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[PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

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wonshot
Posts: 1342

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#91 » Fri Jul 24, 2026 2:55 pm

JohnnyWayne wrote: Fri Jul 24, 2026 11:21 am Talismans were always obtained through PvE or bought.
https://www.twitch.tv/videos/612903911?t=00h00m32s
Ehm, no? :D
On Live AoR my main was a salvager to get rvr bags, salvage the items from goldbags and craft talismans to sell or use.
Same for RoR years ago or argubly still the case. You can get rvr bags and salvage leftover pieces for purple fragments.
or pick 5 genesis crests to buy the new cloak and get a 200 purple fragments, on current patch.

For getting garenteed crits you can do it either via 1500 PQ tokens or so, or doing Weekenwarfront and getting the purple container.
Only thing that is pve only about talismans are Soldiers insignias. On live you could even scavenge dead players at one point to get them.

Nothing about +25talismans "have" to be pve, outside of the Devs want to brute force this.
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Nameless
Posts: 1601

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#92 » Fri Jul 24, 2026 2:55 pm

What about sets stats changes ? will these be up at pts??
Mostly harmless

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gisborne
Posts: 201

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#93 » Fri Jul 24, 2026 3:12 pm

M0rw47h wrote: Fri Jul 24, 2026 1:17 pm I was surprised at rDPS balance direction, was expecting heavy ranged ST nerfs and some small AoE buffs.
I guess oRvR smallscale is supposed to remain Counter Strike.
You read my mind.
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vamo147
Posts: 3

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#94 » Fri Jul 24, 2026 3:37 pm

squig still the king!!

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Morradin
Posts: 301

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#95 » Fri Jul 24, 2026 3:40 pm

With more shifts to ranged combat being more desirable, why are you not adding some AOE utility to Squig Herder ranged specs for better fit in wb? As is Ranged Squig Herder is not really desirable in war bands. All you see is squigs bouncing. Kind of defeats the purpose of being a ranged class.

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kpihuss
Posts: 246

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#96 » Fri Jul 24, 2026 3:41 pm

wonshot wrote: Fri Jul 24, 2026 2:55 pm
JohnnyWayne wrote: Fri Jul 24, 2026 11:21 am Talismans were always obtained through PvE or bought.
https://www.twitch.tv/videos/612903911?t=00h00m32s
Ehm, no? :D
On Live AoR my main was a salvager to get rvr bags, salvage the items from goldbags and craft talismans to sell or use.
Same for RoR years ago or argubly still the case. You can get rvr bags and salvage leftover pieces for purple fragments.
or pick 5 genesis crests to buy the new cloak and get a 200 purple fragments, on current patch.

For getting garenteed crits you can do it either via 1500 PQ tokens or so, or doing Weekenwarfront and getting the purple container.
Only thing that is pve only about talismans are Soldiers insignias. On live you could even scavenge dead players at one point to get them.

Nothing about +25talismans "have" to be pve, outside of the Devs want to brute force this.
Well, I don’t think it’s necessarily a bad thing that the +25 talismans are only obtainable through Champion’s Marks.

I actually think reconnecting PvE content with RvR progression could be an interesting direction for the game. It also feels like a step towards bringing back some of the interconnected systems that existed in the original WAR, which is something that has been mentioned and requested many times on the forums over the years.

A fast Crypts run takes around 26 minutes, and considering that most of the players interested in these talismans are already BiS or very well geared, completing that content is not particularly difficult. In roughly the same amount of time it can take for a scenario to pop and finish, you can earn a Champion’s Mark. So personally, I don’t see the requirement as especially difficult or tedious.

Of course, getting every Champion’s Mark you need immediately when the new talismans are introduced will take some time, but I don’t necessarily see that as a problem either. MMORPGs have traditionally been about progression over time, working towards goals and gradually improving your character. Not every new reward needs to be obtainable on the first day it becomes available.

And I say this as someone who doesn’t particularly enjoy PvE and who has relatively limited playtime. Even so, I think one of RoR’s strengths is precisely the variety of content it offers, and giving players reasons to participate in different parts of the game can help make the overall experience feel more connected.

In fact, in LOS AUTÓNOMOS we’re already starting to organise almost daily fast-run groups so we can prepare in advance and have as many Champion’s Marks as possible when the patch is implemented.

Personally, I think it’s worth giving the system a chance before assuming it will be a problem. The developers have clearly been trying to connect different parts of the game more closely, and bringing some relevance back to PvE alongside RvR could end up being a positive step for RoR as a whole.
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Farrul
Posts: 866

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#97 » Fri Jul 24, 2026 3:53 pm

I feel ambivalent on this huge patch, I haven't read everything yet but a few things definitely feels off.

First SW the class i was looking forward to the most, Skirmish was gutted, lol. It might have been a little overtuned in AOE but you went too far with this one, way too far.

The Assault changes will need a lot of testing, can't say if they are decent or bad but semi- interesting for now, never liked Scout gameplay so i guess i wont say anything about it.

Stealth classes:


WE/WH, long overdue nerfs to def WE and a lesser nerf to Bal WH(good intention not flawless execution). However you went a little too far again with some of the nerfs.

As explained previously in those stealth threads, nerfing the duration of stealth itself was not the way to handle it, it was certain abilities that were overtuned and made them FOTM toxic on the server, stealth per se if you nerf it to 30 cd will just make these classes annoying to play. I ask you to reconsider this change.

Revert stealth at old values with the new 10 hit break, fair enough.

A small note on Scrifices Rewarded, it needed a nerf for sure but a numerical adjustment to the absorb would have been the way to handle it, e.g 400/3s like suggested many times, to be in line with other similar absorb effects.

Engineer / Magus, imho i think it is silly to buff Magus singletarget DPS, it did not need any singletarget dps buffs only to AOE warband gameplay. It was already strong singletarget DPS in small scale roaming and now it will be even more so. Engineer due to needing weapon skill itemization and tactics to buff penetration is more balanced and less powerful, magus can run around with big toughness/wounds and buffed Magis dps singletarget, GG.

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Bozzax
Posts: 2774

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#98 » Fri Jul 24, 2026 3:55 pm

@ kpihuss

There is no reconnection of PvE for many …. at some point PvP players that dislike PvE just quietly leave and then we have same as scenario disaster.

Expecting any other outcome is just wishful thinking

Glad you enjoy it!
Last edited by Bozzax on Fri Jul 24, 2026 3:57 pm, edited 1 time in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Cullenn
Posts: 60

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#99 » Fri Jul 24, 2026 3:57 pm

Farrul wrote: Fri Jul 24, 2026 3:53 pm I feel ambivalent on this huge patch, I haven't read everything yet but a few things definitely feels off.

First SW the class i was looking forward to the most, Skirmish was gutted, lol. It might have been a little overtuned in AOE but you went too far with this one, way too far.

The Assault changes will need a lot of testing, can't say if they are decent or bad but semi- interesting for now, never liked Scout gameplay so i guess i wont say anything about it.

Stealth classes:


WE/WH, long overdue nerfs to def WE and a lesser nerf to Bal WH(good intention not flawless execution). However you went a little too far again with some of the nerfs.

As explained previously in those stealth threads, nerfing the duration of stealth itself was not the way to handle it, it was certain abilities that were overtuned and made them FOTM toxic on the server, stealth per se if you nerf it to 30 cd will just make these classes annoying to play. I ask you to reconsider this change.

Revert stealth at old values with the new 10 hit break, fair enough.

A small note on Scrifices Rewarded, it needed a nerf for sure but a numerical adjustment to the absorb would have been the way to handle it, e.g 400/3s like suggested many times, to be in line with other similar absorb effects.

Engineer / Magus, imho i think it is silly to buff Magus singletarget DPS, it did not need any singletarget dps buffs only to AOE warband gameplay. It was already strong singletarget DPS in small scale roaming and now it will be even more so. Engineer due to needing weapon skill itemization and tactics to buff penetration is more balanced and less powerful, magus can run around with big toughness/wounds and buffed Magis dps singletarget, GG.
I guess devs love Ranged of Reckoning, i was hopefull this patch would finish off the rdps epidemy, but doesn't seem so.

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Cullenn
Posts: 60

Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic

Post#100 » Fri Jul 24, 2026 3:57 pm

Farrul wrote: Fri Jul 24, 2026 3:53 pm I feel ambivalent on this huge patch, I haven't read everything yet but a few things definitely feels off.

First SW the class i was looking forward to the most, Skirmish was gutted, lol. It might have been a little overtuned in AOE but you went too far with this one, way too far.

The Assault changes will need a lot of testing, can't say if they are decent or bad but semi- interesting for now, never liked Scout gameplay so i guess i wont say anything about it.

Stealth classes:


WE/WH, long overdue nerfs to def WE and a lesser nerf to Bal WH(good intention not flawless execution). However you went a little too far again with some of the nerfs.

As explained previously in those stealth threads, nerfing the duration of stealth itself was not the way to handle it, it was certain abilities that were overtuned and made them FOTM toxic on the server, stealth per se if you nerf it to 30 cd will just make these classes annoying to play. I ask you to reconsider this change.

Revert stealth at old values with the new 10 hit break, fair enough.

A small note on Scrifices Rewarded, it needed a nerf for sure but a numerical adjustment to the absorb would have been the way to handle it, e.g 400/3s like suggested many times, to be in line with other similar absorb effects.

Engineer / Magus, imho i think it is silly to buff Magus singletarget DPS, it did not need any singletarget dps buffs only to AOE warband gameplay. It was already strong singletarget DPS in small scale roaming and now it will be even more so. Engineer due to needing weapon skill itemization and tactics to buff penetration is more balanced and less powerful, magus can run around with big toughness/wounds and buffed Magis dps singletarget, GG.
I guess devs love Ranged of Reckoning, i was hopefull this patch would finish off the rdps epidemy, but doesn't seem so.

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