Patch Notes 12/09/2025

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Grock
Posts: 920

Re: Patch Notes 12/09/2025

Post#51 » Fri Sep 12, 2025 5:52 pm

Nameless wrote: Fri Sep 12, 2025 2:40 pm
Grock wrote: Fri Sep 12, 2025 1:35 pm
There's one important bit about Guard and Detaunt, back before all the sweeping changes of lately there used to be a specific interaction where taking damage from a Detaunted enemy caused no Guard damage to tank, since only one of these could affect damage at the same time.
We have tested it both on live and on test server and this is currently not the case, Tank continues to receive full guard damge regardless of Detaunt.

In 6v6 it meant that if you pressure enemy tank and force the DPS into early detaunt to reduce tank's damage it gives you an additional opening to punt the tank and leave DPS open with their detaunt already on CD.
Wait what? You wanna say all these years my detaunts to spare tanks hp while under guard were just a waste of gcd, cd and ap? ,😮
Indeed, however i can't say how long it has been a thing since i was inactive for a long time, and my guildmate only decided to test it after the test server patch notes

lbcho wrote: Fri Sep 12, 2025 3:46 pmIf you're constantly changing auras to try and min max, you should know better to cancel an aura before you apply a new one. Whatever system is in place will not please everyone. The only way to use the auras to how YOU want them is to first cancel the one you don't want.

That being said, it would be neat to be able to lock specific auras from being changed, which would go in line with these new changed that help cycle auras.
tbh this kind of tinkering just highlights how bad the whole "mechanic" of just having passive auras is
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yoluigi
Posts: 529

Re: Patch Notes 12/09/2025

Post#52 » Fri Sep 12, 2025 6:01 pm

Vance wrote: Fri Sep 12, 2025 3:41 pm
Rydiak wrote: Fri Sep 12, 2025 11:16 am
lbcho wrote: Fri Sep 12, 2025 10:19 am The warrior priest and disciple of khaine Sigmar's Will / Khaine’s Force AoE heal gutted to the ground from 100ft to 20 ft of your target? It's already challenging enough having to manage your healing requiring you hit a target at melee, managing your secondary targeting (allies), and being in melee generally puts you at greater risk compared to the other healers, but now have the added layer of having to see where your target is for AoE healing, and your core AoE heal won't even hit your party most of the time now? All other healers don't have to manage this with their AoE healing and are still at 100ft from you.

Their core AoE heal is now, essentially, a single target heal and will likely be treated as such. Really unsure why this change was done.
This change was done to bring the specs closer to how they were before the recent rework. The revised Sigmar's Will / Khaine's Force now act like better versions of the old Divine Strike / Consume Essence and add back the ability to "blob heal" in ORvR, which was severely missing after the rework.
My 2cents as 85 mostly Shield DoK gameplay on destro in recent years as Leechking.

I understand you wanted to bring it closer to how they were before the rework. Unfortunately the first rework eradicated the shield specc completely from PvP. Also due to the risk/reward and the fact that the main upside of melee heal, was that it did ignore Heal Debuffs. Now that is gone and the risk it far to high, as with the recent buffs to the heal DoK, the shield specc now gets maybe 80% of the healing in comparison, but with far more risk.

But at least he now was a PvE god, because AP on direct heal for example now proccs off Transfer Essence. Still TE was not good enough to sustain the grp on its own, so the grp HoT and Khaines Force/Sigmars Will was the addition to that. That worked good, but still the 80 Essence costs are way over the top. So a lot to manage there, but it was ok for PvE.

They should just give sigmar Radiance and transfer essence to dw/2h like that you gonna get that offencive group heal spec and with dok with the dw crit dmg bonus would be a fun build to try squishy but offencive healer high risk high reward

Now with Khaines Force/Sigmars Will gone as a grp sustain, my hope was that Transfer Essence now has decent grp heal capabilities again. Nope, the change from 120 to 150 baseheal is exactly that, 30 more heal on target noncrit, which is nonesense. And on the other side, we now lost a "oh ****"-grp heal with Khaines Force.

My hope was that with the style changed from 100ft grp range reduced to 20ft deff target (which is only for coordinated warband or city play, but still not worth the risk being in the bulk of the dmg), that the cost of 80 essence would be at least halved to 40 essence to make it somewhat work. With 80 I have no hope that this works in any situation.

Please reconsider and either up the baseheal of Transfer Essence significantly, have it ignore HD again, or reduce the cost of Khaines Force/Sigmars Will. At least try to see the whole picture on how this class could be played. This is not working right now unfortunately.

Thanks,
Leechking Vance

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yoluigi
Posts: 529

Re: Patch Notes 12/09/2025

Post#53 » Fri Sep 12, 2025 6:05 pm

my post bugged lol anyway They would just need to give sigmar radiance transfer essence to 2h/dw like that could do group heal with the dok and with the crit bonus dmg with dok would make it a squishy high risk high reward class. Would be a fun class too play in sc's

Alubert
Posts: 555

Re: Patch Notes 12/09/2025

Post#54 » Fri Sep 12, 2025 6:27 pm

Great and interesting changes.
Top change: tanks punts - i love that.
Dmg debuff stacking - i love that.
Reduce chosen relentless last tic vs pts - very resonable.
Shaman/am - very good.
Buff Knight dmg - good.
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Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 80+ / Alubert KTB 80+ / Mnich WP 80+ / Kregi SL 60+ / Uposledzonyjez IB 60+

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vanbuinen77
Posts: 353

Re: Patch Notes 12/09/2025

Post#55 » Fri Sep 12, 2025 6:35 pm

Kotbs ar pen is too high with this patch.
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Aethilmar
Posts: 770

Re: Patch Notes 12/09/2025

Post#56 » Sat Sep 13, 2025 12:33 am

Yikes that was fast going to prod.

Very imaginative moves with the Knight btw. Its really impressive with how SM abilities were purloined into the Knight buff. Probably should have given them WoDS and WW while you were at it.

Good thing I have an 80 knight too. :roll:
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Illuminati
Posts: 370

Re: Patch Notes 12/09/2025

Post#57 » Sat Sep 13, 2025 1:29 am

After live play testing, I am really hating the Chosen changes. Two of our core abilities now create such a long dot that break any sort of gameplay around stagger.
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kazuya482
Posts: 49

Re: Patch Notes 12/09/2025

Post#58 » Sat Sep 13, 2025 1:47 am

Please take another look at the Chosen. The class has been hit way too hard.

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Farrul
Posts: 673

Re: Patch Notes 12/09/2025

Post#59 » Sat Sep 13, 2025 6:09 am

vanbuinen77 wrote: Fri Sep 12, 2025 6:35 pm Kotbs ar pen is too high with this patch.
Knight Ar pen is the same, unless you mean 1 ability in Myrmidias fury which received10% per aura.

Keep in mind Kotbs does not have an armor shred like the other phys dps tanks, having a bit more Pen makes sense.

If they had Armor shred like BO/IB/BG the buff to Myrmidias would be too much. If suddenly kotbs is doing SM levels of dps it should be nerfed, but i highly doubt it so let's wait and see.

nocturnalguest
Posts: 696

Re: Patch Notes 12/09/2025

Post#60 » Sat Sep 13, 2025 6:43 am

Nameless wrote: Fri Sep 12, 2025 2:40 pm
Grock wrote: Fri Sep 12, 2025 1:35 pm
There's one important bit about Guard and Detaunt, back before all the sweeping changes of lately there used to be a specific interaction where taking damage from a Detaunted enemy caused no Guard damage to tank, since only one of these could affect damage at the same time.
We have tested it both on live and on test server and this is currently not the case, Tank continues to receive full guard damge regardless of Detaunt.

In 6v6 it meant that if you pressure enemy tank and force the DPS into early detaunt to reduce tank's damage it gives you an additional opening to punt the tank and leave DPS open with their detaunt already on CD.
Wait what? You wanna say all these years my detaunts to spare tanks hp while under guard were just a waste of gcd, cd and ap? ,😮
Nobody actually knows, at least at like 2020-2022 your detaunts did matter, now clearly they don't which is dumb beyond imagination. What Grock describes is exactly what ive feared then i was asking it in PTS patch notes:
viewtopic.php?p=583060#p583060

If its indeed so then its the biggest (and no doubt shittiest, on like gcd change level) change this patch has brought

If its confirmed then it just a very clear indicator of how actually bad things are.

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