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Patch Notes 17/09/2026

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Panzer80
Posts: 322

Re: Patch Notes 17/09/2026

Post#51 » Thu Sep 17, 2026 11:40 pm

That's a huge patch. Thanks for all the work peeps.
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gisborne
Posts: 282

Re: Patch Notes 17/09/2026

Post#52 » Thu Sep 17, 2026 11:42 pm

Before I get to specifics, I just want to say how impressed I am with the quantity of changes the team has been making. This patch just kept going and going, I had a big grin on my face. It's not just new content and changes, it's the bug fixes you make as well. Fantastic work.
Aefa Aefa, Runepriest

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gisborne
Posts: 282

Re: Patch Notes 17/09/2026

Post#53 » Thu Sep 17, 2026 11:44 pm

I love that you are implementing debolster on the new dungeon. I'm excited to try it out on my lvl 40s. My big question is, given that there is debolster, will it be eligible for the guild coin quest?
Aefa Aefa, Runepriest

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gisborne
Posts: 282

Re: Patch Notes 17/09/2026

Post#54 » Thu Sep 17, 2026 11:56 pm

I'm disappointed in the renown changes:

Why is strikethrough the same cost as defense? Should it be significantly more expensive? It costs me 18 points to get 1% defense, but just 9 to get 1% strikethrough...

Why is the cost of Improved Flee increased? Were you seeing that it was overpurchased? I find that hard to believe. And does anyone actually use Quick Escape? It barely got a reduction. Maybe if it didn't break on ability use.

Overall, with itemization, it seems that you favor increased damage but applying that to renown abilities without adjustment is a huge damage output boost:

Prior to patch you could get -24% crit 18% dodge/disrupt and have 15 points left to spend on parry, while the max +crit was 14%. After the patch you can get -12% crit, 13% dodge/disrupt, and have 20 points left while attackers get 12% crit and 13% strikethrough for the same price. So the net effect is an increased crit rate of 5% (accounting for the base rate change) and -13-18% defense and a reduction of 80 strength that the attacker previously might have spent on that.
Aefa Aefa, Runepriest

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gisborne
Posts: 282

Re: Patch Notes 17/09/2026

Post#55 » Fri Sep 18, 2026 12:03 am

Rydiak wrote: Thu Sep 17, 2026 10:38 pm
Aethilmar wrote: Thu Sep 17, 2026 10:19 pm
ikillyouheal wrote: Thu Sep 17, 2026 8:49 pm What i realize from this patch...correct me if i am wrong... but everyone will crit more ... everyone will 100% have less Disrupt than before... I think this patch is the biggest buff for SORC + BW i've ever seen. Basically all classes that relied on criting and can boost their crit damage. And more so the ones that have all this and do magic dmg.
I hope the devs kinda realize this or at least keep an eye on the metrics in the following weeks and adjust accordingly.
They also lowered base chance to be crit by 5% but made FS more expensive so ... maybe. Overall its even more buffing for rdps although offset a tiny bit by their changes to the two darlings of the last patch.

But the main point of this patch is a giant FU to tanks. Somebody on the balance team really doesn't like them.
FS4 costs the same now as FS3 did before, and with it is a net 2% buff towards players (when counting the change to base chance to be crit) who would previously only take FS3.
This logic doesn't hold because there's no further crit reduction to spend points on. Meanwhile, DPS get more crit for less points than they did before.

In reality, if before a DPS spent 45 points on crit, and the target spent 45 points on FS, there was a -10% net crit. Now the maximum net crit is -5%. The points spent are irrelevant because they are the same for both attacker and target.

You also made defenses significantly worse. Before, there were more defensive renown options. Now, you've added strikethrough which is priced at half the cost of defense (30 points gets you 13% strikethrough while it would take 60 points to get 13% dodge/disrupt/parry).
Aefa Aefa, Runepriest

Nauht
Posts: 78

Re: Patch Notes 17/09/2026

Post#56 » Fri Sep 18, 2026 12:09 am

WHy they making this a PVE game? Plenty of other better PVE games around.. which I'm playing for PVE.

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wardfan220
Posts: 257

Re: Patch Notes 17/09/2026

Post#57 » Fri Sep 18, 2026 12:22 am

Nauht wrote: Fri Sep 18, 2026 12:09 am WHy they making this a PVE game? Plenty of other better PVE games around.. which I'm playing for PVE.
it's both ALWAYS has been. deal with it or leave
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Nauht
Posts: 78

Re: Patch Notes 17/09/2026

Post#58 » Fri Sep 18, 2026 12:36 am

wardfan220 wrote: Fri Sep 18, 2026 12:22 am
it's both ALWAYS has been. deal with it or leave
Ok.

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VonSnorring
Posts: 3

Re: Patch Notes 17/09/2026

Post#59 » Fri Sep 18, 2026 12:54 am

Alubert wrote: Thu Sep 17, 2026 9:00 pm
VonSnorring wrote: Thu Sep 17, 2026 7:22 pm So tanks are useless now. Great.
No. It still takes 50% of the damage from guard.
What makes you think that?
You do realise there's a lot more to a tank than just guard, right?

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Keula
Posts: 226

Re: Patch Notes 17/09/2026

Post#60 » Fri Sep 18, 2026 12:54 am

gisborne wrote: Fri Sep 18, 2026 12:03 am This logic doesn't hold because there's no further crit reduction to spend points on. Meanwhile, DPS get more crit for less points than they did before.

In reality, if before a DPS spent 45 points on crit, and the target spent 45 points on FS, there was a -10% net crit. Now the maximum net crit is -5%. The points spent are irrelevant because they are the same for both attacker and target.
How is it irrelevant? You also gain crit against them(or heal crit if you were running max FS), it goes both ways. Every non-tank class is gonna go max crit and max FS so it's a bit boring for sure.
gisborne wrote: Fri Sep 18, 2026 12:03 am You also made defenses significantly worse. Before, there were more defensive renown options. Now, you've added strikethrough which is priced at half the cost of defense (30 points gets you 13% strikethrough while it would take 60 points to get 13% dodge/disrupt/parry).
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. And even IF the the renown strikethoguh(or crit) was per type instead of all 3, SW/SH melee form would just convert it cause it would be dumb if it didn't.
Secondly if your target doesn't have more than 24-30% of a given avoidances, after debuffs, adding strikethough as a dps is useless as all dps have min 12% non-block strikethrough as a base(WL/dps WP has even more ofc so they really don't need it), really only affects tanks or mass htl in sieges.

Yea them adding guaranteed half avoidances way before the RR rework was a bit odd, cause ppl got used to having these insane value points, if this was done at the same time I think ppl would accept it easier. Tanks obviously lose a fair bit cause they are above the normal strikethough range, but again goes both ways so do the enemy tanks, time will tell how that'll play out. A bit worried about forts and high-pop keep defences though...
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