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Patch Notes 17/09/2026

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Endari
Posts: 194

Re: Patch Notes 17/09/2026

Post#111 » Sun Sep 20, 2026 9:37 am

Should there be a dps version of the Warboss's Skull event accessory for the DoK?

R1CH
Developer
Posts: 38

Re: Patch Notes 17/09/2026

Post#112 » Sun Sep 20, 2026 3:37 pm

Caffeine wrote: Sat Sep 19, 2026 12:11 pm
ReturnOfReckoning wrote: Thu Sep 17, 2026 1:49 pm - Channel 9 addon text is delivered faster to addons and no longer competes for your chat log buffer.
Could someone with technical knowledge expand on this? Curious to know the details on what changed.
TextLogGetEntry for the most recently added entry is O(1) instead of O(n) and channel 9 text is only delivered to Lua handlers and then dropped, so it isn't sharing the 2048 slots that other lines live in.

Kanser
Posts: 49

Re: Patch Notes 17/09/2026

Post#113 » Sun Sep 20, 2026 5:17 pm

Sulorie wrote: Sat Sep 19, 2026 12:35 pm
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
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.
I obviously don't want it. Read again please

Kanser
Posts: 49

Re: Patch Notes 17/09/2026

Post#114 » Sun Sep 20, 2026 5:37 pm

Bozzax wrote: Sun Sep 20, 2026 7:04 am
Sulorie wrote: Sat Sep 19, 2026 12:35 pm
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
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.
That condition isn’t enforced for other classes, archetypes or role defining abilities so why here?
In my opinion, an S tier DPS class ("top DPS") has to have a heal debuff. That's how the game works according to my point of view

I don't think there was an S tier DPS class on Order side before the latest patch. Enginier had unstackable aoe and no heal debuff as well as low survivability in ST. All other DPS classes also had their weak spots.

That's pretty much all I expressed.

Anyways, right now the state of Enginier looks worse than it was before the rdps patch. Which already was far from being overpowered. If that was the initial goal - well done

Tetzou
Posts: 33

Re: Patch Notes 17/09/2026

Post#115 » Sun Sep 20, 2026 7:12 pm

[item][/item]As a few already have stated , engi is once again in a poor state. I don’t care about the dmg nerfs or lover % dmg increase on coordinated fire tactic. What truly kills the game flow is the 10sec cd on signal flare. Same for magus but it’s harsher for engi.
The class once again feels clunky, if you wanna play ST you need 2 dots on 100feet to be able to setup a half decent pressure. The grenade dots are 2 weak for that, and it’s mid range only. Using 1 dot and trying to kill somthing semi coordinated or decent skilled opponent won’t cut it.
Nerf the dmg ( as you already did) is fine
Nerf 10% dmg increase ( party only now) is fine

But don’t put a 10 sec cd on the mandatory dot for ST dig builds. It totally kills all playstyles involving engi in ST ( grenade surf zerger rr trolling still works)

Revert or kill the class in st specs once again.

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Aethilmar
Posts: 846

Re: Patch Notes 17/09/2026

Post#116 » Sun Sep 20, 2026 8:19 pm

Tetzou wrote: Sun Sep 20, 2026 7:12 pm [item][/item]As a few already have stated , engi is once again in a poor state. I don’t care about the dmg nerfs or lover % dmg increase on coordinated fire tactic. What truly kills the game flow is the 10sec cd on signal flare. Same for magus but it’s harsher for engi.
The class once again feels clunky, if you wanna play ST you need 2 dots on 100feet to be able to setup a half decent pressure. The grenade dots are 2 weak for that, and it’s mid range only. Using 1 dot and trying to kill somthing semi coordinated or decent skilled opponent won’t cut it.
Nerf the dmg ( as you already did) is fine
Nerf 10% dmg increase ( party only now) is fine

But don’t put a 10 sec cd on the mandatory dot for ST dig builds. It totally kills all playstyles involving engi in ST ( grenade surf zerger rr trolling still works)

Revert or kill the class in st specs once again.
I believe pre-patch it was 20s and defendable with a higher damage buff (to everyone?)

Then they made it no CD, undefendable with lower damage buff but to everyone.

Now it is 10s, undefendable with lower damage buff but only for your group.

MEANWHILE, every class in the game is easier to hit for rdps b/c of the d/d changes.

So what's the problem?
Aethilmar 9x SM
Aenean 8x AM
Vusean 8x Chosen
Culwych 8x Magus
... and a host of others ...

Illuminati
Posts: 509

Re: Patch Notes 17/09/2026

Post#117 » Sun Sep 20, 2026 11:12 pm

fatelvis wrote: Sun Sep 20, 2026 6:39 am
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.
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).
Not sure about the significance of thechanged Dok tactic, the increase on WP tactic doesn't cut it, though.
Thanks. I suspected it wasn't going to be worth specn again.

Ugh - basically, decisions (not technical challenges) have turned our fun to not fun for All now...

Decisions:
-Melee heals suffer heal debuffs (instead of simply modifying multiplier and making the ability undefendable with some chain effect)
-Weapon Skill doesn't contribute to Parry (instead of making the contribution .5 or .25)
-Melee channels are cone, can be easily LOS by jumping (instead of dozen other options)
-Melee is much more difficult to play than ranged because of positioning/cc, giving ranged too hard to catch (instead or limiting snares and snare removal to melee characters)
-Removing heal debuffs from multiple characters or making them ability based
-Removing speed buffs, making melee play in sludge (instead of reducing the duration of any snare by ranged considerably)
-Increasing the GCD while not adjusting cast times or adding cast times to ranged abilities
-Reducing the effectiveness of 2H tanks in both damage (Chosen is -30% damage compared to live) and defense
-Giving Slayer / Choppa -25% armor in Yellow (instead of increasing their survivability in yellow and given the class a skill ceiling)
-Removing NB without simplifying the abilities that required melee to be behind target or execution like abilities (instead of removing abilities with broken conditions, instead of simply combining those abiliites and modifying the damage multiplier). Ugh LUA coding with Co-Pilot being used by some newbs
-Destroying solo play for melee
-Killing a tree for melee healers and creating a spec that is unusable in >75% of the game's content
-Killing the campagin with War Crests (insead of simply using War Crests for everything before SOV)
-Removing guards from BOs so Ranged Heals can't bait BO flips and murder melee going to flip back

Meanwhile,

-Game runs awesome and the latest changes make the game incredibly crisp
-Dungeons and the PVE side 100% better THAN live
-Tooling, etc. and the Ability DB tremendous achievements

So... just change some of the decisions =)
————————————————
Destro realm pride parade in ROR since 2015

ponko22
Posts: 77

Re: Patch Notes 17/09/2026

Post#118 » Mon Sep 21, 2026 7:04 am

SW had its attack, defense, and range all nerfed in the last patch without any other improvements, and now its attack power has been reduced by another 15% (25% above 65ft). The developers really seem to enjoy demotivating players.

ponko22
Posts: 77

Re: Patch Notes 17/09/2026

Post#119 » Mon Sep 21, 2026 7:36 am

Order has a lot of ranged classes because MDPS slayers haven't been adjusted, WLs have been weakened, and Lions are difficult to use. So ranged classes have been drastically weakened. If you play SC, you'll know that Order is full of ranged classes and it's not even a fair fight. Do the developers have some kind of grudge against Order?

Alubert
Posts: 846

Re: Patch Notes 17/09/2026

Post#120 » Mon Sep 21, 2026 9:09 am

ponko22 wrote: Mon Sep 21, 2026 7:36 am Order has a lot of ranged classes because MDPS slayers haven't been adjusted, WLs have been weakened, and Lions are difficult to use. So ranged classes have been drastically weakened. If you play SC, you'll know that Order is full of ranged classes and it's not even a fair fight. Do the developers have some kind of grudge against Order?
SL - very good 2h and dual
WL - great ST and aoe
WH - behind the others mdps
SW - op
BW - solid
Engi - very good, in good hands deadly (even after last patch

If ppl complain for me its skill issue (except wh)
80+ | Chosen | BG | BO | Knight | IB | Choppa | Zealot | DoK | Shaman | AM | RP | WP |
40+ | SM | SL | Engi | Mara |

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