Reborn Patch 10.90

Would also like to kindly request again to fix the issue with relocating turrets across a large distance. It really impacts performance, especially in things like the Sewer Slime boss fight. Turret just stops working when you move it too far from its original position in one jump or if you move it too far from the same in multiple jumps (slightly further, it seems)

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why?
when you suggested that we told you many reasons why not to do that, the warrior was in a good spot balance wise already, this is going to make hard hitting trash packs impossible to do on higher level shards. on t10 I consistently just barely survive a lot of the bigger packs because my shield comes back and with how the mobs move around you you don’t have much control over how many of them are hitting the shield at the same time which causes it to go down in a few seconds on some packs.

as for the issue with healers not being necessary on boss fights has for most of the fights nothing to do with the shield getting up again in 10 seconds, the fights a lot of warrior tanks can do without a healer paladin tanks could also do without a healer and they could be done without a healer because there was a lot of “downtime” in the bosses attack sequence, e.g. the dungeon troll, most of the time it’s either stunned or doing a beam attack so it’s not hitting the tank a lot, or airship boss 2, after the first few hits it does a lot of other mechanics which interrupt it’s melee attacks towards the tank or sewer slime, no one really takes damage other than from the rats for a little bit of time.

point is, this was never a balancing issue and shouldn’t be changed.

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Any chance the weapon affixes will be fixed/updated in the near future?

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please put back 10 seconds cool down

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this is gonna make things tough! ooft.

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I didn’t include it in the patch notes (although probably should have), but Tank Buster attacks (including the ones in the new Raid) were balanced around this change as well as the Paladin’s new move and now have longer time periods between attacks.

This change was more about boss mechanics such as tank busters and tank swap mechanics, not about healers (the amount of guaranteed raid-wide damage in the Raid will contribute more to them being required).

But yeah if it makes some pulls impossible now let us know and we can look into addressing that. It’s not our intent to make anything impossible, but it is our intent to try and balance the Paladin and Warrior’s ability to tank some of the mechanics in the Raid which is what drove that change the most.

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Is there any change planned for palidan ult like there is for scoundrel?

If you are going to Nerf the warriors so hard fix their level 30 talent!!!

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Don’t really understand this since the across-classes gear solved so many issues, now it’s worse than before since we got cloth+plate+leather and ALL 8 classes sets lol, this is a nightmare, but yea it was announced long ago so well. Main problem which should be addressed, urgently, though, is that I have no space in neither the inventory nor the player house chest for more gear-sets. Would hate to delete even more resources or put all dyes and dragons on the alt - basically out of my daily or even weekly reach - to be able to store gear.

I don’t quite understand this talent:

What does that mean exactly, if I use poison it will poison enemies farther away? That is not needed for most groups, the AoE is big enough in my view, but ok… what is with healing orbs, does it affect those too? We can shoot mobs with them, but normally we shoot players (will the charged work on them) and shooting mobs to increase range might not be a good idea or do anything since only the tank is close to those.
Also by how much is that range increased? I can’t imagine a big increase since we might pull groups, unitentionally, if it affects poison…

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Yeah I also have no space left…

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without this change you already have only about a 50% uptime on your shield for certain trash packs which would make it somewhat similar to the paladin in those scenarios, so increasing the time for your shield to come back would make the paladin the better tank in those cases on top of them already having way higher damage output than the warrior.

I personally don’t think a paladin should be able to tank as well as a warrior either because it can do almost 10 times the damage a warrior can while tanking and with the change to the warrior shield paladins are going to be preferred in almost every single scenario.

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The dps difference in warriors and paladins is negligible when warriors can take another dps instead of healer

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most of the fights that can be done without a healer as a warrior can also be done as a paladin without a healer, especially after these changes.

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What kind of visual indicator do we have when this cooldown hits? As it stands, the Plea cooldown and lightning strike cooldowns are difficult to pay attention to without spending too much time looking at your hammer.

Can we get some kind of visual effect on our offhand, like the Warrior does? Maybe a faint glow or a yellow circle that appears in the middle of the hand, palm side and back side? Something that will make it apparent when you have it and can take a hit versus when you don’t have it and better kite for a bit.

its going to be very difficult to warrior tank with this cool down

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There is an icon that shows you the cooldown time remaining.

I get that. My concern is that it’s not going to be easy enough to see while in the midst of everything else. Managing one or two cooldowns at a time off an icon may be okay, but now we’re looking at three separate cooldowns all on their own little icons. A visual effect (like the warriors have with their shield color) would make it a whole lot easier and more manageable.

I guess we’ll see how it is in practice over the next bit of time, but I suspect that with just a cd icon on the hammer it’s going to be very frustrating

I have a mixed feeling about the warrior shield cooldown. On the one hand it is really what was not needed and makes impossible fights more impossible and we will just kite longer which is also a bad side effect. On the other hand I feel like this might not have a big impact and also spices things up with the current playstyle for me as warrior. I think like most changes lets see how it is in practice.

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Any update on spell visuals being fixed? Still also crashing on the reg… Nice.

yea i like how everyone got a a little love but warrior gets another problem lol

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