains “Opportunist”. Focused Power & Sure Shot remains in game for now, but will be removed at a later date and all saved builds updated to use Opportunist instead.

- Guile (Heal Debuff Weapon Proc) - Duration decreased from 10 to 7 seconds.

- Flee - No longer functions as toggle ability. Cooldown increased to 40s so effective cooldown remains the same. The morale reducing effect moved from Flee to Panic effect.

- RP’s Oath Rune of Power and other abilities that proc on next attack (such as Ere We Go!) now only trigger on one target.

Target cap test

The test of the target cap at 9 is concluded and it is reverted back to 24.

A long time ago in RoR, the target cap was changed to 24 targets with the idea to make it easier to bust larger numbers. As we don’t feel like there is necessarily less zerging going on than back in those days, we were curious to see the effects of the 9 target limit.

The 9 target limit brings some advantages, such as allowing tanks to soak damage resulting in a more manageable TTK. One of the problems is that these advantages only manifest themselves if you have a full warband. It quite heavily punishes smaller teams as they don’t have enough tanks to soak damage.

Overall, the feedback was mixed, but more towards the negative. Hence, the target cap will be swapped back to 24. We would like to thank everyone who gave their detailed feedback and of course everyone playing, even if you disagreed with the changes.


Initiative & Weapon Skill rebalancing

Weapon Skill Parry reduced from 3% to 0% per 100 Weapon Skill.
Weapon Skill gives 0.5% block strikethrough per 100 Weapon Skill.
Initiative now grants 5% reduced chance to be crit per 100 Initiative, as well as 3% parry.
Base chance to be critically hit is increased by 5% (from 20% to 25%).


Weapon Skill being both offensive and defensive capabilities at the same time meant that it was by far the best stat to invest points in. At the same time initiative was a fairly weak stat, and in all situations worse at lowering incoming damage than toughness.

With this change weapon skill remains a strong stat, but a bit more on par with other stats. While initiative is now in some situations better at lowering incoming damage than toughness, but in many situations toughness remains a stronger damage mitigation stat. It also increases the value of Initiative debuffs that were fairly weak.

Spoiler:
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Additional calculations comparing stats before and after: Talisman exchange

For those players that have acquired Weapon Skill talismans specifically to increase the Parry stat we have created a system to replace them with initiative talismans instead.

Talk to the smith or trinket maker NPCs next to the Talisman Merchant in any of the cities, they will help you eject Weapon Skill talismans from your items.

Then you can exchange them for equivalent Initiative talismans at the Talisman Merchant.

Locations:
Spoiler:
Altdorf

Eject Talismans: Svengi Grumhammer
Talisman Merchant: Tim the Imbuer

Inevitable City

Eject Talismans: Nur Axerender
Talisman Merchant: Kris'la the Warpsmith

Karaz-a-Karak

Eject Talismans: Smithy
Talisman Merchant: Runescribe Wrin Ragmir

Karaz Eight Peaks

Eject Talismans: Trinket Maker
Talisman Merchant: Ick da Waaaghsmith
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Balance Changes

- Retribution - Direct damage component and reflect component are swapped. Thus the base ability will now deal direct damage, but you require Accuracy for it to deal reflect damage.

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Balance Changes

DPS

- Rune of Striking - Base damage increased from 299 to 399.
- Rune of Immolation - Base damage increased from 131 to 162.
- Rune of Cleaving - Damage Bonus scaling reduced from 1.0 to 0.6. Cooldown reduced from 10 to 5 seconds.
- Rune of Might - Cooldown removed. AP cost reduced from 40 to 35 AP. Base damage lowered from 225 to 187 to match other similar abilities.
- Rune of Fate - Cooldown reduced from 20 to 15 seconds. Amount of damage ticks increased from 7 to 8. Initial tick removed.
- Rune of Binding - Damage Bonus scaling increased from 0.5 to 1.5.
- Rune of Nullification - Heal debuff increased from 30% to 35%.
- Rune of Nullification: Duration increased from 5s to 7s.
- Grimnir's Fury - Reworked into: Damaging. 40 AP. Self. 1s Cast. 10s CD. Using the fury of Grimnir you strike all enemies within 25 ft for (200 + 0.86*DB) Elemental damage followed by another (200 + 0.86*DB) Elemental damage after 3 seconds on the same location.
- Concussive Runes - Moved to 3 pts in Path of Grimnir. Now also reduces Elemental Resistance by 378.
- Extended Battle - Moved to 7 pts in Path of Grimnir and reworked to: Increase the duration of Rune of Battle and Rune of Cleaving by 6s.

Healing and Utility

- Protection of the Ancestors - Now Core Ability.
- Oath Rune of Iron - Active effect reworked into: No cost. 60s cd. Instant cast. Cleanse one curse, one ailment, and one hex from yourself.
- Oath Rune of Power - Active effect reworked into: No cost. 60s cd. Instant cast. On your next attack you deal an additional (5 * 125) Elemental damage over 5 seconds and reduce the victim’s run speed by 20%. (Effect scales with points in Path of Grugni).
- Oath Rune of Warding - Active effect reworked into: No cost. 60s cd. Instant cast. Shield yourself, absorbing 1162 damage over 10 seconds. (Effect scales with points in Path of Grimnir).
- Sundered Motion - Slow duration reduced from 10 to 5 seconds.
- On Your Feet - Reworked into: Rune of Life and Rune of Sanctuary now resurrect players with 50% of their maximum health.
- Thick-Skulled - Now additionally prevents Rune of Restoration from being set back while casting.
- Cleansing Vitality - Healing Bonus Scaling increased from 0.38 to 1.5.
- Grungni’s Gift - AP cost increased from 15 to 25.
- Potent Runes - Reworked: Reduce the cooldown of your Oath Rune’s granted abilities by 30 seconds.

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Balance Changes

- Protection of Hoeth and Rock ‘Ard are now mirrored to cost 25 AP and give an absorb shield of 600 to group mates within 80 ft.
- Git Out! & Fly Gits! - AP cost reduced to 0.
- Down Ya Go - AP cost increased from 0 to 35 AP.

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Balance Changes

- Bring It On - Direct damage component and reflect component are swapped. Thus the base ability will now deal direct damage, but you require Extra Choppin’ for it to deal reflect damage.

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Balance Changes

- Fury of Da Green - Now both the base heal and the lifesteal healing is applied around whoever is your friendly target at the end of the cast. Before the base heal was applied around whoever your target was at the start of the cast.

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Balance Changes

- RUN AWAY and Red Tipped Arrer are swapped in the Quick Shooting mastery tree.
- Red Tipped Arrer - Cooldown increased from 10 to 15s. Removed the absorb removal component. Base damage reduced from 187 to 112. However, if you interrupt the target, it deals (399 + 1.5xDB + 1.5xWDPS) damage instead.
- Squig Armor - Cast time changed from instant to 1s cast on the move. Armor bonus reduced from 100% of armor from items to 50% or armor from items. AP cost reduced from 55 to 35.
- Sneaky Bouncin’ - Additionally gives Squig Armor an extra 50% armor from gear.
- KABOOM - Cooldown changed to 60s

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Balance Changes

- Critical Damage bonus from Combustion lowered from 10% - 20% - 40% - 80% - 100% to 10% - 20% - 35% - 70% - 85%.

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Balance Changes

DPS

- Scourge - Base damage increased from 299 to 399.
- Warp Reality - Base damage increased from 131 to 162.
- Demon Spittle - AP cost reduced from 45 to 30 AP.
- Rite of Agony - Cooldown removed. AP cost reduced from 40 to 35 AP. Base damage lowered from 225 to 187 to match other similar abilities.
- Boon of Tzeentch - Cooldown removed.
- Mirror of Madness - Reworked into: Hex. 35 AP. 100 ft range. Instant. 10s CD. - You deal (5 * (198+0.9*DB)) Corporeal damage to your target over 15 seconds and your defensive target is healed for 150% of the damage done.
- Changer’s Touch - Heal debuff increased from 30% to 35%. Duration increased from 5s to 7s.
- Waves of Chaos - Moved to 7 pts in Path of Dark Rites.

Healing and Utility

- Daemonic Fortitude - Now Core Ability.
- Mark of the Spell Destroyer active effect reworked into - No cost. 60s cd. Instant cast. Cleanse one curse, one ailment, and one hex from yourself.
- Mark of Daemonic Fury active effect reworked into - No cost. 60s cd. Instant cast. Deal an additional x damage on your 5 next attacks within 10 seconds. This ability cannot proc more than once per second. (Base damage 187, scaling 0). (Damage scales of Path of Witchcraft)
- Mark of the Vortex active effect reworked into - No cost. 60s cd. Instant cast. Shield yourself, absorbing 1387 ranged and magic damage over 10 seconds.
- Swirling Vortex: Reworked into - Now Core tactic available at lvl 33. Reduce the cooldown of your Mark’s granted abilities by 30 seconds.
- Empowered Alteration - Now additionally increases the healing of Leaping Alteration by 25%.
- Flash of Chaos - AP cost increased from 15 to 25.
- Empowered Alteration - Now available at lvl 39.

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Balance Changes

- Protection of Hoeth and Rock ‘Ard are now mirrored to cost 25 AP and give an absorb shield of 600 to group mates within 80 ft.
- Mighty Gale - AP cost reduced to 0.
- Crashing Wave - AP cost increased from 0 to 35 AP.

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Balance Changes

- Energy of Vaul - Now both the base heal and the lifesteal healing is applied around whoever is your friendly target at the end of the cast. Before the base heal was applied around whoever your target was at the start of the cast.

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Balance Changes

- Critical Damage bonus from Dark Magic lowered from 10% - 20% - 40% - 80% - 100% to 10% - 20% - 35% - 70% - 85%.

Note that there are more healer balance changes coming, including more on Rune Priest / Zealot that didn't make it into this patch.


User Interface
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General

- Event items have been added to the auto roll.


Bug Fixes
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[23091] - [PVE] Typo in Malekith's description
[23092] - [Item] One of magus city dungeon staffs has no stats.
[23081] - [Scenario] Loophole in the Phoenix Gate scenario
[23094] - [Keep] Wrath's Resolve (east) keep in Cale has a staircase on the outer wall that is set too low.
[23085] - [Zone] Caledor: Barracks - Stuck Spot in Rocks
[23023] - [Archmage] Bug double detaunt with AM
[22952] - [Archmage/Shaman] Sticky Feetz applies as a cleansable debuff but cleansing it makes no sense
[22979] - [Potion] The "Rare" lvl 40 Absorb potion is weaker than the "Uncommon"
[23067] - [Creature] Raven Packmaster in T1 Nordland
[23055] - [Brightwizard] Bright Wizard's 'Wall of Fire' m4 cast is wrong direction
[23048] - [Magus] Magus discus summon still uses chaos horse summon sound and visuals.
[23049] - [Instance Bosses] Hunters Vale
[23051] - [Zealot] Zealot heal ritual check for los to heal party members
[23065] - [Event] Event Quest task can't be completed
[22893] - [LOTD] Lotd-ring set
[23114] - [Scenarios] Scenario Guards: Guards do no damage
[23104] - [Ability] Clarity proc
[15681] - [Zealot/RP] Zealot/RP: Off Sov sets have heal gear
[22301] - [General] Both realms cities now rank and derank together. This means auction house tax rate is now properly visible and used regardless of what city you post auctions in.
[23054] - [General] Bestiary kill counts are properly saved.
[22988] - Anti-root abilitys immune damage for Phosphorous Shells/Tzeentch's Firestorm
[22792] - [Shaman] Scrub you good AoE cleanse should work again
[21788] - [General] Scoreboard possibly not showing damage from pet, kill damage exceeds total damage
[23016] - [Squig Herder] Squig Armor stat buffs not listed on tooltip
[Shadow Warrior] Merciless Soldier is not applying crit damage buff on non direct damage anymore.
[Procs] Don't trigger a proc more in the same server loop once max amount of triggers are reached.

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Everdin
Posts: 687

Re: [PTS] Patch Notes 16/08/2024

Post#2 » Fri Aug 16, 2024 10:20 am

Any estimated date for pet pathing fix?
#AllClassesMatter

“A man can fail many times, but he isn't a failure until he begins to blame somebody else.”

― John Burroughs

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Nameless
Posts: 1228

Re: [PTS] Patch Notes 16/08/2024

Post#3 » Fri Aug 16, 2024 10:37 am

I hope different marks/runes got differend cd so u could change them at run
On paper looks good, the problem is that this make rp/zealot even more mandatory so there should be some significant changes for other 4 heal archetypes
Mostly harmless

K8P & Norn - guild Orz

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MaxHayman
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Re: [PTS] Patch Notes 16/08/2024

Post#4 » Fri Aug 16, 2024 10:52 am

Everdin wrote: Fri Aug 16, 2024 10:20 am Any estimated date for pet pathing fix?
Hey. We should be able to allocate some time to this soon. What would really help us is videos, screenshots, map drawings, etc of specific broken cases we can use. The more reproduceable the better. Please post any stuff you find here so it's all together when we try to fix it.

https://bugs.returnofreckoning.com/view.php?id=21785
Max Hayman

Panel
Posts: 149

Re: [PTS] Patch Notes 16/08/2024

Post#5 » Fri Aug 16, 2024 11:11 am

Just loss 3% parry - no idea where ill find 100 ini to replace it without self nerfing all my talis and/or rr build - any chance of introducing new apothecary pot that gives 80 ini for an hour?

Everdin
Posts: 687

Re: [PTS] Patch Notes 16/08/2024

Post#6 » Fri Aug 16, 2024 11:16 am

MaxHayman wrote: Fri Aug 16, 2024 10:52 am
Everdin wrote: Fri Aug 16, 2024 10:20 am Any estimated date for pet pathing fix?
Hey. We should be able to allocate some time to this soon. What would really help us is videos, screenshots, map drawings, etc of specific broken cases we can use. The more reproduceable the better. Please post any stuff you find here so it's all together when we try to fix it.

https://bugs.returnofreckoning.com/view.php?id=21785
I will try to, but it's not like "Wooooah look there, an strange occuring path, let's mark it on the map"

The whole pathing is broken from a to z, as soon as there is an a obstacle near (and near is a very relative distance in this case) the path the pet goes the wrong way around or run back and forth.

It's constantly lagging away, doesn't have speed, have speed, warps from me to enemy and back, just disapear. The pet worked like a charm prior pathing patch in the past, just revert it.
#AllClassesMatter

“A man can fail many times, but he isn't a failure until he begins to blame somebody else.”

― John Burroughs

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Bosli
Posts: 143
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Re: [PTS] Patch Notes 16/08/2024

Post#7 » Fri Aug 16, 2024 11:20 am

You CANNOT announce changes like that right when the most important event with otherwise unobtainable BiS items ends. Expectations were low and have been tunneled into the abyss even still.

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ravezaar
Posts: 565

Re: [PTS] Patch Notes 16/08/2024

Post#8 » Fri Aug 16, 2024 11:22 am

the WS change is another kick in the teeth to us mdps, we rely on that parry as our ONLY way to stay alive and u take it away. You also take it away the very next day after we crafted Rings (Onyx WS ones) this makes even more of a kick in the teeth.

Really ? you couldnt have mentioned these plans weeks ago then ? I doubt anyone was making Initiative Rings either to compensate. Mdps like Slayers, Choppa, Mara and WL rely heavily on WS since its both our offence specially on SL/Choppas who only do physical so we need WS for armor pen, we dont have block, have basicly 0 resist or armor due to our mechanic and very little to no Toughness. What we do have is parry% as defence and now you think its a good idea to remove our last line of defence aswell ?

If this wasnt a game made for rdps before... lmao
GAME OVER MAN, GAME OVER
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dogslife
Posts: 1

Re: [PTS] Patch Notes 16/08/2024

Post#9 » Fri Aug 16, 2024 11:30 am

The changes for the SH on Squig Armor will create even more of a total imbalance with the SW's abilities, why not just add a 5sec CD on Squig Armor and KABOOM like SW's stances? The SH has no way to survive close combat without transforming into Squig Armor and you put a 2 sec stationary cast time?!?

Speedyluck
Posts: 83

Re: [PTS] Patch Notes 16/08/2024

Post#10 » Fri Aug 16, 2024 11:33 am

while ranged dominating about everything yet another nerf bat on chop/SL... you are beating on the dead horse.

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