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[PTS] Renown abilites

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lumpi33
Posts: 681

Re: [PTS] Renown abilites

Post#41 » Thu Sep 10, 2026 7:24 pm

Aethilmar wrote: Thu Sep 10, 2026 4:27 pm
lumpi33 wrote: Thu Sep 10, 2026 10:09 am
Mortgrimm wrote: Thu Sep 10, 2026 9:45 am Nice summary, Lumpi.
And do u see where this ends?
Melee dps and tanks getting nerfed in defence. Healer and ranged dps/casters can reach even higher strike through. Okay, only to half of the original stat of the opponent, but still.
Imo we will see less melee dps and tanks if this patch goes life. Say hello to even more ranged dps.
Ty. It is a bit hard to predict. Gonna take months on live to see what people are gonna take and how it is going to play out.

In my opinion mdps and tanks are having too much defenses atm on live and healers are having too much disrupt. There is currently also no option on live to increase pierce via renown points.

Both things got addressed with that change. So I think I'm gonna like it.

The only issue I am seeing with this is that fragile classes like Choppas/Slayers gonna have a rough time. Without that wounds tactic and m1 absorb Slayers more than Choppas. Slayers are already super squishy and almost not playable without guard. The reduced disrupt/dodge/parry gonna hit them hard. For all the other classes it will be fine I guess. mSWs might blow up fast as well. They already do. Don't know how to fix that but they gonna need fixes.
It is not hard to predict and the only thing this is going to be "fine" for is RDPS and the rdps variants. We have literally seen iterations of the game (both WAR and RoR) that were very RDPS friendly. It ultimately results in more or less static firing lines of ranged classes exchanging pew-pew while the tanks and mdps either die when they step forward or take refuge in scenarios.

In the meantime, any new player choosing an mdps or tank should be classified as either a masochist or insane because they are going to go "BOOM!" if they try to advance under the unending withering fire of of massed rdps.

These changes, by themselves, would have constituted a substantial "ranged patch". But not only did we see range buffed in general (except poor SW) via the reworks, we are now getting it compounded with this.

"It is hard to predict" ... psht. What comes next is clear as day. Go ranged or go play something else.
I disagree with you. The game was the last 6 years and maybe even longer heavily in favour of melees. In a setup of 2/2/2 with two MDPS they have their private tank as guard and two healers. In a warband the frontline is being watched by 8 healers. The good warbands were basically unkillable. The MDPS patch made that worse. Suddenly even Maras are hitting freaking hard.

MDPS warbands dominating everywhere on live. Open RVR, cities, scenarios and lotd. It was time to nerf their easy mode a bit. It is just becoming a little bit more dangerous for them. That's all and that's long overdue. They still have all the other tools they had before.

Alubert
Posts: 837

Re: [PTS] Renown abilites

Post#42 » Thu Sep 10, 2026 7:32 pm

I can accept these changes, but in return I expect CW and RD to be added back, and maybe something new as well.
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kpihuss
Posts: 318

Re: [PTS] Renown abilites

Post#43 » Thu Sep 10, 2026 7:46 pm

The nerf to defensive abilities combined with the buff to offensive ones is going to make people simply explode in RvR.

Between the general shortage of healers and tanks, and these new RR changes, any player without Guard or without several healers in the party is going to have a miserable time and, in many cases, simply won't be able to play properly.

It is also yet another buff to RDPS, who are going to be able to almost completely negate any realistic chance of dodge/disrupt, while melee classes will suffer even more.

At this point, if the idea is for everyone to just stand at range and shoot each other, we might as well play Counter-Strike instead of RoR.

For the sake of the game, I sincerely hope these new Renown levels never make it to the live server.
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salazarn
Posts: 376

Re: [PTS] Renown abilites

Post#44 » Thu Sep 10, 2026 8:20 pm

A bit of a nerf to futile strike is appreciated.

It just seems more cost effective than stacking crit

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Keula
Posts: 215

Re: [PTS] Renown abilites

Post#45 » Thu Sep 10, 2026 8:36 pm

kpihuss wrote: Thu Sep 10, 2026 7:46 pm Between the general shortage of healers and tanks, and these new RR changes, any player without Guard or without several healers in the party is going to have a miserable time and, in many cases, simply won't be able to play properly.
How is that any different to now? The game isn't balanced around 15 dps pug warbands, whenever they face any actual warband they already melt instantly, so nothing is gonna change regards to that.
kpihuss wrote: Thu Sep 10, 2026 7:46 pm >It is also yet another buff to RDPS, who are going to be able to almost completely negate any realistic chance of dodge/disrupt,
You still get half of you avoidance, nothing changes in regards to that. Yea ppl are gonna lose some D&D and rdps will do more dmg, but parry is also more expensive and those rdps will not have value parry points at all so mdps will do more dmg as well.
Maybe tanks will start using hold the line more.
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coldhunter
Posts: 109

Re: [PTS] Renown abilites

Post#46 » Thu Sep 10, 2026 8:43 pm

lumpi33 wrote: Thu Sep 10, 2026 9:35 am As MDPS you can do:
quite the game, thats what u can do as mdps after such patch hahahaahah

If devs will not remove "base chance to get crit" - mdps and 2h tanks are doomed. Rn engi/magus/rp/am/zeal/sham doing a lot of dmg, with some skill they can kite you for hours while shredding you through all armor/ressists. Cant even imagine, how it will looks like when you cant stuck anticrit...

Again, if devs will not remove this weired base 16% to get crit and release that patch - they can just rename this game to Rangehammer Online, lol.

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gisborne
Posts: 270

Re: [PTS] Renown abilites

Post#47 » Fri Sep 11, 2026 3:24 am

To people who doubted this change was coming: I told you so.

What's hilarious is how they were all on about looking at costs of little used abilities, yet they didn't really do that all. They just applied their itemization formula (which has many flaws even for just items). Were tons of people really taking Improved Flee (5 point cost increase) and Quick Escape (just 45 -> 40)?

Also, how boring is it that renown is just passive stats. Can we get some improvement on that front? You might as well just scrap renown all together and increase item stats.

Next up, tactics? BG +60% disrupt tactic incoming!
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normanis
Posts: 1528

Re: [PTS] Renown abilites

Post#48 » Fri Sep 11, 2026 4:35 am

either new rr point system or nerf endgame gear. its already more powerfull than all doom or warp( i cant remmeber on live triumphant or victorious ) from pov remove victorious and triumphant gear compitly (or change their ring to 4 slot). gear under vanquesher anyway got 10% nerfhammer. those 130 stat steall are too powerfull.
or bring back +10block pierce defences
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Bozzax
Posts: 2807

Re: [PTS] Renown abilites

Post#49 » Fri Sep 11, 2026 5:29 am

obviously if everyone in the game pretty much stack offensive sets and offset it by 3-4FS / TB these are likely I need of tuning down

Only part that is a bit odd is that more +crit is continuously being added with new gear

Been steadily with every change since T3 days
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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kleinbuchstabe
Posts: 259

Re: [PTS] Renown abilites

Post#50 » Fri Sep 11, 2026 6:14 am

It looks like the game is shifting more toward offense, wich seems to be a huge advantage for the Rdps classes - again. Ultimately, this makes the role of tanks even more critical, cause they are the ones needed, even more now, to compensate it. Ironically, though, tanks are simultaneously getting nerfed due to the downgrade of their defensive stats. That might not be the best incentive to get people to play tanks, of whom there are already too few (good ones) to begin with.

Im now even more curious about the armor rework to see if these changes will be compensated for. I think it would be good - especially for tanks - to increase the defensive stats on tank armor so that the whole thing doesn’t turn into a total nerf of the tank class. But who knows, maybe the changes wont end up being as significant in actual gameplay as they are in theory builds.

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