One of those who dont do pve here
Patch Notes 03/04/2026
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Re: Patch Notes 03/04/2026
Hi
One of those who dont do pve here
Kindly ask if we can get our Subjugator weapons/shields back pls. We had to hand it in to get fortress and now fortress seems meh.. at least for tanks it seems
One of those who dont do pve here
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Re: Patch Notes 03/04/2026
Good to know, was a bit worried as played quite a bit and never saw one.Natherul wrote: Mon Apr 06, 2026 5:03 pm Just to let everyone know, we are fairly sure there is a bug where RvR events/encounters are not spawning but we have yet to identify exactly why. The internal markers we have seem to indicate something is wrong and we are trying to locate what exactly is the cause.
(as in King of the hill currently does not seem to happen at all, nor ravenous event)
-= Agony =-
Re: Patch Notes 03/04/2026
Please rollback this patch as you obviously need a lot more time to get things right. Maybe take a minute and get together as a group and actually discuss if this is really needed and is how is it should be done.
Re: Patch Notes 03/04/2026
There was no need to "balance" weapons, really ; some got BiS for certain classes/builds, most were not obviously, but each got its niche use (heck I even have friends prefering Subjugator weapons over Fortress ones for their endgame build).
Procs were balanced and got logics behind them, most been icing on the top but merely useful (Healing/Dmg/absorb), some gave a slight bonus (healDebuff/Armordebuff), other bonuses like 20% speed, or damage increase were counterbalanced by base stats or maluses (+5% dmg but you take +10% dmg from everything sounds fair).
Base stats were balanced enough to not give 100% advantage on same weapons for everyone (saving Darkpromise weapons slightly over the top tbh), but I fail to see why this change was necessary, especially on the worst possible timing, aka RDPS balancing is not finished yet...
Anyway as most people already noticed, stat weighting is not especially a bad idea, but in this case is has been done the wrong way around.
Weapon dps counting for casters/healers and stealing them other stats, bloodlord weaponry "proc" counting the same for light, medium and heavy armour, removal of the most useful stats on the lattest for some classes (Initiative), etc.
All those aberrations let us thinking there has not been enough thinking about classes strong points and what the "useful stats" would mean for each one, meaning stats cannot be scaled the same for everyone.
Procs were balanced and got logics behind them, most been icing on the top but merely useful (Healing/Dmg/absorb), some gave a slight bonus (healDebuff/Armordebuff), other bonuses like 20% speed, or damage increase were counterbalanced by base stats or maluses (+5% dmg but you take +10% dmg from everything sounds fair).
Base stats were balanced enough to not give 100% advantage on same weapons for everyone (saving Darkpromise weapons slightly over the top tbh), but I fail to see why this change was necessary, especially on the worst possible timing, aka RDPS balancing is not finished yet...
Anyway as most people already noticed, stat weighting is not especially a bad idea, but in this case is has been done the wrong way around.
Weapon dps counting for casters/healers and stealing them other stats, bloodlord weaponry "proc" counting the same for light, medium and heavy armour, removal of the most useful stats on the lattest for some classes (Initiative), etc.
All those aberrations let us thinking there has not been enough thinking about classes strong points and what the "useful stats" would mean for each one, meaning stats cannot be scaled the same for everyone.
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