Re: [PTS] Patch Notes 23/07/2026 - RDPS Patch and New Scenario Mechanic
Posted: Thu Jul 30, 2026 4:26 am
When I saw that whine about disrupt I couldn't believe it
Warhammer Online
https://returnofreckoning.com/forum/
You mean like bw extra proc on all damage also possibly grouped wirh wp? Lets try this on production before we get all exited ot might not even be room for this tacticlumpi33 wrote: Wed Jul 29, 2026 10:46 pm - Recover Energy: Reworked into Cruel Reprisal; Anytime an attack you make is defended, you will automatically deal (187 + 1.0*DB) Corporeal damage to that target. Cannot occur more than once every two seconds per target.
I think this is waay too strong. Imagine vs tanks. It's gonna proc like non stop and it procs from AOE as well.
Make it on disrupt only. 5s cooldown.
The way it is it is actually better than Flashfire because after Flashfire you have to use an ability that costs AP, a 1.5 GCD and it can be defended again. The Recover Energy gonna keep proccing whatever you do without caring, adding lots of damage. They already have a pretty good proc tactic with Chilling Gusts. Imagine a group with a dok. Procs from Chilling Gusts, procs from Frozen Touch, procs from Recover Energy. All passive without having to care about.
It's complete meme of a tactic already and you want to nerf it to be fully useless? It's proc dmg, like any other tactic based dmg so it can't crit, nor benefit from bloodlord weapon, so no, it's not better than flashfire at all. I think you're vastly overestimating the amount of disrupt ppl actually have even now and after the renown rank changes they'll probably come down a bit if you go look at the new itemisation rules, how much deft defender costs currently and how much Dodge/Disrupt is gonna cost relative to anything else.lumpi33 wrote: Wed Jul 29, 2026 10:46 pm - Recover Energy: Reworked into Cruel Reprisal; Anytime an attack you make is defended, you will automatically deal (187 + 1.0*DB) Corporeal damage to that target. Cannot occur more than once every two seconds per target.
I think this is waay too strong. Imagine vs tanks. It's gonna proc like non stop and it procs from AOE as well.
Make it on disrupt only. 5s cooldown.
The way it is it is actually better than Flashfire because after Flashfire you have to use an ability that costs AP, a 1.5 GCD and it can be defended again. The Recover Energy gonna keep proccing whatever you do without caring, adding lots of damage. They already have a pretty good proc tactic with Chilling Gusts. Imagine a group with a dok. Procs from Chilling Gusts, procs from Frozen Touch, procs from Recover Energy. All passive without having to care about.
It's not that big of a difference for Acid Arrow and Fester. Fester is 3s on live, 2s with tactic. On PTS it is 1s cast without tactic. So when you use Acid Arrow followed by Fester they hit pretty quickly after another. Scouts still need two tactics to make it work though.Orontes wrote: Thu Jul 30, 2026 2:04 amlumpi33 wrote: Wed Jul 29, 2026 7:02 pm
Here my quick feedback:
- Scout SW: should be fine I think. Gotta see how they do on live.
- Skirimish SW: not fine. The AOE nerfs were really heavy. mSH feels a lot better, tankier with great tools and higher AOE damage/pressure. SW doesn't feel right. Please have another look.
Edit: forgot mSW: no more armor buff? ufff. What's the reasoning behind that? The mSH has now actually more than 100% armor bonus with the tactic and the base buff when there are no armor talis.
Why do you think Scout SW should be fine? Under the new model Acid Arrow would need to be shot first (1.5 seconds) before Fester to get any benefit of Corp. reduction, and Fester is a 9 second wait for a payoff. Fester has also had the mobility removed. What leads you to the should be fine idea?
The Skirmish and Assault changes are simply a disaster. It really feels like active hostility toward the class.
It's not a meme of a tactic. You underestimate how many disrupts BWs/Sorcs are facing. It's gonna proc all the time.Keula wrote: Thu Jul 30, 2026 5:06 amIt's complete meme of a tactic already and you want to nerf it to be fully useless? It's proc dmg, like any other tactic based dmg so it can't crit, nor benefit from bloodlord weapon, so no, it's not better than flashfire at all. I think you're vastly overestimating the amount of disrupt ppl actually have even now and after the renown rank changes they'll probably come down a bit if you go look at the new itemisation rules, how much deft defender costs currently and how much Dodge/Disrupt is gonna cost relative to anything else.lumpi33 wrote: Wed Jul 29, 2026 10:46 pm - Recover Energy: Reworked into Cruel Reprisal; Anytime an attack you make is defended, you will automatically deal (187 + 1.0*DB) Corporeal damage to that target. Cannot occur more than once every two seconds per target.
I think this is waay too strong. Imagine vs tanks. It's gonna proc like non stop and it procs from AOE as well.
Make it on disrupt only. 5s cooldown.
The way it is it is actually better than Flashfire because after Flashfire you have to use an ability that costs AP, a 1.5 GCD and it can be defended again. The Recover Energy gonna keep proccing whatever you do without caring, adding lots of damage. They already have a pretty good proc tactic with Chilling Gusts. Imagine a group with a dok. Procs from Chilling Gusts, procs from Frozen Touch, procs from Recover Energy. All passive without having to care about.
Also who uses chilling gusts unironically? Again if it could crit, maybe would be useful, but it can't.
BaL is a damage over time that can be cleansed and can be countered easier, than SS. Sac Stab is instant damage, if you pair it with witchbrew the 3s burst is insane and its all instant damage and very easy to setup. Not comparable to BaL, the ar. pen on SS stacks with your ar. pen from gear and WS, 4 bloodlusts SS is still 100% armor pen. The SS damage hasn't changed much if you test it on PTS, still big crits, still big damage, i was able to crank 8k in 3s on construct without any minmaxing or doing 20 attemtps to roll lucky crits.Kyouaku wrote: Wed Jul 29, 2026 10:19 pmCan you walk back the sac stab nerfs?
It is in no way OP for organized play like was claimed. On average it does around 1500 with a glass cannon WE, and a BiS WE with 40% crit chance has just a 16% chance of getting a double crit where you see numbers around 3k, and that chance is lowered a lot if someone runs anti crit, which is common...
Solo WE is too much, but DPS WE needs help not nerfs compared to WH. Sac stab is horrible compared to burn away lies for organized play, it does low damage for a snare and the convenience of not needing a class to armor debuff for it... Burn away lies does around 4k tooltip, while sac stab is around 1.1k... at str cap.
If you guys are insistent on the changes, can you atleast make the DPS sov give +2 skill-points to path of suffering now, because getting that skill will be not be worth 13 mastery points...
If you need to take that much time to setup your burst you'll probably loose vrs a good team. And that burst isnt that big, sac stab often does bad damage, especially to anti crit specing players, which is commonRamzel wrote: Thu Jul 30, 2026 10:15 amBaL is a damage over time that can be cleansed and can be countered easier, than SS. Sac Stab is instant damage, if you pair it with witchbrew the 3s burst is insane and its all instant damage and very easy to setup. Not comparable to BaL, the ar. pen on SS stacks with your ar. pen from gear and WS, 4 bloodlusts SS is still 100% armor pen. The SS damage hasn't changed much if you test it on PTS, still big crits, still big damage, i was able to crank 8k in 3s on construct without any minmaxing or doing 20 attemtps to roll lucky crits.Kyouaku wrote: Wed Jul 29, 2026 10:19 pmCan you walk back the sac stab nerfs?
It is in no way OP for organized play like was claimed. On average it does around 1500 with a glass cannon WE, and a BiS WE with 40% crit chance has just a 16% chance of getting a double crit where you see numbers around 3k, and that chance is lowered a lot if someone runs anti crit, which is common...
Solo WE is too much, but DPS WE needs help not nerfs compared to WH. Sac stab is horrible compared to burn away lies for organized play, it does low damage for a snare and the convenience of not needing a class to armor debuff for it... Burn away lies does around 4k tooltip, while sac stab is around 1.1k... at str cap.
If you guys are insistent on the changes, can you atleast make the DPS sov give +2 skill-points to path of suffering now, because getting that skill will be not be worth 13 mastery points...
p.s.if you go +2 build with both wb and ss , even without crits it slaps hard and will force people to use big CDs to recover from it