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Patch Notes 17/09/2026

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Fey
Posts: 1082

Re: Patch Notes 17/09/2026

Post#61 » Fri Sep 18, 2026 2:39 am

Thank you for your attention to guard placement in scenarios. Spawn camping is always cancer in scens.

That said I cannot ignore the old 5 foot aggro range for warcamp guards. It just makes my head explode that anyone thought a 5 foot aggro range is sufficient in any case.

I pray to Karl Franz that spawn camping decreases, and I see a guard finally do something, anything.

Hopefully barriers will be taken out back, and polished off next.
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Automation
Posts: 94

Re: Patch Notes 17/09/2026

Post#62 » Fri Sep 18, 2026 9:45 am

So, nerf every defensive renown but keep block intact?
Is this game ran by the RoR devs or some blob guild?

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Lion1986
Posts: 519

Re: Patch Notes 17/09/2026

Post#63 » Fri Sep 18, 2026 9:51 am

Automation wrote: Fri Sep 18, 2026 9:45 am So, nerf every defensive renown but keep block intact?
Is this game ran by the RoR devs or some blob guild?
considering the RVR in last 5 years you got your answer already sir
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tefnaht
Posts: 189

Re: Patch Notes 17/09/2026

Post#64 » Fri Sep 18, 2026 9:54 am

Automation wrote: Fri Sep 18, 2026 9:45 am So, nerf every defensive renown but keep block intact?
Is this game ran by the RoR devs or some blob guild?
Old block - 10% for 20 points, new block - 10% for 30 points.

rorswar
Posts: 230

Re: Patch Notes 17/09/2026

Post#65 » Fri Sep 18, 2026 9:58 am

tefnaht wrote: Fri Sep 18, 2026 9:54 am
Automation wrote: Fri Sep 18, 2026 9:45 am So, nerf every defensive renown but keep block intact?
Is this game ran by the RoR devs or some blob guild?
Old block - 10% for 20 points, new block - 10% for 30 points.
People can’t read. But people can jump to preconceived conclusions. 😝

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Ninjagon
Posts: 587

Re: Patch Notes 17/09/2026

Post#66 » Fri Sep 18, 2026 11:09 am

Huge changes indeed. Thank you Devs.
Scenario changes are much appreciated (Twisting Tower finally!, guards finally active!).
To absorb all of this takes some time :-)
----
"- Close Combat - Reworked to: You take 15% less damage from Ranged and Magical attacks. This reduction is increased to 25% if the attacker is further than 65 ft away. This effect will not stack with guard or detaunt abilities."

What was the previous formula for Close Combat please? Anybody can explain?
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tefnaht
Posts: 189

Re: Patch Notes 17/09/2026

Post#67 » Fri Sep 18, 2026 11:18 am

Ninjagon wrote: Fri Sep 18, 2026 11:09 am Huge changes indeed. Thank you Devs.
Scenario changes are much appreciated (Twisting Tower finally!, guards finally active!).
To absorb all of this takes some time :-)
----
"- Close Combat - Reworked to: You take 15% less damage from Ranged and Magical attacks. This reduction is increased to 25% if the attacker is further than 65 ft away. This effect will not stack with guard or detaunt abilities."

What was the previous formula for Close Combat please? Anybody can explain?
Old version - after melee attack gives 25% reduction from ranged attack for 2 sec, also do not stack.

One side - now it is full passive, other side - AoE rDPS in 45ft will hit harder people with this tactic.

Alubert
Posts: 846

Re: Patch Notes 17/09/2026

Post#68 » Fri Sep 18, 2026 12:06 pm

gisborne wrote: Thu Sep 17, 2026 11:56 pm I'm disappointed in the renown changes:

Why is strikethrough the same cost as defense? Should it be significantly more expensive? It costs me 18 points to get 1% defense, but just 9 to get 1% strikethrough...

Why is the cost of Improved Flee increased? Were you seeing that it was overpurchased? I find that hard to believe. And does anyone actually use Quick Escape? It barely got a reduction. Maybe if it didn't break on ability use.

Overall, with itemization, it seems that you favor increased damage but applying that to renown abilities without adjustment is a huge damage output boost:

Prior to patch you could get -24% crit 18% dodge/disrupt and have 15 points left to spend on parry, while the max +crit was 14%. After the patch you can get -12% crit, 13% dodge/disrupt, and have 20 points left while attackers get 12% crit and 13% strikethrough for the same price. So the net effect is an increased crit rate of 5% (accounting for the base rate change) and -13-18% defense and a reduction of 80 strength that the attacker previously might have spent on that.
Yes ppl use QE.
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Ashoris
Posts: 419

Re: Patch Notes 17/09/2026

Post#69 » Fri Sep 18, 2026 12:40 pm

Alubert wrote: Fri Sep 18, 2026 12:06 pm Yes ppl use QE.
can second that, specced on every of my tanks
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Blueagave
Posts: 2

Re: Patch Notes 17/09/2026

Post#70 » Fri Sep 18, 2026 12:56 pm

@Devs, you keep nerfing damage and defense, can you also adjust the numbers in PVE dungeons? Reduce the damage, crit chance and health of enemies. I used to help in dungeons every week but now I don't even try to deal with it because every dungeon has become a pain, especially for newer players. Not to mention it takes forever for fresher builds. Can you imagine a group of new players trying Gunbad? I guarantee they will fail, even if they know the mechanics.

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