I would love to see 4-5k crits again. Would make targeting the BW or sorc the main reason, rather than " free RR".
That or un-nerf bw/sorc mechanic and have it like it was on live.
This whole defence meta with all the bubbles, constant disrupts, and whatnot that RoR has implemented has made dpsing so anoying.
BW and upcoming dps patch
Re: BW and upcoming dps patch
Fenaal- SM 40/84 Drezden- BW 40/7×
Fanaal- CHO 40/79 Greebao- SH 40/70
Diedrake- Magus 40/6x
Fanaal- CHO 40/79 Greebao- SH 40/70
Diedrake- Magus 40/6x
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Re: BW and upcoming dps patch
they could remake the dark magic/combustion mechanics something that, instead of masochistically kill yourself, empower your casts as much as she gets high.
Re: BW and upcoming dps patch
Bw and Sorc mechanich should also give them a huge % striketrough, since the damage you get from it was already nerfed.
Re: BW and upcoming dps patch
i do not agree on that or would make def stat worthless to have in game in the first place.
instead combustion/dark magic should give progressive damage boost and, only at 100%, give little backlash damage (not 750hp per cast like now!)
Players need to have a form of defense against nukes (wether be melee or ranged) so, to compensate, i propose the following:
Dark magic (combustion, don't bother me on double naming you got the idea! x3)
0-20% - no benefits, no boosts, no drawbacks
21-40% - 15%dmg boost on spells, no drawbacks
41-60% - 20%dmg boost, 1% spell crit. 10%chance to get 0.5% of base health damage as backlash
61-80% - 25%dmg boost, 3%crit spell. backlash to 15%
81-100% - 30%damage boost, 5%spell crit boost. backlash to20% for 0.5%base healt (no wounds calculation taken in as addition) of backlash damage.
Remove backlash from ALL spells for both classes and make it happen ONLY with dark magic mechanics
rework "shades of death" to something like BW "fireball barrage": that spell is pathetically trash.
Rework "Piercing shadows": now gives al your area of effect spells a 15% damage bonus and increases their radius by 20%, but your single target spells will deal 15% less damage. (same stuf for BW)
instead combustion/dark magic should give progressive damage boost and, only at 100%, give little backlash damage (not 750hp per cast like now!)
Players need to have a form of defense against nukes (wether be melee or ranged) so, to compensate, i propose the following:
Dark magic (combustion, don't bother me on double naming you got the idea! x3)
0-20% - no benefits, no boosts, no drawbacks
21-40% - 15%dmg boost on spells, no drawbacks
41-60% - 20%dmg boost, 1% spell crit. 10%chance to get 0.5% of base health damage as backlash
61-80% - 25%dmg boost, 3%crit spell. backlash to 15%
81-100% - 30%damage boost, 5%spell crit boost. backlash to20% for 0.5%base healt (no wounds calculation taken in as addition) of backlash damage.
Remove backlash from ALL spells for both classes and make it happen ONLY with dark magic mechanics
rework "shades of death" to something like BW "fireball barrage": that spell is pathetically trash.
Rework "Piercing shadows": now gives al your area of effect spells a 15% damage bonus and increases their radius by 20%, but your single target spells will deal 15% less damage. (same stuf for BW)
Re: BW and upcoming dps patch
After a year long break from the Game I am back and kinda active, this time around on Destro mostly.
I also mostly play my BW/Sorc in Aoe build, when I touch them.
After a play session yesterday on the Fireclown in ST timestamp build It did hit me
"Why has this class been so hard nerfed directly or indirectly since last I touched this build"
Let me list a couple below:
- Knight/Chosen resist aura reduction value in the debuff (I am aware of SM gaining resist debuff, and dps ruine the same)
- Crown of Fire used to be 75% proc chance but for self only. Then the Ability patch **** up proc rules and as a result the proc-tactics for warband play, indirectly lead to a nerf on ST builds aswel. Even if not all sorcs/BWs ran these tactics in ST build, its still a nerf for those that do run them. Now its 40% procrate for the group/self.
- The class mechanic got nerfed from 100%critdmg to 85% but the ingame tooltip still didnt get corrected a year later
The argument was that BiS ST mages were too pugstompy. So lets nerf every mage no matter their gear, rr or careerlevel across the board. Instead of removing the same 15%critdmg on Sove. If Endgame mages were really the issue that would had been a better more accurate nerf. anyways..
- Strikethrough patch is probably the biggest one. Now healers have a pretty insane rate of disrupting WoP/BB which is our Willpower buff to try and take some of the distrupt rate away. But this patch made it so we can maximum reach half of their defence rate regardless. Applying the full rotation is harder now due to getting 1-2 disrupts mix roation and that doesnt apply much kill pressure, or set the cooldowns apart for halfassed poke dmg. In a spec that was already easy to counter with Clenses, taunts, LoS, mitigation (guard, challenge, detaunt) and absorbs.
- Healers endgame sets giving crit-immunity to the whole group for 10sec via granted ability.
These are classes with no build alternative, and these series of nerfs while we are not seeing the full big picture of the balancing when the four archtype patches are THIS insanely slow. is just making for an insane frustration building up on the players.
Why did the proc rules need to be changed, when they worked fine pre-ability patch. Why did BW classmechanic need to get nerfed when we ran the same gear as in 2020 citysiege bis gear. Why did strikethrough/defence rates change this drastically before we see the dps patch?
This way of rolling out nerfs, and letting us wait for more than a year+ to see the finished big picture. Is not feeling great, at all!
I also mostly play my BW/Sorc in Aoe build, when I touch them.
After a play session yesterday on the Fireclown in ST timestamp build It did hit me
"Why has this class been so hard nerfed directly or indirectly since last I touched this build"
Let me list a couple below:
- Knight/Chosen resist aura reduction value in the debuff (I am aware of SM gaining resist debuff, and dps ruine the same)
- Crown of Fire used to be 75% proc chance but for self only. Then the Ability patch **** up proc rules and as a result the proc-tactics for warband play, indirectly lead to a nerf on ST builds aswel. Even if not all sorcs/BWs ran these tactics in ST build, its still a nerf for those that do run them. Now its 40% procrate for the group/self.
- The class mechanic got nerfed from 100%critdmg to 85% but the ingame tooltip still didnt get corrected a year later
- Strikethrough patch is probably the biggest one. Now healers have a pretty insane rate of disrupting WoP/BB which is our Willpower buff to try and take some of the distrupt rate away. But this patch made it so we can maximum reach half of their defence rate regardless. Applying the full rotation is harder now due to getting 1-2 disrupts mix roation and that doesnt apply much kill pressure, or set the cooldowns apart for halfassed poke dmg. In a spec that was already easy to counter with Clenses, taunts, LoS, mitigation (guard, challenge, detaunt) and absorbs.
- Healers endgame sets giving crit-immunity to the whole group for 10sec via granted ability.
These are classes with no build alternative, and these series of nerfs while we are not seeing the full big picture of the balancing when the four archtype patches are THIS insanely slow. is just making for an insane frustration building up on the players.
Why did the proc rules need to be changed, when they worked fine pre-ability patch. Why did BW classmechanic need to get nerfed when we ran the same gear as in 2020 citysiege bis gear. Why did strikethrough/defence rates change this drastically before we see the dps patch?
This way of rolling out nerfs, and letting us wait for more than a year+ to see the finished big picture. Is not feeling great, at all!
[BW]Bombing 93
[SL]Slayling 82 - [Eng]Bombthebuilder 82 - [Kobs]Bling 81 - [WP]Orderling 80
[MSH]Squigmonster 87
[Chop]Chopling 83 - [Sorc]Notbombling 83 - [DPSZ]Destroling 82 - [Mara]Goldbag 80 - [2HBlorc]Blobling 78 - [DPSSham] Smurfling 75
[SL]Slayling 82 - [Eng]Bombthebuilder 82 - [Kobs]Bling 81 - [WP]Orderling 80
[MSH]Squigmonster 87
[Chop]Chopling 83 - [Sorc]Notbombling 83 - [DPSZ]Destroling 82 - [Mara]Goldbag 80 - [2HBlorc]Blobling 78 - [DPSSham] Smurfling 75
Re: BW and upcoming dps patch
Look, these wise gentlemen: leftayparxoun (Onlymelee) and wonshot (Bombing) they are just right.
Sorc & Bw, they are much weaker now, then before, I would just repeat the reasons. I got them both.
And Scragmuncher (my dear friend Knutkrusher) has his right too.
- In RvR WB play - the arguably most important aspect of the game - , especially in organized WB play, both BW and Sorc can still shine, and be on TOP damage and kills.
Yes it is the "only" part of the game, where these classes can still shine, because there they get all the support from experienced healers and tanks, and because of this love, they can be deadly.
On the other hand, BW & Sorc really sux at:
- ranked
- city sieges
- solo play
- PUG or less organized RvR
- scenarios (with the exception of good kite 6 man premade, but barriers kills all still)
Yes, there are some really good talented players out there (not me), which can play BW & Sorc like demigods in almost every aspect of the game, but these people will most likely shine with any character they can get hands on.
Sorc & Bw, they are much weaker now, then before, I would just repeat the reasons. I got them both.
And Scragmuncher (my dear friend Knutkrusher) has his right too.
- In RvR WB play - the arguably most important aspect of the game - , especially in organized WB play, both BW and Sorc can still shine, and be on TOP damage and kills.
Yes it is the "only" part of the game, where these classes can still shine, because there they get all the support from experienced healers and tanks, and because of this love, they can be deadly.
On the other hand, BW & Sorc really sux at:
- ranked
- city sieges
- solo play
- PUG or less organized RvR
- scenarios (with the exception of good kite 6 man premade, but barriers kills all still)
Yes, there are some really good talented players out there (not me), which can play BW & Sorc like demigods in almost every aspect of the game, but these people will most likely shine with any character they can get hands on.
Ninjagon fom the Retribution / Devastation guild.
Order: Carnow Knight, Velmires WP, Ninjab WL, Ninjagon BW
Destro: Ninjaguard chosen, Khaininja DoK, Ninjamar mara, Ninjamag sorc
Order: Carnow Knight, Velmires WP, Ninjab WL, Ninjagon BW
Destro: Ninjaguard chosen, Khaininja DoK, Ninjamar mara, Ninjamag sorc
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- saupreusse
- Former Staff
- Posts: 2576
Re: BW and upcoming dps patch
They can shine there because the can aoe spam where it does not matter if your procs have 40% or 75% hit chance or 2/6 spells get disrupted. But for single target nuking you definitely need more than one bw or sorc especially if the target is supported or a healer. I would even say bw and sorc can't fight healers atm because of the absurd disrupt changes that make healers super hard to hit for casters.Ninjagon wrote: Fri Nov 28, 2025 2:18 pm Look, these wise gentlemen: leftayparxoun (Onlymelee) and wonshot (Bombing) they are just right.
Sorc & Bw, they are much weaker now, then before, I would just repeat the reasons. I got them both.
And Scragmuncher (my dear friend Knutkrusher) has his right too.
- In RvR WB play - the arguably most important aspect of the game - , especially in organized WB play, both BW and Sorc can still shine, and be on TOP damage and kills.
Yes it is the "only" part of the game, where these classes can still shine, because there they get all the support from experienced healers and tanks, and because of this love, they can be deadly.
On the other hand, BW & Sorc really sux at:
- ranked
- city sieges
- solo play
- PUG or less organized RvR
- scenarios (with the exception of good kite 6 man premade, but barriers kills all still)
Yes, there are some really good talented players out there (not me), which can play BW & Sorc like demigods in almost every aspect of the game, but these people will most likely shine with any character they can get hands on.
Saup - RR 8x WP
Son - RR 8x AM
Son - RR 8x AM
Re: BW and upcoming dps patch
It would actually be cool if every point of INT above softcap would give something like quadruple contribution to the disrupt strikethrough.
Reasoning:
1. Every point of de-facto INT within character sheet would need +2 points of INT investment from gear/rr/tactics etc. Quadrupling the strikethrough for every point above softcap would essentially mean that every point of INT invested through gear & such is carrying just a doubled (not x4) bonus to strikethrough, so its not all that crazy as you may have initially thought.
2. Such approach fits BW/Sorc nature rather well tbh i.e. high risk/high reward. Also, it is a norm that all the rdps casters dont significantly pump INT above softcap, even if they can. Instead, they invest into def stats, which totally makes sense.
All in all, the above proposition would result into giving an option to BWs/Sorcs to go full glass-cannon with ~1250+ INT (where 1250-1050=200 INT would effectively work as 800 INT for strikethrough), forfeiting a large amount of defense means & a utility tactic.
Obviously that "quadruple" value may need to be tweaked by the dev team & the entire idea would need to be polished (i.e. tie this to sorcs/BWs only through career mechanic or to all casters? If all - then STR/WS contribution above soft cap would need to be tinkered with as well), but as a caster player myself - this sounds as an "elegant" solution (to me at least, lol).
P.S: I know that the above approach doesnt address the issue with the cap in disrupt strikethrough i.e. "not more than half of disrupt value may be mitigated" yet the above still would boost strikethrough significantly, especially for ST specs, which would land WP debuff with greater ease.
Reasoning:
1. Every point of de-facto INT within character sheet would need +2 points of INT investment from gear/rr/tactics etc. Quadrupling the strikethrough for every point above softcap would essentially mean that every point of INT invested through gear & such is carrying just a doubled (not x4) bonus to strikethrough, so its not all that crazy as you may have initially thought.
2. Such approach fits BW/Sorc nature rather well tbh i.e. high risk/high reward. Also, it is a norm that all the rdps casters dont significantly pump INT above softcap, even if they can. Instead, they invest into def stats, which totally makes sense.
All in all, the above proposition would result into giving an option to BWs/Sorcs to go full glass-cannon with ~1250+ INT (where 1250-1050=200 INT would effectively work as 800 INT for strikethrough), forfeiting a large amount of defense means & a utility tactic.
Obviously that "quadruple" value may need to be tweaked by the dev team & the entire idea would need to be polished (i.e. tie this to sorcs/BWs only through career mechanic or to all casters? If all - then STR/WS contribution above soft cap would need to be tinkered with as well), but as a caster player myself - this sounds as an "elegant" solution (to me at least, lol).
P.S: I know that the above approach doesnt address the issue with the cap in disrupt strikethrough i.e. "not more than half of disrupt value may be mitigated" yet the above still would boost strikethrough significantly, especially for ST specs, which would land WP debuff with greater ease.
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