Recent Topics

Ads

[PTS] Patch Notes 16/08/2024

Discuss the development of the server, emulator, and related services.
Get the latest updates on new features and upcoming changes to Return of Reckoning.
Forum rules
Before posting on this forum, be sure to read the Terms of Service, Privacy Policy and Code of Conduct
Panel
Posts: 158

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

Post#71 » Sat Aug 17, 2024 4:34 am

The indirect buff to range is also an indirect buff to the faction with the most range - draw your own conclusions

Ads
User avatar
normanis
Posts: 1457
Contact:

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

Post#72 » Sat Aug 17, 2024 4:43 am

dogslife wrote: 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?!?
u have taunt pet /flee/ running tactic. dont u think 1 class have so many esc tools too much? not mention msquig escape/charge tools.
personaly i would make qiock shoota into ranged aoe. byt seems ppl whant 2 st ranged.
"give wh and witch propper aoe like evrywone has it!"

cacumen
Posts: 23

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

Post#73 » Sat Aug 17, 2024 5:59 am

Panel wrote: Sat Aug 17, 2024 4:34 am The indirect buff to range is also an indirect buff to the faction with the most range - draw your own conclusions
Exactly.

User avatar
forsa
Posts: 154

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

Post#74 » Sat Aug 17, 2024 8:49 am

RUN AWAY and Red Tipped Arrer are swapped in the Quick Shooting mastery tree.
RTA: You fire a quick arrow at your target, dealing 253 damage, interrupting any ability that they are building up and will remove one damage absorbing effect from the target. Any damage absorbing effect removed from the target will inflict an additional 150 damage. 10 sec cd.

Sounds extremely balanced for 5 pt skill.

what63
Posts: 187

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

Post#75 » Sat Aug 17, 2024 9:25 am

forsa wrote: Sat Aug 17, 2024 8:49 am
RUN AWAY and Red Tipped Arrer are swapped in the Quick Shooting mastery tree.
RTA: You fire a quick arrow at your target, dealing 253 damage, interrupting any ability that they are building up and will remove one damage absorbing effect from the target. Any damage absorbing effect removed from the target will inflict an additional 150 damage. 10 sec cd.

Sounds extremely balanced for 5 pt skill.
Run away is much better though, it's the right thing to do.

rady
Posts: 141

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

Post#76 » Sat Aug 17, 2024 9:43 am

Spoiler:
what63 wrote: Sat Aug 17, 2024 9:25 am
forsa wrote: Sat Aug 17, 2024 8:49 am
RUN AWAY and Red Tipped Arrer are swapped in the Quick Shooting mastery tree.
RTA: You fire a quick arrow at your target, dealing 253 damage, interrupting any ability that they are building up and will remove one damage absorbing effect from the target. Any damage absorbing effect removed from the target will inflict an additional 150 damage. 10 sec cd.

Sounds extremely balanced for 5 pt skill.
Run away is much better though, it's the right thing to do.
I said before - it's a nerf to solo SH and buff to ranged groups with SH.
Ris - 85rr BO
Risx - 83rr SH

lemao
Posts: 362

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

Post#77 » Sat Aug 17, 2024 9:51 am

what63 wrote: Sat Aug 17, 2024 9:25 am
forsa wrote: Sat Aug 17, 2024 8:49 am
RUN AWAY and Red Tipped Arrer are swapped in the Quick Shooting mastery tree.
RTA: You fire a quick arrow at your target, dealing 253 damage, interrupting any ability that they are building up and will remove one damage absorbing effect from the target. Any damage absorbing effect removed from the target will inflict an additional 150 damage. 10 sec cd.

Sounds extremely balanced for 5 pt skill.
Run away is much better though, it's the right thing to do.
If this balance change is intended for pure solo play, sure. I would also rather have a 10 secs movementspeed buff for roaming around solo in the lakes.
But this is a buff for grp play like i.e. scs, damage is now even more bonkers and priority for balance should not be around solo roaming.

what63
Posts: 187

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

Post#78 » Sat Aug 17, 2024 10:10 am

lemao wrote: Sat Aug 17, 2024 9:51 am
what63 wrote: Sat Aug 17, 2024 9:25 am
forsa wrote: Sat Aug 17, 2024 8:49 am

RTA: You fire a quick arrow at your target, dealing 253 damage, interrupting any ability that they are building up and will remove one damage absorbing effect from the target. Any damage absorbing effect removed from the target will inflict an additional 150 damage. 10 sec cd.

Sounds extremely balanced for 5 pt skill.
Run away is much better though, it's the right thing to do.
If this balance change is intended for pure solo play, sure. I would also rather have a 10 secs movementspeed buff for roaming around solo in the lakes.
But this is a buff for grp play like i.e. scs, damage is now even more bonkers and priority for balance should not be around solo roaming.
I mean on paper yes, damage goes up, but between squig armor change and this, SHs are far less immune to being bullied in general in rvr, be that solo or in group play. Even in scenarios you'd be far less prone to SH just sprinting out in squig armor after being caught by stagger plays or what have you.

The change introduces some much needed opportunity cost if you want to maximize your kite. SH damage is absurd and remains so, but the overall package should be more inline with this as the available counterplay is far more likely to succeed. Red tipped arrer may very well be too good for a 5 point still, but RA is just absolutely absurd at that cost.

Ads
User avatar
Sinisterror
Posts: 1108

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

Post#79 » Sat Aug 17, 2024 10:16 am

what63 wrote: Sat Aug 17, 2024 9:25 am
forsa wrote: Sat Aug 17, 2024 8:49 am
RUN AWAY and Red Tipped Arrer are swapped in the Quick Shooting mastery tree.
RTA: You fire a quick arrow at your target, dealing 253 damage, interrupting any ability that they are building up and will remove one damage absorbing effect from the target. Any damage absorbing effect removed from the target will inflict an additional 150 damage. 10 sec cd.

Sounds extremely balanced for 5 pt skill.
Run away is much better though, it's the right thing to do.
Espesially when Run Away! now stops if using ability.. : D This feels very much like too many cooks in the kitchen, What is the direction really? If Test phase of 9 aoe cap is over why its on test server and not live? Besides 9 cap without morale dmg cap removal and 50% aoe healdebuffs brought back. Espesially to Dps Dok because now RP has access to 150ft Rune Of Battle that can be used on anyone, lasts 15s and targets everyone within 25ft so that is very many heal debuffed destro... This is so much better than original Devour Essence 5s duration 20s cd that has 150 ft range and hits 5people not 24. DE will heal your target and crits debuff healing by 50%. If that was too powerful why is this RP thing not?

So Order gets to be the side with only 25% HD proc wpns + gets to be the side that has permanent 35% aoe heal debuffs on everyone basically. I hope they Stack to 50% so everyone is actually 50% heal debuffed. Even better if full stack to 60% Ae HD. Why not just return the 50% ae HD to dps rp/zealot and espesially DPS DOK. In my opinion give it to Dps Wp as well. And Does RP need 3 snares as well espesially after all snares are super nerfed. Are you just slowly making dps rp superpower version of original dps dok?

3s not stacking with detaunt = obviously for tanks who's Warlord Detaunt is not up(Detaunt for tanks is OP in itself, and could have been removed with somethign that is not mandatory to just survive as 2h tank with 9 aoe cap) with 24 cap This Detaunt is probably "needed" but only exists in 1 out of 3 best sets in the game only? Same sets that give +2 career points. Just Swap crit and +2 back to 5pc bonus in merce/ruin/anni where it makes sense and adds actual power that is needed.

Detaunts for tanks no thanks. Vigilance was the exception(Bring back Crippling Strikes!) and if u wanted to dmg at the same time it was possible with 2h tactic,old runefang+Mighty Soul helped ofc. Bring back old renown gains. 3500 renown from killing rr80 as rr 80. If you kill rr80 while being under rr 70 give 5000 renown if rr 50 or under killing rr80 give 7k. Use same logic in party, lower your renown rank more Renown from kills you get if killing rr70+.
Last edited by Sinisterror on Sat Aug 17, 2024 11:00 am, edited 1 time in total.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

arturziomas
Posts: 52

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

Post#80 » Sat Aug 17, 2024 10:35 am

Are there any plans to revise tank armor and weapon stats/bonuses if those changes go through?
Tugtug 90 BO
Tuglug 8x Shammy
Tugfug 8x SH
Tugpug 5x Choppa
Tughug DoK, Tugrug Zealot, and some other Tug*ug chars ;p

Who is online

Users browsing this forum: No registered users and 4 guests