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[PTS] Renown abilites

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Wholdar
Posts: 118

[PTS] Renown abilites

Post#1 » Tue Sep 08, 2026 1:27 pm

I just wanted to make it easier for people to compare the current renown ability-values to the ones thats currently on the PTS, so threw together a page.

Image

https://maartenson.net/ror_renown.html

/j
Last edited by Wholdar on Thu Sep 10, 2026 10:15 am, edited 1 time in total.

abezverkhiy
Posts: 736

Re: [PTS] Renown abilites

Post#2 » Tue Sep 08, 2026 1:32 pm

You are a star mate. Very interesting shift in balancing
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salazarn
Posts: 376

Re: [PTS] Renown abilites

Post#3 » Tue Sep 08, 2026 3:21 pm

It's fine to adjust prices of things if u think that is a balance concern.

But why not still let the rr abilties stack to higher %ages. crit to 24%. fs to 25%. parry to 18% or whatever.

Or people will just toughness max i gez

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Keula
Posts: 210

Re: [PTS] Renown abilites

Post#4 » Tue Sep 08, 2026 4:22 pm

salazarn wrote: Tue Sep 08, 2026 3:21 pm It's fine to adjust prices of things if u think that is a balance concern.

But why not still let the rr abilties stack to higher %ages. crit to 24%. fs to 25%. parry to 18% or whatever.

Or people will just toughness max i gez
It would be funny if there was no limits and they just give you the itemisation rules table and say go nuts, you want 32% crit or 35% parry, sure go for it. But I don't think that would be very good idea, so I get why there are limits, even if they are lower than before.

I'm mildly surprised that the points are still so... "stiff". The limits I get, but the allocation could be made better. The value of one renown point is set at 4 itemisation points, so why not have 4x rr points so you can have actual full 1:1 itemisation rule conversion values for everything instead almost everything.

Like currently parry, D&D and strikethough(yes they added that, it's in pts) are too costly cause 9 doesn't go to 4 very well, so you're losing 2/4/8/3 itemisation points worth of value depending on what lvl you are. lvl 3 is especially weird cause it's 9 cost thing and block already gains value, so why not make lvl3 here also just give 1 extra value instead of lose 8 if they keep this costs system.
Add block is too cheap on low levels, you gain 4/8/4/0 itemisation points worth of value, which is really weird since block costs 12 so there is not really an excuse why it can't just cost 6/6/9/9 Renown points instead of 5/5/10/10 it is now on pts, which would make it line up perfectly. Yea most ppl are gonna go full which is 0 gain at least, but still the solution is right there.

4x points would fix that making everything cost exactly 1:1 to the itemisation table and could even have more dynamic costs instead so you could go more freeform, with limits ofc.
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Nameless
Posts: 1647

Re: [PTS] Renown abilites

Post#5 » Tue Sep 08, 2026 4:52 pm

So basically everyone will run 50+ crit while you could stay around 0 ctbc. Good way by busting only 2 anti crit options represented as fs and tb
So only real valid option become toughness stacking. Imo a bit meh to remove options and keep open only one real way to do things
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Mordecaieth
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Re: [PTS] Renown abilites

Post#6 » Tue Sep 08, 2026 6:32 pm

I think there is a much cleaner way to lower TTK without overcomplicating or heavily rebalancing the entire renown tree. Just thinking out loud here so bear with me.

1. Remove Futile Strikes entirely and give every career a baseline 0% chance to be critically hit. Negative chance to be crit could still exist through gear, so players who specifically want to build around crit reduction can do so through itemization.

For a long time, Futile Strikes has effectively held 20–30 renown points hostage on many careers just to reach a reasonable defensive baseline. Removing that tax would immediately create more build diversity. Those points could instead go toward crit, main stat, avoidance, AP, Quick Escape, or other less commonly used renown abilities.

2. Rather than making defensive renown weaker and more expensive across the board, I'd rather see players given meaningful choices between offense, defense, and utility.

3. I'd also consider reducing Guard from 50% to around 35–40% as a separate change. If excessive TTK and stalemates in organized fights are the problem, addressing Guard directly seems cleaner than weakening defensive investment across the entire renown system.

4. As an additional idea, renown costs could reflect archetype strengths. Offensive stats like crit could remain more expensive for tanks and hybrid heal/DPS careers while being cheaper for dedicated DPS. Likewise, avoidance such as parry, dodge, and disrupt could be more efficient for tanks than for lightly armored DPS.

The overall idea is simple: start everyone at a functional defensive baseline, remove the mandatory Futile Strikes tax, and let renown points actually be used to specialize a build. There would be special case tweaks like chosen flawless armor but I feel as though futile strikes and the obscene +17% chance to be crit is a relic at this point and is the underlying issue, along with obscene guard damage value.

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Aethilmar
Posts: 841

Re: [PTS] Renown abilites

Post#7 » Tue Sep 08, 2026 8:49 pm

First, thanks for putting that together. As noted you are a rockstar. :)

Now, whoever is in charge of this loves DPS and hates tanks. Along with the ranged patch lets just rename the project to RoR: Counterstrike. Pew pew! Pew pew!
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anstalt
Posts: 216

Re: [PTS] Renown abilites

Post#8 » Tue Sep 08, 2026 9:41 pm

I can understand rebalancing the renown points to bring it all in line with the other recent itemisation rules. That makes sense - make sure 1pt of strength costs the same whether its renown / talis / gear. Make sure 1% = X stat points everywhere.

I get that, and I approve: being consistent is important.


But, I don't get the nerf to defensive stats in this patch. One of the most common complaints in this game is that time to kill is too low - fights are over too quickly. This patch will make that situation worse. Maybe not by much by itself, but still, its a step in the wrong direction.

What may make it worse is that if ur defenses are nerfed, the temptation becomes to ditch the defenses altogether, and spend those points in offensive stats. So, not only will i become squishier, but I'll be doing more damage too, in theory killing others quicker.


I'll be curious to see how this all falls out.
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Nabaro
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Re: [PTS] Renown abilites

Post#9 » Wed Sep 09, 2026 6:20 am

I get the idea is to nerf defensive stats, but honestly, it feels like a massive overcorrection in these upcoming patch notes. With these changes, to even get back to 0-2% chance to be crit, you'll have to sink way more mastery points into it. That doesn't promote build diversity—it just kills it and locks us into even tighter cookie-cutter setups.

Why not keep the first 2 points at their original cost and value, and just increase the cost/nerf the stats for the final 2 points instead?

Also, why completely remove HP regen? Was it really breaking the game? If you're stripping defense, why not give us Cleanse back to counter the current DPS healer spam.

Overall, glass cannon builds will become even glassier, and what used to be a "defensive build" will just become the new baseline standard just to avoid getting melted in 2–3 seconds
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nat3s
Posts: 660

Re: [PTS] Renown abilites

Post#10 » Wed Sep 09, 2026 7:01 am

My prediction: WLs will be ABSOLUTE MONSTERS again and rule the meta, like 5-6 years ago and retail times. Huge net buff to high burst specs with a stun and a massive nerf to def specs / dps specs without a stun.

This will essentially reinforce everyone running 5 sov 4 tri/vic glass cannon setups and destroy the build variety we see today. Def setups as an option will significantly diminish. TB change is huge and unnecessary imo.

I think people that run nothing but 5 sov 4 vic/tri and expected the game to change around their lack of flexibility as others figured out how to counter build against them, have won the day. Variety and flavour will drop as everyone runs the same setups.

This is a shame for me and I think it will further reduce the solo roaming community size and reinforce the blob / zerg meta.
Last edited by nat3s on Wed Sep 09, 2026 7:39 am, edited 1 time in total.
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