PvE and Dungeons Roadmap: October Update

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Tusakano
Posts: 10

Re: PvE and Dungeons Roadmap: October Update

Post#41 » Mon Oct 20, 2025 12:52 pm

Throwing my voice in to also please leave gunbad as-is. If any change should be made it should be to shorten the length of the dungeon so we can spend less time on PvE, more time in PvP! If you guys really want to be doing things like this make a separate hardmode gunbad instance that you choose before loading in with better rewards/cosmetics?? Idk lol

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TrainInVain
Posts: 144

Re: PvE & Dungeons Roadmap: October Update

Post#42 » Mon Oct 20, 2025 1:07 pm

Vegetaplays wrote: Fri Oct 17, 2025 11:08 pm destro bias
Dev on Dev crime?

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gersy
Posts: 225

Re: PvE and Dungeons Roadmap: October Update

Post#43 » Mon Oct 20, 2025 3:58 pm

Tusakano wrote: Mon Oct 20, 2025 12:52 pm Throwing my voice in to also please leave gunbad as-is. If any change should be made it should be to shorten the length of the dungeon so we can spend less time on PvE, more time in PvP! If you guys really want to be doing things like this make a separate hardmode gunbad instance that you choose before loading in with better rewards/cosmetics?? Idk lol

agree. crypts/BB are the sweet spot for dungeon length (20min max with most groups). most players simply don't have interest in pve, because this is almost wholly a pvp game. i find it counterproductive to make a bunch of content that players feel forced to engage in (either because of saving 6k crests or pve gear being bis) while not wanting to. i understand that there are "multiple teams" or whatever but when pvp is in such a horrible state for such a long time both from a balance view (WL still unnerfed 16+ months later) as well as a content standpoint (campaign dead, city dead, SCs in trouble, ranked dead), it gives a bit of a bad image or thought to see more and more pve content coming in to the game while the main point of playing this game vs other games (pvp, specifically largescale rvr campaign tug of war) is left to rot.

it's well known that dungeons like BS are almost universally despised. this is due primarily to length but also due to frustrating mechanics (such as constant aggro drops in a game with horrific snap aggro generation capability and morale damage bombs). LV has a nice design, for the most part, but also a bit too long imo. maybe that cannot be alleviated due to strict adherence to live design for whatever reason. but trying to keep dozen boss "epic dungeon" experience from 2008 design philosophy in a pvp centric private server in 2025 feels like backwards design.

i say all of this as a hardcore/competitive pve player in other mmos (multiple world 1-5 raid boss kills in rift, gw2, wow and ultimate clears in ff14). as someone who generally enjoys pve and focuses on it. however the pve in this game is an absolute turn off most of the time due to how it is designed (length, mechanics, playerbase). i believe that this can be remedied with a different design perspective. pve in this game almost feels as though it is designed with only those who design it (and their friends) in mind, while not taking in to consideration the community as a whole and their desires and capabilities.
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Fakkel
Posts: 19

Re: PvE and Dungeons Roadmap: October Update

Post#44 » Mon Oct 20, 2025 7:57 pm

Nice more PVE. Just what everyone asked for. Who cares about balance and PVP right ? Dont give me the pvp team is another team. Then maybe put some of the PVE ppl on the god damn PVP team.

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Rubius
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Posts: 458

Re: PvE and Dungeons Roadmap: October Update

Post#45 » Tue Oct 21, 2025 6:18 am

Catching up on page 3 of replies + responses!

Morradin wrote: Sat Oct 18, 2025 8:56 am Great work. And thank you!
Hazmy wrote: Sat Oct 18, 2025 9:24 am Thank you for the Update!

Thank you both for the kind comments!

leftayparxoun wrote: Sat Oct 18, 2025 9:57 am Thank you as always, both for the provided content and even more so for the communication about it.

If I may ask a couple questions myself:
  • Is the announced T3 dungeon going to be based on Bloodwrought Enclave and Warpblade Tunnels? Or is the hinted rework of those dungeons (from back when BB/Crypts released) scrapped or planned for another time?
Could you perhaps share with us so far which sets/weapons are completely "on the mark" (as in, following the proper stats per ilvl rules)? You confirmed that the Darkpromise sets are one of them. How about Darkpromise weapons? The recently reworked <46ilvl scenario weapons? The Tier 1 to Tier 3 gear sets which were reworked over the last year? How about the T1-T3 explorer jewelry sets? Perhaps also the reworked Onslaught set from 2024?

Once again thanks for all your efforts.

Yes, we still plan to re-implement those parts of the City Dungeons someday. Right now it's a bit lower on the list, as our current goals are to improve the existing PvE and fill in the missing pieces (T3 + LOTD). The T3 Dungeon is planned to be a new, unique piece of content that players have not seen before.

For Itemization, I'm not equipped enough to speak in detail on what is / isn't perfect yet (and this entire thread would probably quickly turn into a discussion about it :D ) but I've shared the questions with the person handling that, so we'll likely see more notes about it in future patch notes or threads.

nebelwerfer wrote: Sat Oct 18, 2025 10:08 am Ijust want to give huge thanks to the PvE team for their incredible work lately. The new dungeon is absolutely fantastic! The atmosphere, mechanics, and overall feel is top-notch.

That said, I personally miss the old Gunbad before the nerfs. Back then it felt like a truly epic adventure — a real dungeon crawl through waves of goblins, squigs, and all sorts of monsters. I’d love to see Gunbad reimagined as a kind of mid-tier raid with the PQs enabled (around level 16–36 with bolster), serving as a natural stepping stone for newer players before moving into Chapter 22 endgame PvE raiding.

Keep up the amazing work — it’s great to see how far the project has come!

Really appreciate this! Would also love to see more raids someday in the future, as we learned a lot while building Chapter 22 and Lost Vale, but can't promise anything right now as we still have months or years of work just to catch up on the current roadmap. Still, it is nice to dream. ;)

jwolnik wrote: Sat Oct 18, 2025 11:10 am Yeah massive job you do PvE devs, as a fairly new player I’m very happy that I can play some pve from time to time not beeing bothered with with blob enjoyers in the lakes ;)

Cheers for your work lads!

Glad to hear that from a new player - welcome to the game! Our hope is that better PvE can also attract in players from other games who might come to enjoy the PvE, and hopefully some of those will end up really loving the PvP once they dip their toes in, too. More players is always good.

Scragmuncher wrote: Sat Oct 18, 2025 11:44 am With the recent addition of LV, which I was pretty impressed with, I'm really looking forward to what you guys will do with LOTD.

Thanks for your continued efforts.

Glad you liked LV! That's the new quality bar we'd like to someday get all the PvE Dungeons up to. Still a long ways to go, but one step at a time.

gisborne wrote: Sat Oct 18, 2025 3:46 pm So does that mean armor talismans and the dwarf tactic will be further reduced in the future? Based on the LV set bonus, 312 armor = 78 stats, or 4 armor = 1 stat. Armor talismans give 136 armor = 24 stats, or 5.5 armor = 1 stat. That's a significant difference. Baseline tactics outside of the 160 stat role tactic usually give the equivalent of 120 stats. The dwarf tactic gives 660 armor, which like the talismans, is 5.5 armor = 1 stat. Something's off.

Good questions, I'm just admittedly not the right person to answer them. (My eyes glaze over when I look at itemization spreadsheets.) I'll have to leave all itemization questions to the team to chime in on in either patch notes or their own thread if they feel comfy having a wider discussion on things.

SuperStar wrote: Sat Oct 18, 2025 4:19 pm Would be fantastic if you can help out the pvp sc team.

We often help each other out - the team is too small for us to do otherwise! And when the time comes that the coders are ready to test out the new matchmaking, we'll be there ready to help day one.

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