Why do you want a heal debuff? Want to 1vs1 healers? In a group fight where your enemy has heals, someone else in your team will provide the hd.Kanser wrote: Thu Sep 17, 2026 5:45 pm
You obviously cannot read. Try again please. A dps which doesn't have a heal debuff cannot be a top dps.
Anyways, the only thing I would like to get is the pre-rangedps state. It was way better. Just do it and let it go already
Patch Notes 17/09/2026
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Re: Patch Notes 17/09/2026
Dying is no option.
Re: Patch Notes 17/09/2026
It doesn't cost 18, it costs 9 vs a specific dmg type, ranged/magic or melee, and no class really does both ranged/magic and melee dmg apart from SW/SH technically, but not in reality. Did you know that resistances also work the same way? If we go your way, why does a specfic res cost 0.25, shouldn't it be the cost for all resistances since you can get hit by all types of dmg at the same time? Or is your argument gonna be that it's baked into the cost casue 0.25 res cost would be OP, which I'd throw right back at you and say same thing for avoidances.gisborne wrote: Sat Sep 19, 2026 11:06 am I don't understand why it's hard to understand. A stat that increases strikethrough 1% costs 9. A stat that increases defenses 1% costs 18.
And that's even ignoring that we don't have proper resist potions with the current cost system, we have cheap to make 660 armour potions, where are cheap to make 220 all res 60min potions??? Or are res and armour somehow different in this case, casue the armour potions are slightly over double the value of stat potions, and while the res liniment is also slightly overvalued vs stats, it's just not as much as armour for whatever reason, who knows.
And if we go by historical data, aka just look at current sov sets cause they aren't on the new system yet, strikethough and avoidances are valued the exact same on sets(also 2% crit is valued more than 3% strikethrough or avoidance). So literally nothing changes for the worse, slightly better as on old system dodge and disrupt are separate, new system they are the same, so currently so 3% dodge cost the same as 3% block, which exactly what the itemisation system is trying to fix to makes stats actually cost waht tehy are worth.
Aside from crit costing 10... It should cost more.
Also idk how many times I have to repeat myself, you get half of your current avoidances, ALWAYS, no matter their strikethrough that's the reason why they cost the way they do, if that wasn't a thing, they would most likely cost less. Plus that speccing strikethroguh renown doesn't really do that much as dps have 12%+ strikethrough to start with.
And if you wanna complain about the current avoidance/strikethought system, the itemisation costs aren't the problem at all, complain about the starting base and/or the gains from unwanted stats.
So should initiative give little more maybe, should willpower still give such absurd disrupt, should WS give a tiny bit(less than 0.5/100) parry, should toughness give something other than block a tiny bit? Dodge/Disrupt disparancy between realms due to magus/engi, so healers are tankier on order, but initiative is better on destro so buffing initiative/nerfing willpower would be lopsided affair and a no go from the start, so some standardisation of D&D to same stats perhaps, ini and wp giving both at some values, maybe then?
Alteredheal 85 DOK
Azerrad 81 Sorc
Lumoojatar 71 AM
Azerrad 81 Sorc
Lumoojatar 71 AM
Re: Patch Notes 17/09/2026
The recent class balance situation really gives me Torque-era vibes: certain classes are just permanently nerfed and swept under the rug, while the dev team is pumping out straight-up OP monsters.
Nobody on the broken noob class
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Illuminati
- Posts: 509
Re: Patch Notes 17/09/2026
How is shield healing after the patch? Looks like a pretty big buff to it by not only improving the healing, but to systematically nerf armor and defenses of classes that have made it more effective.
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Destro realm pride parade in ROR since 2015
Destro realm pride parade in ROR since 2015
Re: Patch Notes 17/09/2026
why does sc takes so long to pop after the patch? it worked great before this patch.
Re: Patch Notes 17/09/2026
Did anyone check for hidden vendors with free sov?aa91837 wrote: Sat Sep 19, 2026 7:01 pm The recent class balance situation really gives me Torque-era vibes: certain classes are just permanently nerfed and swept under the rug, while the dev team is pumping out straight-up OP monsters.
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Glaiveheart
- Posts: 41
Re: Patch Notes 17/09/2026
Not sure where to provide event feedback, but so far there are two huge pain points that stick out to me:
a) The event boss in Badlands is a giant headache for melee dps, even moreso than other careers. PBAoE detaunters can't keep the boss detaunted while fighting enemy players, and the landing damage radius is pretty large, so I spend most of these fights getting double-tap insta gibbed, or dying off revives, or (if fighting with melee) triple-tapped through the detaunt. It's miserable. I get that rdps and healers also have to deal with some of this, but ST detaunts with 100% uptime can mitigate what they take.
Ultimately, I've done this a couple of times on my baby WE and picked up 15+ PvE deaths in each. Not even getting weakened and finished by players, just straight-up dying off a rez or being double-tapped while trying to get in range of the boss or a fight before I could detaunt. Sure, a 2/2/2 with guarded DPS mitigates this, and good luck with that in the average pug blob. Incidentally, for rewards, I got nothing from one (Order had the edge), and a white bag from another (which had, uh, *literally only* 66 silver as a reward... so... yeah). Kind of meh.
b) The "escort the relic from Fort to Fort" is a neat event, but it desperately needs an incentive/payout of some kind beyond event progression. I suspect it's going to be very hard to get this done towards the latter end of the event simply because there's no "reason" to run it more than once, and it takes people away from the renown generating loops of fighting and box running in active zones.
I get that the intent here is players will fight to prevent you from doing it, but player behaviour on this server means there's less fighting-for-the-sake-of-fighting than we'd like with systems like this. There might be a 50-50 setup where a fight happens, but I suspect the closest you'll get is an org trying to play spoiler... which incidentally just happened to me, which brings me to my other grievance.
If you die without making it into the Fort zone, you don't get credit. I got ganked by Jempire at the border to Stonewatch after a very boring, very uncontested run from Butcher's Pass, and because I died on the KV side, I didn't get credit. I was in the warband with the relic runner, I didn't release, and I didn't get credit. That's an awful feeling for my time investment and next time around I'm more apt to just go wait in Stonewatch just in case.
Conceptually, I like both of these - boss that forces you to maybe have rdps fan out to fight it while mdps maybe tries to play spoiler, or forcing people to actually guard or whatever, and an escort mission that the enemy can waylay to disrupt - but the reality feels pretty unfun for me, personally.
a) The event boss in Badlands is a giant headache for melee dps, even moreso than other careers. PBAoE detaunters can't keep the boss detaunted while fighting enemy players, and the landing damage radius is pretty large, so I spend most of these fights getting double-tap insta gibbed, or dying off revives, or (if fighting with melee) triple-tapped through the detaunt. It's miserable. I get that rdps and healers also have to deal with some of this, but ST detaunts with 100% uptime can mitigate what they take.
Ultimately, I've done this a couple of times on my baby WE and picked up 15+ PvE deaths in each. Not even getting weakened and finished by players, just straight-up dying off a rez or being double-tapped while trying to get in range of the boss or a fight before I could detaunt. Sure, a 2/2/2 with guarded DPS mitigates this, and good luck with that in the average pug blob. Incidentally, for rewards, I got nothing from one (Order had the edge), and a white bag from another (which had, uh, *literally only* 66 silver as a reward... so... yeah). Kind of meh.
b) The "escort the relic from Fort to Fort" is a neat event, but it desperately needs an incentive/payout of some kind beyond event progression. I suspect it's going to be very hard to get this done towards the latter end of the event simply because there's no "reason" to run it more than once, and it takes people away from the renown generating loops of fighting and box running in active zones.
I get that the intent here is players will fight to prevent you from doing it, but player behaviour on this server means there's less fighting-for-the-sake-of-fighting than we'd like with systems like this. There might be a 50-50 setup where a fight happens, but I suspect the closest you'll get is an org trying to play spoiler... which incidentally just happened to me, which brings me to my other grievance.
If you die without making it into the Fort zone, you don't get credit. I got ganked by Jempire at the border to Stonewatch after a very boring, very uncontested run from Butcher's Pass, and because I died on the KV side, I didn't get credit. I was in the warband with the relic runner, I didn't release, and I didn't get credit. That's an awful feeling for my time investment and next time around I'm more apt to just go wait in Stonewatch just in case.
Conceptually, I like both of these - boss that forces you to maybe have rdps fan out to fight it while mdps maybe tries to play spoiler, or forcing people to actually guard or whatever, and an escort mission that the enemy can waylay to disrupt - but the reality feels pretty unfun for me, personally.
Playing from Canada. Melee latency is real.
Areyk : WP 10/1 | Kaliboras : AM 10/5 | Greninja : Eng 10/1 | Doyourealize : BW 10/5 | Thatsmyfetish : RP 10/5 | Anklebiter : IB 1/1
Joyandkhaine : DoK 10/5 | Thiself : WE 9/1 | Glaiveheart : BG 5/1
Areyk : WP 10/1 | Kaliboras : AM 10/5 | Greninja : Eng 10/1 | Doyourealize : BW 10/5 | Thatsmyfetish : RP 10/5 | Anklebiter : IB 1/1
Joyandkhaine : DoK 10/5 | Thiself : WE 9/1 | Glaiveheart : BG 5/1
- kleinbuchstabe
- Posts: 268
Re: Patch Notes 17/09/2026
Glaiveheart wrote: Sun Sep 20, 2026 12:29 am Not sure where to provide event feedback, but so far there are two huge pain points that stick out to me:
a) The event boss in Badlands is a giant headache for melee dps, even moreso than other careers. PBAoE detaunters can't keep the boss detaunted while fighting enemy players, and the landing damage radius is pretty large, so I spend most of these fights getting double-tap insta gibbed, or dying off revives, or (if fighting with melee) triple-tapped through the detaunt. It's miserable. I get that rdps and healers also have to deal with some of this, but ST detaunts with 100% uptime can mitigate what they take.
I can tell you from a healer perspective, that I got insta killed all the time by this boss, with or without detaunt. One time i just arrived, didnt even had los, i just came and died instantly on a very far distance to the boss. Its super annoying to play, cause you cant keep anyone alive, everyone just explodes, and you are more busy with rezzing than with healing. Focus on healing is more or less not worth it, because the people die anyways, with full hp or not, they just get one shoted again and again. While i did the impossible and kept the warband alive somehow, i had boss aggro like 50% of time, with detaunt on cd to loose the aggro, and ran around in circles. So statwise, i was by far the strongest healer, tanked and kitet this boss more than the tanks, and at the end, i got a white bag with 66 silver inside. very rewarding. not.
I can confirm that this was by far the worst boss experience i ever had in this game. I did this 5 times now, everytime the same/similar expereince, everytime only white bag. It seems like the game gives a big middlefinger to healers and tanks these days.
Re: Patch Notes 17/09/2026
It's a mixed bag of buff (sigmars vision), insignificance (minor base heal and life tap increases) and nerf (DA decreased life tap for minor debuffable heal proc increase).Illuminati wrote: Sat Sep 19, 2026 8:52 pm How is shield healing after the patch? Looks like a pretty big buff to it by not only improving the healing, but to systematically nerf armor and defenses of classes that have made it more effective.
Not sure about the significance of thechanged Dok tactic, the increase on WP tactic doesn't cut it, though.
Re: Patch Notes 17/09/2026
That condition isn’t enforced for other classes, archetypes or role defining abilities so why here?Sulorie wrote: Sat Sep 19, 2026 12:35 pmWhy do you want a heal debuff? Want to 1vs1 healers? In a group fight where your enemy has heals, someone else in your team will provide the hd.Kanser wrote: Thu Sep 17, 2026 5:45 pm
You obviously cannot read. Try again please. A dps which doesn't have a heal debuff cannot be a top dps.
Anyways, the only thing I would like to get is the pre-rangedps state. It was way better. Just do it and let it go already
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
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