༼ つ ◕_◕ ༽つ Summon PTR Patch Notes ༼ つ ◕_◕ ༽つ

Curious to see the potential changes. Leggo!

Hoping for:
Musket Hitscan removal
Musket bug fixes (several exist, some been a thing for MONTHS)

Mortal Empowerment nerf

Greatsword nerfs, multiple

Flamethrower no cooldown passive removed
More firestaff buffs

Nerfing melees instant slowing a light user by 1.5 seconds, on a single hit. (Gotten used to it, but still annoying, melee sticks to you like glue now, and it’s turned melee into easy mode)

Riposte bugs fixed

And a plethora amount of other bugs fixed.

Post em leggo!


I didn’t know how I felt about this change for a long time tbh.

But now I just find that it’s as hard to get away from a good melee player as it is for a melee to catch a good ranged player. Just my take on it.

Some exceptions to that though. The change is cancer paired with GS and SNS lol.

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Yea…it’s rough AF.

I think the change would be fine, if they didn’t nerf stamina regen. You can’t dodge melee hits on repeat. It just takes 1, then your screwed. Paired with the relentless rush slow, or the S&S light attack slow…it’s rough AF.

Would I whine and cry if they don’t change it? Naw, it just makes combat feel so clunky…and makes melee seem so much simpler.


I think even that change is ok, but it puts more emphasis on using things with stamina Regen.

Like tondo + controlled breathing and adrenaline rush for example.

Chinese Checkers Inspired New Game Mode

OPR is fun for some but its formula is loosing its allure. but I have an interesting proposition that might favour multiple fans at once and makes use of existing mechanics in the game already.

Just in case the writing on the picture doesn’t show up well.

In blue:

The goal of the game is to reach the finish line within 30 minutes with all five teammates with the most points. Crossing the finish line earns you 200 points. If one of your teammates die, they will be returned to the start while their teammates will have to leave the finishing area to help their teammate. Many of the pathways intersect with opposing team’s pathways and with only one thing guiding the players is a way-point marker to the finish. 10 points gained for every NPC defeated, 20 points for every player defeated, and 30 points for every boss defeated (must have participated in 30% damage dealt.) and this doesn’t necessarily need to be faction based dependant. Rather this can easily be made as a Team A, Team B, Team C basis. Adding random chest spawn locations that offer umbral shards would be a great way to encourage players to explore the map if the rewards were shared across the group.

En bleu:

Le but du jeu est d’atteindre la ligne d’arrivée en 30 minutes avec les cinq coéquipiers avec le plus de points. Franchir la ligne d’arrivée vous rapporte 200 points. Si l’un de vos coéquipiers décède, il sera renvoyé au départ tandis que ses coéquipiers devront quitter l’aire d’arrivée pour aider leur coéquipier. De nombreuses voies se croisent avec les voies de l’équipe adverse et avec une seule chose guidant les joueurs est un marqueur de point de cheminement vers l’arrivée. 10 points gagnés pour chaque PNJ vaincu, 20 points pour chaque joueur vaincu et 30 points pour chaque boss vaincu (doit avoir participé à 30% de dégâts infligés.) Et cela ne doit pas nécessairement dépendre de la faction. Au contraire, cela peut facilement être fait comme une base pour l’équipe A, l’équipe B, l’équipe C. L’ajout d’emplacements d’apparition aléatoires de coffres offrant des fragments ombraux serait un excellent moyen d’encourager les joueurs à explorer la carte si les récompenses étaient partagées au sein du groupe.

In dark red:

Represents generic elite enemies of all archetypes.

En rouge foncé :

Représente les ennemis d’élite génériques de tous les archétypes.

In bright red:

Represents spawn random spawn locations of 3 or more bosses.

En rouge vif :

Représente les emplacements d’apparition aléatoires de 3 boss ou plus.

In brown:

Represents non traversible terrain, like being in a cave or up top of a cliff with a chasm on either side of the players with a thick cloud base or fog to obscure the vision for players to shoot across the map.

En marron : Représente un terrain non traversable, comme être dans une grotte ou au sommet d’une falaise avec un gouffre de chaque côté des joueurs avec une base nuageuse épaisse ou du brouillard pour obscurcir la vision pour que les joueurs tirent sur la carte.

In Lime

The finish line should provide some cover but shouldn’t lock or protect players in the area with invulnerability. Taking the risk to leave the finish zone to attack players in theirs could benefit the game mode as a late game stage strategy as a high-risk-high-reward. hiding in the dangerous middle hazardous zone and killing enemies is an expected strategy, while attempting to attack bosses that might be near enemy starting locations could be a high risk/ high reward strategy, this game mode is unique and has a lot of potential for shifting terrain types to follow enemy archetypes.

Au tilleul :

La ligne d’arrivée doit fournir une certaine couverture mais ne doit pas verrouiller ou protéger les joueurs dans la zone avec une invulnérabilité. Prendre le risque de quitter la zone d’arrivée pour attaquer les joueurs dans la leur pourrait profiter au mode de jeu en tant que stratégie de fin de partie en tant que récompense à haut risque et à haute récompense. se cacher dans la zone dangereuse intermédiaire dangereuse et tuer des ennemis est une stratégie attendue, tandis que tenter d’attaquer des boss qui pourraient être à proximité des emplacements de départ de l’ennemi pourrait être une stratégie à haut risque/haute récompense, ce mode de jeu est unique et a beaucoup de potentiel de changement types de terrain pour suivre les archétypes ennemis.


No, this slow was always in game, they changed LA dodge stop spreading misinformation. And no for change never again this rolly polly meta. LA wins by not taking damage, you took damage you must be punished, anyway skilled players can kite u too death …

FIX GS … lunge is broken … too much haste Great sword - YouTube ← evidence here this dude hit me, while he is not even on my screen…

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Why the surprise if that was always there?
I think you guys want the dodge reduction removed, I didn’t liked the previous absolute dodge impunity you had, but maybe that 20% slow+other slows+great sword tracking is making your builds miserable and is understandable.
Maybe cap the slow? Maybe remove the slow? I hated the absolute roll-in-out light users had before but… there’s no need to make them suffer.

Oh, i know. It was just less noticeable.

It was never really as noticable it seemed like. Ye, it was there…

But you can easily feel the increased duration.

Not the end of the world if it’s never tweaked, just gets frustrating with the current state of GS when the increased duration is a thing.

GS is rough to try to avoid the abilities with the slow on hit, paired with decreased dodge distance and the slow relentless rush adds…with the root, if they’re in onslaught stance. Feels so bad knowing there isn’t really a counter to it. It eats light users…not just any specific light user, all.

Default slow, debuff slow, root, AND a haste. Just ow

Ok we getting somewhere now, at least we talk about the same thing.
Dodge distant translation is the issue apparently, summed up with the melee tracking.

I’d leave the slow, light armor was too unpunished, but I’d remove the homing on melees. Being the later a lot of rework honestly, because of self roots, whoever designed this cursed game didn’t know that you can move and hit at the same time as if you were not an animatronic…

  • self healing, extra empowers. They took everything the best from GA, Void Gauntlet, Bow, Spear, Ice Gauntlet … almost every weapon and combined them in one … this is Great Sword. I wrote when GS was in PTR, that it’s too OP ? few times, but people called me out xD Were you one of them ?

Problem with balancing light roll is there are two different groups of users.

Light dex w/ rapier who use dodges only to run away and can still escape almost anything, only threatened by things like light nerf + auto melee tracking + greatsword.

And then light mage & assassins who use dodges constantly to fight because they’re usually in the thick of things and now get eaten alive by sns & gs.

Naw, I don’t mess with the PTR lol. It’s setup so poorly. Having to piece together really bad gear, to test something with bad perks.

Really bad way to accurately determine the strength or weakness of something.

And hey, I believe me and you actually agree with something for once :rofl:

༼ つ ◕_◕ ༽つ Summon PTR Patch Notes ༼ つ ◕_◕ ༽つ

Your faith stuns me…

Have you learned NOTHING from every single patch to this date?

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Me every month, when patch notes are released.


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Dont do that to yourself mate.
Do like Elsa and “let it go”

I always expect the worse, if something actually works then its a pleasant surprise.

I don’t keep my hopes up. I have done that mistake before and got let down more times than I can remember.

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This is about replacing the current fort capture and tying that change to its nearby military tent to make room for open world hybrid pvpve faction missions that resemble PvP multiplayer game objectives that can be enjoyed regardless of server population. The beauty of this is it negates waiting times, rosters but fixes itself to already existing mechanics making it easier for devs to implement compared to other projects they work on and from other pitches I have seen on the forums. But has much more room for expansions later down the road.

To set the parameters, utilizing the forts and tents are the primary focus. They should be be populated with 10 NPC’s respective to the territories level that ally with the faction that currently controls the fort or tent. With some consideration I find the combination of 1 elite commander, 2 elite captains, 2 archers, 1 rifle-man, 2 sword and shield, 1 great axe, and 1 spear would be a well balanced defense for the NPC population at each structure.

A faction representative should be at the forts and tents for rapid mission deployment but fort and tent reps should offer lesser points than town reps to accomodate for a third faction to attempt to catch up to control a tent or maybe even overtake a fort.
To gain control over the fort or tent instead of the 10 minute king of the hill gameplay which is currently the longest waste of time in gaming history. Instead, the faction that has the most pull in the territory control gets the fort and the faction with the second most control gets the tent.
Faction missions completed from the towns should offer more points to ensure a catch-up mechanic for the third faction.
And here js the kicker to really mix things up. The faction rep is made as a psudo boss character (an elite level 85) if you want to kill this character. You are going to have to earn it but the reward is that the enemy faction can no longer get missions in their fort or tent until it respawns.

Dividing the missions into two categories.
groupers (missions that rally players together, they dont pay much but can be done in rapid succession)
pullers (missions that pull players away from the forts and tents to stimulate a struggle, and they should pay more to discourage players form ignoring them)

THE CONVOY puller - Team fortress two had an escort multiplayer mission where teams had to defend a cart and deliver it to its destination while the other team has to destroy it. I propose a multi caravan convoy that has to travel from the town or border, to the fort or tent which would pull players away from the fort or tents for a certain amount of time. however the enemy faction has to destroy all 3 caravans to prevent a victory. one caravan should have a war horn, one should have a turret and one should have a cannon completely usable.

SABOTAGE grouper - In 5 minutes, teams have to defend the fort while the others have to attempt to tamper with the forts defenses. with visual smoking effects for the already affected equipment. total sabotage of all the equipment is required for victory while defending teams have to repair the equipment.

DEMORALIZE THE ENEMY grouper - Capture the flag between the fort and tent its been tried tested and has held its own for decades as a standard multiplayer PVP game type.

DOUBLE AGENT puller - Intercept the defector, track and capture or eliminate the defector who is currently trying to flee the territory. take the intel carried by the defector and bring it back to your faction rep or take it to the enemy’s faction rep (in town) for no faction points but an increased monetary gain.

SPECIAL DELIVERY grouper - Deliver a caravan loaded with explosives to the enemy’s fort or tent players must physically push the caravan and defend it to succeed.

ASSASSINATE THE COMMANDER grouper - Kill the commander, stealth optional.

SUBTERFUGE grouper - Deliver the fake orders to the corrupt faction rep without being detected by the guards.
Optional puller kill a messenger last reportedly seen in-between the town and the seige, take his letter and deliver it to us for a bonus.

FOOT PAD puller - Circuit race, run and deliver a note to 4 destinations within the timer to receive a reward.

KING OF THE HILL grouper - Hold the middle ground for a collective time of 10 minutes (one man holding position is 20 minutes, two men holding position is 10 minutes, 3 men holding position for 6.66 minutes, 4 men holding position for 5 minutes) and time doesnt reset upon death

Turkey-tag grouper - A flock of turkeys are in the battlefield. we cant let these get us in a fowl mood. take them out. 2 minutes to kill 20 turkeys may the best hunter win. Thanks giving faction event.

RESIDENT CORRUPTED grouper - A micro demon is loose nearby, small but absolutely deadly. take it out. If you die you rise up as one of them with a 50% health debuff but a 125% damage increase. you slowly loose health but gain health per players defeated. you loose the ability to perceive friend from foe except other corrupted, you gain 50% haste for 5 mins and gain a small faction bonus bonus for every man killed. but killing the demon gets you a lot of faction points. HALOWEEN EVENT

ABOMINABLE puller - A yeti has been sited and is turning villagers into frosty abominations. Its too late for them but we have to do something about the threat head over take them out and destroy what is chilling the area. (Large frost spire turret) WINTER EVENT

SHELL SHOCK puller Eggs have been seen around the territory in stange hidden places which normally wouldnt be a problem but these ones explode and spawn evil rabbits. The longer the eggs stay dormant, the more rabbits spawn and the more deadly they become. EASTER EVENT

BATTLE OF THE BANDS grouper play it loud and play it prowd. The teams with the band that earns the better score within proxy to another band wins the rock battle. SUMMER EVENT

the slow on hit always existed, without that melee weapons would never be able to hit a second swing. You are just being affected by the dodge roll range reduction changes.

nah if you have any old vods from like April/May watch em. Old stamina regen plus regenning stamina while jumping was so much better gameplay. It was way faster paced and everything didn’t feel so clunky and slow. Jumping while stam regen should be reverted imo. The inertia on direction change in this game is terrible for how big the hitboxes/tracking are on everything. Being able to change inertia/direction at will with jumping made the game feel way better to play, even in simple things like trying to go up the OPR stairs where I know everyone has fallen off because they can’t steer their boat character model, before you could just jump to correct that terrible clunky feeling now your super punished for it. That change also effected feral rush for some reason and disabled stam regen in feral rush which seems really silly considering you can regen stam in a plethora of other abilities.

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Yet you don’t see any assassins complaining about the light roll changes (yet now medium melees can basically one shot them or force them to use all their stam/mobility). Only Ranged players, I wonder why??? zzzzzzz

another one for the nerf GS lunge: