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Patch Notes 17/09/2026

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Nelly74
Posts: 189

Re: Patch Notes 17/09/2026

Post#71 » Fri Sep 18, 2026 1:01 pm

Too bad, I was hoping this patch would bring some much-needed changes to the Slayer, which frankly really needs them, or to the Sorcerer, which was handled far too cautiously in the last patch!
It has to be acknowledged that the balancing is really being poorly managed, and that constructive complaints don’t seem to be heard, although I honestly don’t understand why.
As for the rest, I’m really happy with this PvE addition. It’s genuinely very good work, and it bodes very well for future content!

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gisborne
Posts: 282

Re: Patch Notes 17/09/2026

Post#72 » Fri Sep 18, 2026 1:12 pm

Keula wrote: Fri Sep 18, 2026 12:54 am
Strikethrough is not priced at half, there are two classes that sort of benefits from two different strikethroughs but not even really. For every other class one only one matters, so it's just simpler to do it this way, like they did with crit.
Strikethrough is priced at half it's value (or defense is priced at double it's value). Strikethrough cancels dodge, disrupt, and parry. It doesn't matter if all your attacks are only defended by parry, because the defender isn't just fighting you. They need to defend against players with attacks which they can dodge or disrupt as well.

Put another way, if everyone had 10% strikethrough and 10% dodge/disrupt/parry it would be the same as if they had nothing. Therefore strikethrough should cost the same as dodge/disrupt/parry combined. Just like crit and anti-crit are priced the same. Just like strength and toughness are priced the same. But as it stands, strikethrough is half the cost of getting dodge/disrupt/parry.
Aefa Aefa, Runepriest

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kleinbuchstabe
Posts: 268

Re: Patch Notes 17/09/2026

Post#73 » Fri Sep 18, 2026 1:21 pm

Ashoris wrote: 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

same here.

Now i struggle to keep the points for QE, esp. on 2h tank. It seems as though you are much more limited in how you can distribute your points than before, simply because you feel forced to invest all your available points in stability... and that with only moderate success. It just feels like you only have 60 points available now, instead of 80, and still you defensive stats are worse than before. Honestly im a bit scared to even try 2h Tank after this patch...

So far im observing huge dmg spikes in SC, against everyone but full def tanks (probably only because they dont get focused...) A rotation of ST asisst with perma crit seems barely healable now, and HDB like a Death sentence if not cleansed very fast. TTK lowered dramaticly. Idk if all this is intended... but to me it feels broken atm.

BloodnTears
Posts: 14

Re: Patch Notes 17/09/2026

Post#74 » Fri Sep 18, 2026 1:35 pm

Once again there is little to no significant rvr updates. A game made for rvr/pvp and devs are focus on pve…….oof

MiauMio
Posts: 24

Re: Patch Notes 17/09/2026

Post#75 » Fri Sep 18, 2026 1:58 pm

Daemonic Withering does not work since patch. It does not apply a 10% damage increase.

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Keula
Posts: 226

Re: Patch Notes 17/09/2026

Post#76 » Fri Sep 18, 2026 2:08 pm

gisborne wrote: Fri Sep 18, 2026 1:12 pm
Strikethrough is priced at half it's value (or defense is priced at double it's value). Strikethrough cancels dodge, disrupt, and parry. It doesn't matter if all your attacks are only defended by parry, because the defender isn't just fighting you. They need to defend against players with attacks which they can dodge or disrupt as well.
Strikethroguh is an ATTACKER stat, hence the same cost makes sense(as it doesn't affect block) cause they can only benefit from one, Would you be happy if it was 3 separate ones instead? It wouldn't change anything. And again all dps start at 12% strikethrough as a base, and some have 3% gear pieces, which will be 2% after the patch most likely, so there is little need for adding striekthough as renown.
gisborne wrote: Fri Sep 18, 2026 1:12 pm
Put another way, if everyone had 10% strikethrough and 10% dodge/disrupt/parry it would be the same as if they had nothin
Why make an incorrect statement? Do you not know how avoidances work currently and are making assumptions based on your false knowledge?
You ALWAYS have half of your avoidances! If you have 20% parry enemy with 10% or 1000% parry strikethough has the same chance to hit you.
Did you miss that patch perhaps? Yea pretty important thing and it's the whole reason why avoidances cost as much as they do in the itemisation rules most likely.
Alteredheal 85 DOK
Azerrad 81 Sorc
Lumoojatar 71 AM

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Akalukz
Posts: 1956

Re: Patch Notes 17/09/2026

Post#77 » Fri Sep 18, 2026 2:24 pm

Love the effort and changes, while I have not always been a fan of Ruby in game ;) I am a fan out of game and the time and effort he has put into things. Good luck in Japan!

Great changes on the Renown system, don't think you went far enough personally, still too easy for high renown players to be both Super OFf and Def focused. There is not enough risk/reward.

Bolster needs to be active at lvl 40 for renown system as well, with an "free" diminishing point pool that can be spent up to RR60.

Look forward to the new engine tweaks and dungeons, primarily cuz i want to see things done in RvR.
-= Agony =-

Bergbart
Posts: 80

Re: Patch Notes 17/09/2026

Post#78 » Fri Sep 18, 2026 4:17 pm

As someone who works in the IT sector myself, I must say it’s impressive what you’ve built. Many people don't realize how much hard work and effort it takes, or they simply forget. Thank you very much.You truly seem passionate about what you do.

MiauMio
Posts: 24

Re: Patch Notes 17/09/2026

Post#79 » Fri Sep 18, 2026 5:06 pm

Daemonic Withering Tactic (10%damage increase during Withered Soul) now does increase the damage again, but not your pets damage.
Is this intended or is it a bug, maybe due to your pet not being part of your group?

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Aethilmar
Posts: 846

Re: Patch Notes 17/09/2026

Post#80 » Fri Sep 18, 2026 5:25 pm

kleinbuchstabe wrote: Fri Sep 18, 2026 1:21 pm
Ashoris wrote: 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

same here.

Now i struggle to keep the points for QE, esp. on 2h tank. It seems as though you are much more limited in how you can distribute your points than before, simply because you feel forced to invest all your available points in stability... and that with only moderate success. It just feels like you only have 60 points available now, instead of 80, and still you defensive stats are worse than before. Honestly im a bit scared to even try 2h Tank after this patch...

So far im observing huge dmg spikes in SC, against everyone but full def tanks (probably only because they dont get focused...) A rotation of ST asisst with perma crit seems barely healable now, and HDB like a Death sentence if not cleansed very fast. TTK lowered dramaticly. Idk if all this is intended... but to me it feels broken atm.
I mean they made def stats more expensive and/or less effective while making offensive stats cheaper. This was definitely intended and it was intended primarily to buff rdps. View it as the second part of the ranged rework.

I'm just waiting for the folks who play tanks to realize how bad things are now and swap to other toons. I have five of the six tanks (#NeverDwarf) and I'm not touching any of them again until something changes (except maybe my SM b/c it has been my main since live).

I'm sure the premade warbands will be able to call up their regular tank players to take one for the team but PUGS are going to start feeling it soon as even more people migrate to the classes the current set of balance devs clearly favor (rdps and rdps heals).
Aethilmar 9x SM
Aenean 8x AM
Vusean 8x Chosen
Culwych 8x Magus
... and a host of others ...

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