Date: Dec 14, 2012  |  Written by Laura Hardgrave  |  Posted Under: Buzz  |  DISQUS With Us: No comments yet

Trion’s team has been closely monitoring the state of PvP balance since the launch of Storm Legion, and yesterday Elrar made a post on the official forums about some upcoming Rogue changes being made to keep that balance in check. The changes mentioned so far will affect Rogues only while engaged in PvP. Here’s what he had to say:

Originally posted by Elrar (Source)


Since the release of Storm Legion we’ve been keeping an eye on PvP and the effectiveness of all the callings. Through our observations, your feedback, and the data we have available we’ve identified some core areas we’re going to improve to make sure Rogues fall back into line with the others.

We’re going to start by reducing the burst damage of a handful of specific abilities and making sure that certain combinations do not allow consistently high burst, survivability, and mobility at the same time. These changes will only apply when engaged in PvP.

The plan is to get the first round of these updates out in the next Hot Fix with any additional changes to follow if required.

Thanks for helping to start and maintain constructive discussions – we’re constantly reading and considering the feedback you provide, your passion for RIFT & PvP is always appreciated!

Date: Mar 6, 2012  |  Written by Draegan  |  Posted Under: News  |  DISQUS With Us: No comments yet

Originally posted by Ailion (Source)


Rogue and Warrior weapon PA bonuses have been changed.

Instead of increasing weapon DPS by 0.2 for every point invested in the weapon PA node, you will now get 2 Attack Power for every point invested with the weapon equipped in each weapon slot. The warrior’s 2H weapon mastery will give you an additional 2 AP per point invested. Whether you are dual wielding or using a 2H weapon, you will eventually get the same amount of AP bonuses.

The AP bonuses are also added to your pet.

These changes will be up in the test shard shortly.

Date: Mar 23, 2011  |  Written by Draegan  |  Posted Under: News  |  DISQUS With Us: No comments yet

Originally Post by Gersh_Trion (Source)


Hey everyone, I had a couple of random posts I wanted to get out tonight, one of them being on the differences between Hot Fixes and Class Balance patches.

There has been a lot of traffic on the forums questioning why we have been making small changes here and there but haven’t yet put out a large patch to deal with XXX or YYY. Ultimately what it comes down to is what we do via Hot Fixes and what we do via balance passes.

Hot fixes, in general encompass easy, low risk items that traditionally target a specific ability or set of abilities that are broken and not functioning as intended, or that we find are being used to trivialize specific pieces of content. Many of these are small systematic changes in response to various events in the game, and can occur on a daily basis.