-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
I would tend to think not ooga, the lore master ancient cures spell presently gives a disease and wound resist buff after diseases and wounds are removed, the proposed changes to lore masters abilities has these buffs removed. It would seem inconsistent for cappy? resist buff to be applied across all resistances.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Gummii
jeez... Gilean-EU try reread the whole thread and you come upon this assumption a couple times and just as many times an explanation WHY there is NOT a typo in the blog
Okay, there's no need for an attitude like that. I didn't read the whole thread this time and didn't realise it was already asked (by Lilka) and answered (by someone else) already. So I understand it now.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Clover
Stats will be getting an update with the launch of The Rise of Isengard™.
Read more about these changes in the latest developer diary from Ken "Graalx2" Burd and post your comments here!
So, two questions about the content that I haven't seen addressed amidst all the doom, gloom, and whining. (The more my fellow Captains complain, the more I think you need to nerf our melee damage HARDER just to get them all to just quit already.)
Re Finesse: As a "new stat", will it be something that all characters have and progresses by level, like the existing stats, or will it solely appear on gear? Because, when it comes to concerns about "gating" and "Radiance 2.0", giving everybody a scaling, baseline amount seems like a good way to mitigate the worst consequences of the old Radiance system. Providing Finesse food, etc., and basically just treating it like any other stat would go a long way, I think, it easing acceptance of it.
Re consolidated ratings:
Quote:
These changes are being made to make items with these bonuses more useful to more classes.
Are you consolidating ratings on gear or on players? If the latter, does this affect monsters, too? How does that effect, for instance, that boss fight in Haudh Valandil where one boss is basically invulnerable to all but Westernesse damage?
That is, do the split up resistances still exist in game, or will all specific resistance buffs, including ones from cure skills like the Captain's Muster Courage, be reduced to one stat?
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Raven-EU
This is looking really good :)
My sole concern is that Finesse will be the new Radience. "Sorry, you can't come to this raid w.o. this or that gear. You need at least X Finesse to do raid Y or you'll hit squat". I'm sure the devs have learned from the Radience backlash and won't go down the same path :)
Exactly, and even if it isnt intended this way you know this is how its going to be used.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
I think that the finesse system is very raw yet because it looks like different classes have different soft caps of fenisse rating.
For example, tanks have to maximize fenisse rating for stable threat generating because they stay face to face with boss.
At the same time melee/ranged DD can do their work with minimal fenisse rating, stayng behind boss, because in that case Block and Parry are always 0% and Evade is only half of base value
Next, tactical DD/Debuf classes have to maximize fenisse rating, but healers dont need it at all.
I hope that Turbine rethink the finesse idea.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Will Virtues be updated for the Resistance changes? I mean, how many will just give generic Resistance boosts now, where once they were Poison/Fear/etc. resist?
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Jennifern
4) Where's the love for captains? For every single other class I can see benefits, be it through increased crits, removal of useless stats, increased/removed caps, increased DPS through these changes. But nothing for captains. We still need every stat, which means removal of caps means nothing to us unless we min-max for a certain role and thus stop fulfilling our role in raids. Please, get Raskilnikov onto the captain forums so we can actually have a discussion with him about his proposed captain changes which are rubbish. These changes wont affect us, his changes are rubbish, so effectively captains being left behind again :mad:
We don't deserve it. Purely based on the terrible attitude of other Captain players, I'd say we should LITERALLY have all of our weapons turned to nerf. Or convert all of our skills to Tactical cries. But keep the Will*1 to damage.
I've never met a more miserable, ungrateful, whiny, demanding bunch; considering how long I've been around the internet, that's saying a lot.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Graalx2
Ok all secondary characteristics Except for Critical Defence.
For the changes to primary stat contributions I only listed the changes. Guardians and Wardens for example, still get 5 Morale per Vitality.
Partial Avoidance is still at the present cap.
Finesse will be a much kinder and gentler gate, if it even rises to that level. The numbers in the following example are for demonstration purposes only. Please do not take them as ‘The Way Things Are’. They are only meant to be an example of our intent.
A top-of the line Raid Boss will probably have BPE and Resistance around 35% total with lesser bosses and trash elites having much less. A few pieces of crafted or quest gear give 10-15% off those totals and another 10-15% Finesse available through instance/raid loot this will lower BPE into more than acceptable levels. That’s the plan anyway and as such subject to change.
In other words: Radiance is now called Finesse. More gear gating fail. Sorry if this has already been said or disproved. I don't have time to read all 14 pages.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
furtim
I've never met a more miserable, ungrateful, whiny, demanding bunch; considering how long I've been around the internet, that's saying a lot.
Clearly you haven't spent much time in the Hunter forums. ;):D
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
I started a thread on the General Discussion forums, thinking that was an appropriate place for this, to discuss, and bring to my community and my dev's attention, some concerns about the stat updates. Since it seems to have gotten overlooked there, I guess I'll link it here.
Please take a look at this: http://forums.lotro.com/showthread.p...y-Stat-Changes
Thanks.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Ayrolen
Clearly you haven't spent much time in the Hunter forums. ;):D
There are Hunter forums? What do they even have to talk about other than making "pew pew pew" noises at one another? :D
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
furtim
There are Hunter forums? What do they even have to talk about other than making "pew pew pew" noises at one another? :D
lulz.
"You have given out too much Reputation in the last 24 hours, try again later." Too many funny posts to rep this morning!
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Digero
About Finesse:
So does this mean that Guardians will be getting that many fewer block responses on raid bosses? :(
Yes, if you maintain the 15% block in ratings that you are allowed now. However if you increase your Might and add +block rating gear you'll probably see even more blocks.
Quote:
Originally Posted by
Galahadur
Will the Knowledge of the Lore-Master skill be changed or, hopefuly, upgraded to accomodate this changes and give some Monster info back to us, players?
Yes...well eventually. It may or may not be done for Isengard launch.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Tainted_Black
I'm more directly concerned about the vast superiority a warden will have over a Guardian with the ability for a warden to continually buff their avoidances to stupid levels, meanwhile a Guardian can do it for a certain time then it goes onto cooldown.
I'm expecting Guardians to get a severe buffing since this is happening or a warden will be able to tank stuff that a Guardian cannot due to how difficult it will be for a Guardian to get their BPE up to 25% (30% with block stance?)
Infact... why hasn't the guardian dev diary been announced yet? We got told it was coming a long time ago and everyone else (except rk) has had theirs already, meanwhile we sit here twiddling our thumbs reading through stuff which seems all doom and gloom until we know how it'll effect us.
Guardian updates should have been announced before this so we knew how this would effect us.
Benefits from givin up heavy armor for medium??? Finally pay off... Lol
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
How (if at all) are creep classes being considered in being able to raise ratings/avoidances to account for the new cap?
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Graalx2
Yes...well eventually. It may or may not be done for Isengard launch.
Sad to hear that. Eventually = probably never in Turbine's terms. :(
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Eventually = When we get around to it, if we do, which probably wont happen... :p
Another word to add to Sapience's "Soon" definition list? :rolleyes:
Quote:
Originally Posted by
Galahadur
Sad to hear that. Eventually = probably never in Turbine's terms. :(
Eh...not many Loremasters that I know of use it. The same information can be found on many of the LOTRO wiki sites on the web including the LOTRO Lorebook.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
I like the upcoming change to the stat caps (Might just have to dust off my annuminas set :)). As my main is a runekeeper, I am a little curious as to where fate will come into play and if crit chance will receive a cap increase or if it will stay at 15 (I see it as staying else many dps could then be considered OP). If someone could help clear up what will happen to crits and where fate will come into play that would be great.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Overall, I really like the changes, but like most, I have concerns about the "Finesse" stat. At a glance, I really like the idea, but in thinking it over, I feel that it should affect more than just offense, but defense as well (finesse counters finesse). This would make the stat important, but never have a chance to become overpowering. In addition to that, it could also be influenced by primary and secondary attributes in addition to armor. With a multitude of factors influencing it, as well as the ability for it to be countered, it steps away from being a huge game changer and back to being merely influential.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
30% crit chance for cappys, awwww yehhhh.
-
Re: Dev Diary: Stat Changes
Quote:
Originally Posted by
maradakia
4. And then finally topped off with ... <drumroll> diminishing returns. You thought after all that enormous amount of work, when you finally got that you'd have made some advance ...
"...but they were, all of them, deceived."
You're right, and you're wrong about this. You're wrong on the defensive side of things in that diminishing returns doesn't really exist, but right on the offensive side of things in that diminishing returns is ... weird (especially considering that there aren't exactly diminishing returns on the defensive side of things). So, I'm going to talk about why diminishing returns don't exist on the defensive side of things.
First, start off by assuming that there are no diminishing returns and that for simplicity's sake, there's one defensive attribute that is damage mitigation. Consider your effective survivability, which is 1 / <incoming damage> - what this means is if you take full damage, your effective survivability is 1 - you're as hard to kill as your morale bar says you are, but if for example, you took half damage, your effective survivability is 2 - you're about twice as tough as your morale bar, or twice as tough as someone with the same stats, except for having an effective survivability of 1. In terms of effective survivability, not all +1% increases are equal. To demonstrate the extreme case, if you have 0% mitigation and you get +1%, you go from 100% incoming damage to 99% incoming damage, or a little over a 1% increase in effective survivability. If you have 99% mitigation, and you get +1%, you go from 1% incoming damage to 0% incoming damage, or an infinite increase in effective survivability. Which is understandable, at 99% mitigation, you are killable; at 100% mitigation, you are no longer killable.
Now, the diminishing returns formula is <rating> / (<constant> * <level> + <rating>). So, incoming damage is 1 - <rating> / (<constant> * <level> + <rating>). Which means effective survivability is 1 / (1 - <rating> / (<constant> * <level> + <rating>)). Doing some simplification, we get that effective survivability is 1 + <rating> / (<constant> * <level>), or effective survivability increases linearly with your defensive rating.
It's actually better than that, in that the best guess is that avoidances are summed, so on the avoidance side of things, your effective survivability increases faster than linearly assuming that you distribute your avoidance ratings amongst the three avoidances.
There's no equivalent set up for the offensive side - i.e., the amount of rating needed to make you twice is tough, will not make you do twice as much damage. In fact, due to way the diminishing return equation is set up, it's impossible to get +100% damage solely from ratings. On the other hand, I note that there are numerous traits, legacies and set bonuses that give fixed +% increases to damage, but no real equivalents on the defensive side of things, which may be an attempt to balance things out. I don't know.
Edit: I should note that the 25% point mentioned on the dev diary doesn't match the currently known formula for diminishing returns - as far as I know, it's not known what form the diminishing returns equation will take with Rise of Isengard.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Simplified mechanics and neo-Radiance are exactly what this game doesn't need. Doubly so since it looks like they're just being superimposed over the existing stat mechanics.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Ok...developers just need to remember to let the MP's increase their stat caps to match.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Many sensible improvements. Can't see the problems others do with Finesse.
Way to drive the min-max people mad, the normals mental, the oldies insane and the newbies twizzle.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Alanras
In other words: Radiance is now called Finesse. More gear gating fail. Sorry if this has already been said or disproved. I don't have time to read all 14 pages.
Actually, there's one big difference: with the Radiance mechanic, if you didn't have enough, you simply were useless due to cowering; with the Finesse mechanic, you can still participate, even if you experience a few more misses or resists.
Most importantly, it makes it way easier to bring an alt healer along. With Radiance, even your alt healers needed to be geared up in order to do their part. With Finesse, you can bring the alt Minstrel/Rune-Keeper along and still perform your primary role.
So the content isn't really "gated" per se. There's still lots of incentive to gear up, but it's no longer "mandatory" in order to =try= the content. And that makes a huge difference.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Thank you for removing the caps. This will give us more options on how we want to build our character and consider trade-offs, rather than just a single optimal build for every class. This is an excellent change.
I hope this paves the way to eventually removing caps on traits as well... or making it into some sort of soft-cap type system (primary trait trainable to X, secondary trait trainable to Y, etc.. you choose your trait rankings).
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
As I see Finesse is the "Critical Defense" equivalent for DPS classes. You need to stack it to be more efficient in raid play.
As long as Finesse or Critical Defense requirements are not too high and average values can be get with other than raid gear I see no problem.
By the way, Finesse is changing both damage magnitude (resistances to damage) and damage chance (BPE) while Criticial Defense is only reducing chance to receive criticals.
Will Critical Defense be modified to finally reduce both chance and magnitude? It would be a nice improvement since it would difficult non tank traited and geared people to tank. So it would end "Fervour Tanking" finally.
I have a concern, it is that these stats (Finesse and Crit Defense) are more necessary for Tier 2 fellow and raid instances, but problem is that people is only doing Tier 2 version of them.
As I understood, Tier separation was done have average people (gear/skill) doing Tier 1 and only advanced people doing Tier 2. This had logic since there is many people claiming that game is too easy.
Problem is that Tier 1 rewards are lackluster so people is only doing Tier 2, and it is completely negating the idea behind Tiers.
Could be checked that Tier 1 rewards are meaningful. For example Tier 1 and Tier 2 giving the same type of medalios but Tier 2 giving 50%. And also Tier 1 and Tier 2 giving the same loot but with Tier 2 having more probability to get good one.
This way people would do first Tier 1 and when they are properly geared or familiarised with the instance they could go to Tier 2. This way difficulty for Tier 2 could be increased as necessary.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Graalx2
Yes...well eventually. It may or may not be done for Isengard launch.
Does that mean it'll still be showing the outdated split-up resistances and ratings? And will lack a way to see the Finesse rating of bosses?
That does trouble me a little bit. I know it's not the most amazingly useful skill, and the info can be easily looked up elsewhere, but it's a nice little "feel good" skill for the Lore-Masters out there.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Graalx2
Yes, if you maintain the 15% block in ratings that you are allowed now. However if you increase your Might and add +block rating gear you'll probably see even more blocks.
Are you talking about current content or new (Isengard) content? Just what impact will all these changes have on existing content? I doubt you'll have the time to go back and rebalance 65 levels worth of previously released content and any changes of this magnitude will likely have significant impacts on content that isn't rebalanced with things like Finesse in mind.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Elderban
Eventually = When we get around to it, if we do, which probably wont happen... :p
Another word to add to Sapience's "Soon" definition list? :rolleyes:
Eh...not many Loremasters that I know of use it. The same information can be found on many of the LOTRO wiki sites on the web including the LOTRO Lorebook.
Doesn't the information on those sites come from people first using the skill, though? If not, where does it come from and why does the skill exist at all then?
Quote:
Originally Posted by
MordecaiKell
As I see Finesse is the "Critical Defense" equivalent for DPS classes. You need to stack it to be more efficient in raid play.
As long as Finesse or Critical Defense requirements are not too high and average values can be get with other than raid gear I see no problem.
By the way, Finesse is changing both damage magnitude (resistances to damage) and damage chance (BPE) while Criticial Defense is only reducing chance to receive criticals.
Will Critical Defense be modified to finally reduce both chance and magnitude? It would be a nice improvement since it would difficult non tank traited and geared people to tank. So it would end "Fervour Tanking" finally.
I have a concern, it is that these stats (Finesse and Crit Defense) are more necessary for Tier 2 fellow and raid instances, but problem is that people is only doing Tier 2 version of them.
As I understood, Tier separation was done have average people (gear/skill) doing Tier 1 and only advanced people doing Tier 2. This had logic since there is many people claiming that game is too easy.
Problem is that Tier 1 rewards are lackluster so people is only doing Tier 2, and it is completely negating the idea behind Tiers.
Could be checked that Tier 1 rewards are meaningful. For example Tier 1 and Tier 2 giving the same type of medalios but Tier 2 giving 50%. And also Tier 1 and Tier 2 giving the same loot but with Tier 2 having more probability to get good one.
This way people would do first Tier 1 and when they are properly geared or familiarised with the instance they could go to Tier 2. This way difficulty for Tier 2 could be increased as necessary.
There are a few decent T1 rewards, I hear. A decent dagger in Stoneheight, and a couple wings of OD T1 have dropped the odd nice item (I honestly can't remember what, though, as these were in pugs I did a while back and I didn't win the items. :P).
I don't think that the problem is with any inherent disparity between T1 and T2 rewards - frankly, T2 should offer better rewards than T1, and T2 Challenge should offer better rewards than T2. Otherwise, what's the point (beyond challenging oneself/the group) for people who want to improve their toons? I understand that your idea is to have a better chance at good items on T2, but since we're never made aware of the drop rates all we would see as players is:
"I got awesome item X on T2!"
"I got awesome item X on T1!"
"Why am I doing T2 then?"
I think the problem lies with the players themselves. People want the best shinies, and it's hard to admit to oneself, "perhaps I'm not/my group isn't good enough to do T2". I don't play WoW, but apparently the WoW playerbase ran into this same issue with the launch of the recent expansion - folks expected to be able to waltz into the new instances, run them on the hardest difficulty, and breeze through with a PuG. They didn't want to try the instances at a lower difficulty and learn the place first, because the best gear came from the hardest difficulty and they wanted/expected the best gear.
My friend who does play WoW linked me this blog by a WoW dev - the blog (I think) is just fantastic:
http://eu.battle.net/wow/en/blog/1690800
tl;dr of the blog - Challenging instances are supposed to be hard; learn to strategize and communicate; get better as a player; get better gear.
-------
Back to the topic at hand... um... Captains are getting shafted! Rargh!
(Kidding... I really am sympathetic to your plight, Cappies)
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
These changes sound great, except for one thing: Captains need offense rating love more than anyone! Either tie their melee to will like other healers, or tie their healing to their might. Why would they not deserve the same straightforward gearing as other classes?
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Graal is there a reason why captain's tactical offense was left out of the might? Are you guys going to look into the problems captains have of maintaining two opposite roles when the gears of this game are always meant for either melee (might,agi) or tactial (will,fate) but what the captain requires is might,will.
ECHO from capt thread:
Our lowest healing skill cooldown is at 3 seconds, and rally at 6 sec if we have death responses.
That means the BEST POSSIBLE healing rotation that can maximize healing is:
Woc,damage,WoC,damage,WoC...So W at every 1:30&ToArms at every 60secs.
That shows that between each to arms you have the potential to use healing skills 50% of the time, the other 50% are consumed by other skills. Which include mark, death responses (since these are "fast" skills they don't generally disrupt combat at all). Additional 13.3% for adding in inspire rotation in the fix. Therefore your total ability to heal during combat is around 64%. We can then put out around 10% for any other utility skills such as marks, death responses,threat shouts, muster. But that means you're still doing 25% dps in the MAX POSSIBLE HEALING ROTATIONS.
Of course we have LOT more damaging skills then compared to healing which means that in our max potential damaging rotations, we can ignore out all the healing skills. Still leaving 10% for utility rotations and still considering this between every to arms of 60 sec we can put out 90% damage skill rotation and 10% buffing ones.
So where does that leave this class?
We're the one and ONLY hybrid class of this game. If you consider your self as a healing captain, you're still dpsing 25% of the time. If you consider your self as a dpsing capt, you're still using other skills 10% of the time. If you consider you're self as a buffing captain, well then you're sitting around doing nothing 90% of the time.
So definition of a captain is a class that can:
Heal: 0 to 64 % of the time
DPS: 25 to 100% of the time
Buff/tank: 0 to 10% of the time
So where does that leave our primary stat at?
Even if you consider Will as a primary stat, its usage is only ever applied 64% of the time, which is little over half and that can't really be primary. If you consider might, well that still leaves you out with an entire off-role to fill up. If you consider both will/might and actually playing the balance card, well sure that's how it should be except there are hardly pieces available in game that has vit/might/will/morale build.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
I do hope that more thought gets put into dealing with the captain issues -- buffing every other class while leaving cappies alone is at least a comparative nerf, and we've had enough nerfs lately (one dork's complaining about the complaints notwithstanding). On the other hand, my melee LM should love this.
On Finesse... the concept sounds okay (and like others have said, particularly if it is not tied strictly to equipment), but the name is teh suck. Are going to start taking breaks during combat for a spot of tea, making sure that we hold out our pinkies? There are so many better words to describe what it does -- accuracy, precision (although this is the name of a hunter stance), etc. -- I have a hard time imagining a dwarf champ swinging a pair of axes with finesse. I already dislike the names of some of the virtues, but I don't have to see them very often; please don't give us a new major stat with a goofy name.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Elderban
Eh...not many Loremasters that I know of use it. The same information can be found on many of the LOTRO wiki sites on the web including the LOTRO Lorebook.
Where do you think the original source of that information was?
Protip: Lore-masters
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Echoing Kriptic's comments...
Captains work best if you can stack will and might, will for outgoing healing, might for melee offense. I've found that stacking crit to cap also helps a bit, because guaranteeing crits off of Devastating Blow or Pressing Attack means that I can get off another Rally Cry. Trying to gear with this in mind is extremely difficult, and arguably impossible without buying stat tomes. Even then, you still want to have enough vitality so that you can do the off tanking when the captain is asked to go stand next to something doing distributed damage and live through it. The amount of might/will items in the game, let alone might/will/other nice stats, is pretty small, and with the exception of the captain armour set items, there's not a lot of jewelry that helps to support that style of build.
Realistically, there's not good reason why I need to maintain at least 40 items in the vault to switch between a LtC build, to a 3 man HoH build, to a raid HoH build, to a raid LoM build, to a Moors support role build, to a Moors DPS build, and to an experimental tanking build - because each change requires me to head to the bank to change out large sections of jewelry and/or armor in addition to traits just to be effective. When compared against any other class in the game, they can usually get by with one, maybe two, sets of gear.
Quote:
Originally Posted by
Glornt
I do hope that more thought gets put into dealing with the captain issues -- buffing every other class while leaving cappies alone is at least a comparative nerf, and we've had enough nerfs lately (one dork's complaining about the complaints notwithstanding). On the other hand, my melee LM should love this.
On Finesse... the concept sounds okay (and like others have said, particularly if it is not tied strictly to equipment), but the name is teh suck. Are going to start taking breaks during combat for a spot of tea, making sure that we hold out our pinkies? There are so many better words to describe what it does -- accuracy, precision (although this is the name of a hunter stance), etc. -- I have a hard time imagining a dwarf champ swinging a pair of axes with finesse. I already dislike the names of some of the virtues, but I don't have to see them very often; please don't give us a new major stat with a goofy name.
Finesse works rather well. A dwarf champ swinging axes with finesse means he is extremely accurate in taking down his opponent, to the point where he can take one or two swings, look exceedingly cool doing so, then have the orc beside itself, wondering what just happened.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
AtzumoKayami
Isn't the idea that you have to concentrate in either healing or DPS? It's the same with minstrels, war-speech or healing (and rune-keepers). Do you want both at the same time?
No it isn't the idea, captains can build to favour one area over the other, but they can't focus on one area and virtually ignore others, they need every stat / aspect, they often have to offtank, off-heal & DPS in the same instance and most of the time they do it in melee range. Hence they can't just foucs on melee offence, they also need outgoing heals, etc.
This new system appears to make things even worse for a captain as it makes it easier for everyone else to concentrate (and therefore stack) on their primary stat + build to the higher cap, which will mean the gap between captain healing & mini/RK healing will grow, same for offtanking, same for DPS.
So if there is a proportionate increase in difficulty of instances to go along with these new super stacked healers, tanks & DPS, where does that leave captains? Will they be able to offtank tough boss adds anymore (or main tank 3-mans) or will they be too squishy for content designed for the new super levels of b/p/e, morale, etc that other classes will achieve, same for DPS, cappies DPS is already the lowest, under this system it woud seem they are going to be left even further behind. Again same for heals, a cappy that tries to build for anything near the 50% outgoing cap that minis/rks will build for, will have scarifice might & agilty, which would be terrible for a melee class that needs to crit to supplement on defeat event skills, so what will happen is the gap between cappies heals and mini/rk will simply increase*.
* - I'm not actually against the gap on heals getting bigger as I think cappies ahve become too heal oriented, but plenty of cappies disgree, but as this gap also looks to be increasing on the tanking & DPS fronts, things don't look good for cappies under this new system.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
A few questions.
1 Does this mean we will go back to getting stat increases with each new level as we did from 1 to 50 or will we still be dependant on equipment as the sole way to improve our stats?
2. Will they go back and give us increases in our stats for the levels between 50 and 65?
3. regarding finesse will we get any passives that give us some base finesse similar to how we get passives as we level that add to block/parry ETC or will all finesse come from items?
4 Will finesse be possibly added to some of the virtures that can be equiped?
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Whirling_Dervish
No it isn't the idea, captains can build to favour one area over the other, but they can't focus on one area and virtually ignore others, they need every stat / aspect, they often have to offtank, off-heal & DPS in the same instance and most of the time they do it in melee range. Hence they can't just foucs on melee offence, they also need outgoing heals, etc.
This new system appears to make things even worse for a captain as it makes it easier for everyone else to concentrate (and therefore stack) on their primary stat + build to the higher cap, which will mean the gap between captain healing & mini/RK healing will grow, same for offtanking, same for DPS.
So if there is a proportionate increase in difficulty of instances to go along with these new super stacked healers, tanks & DPS, where does that leave captains? Will they be able to offtank tough boss adds anymore (or main tank 3-mans) or will they be too squishy for content designed for the new super levels of b/p/e, morale, etc that other classes will achieve, same for DPS, cappies DPS is already the lowest, under this system it woud seem they are going to be left even further behind. Again same for heals, a cappy that tries to build for anything near the 50% outgoing cap that minis/rks will build for, will have scarifice might & agilty, which would be terrible for a melee class that needs to crit to supplement on defeat event skills, so what will happen is the gap between cappies heals and mini/rk will simply increase*.
* - I'm not actually against the gap on heals getting bigger as I think cappies ahve become too heal oriented, but plenty of cappies disgree, but as this gap also looks to be increasing on the tanking & DPS fronts, things don't look good for cappies under this new system.
This is a great way to sum up what I see as many Captain's concerns regarding the Captain Class. After the Dev Post about the updates for the Captain Class it looked like the class was heading in the right direction, and Captains were mostly curious to know a few things but even then were curious but not fearful their class was going to be ruined. Now with this latest Dev Diary, things have changed for the Captain Class and compared to the changes for the other classes, excluding the Captain from these changes are not good for the class, and the updates from the Captain and Loremaster Dev Diary don't make this situation magically disappear.
However, I am appalled by the people who assume that Captains do nothing and complain and view everything as a nerf stick their heads into the sand when anyone confronts them with logic or math to prove something will be beneficial for Captains. I didn't see Captains screaming in outrage like what we now see over the Captain and Loremaster Dev Diary, instead then Captains were asking for more information, or offering opinions on what they think might be a good idea, but I don't recall Captains thinking those changes were going to harm the Captain class. But with these new stat changes, the Captain class is going to be harmed in itemization as they won't be able to gear up with one set of gear for all their roles like every other class will be able to. Captain's won't be able to stack a single primary stat like every other classes will be able to. What Captains are becoming vocal about is the desire to know what is being done to avoid Captains ending up like they were late-SoA/Pre-MoM.
Right now all these changes are still 'subject to change' so Captains are trying to point out an issue that needs to be addressed and resolved, hopefully a Dev will acknowledge this and give a response.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
I just want to know, for like, a Minstrel, will Might still affect Common Mitigation and Block Chance?
Will Agility still affect accuracy and evasion for everyone but a Hunter and Burglar?
Is Fate still going to be Tactical Crit or is that moving over to Will?
Or is it changing to only needing your primary stat for everything but morale, power, ICMR, and ICPR?
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Symar
I just want to know, for like, a Minstrel, will Might still affect Common Mitigation and Block Chance?
Probably, but I've never heard of Minstrels trying to stack Might, especially with the limitations of light armor towards common mitigation. This means it is somewhat useful, but nothing to focus a Minstrel's build around.
Quote:
Originally Posted by
Symar
Will Agility still affect accuracy and evasion for everyone but a Hunter and Burglar?
Why would Agility not affect accuracy and evasion for Hunters and Burglars? :p
Quote:
Originally Posted by
Symar
Is Fate still going to be Tactical Crit or is that moving over to Will?
Or is it changing to only needing your primary stat for everything but morale, power, ICMR, and ICPR?
I'd like to know the answer to this one myself. Although I'm wondering what stat they will use as the primary stat for Captains...but I have the feeling we'll find out 'how many licks does it take to get to the center of a Tootsie Pop?' before we we are given answers to all the questions this latest Dev Diary has sparked.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
The caps on Primary characteristics, Might, Agility, Vitality, Will and Fate are completely removed.
This is a really good change i would say, as it lets you set up your character how you want it. You dont have to worry about staying under the cap and basically loose the value of your eqipment/skills/traits.
Quote:
The caps on Block, Parry, Evade, Incoming Healing and Critical Hit ratings have been increased to 25%. The caps on Offences, Outgoing Healing and Resistance ratings have been increased to 50%. The relaxation of the ratings based caps starts at level 50.
That is one of the worst changes i have ever seen! Why do you want to increase the caps on those? You just have to make the content harder than it actually has to be and therefore make yourself even more work in the process. Its just FINE the way it is now!
Quote:
Finesse is a ratings-based stat that will directly reduce the Resistance of monsters as well as their Block/Parry/Evade ratings.
So basically what this does is make you hit more often if you have more finesse right? If that is so, only DPS classes really need to max it, debuff and tank classes still need a fair bit but healers dont need it at all. That is so stupid in my eyes! Can't you make finesse also increase outgoing healing (and reduce the threat of it) and increase threat generation of tanks, so classes other than DPS ones have a reason to stack it?
Quote:
Resistance – this stat will replace the various resistance ratings to specific types Fear, Disease, Poison and Wound. Effects will still have a specific resistance type because some skills will modify a specific resistance but in general, you will use your Resistance stat as your base chance to resist an effect.
Tactical Mitigation – this stat will replace the various mitigation types used for tactical skills, Fire, Lightning, Frost, Acid and Shadow. Damage will still have a damage type because some skills will modify a specific mitigation but in general, you will mitigate tactical damage using your Tactical Mitigation stat.
This is just creating more work for you and is absolutely irrelevant ot gameplay. Just think about it. Now you have to change all the virtues, racial, class and legendary traits, skills, food, etc. for nothing as it is not changeing anything gameplay wise!
Quote:
We have finally decided to level the playing field for all classes as far as secondary characteristics go, we have deleted them all.
We have also changed the contribution to most class’s Offence ratings to use their primary stat * 10.
Are you crazy?? Just keep making the game easier and easier so that no one has to think about what stats he needs and which ones he can forget about on his class. Thats so stupid making a class only depend on one stat and thats it. I guess every hunter will only stack agi and one shot every mob in his way, same with champs and might or rune-keepers and will.
Quote:
This means that Lore-masters, Minstrels and Runekeepers will use Will to contribute to their Melee offence. Hunters will use Agility for their Melee offence and Guardians, Champions and Wardens will use Might for their Ranged offence ratings.
You sereously arent saying that every calss will have the same amout of melee, ranged and tactical dmg rating, are you? A mini doing the same amout of melee dmg as a champ is just ridiculuos.
Quote:
The Captain’s offence ratings are unchanged.
Ok, so every class gets a massive increase in dmg output and the captain does not? And on top of that, every class has to focus on only one stat and the cappy on 5? Is that supposed to be a joke?
______________________________ __________________
Turbine, you did a perfect job with SoA, then tryed to improve it with MoM but screwed it up. With SoM you wanted to fix that but made it even worse; and now this!
DON'T TRY TO FIX SOMETHING THAT NEVER WAS BROKEN IN THE FIRST PLACE!!
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Elsydeon
Probably, but I've never heard of Minstrels trying to stack Might, especially with the limitations of light armor towards common mitigation. This means it is somewhat useful, but nothing to focus a Minstrel's build around.
Why would Agility not affect accuracy and evasion for Hunters and Burglars? :p
Minstrel was just an example (and I've heard of ones stacking Might for melee builds before, although that's nigh-pointless come Isengard), and Hunters and Burglars will want Agility no matter what.
My question is really, are the secondary effects of stats staying and just the offense capabilities consolidating, or is everything swapping around?
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Poor old captains :( I hear nails being hammered into coffins already...
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Graalx2
We have finally decided to level the playing field for all classes as far as secondary characteristics go, we have deleted them all. No longer will there be any need to make petitions to get a Tactical Crit rating characteristic added to your class or complain that that other class gets more Parry rating from their characteristics than your class does. Instead we have increased the rating contributions from primary stats so that you will be able to have the ratings that you desire rather than the ones we gave you.
Graalx, can you give us a little more on how stats will translate into secondary ratings differently now. It seems like you are saying that stuff like Block passives are going away but now Might will give more than 2 Block Rating points to make up for it. Can you tell us what the new secondary rating contributors will be? It would be very helpful for future planning for those of us that have this stuff all mapped out.
Also, for quirky things like Ranged Evade passives, I'm assuming you will just get more than 2 Evade points from Agility, but no real Ranged Evade contribution such that Ranged Evade will really just come from Legacies and Gear. Correct?
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Hello,
http://www.lotro.com/gameinfo/devdia...tes?lang=en_US
HTML Code:
Stat Percentage Previously
Melee,Ranged,Tactical Offence 50% 30%
Those numbers must be wrong. My LM has at this moment his Tactical Offence at 43.9% (a little over 10.6K). Without buffs (only usig the Ancient Wisdom with +60 Will).
So this "previously" 30% can't be right.
CA
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Mandura
Ok, so every class gets a massive increase in dmg output and the captain does not? And on top of that, every class has to focus on only one stat and the cappy on 5? Is that supposed to be a joke?
This probably doesnt matter if you think that skill damage is going to be normalized around the new system anyway. I doubt that Turbine is just going to give Burglars a big DPS boost because Offense is moving from 6*Might to 10*Agility. They will almost certainly nerf base damage to compensate. So you would similarly expect them to adjust Captain damage accordingly. Maybe that's too optimistic. If I were a captain I would probably prefer this actually because it makes you even less stat dependent.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
CaerArianrhod
Hello,
http://www.lotro.com/gameinfo/devdia...tes?lang=en_US
HTML Code:
Stat Percentage Previously
Melee,Ranged,Tactical Offence 50% 30%
Those numbers must be wrong. My LM has at this moment his Tactical Offence at 43.9% (a little over 10.6K). Without buffs (only usig the Ancient Wisdom with +60 Will).
So this "previously" 30% can't be right.
CA
30% is the cap from offense rating. Your class traits, battle scrolls, and other buffs can take the percentage higher than 30% - there's effectively no cap on the percentage, just the percentage from rating. Champs can get over +100% melee offense for brief periods of time if they wish.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Symar
Minstrel was just an example (and I've heard of ones stacking Might for melee builds before, although that's nigh-pointless come Isengard), and Hunters and Burglars will want Agility no matter what.
My question is really, are the secondary effects of stats staying and just the offense capabilities consolidating, or is everything swapping around?
I figured you were just giving examples, but the agility one I couldn't resist answering like that with how you worded it.
But like I said in my previous post, a lot of people are curious about the secondary effects of stats. I'm guessing that if they aren't saying it is changing, don't assume it is changing. Hopefully the devs will give more details. Just don't hold your breath.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
I m really hoping this isnt just dumbing down like they did in EQ
So what about people who have tailored their charactors ? i Have 650 agility might and vitality and 500 fate 300 will - as i wanted to get the mitigations and high ICPR ( Char is a hunter BTW) will we no longer be able to use the secondary benefits of the stats like the mitigations ?
And finnesse sounds like its the new radiance :( and thats poor . Also taking off the stat cap means that devs will aim for UBER high kit for top end game rather than it is now where anyone can have a go - PLEASE dont make lotro a grind fest - if people wanted that they would be playing wow or the other grind to you drop MMORPGS .
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Please don't make Finesse the new Radiance. Don't make it so a raid boss will be unkillable if you don't have enough finesse cause it'll just b/p/e every hit.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Not sure about radnesse er I mean finadiance er no sorry I mean finesse. It looks much like a way to soft gate raids. Sure you can go in but you wont be able to do anything. Will have to wait and see.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Lestache
30% is the cap from offense rating. Your class traits, battle scrolls, and other buffs can take the percentage higher than 30% - there's effectively no cap on the percentage, just the percentage from rating. Champs can get over +100% melee offense for brief periods of time if they wish.
Hmm ... can you explain that?
For example: inc. healing at 15%, my guardian has a number of 4800 at 15%, change something: the number is 5500 at still 15%: the cap.
Block at 14,3% , use the block-stance with +5%. Now block is at 19,3%.
Block at 14,3% use the threat-stance (increase block by number-value). Now block is at 15% even if the number value is higher than in block-stance.
So if you say "things" can take percentage higher, it means "things" with percentag on them can take percentage higher. Seems right. But simple non-percentage values can not (?) take the cap higher.
Let's look at the LM:
Ancient Whisdom (+60 Will). So I'm on cap with 650 Will (precisely: 653)
Tactical offense: 10.460
Remove Staff from equip: tactical offence: 8440
-------------------------
On the Staff: 650 + 1200 tact. offense = 1850
On the Staff: 17 will (20 -3 over cap) = 170
Altogether: 2020
-------------------------
Sum: 8440 + 2020 = 10.460
Nothing with percentage. Everything just number-values. 30% would be allready caped by 650 will.
This is why I mean, the 30% can't be right.
CA
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Finesse - if this is a rating shouldn't it have AGI as a component, rather than something completely item based? And don't we already have a to-hit chance determined by AGI? Is the game just exposing that mechanic now are will Finesse actively debuff mobs/players based on relative Finesse levels?
Seems like just somewhere else that something may have good intentions but end up not working out and just adding to the grind. If you really want to break the mold figure out end game content that isn't a treadmill.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
CaerArianrhod
Hmm ... can you explain that?
For example: inc. healing at 15%, my guardian has a number of 4800 at 15%, change something: the number is 5500 at still 15%: the cap.
Block at 14,3% , use the block-stance with +5%. Now block is at 19,3%.
Block at 14,3% use the threat-stance (increase block by number-value). Now block is at 15% even if the number value is higher than in block-stance.
So if you say "things" can take percentage higher, it means "things" with percentag on them can take percentage higher. Seems right. But simple non-percentage values can not (?) take the cap higher.
Let's look at the LM:
Ancient Whisdom (+60 Will). So I'm on cap with 650 Will (precisely: 653)
Tactical offense: 10.460
Remove Staff from equip: tactical offence: 8440
-------------------------
On the Staff: 650 + 1200 tact. offense = 1850
On the Staff: 17 will (20 -3 over cap) = 170
Altogether: 2020
-------------------------
Sum: 8440 + 2020 = 10.460
Nothing with percentage. Everything just number-values. 30% would be allready caped by 650 will.
This is why I mean, the 30% can't be right.
CA
For block, your first example is correct - the +5% from block stance can push you over the 15% cap.
For your LM's case, you do have a +x% tactical damage bonus you're not considering - from your MoNF trait set bonuses. At a guess, you've got +15% tactical damage from MoNF, which means you have four or more MoNF traits slotted.
Edit: Also 10460 tactical offense rating will only give you 28.9% +tactical damage at level 65 (see here) - if you've got 43.9%, you must be getting the extra 15% from somewhere. At level 65, the 30% cap requires a rating of 11050 - you're close, but not quite there yet.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Wow.
Catering to min-maxing raiders. Super idea. I guess if you don't want a straight gear gate mechanic, just add a stat that will make the community do your gear gating for you.
Reorganizing the stats so that your players have less options when building their character, and not more, is a shame. This all reads to me as being forced into a shallower, cookie cutter stat build approved by Turbine. What next, ... force me to take a QK spec and play a burglar like a rogue? I thought better of Turbine than this. LoTRO is the last bastion of hope in a sea of horribly shallow MMO's with mechanics that punish the creative player instead of rewarding them; and this is a step towards getting your flagship title lost in that sea of garbage.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Graalx2
Yes, if you maintain the 15% block in ratings that you are allowed now. However if you increase your Might and add +block rating gear you'll probably see even more blocks.
Yes...well eventually. It may or may not be done for Isengard launch.
O.o Yes...well eventually........what if we say please pretty please with an Orc's head on top?
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
moebius92
For block, your first example is correct - the +5% from block stance can push you over the 15% cap.
For your LM's case, you do have a +x% tactical damage bonus you're not considering - from your MoNF trait set bonuses. At a guess, you've got +15% tactical damage from MoNF, which means you have four or more MoNF traits slotted.
Edit: Also 10460 tactical offense rating will only give you 28.9% +tactical damage at level 65 (
see here) - if you've got 43.9%, you must be getting the extra 15% from somewhere. At level 65, the 30% cap requires a rating of 11050 - you're close, but not quite there yet.
You right, thank you for the hint. 15% are coming from MoNF. I have read the linked thread (again), but the formula is still a riddle for me (how one comes to " constant = 1190 / 3" ???)
constant = rating * (1 - percentage) / (percentage * level)
constant = 10460 * (1 - 28,9) / (28,9 *65) = -155,3548
EDIT: okay, they mean: percentage = your percent-value / 100. which gives: 395,90417 (instead of -155,3..), which is close to 1190/3 (= 396,66..)
But this geting OT here, I think.
CA
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Sparrow794
Wow.
Catering to min-maxing raiders. Super idea. I guess if you don't want a straight gear gate mechanic, just add a stat that will make the community do your gear gating for you.
Reorganizing the stats so that your players have less options when building their character, and not more, is a shame. This all reads to me as being forced into a shallower, cookie cutter stat build approved by Turbine. What next, ... force me to take a QK spec and play a burglar like a rogue? I thought better of Turbine than this. LoTRO is the last bastion of hope in a sea of horribly shallow MMO's with mechanics that punish the creative player instead of rewarding them; and this is a step towards getting your flagship title lost in that sea of garbage.
i'm not sure why people think that these changes, on balance, result in less options. Just to take an example, the change to lore-master's melee offence rating coming from will instead of might is completely irelevant in actual character build decision making - no loremaster in their right mind would ever pump might becuase at the moment it contributes to melee offence so neglibly. So there is no real tradeoff here at the moment.
And the removal of the stat caps results in far more options for character building and tradeoffs. At the moment, many classes don't have to make any sort of tradeoff between desired stats. Should I build for Will for Tac offence/outgoing healing/power or should i pump fate for ICPR/crit chance? The answer at the moment is "both" because it's very easy to cap em, or effectively do so, at the same time with end game gear. Remove the stat cap and I suddenly need to make some meaningful choices.
Ditto for tanks. At the moment they can cap or effectively cap m/a/v while also capping melee defence and one or more of b/p/e and also incoming healing (with top tier end game gear). Remove or massively increase the caps and suddenly they need to make genuine choices about what stats they concentrate on and in what ratios.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Critical Hit Rating – will replace the separate melee, ranged and tactical critical hit ratings previously appearing on items. Critical hit rating will enable all attacks to have an increased chance to critical hit.
So what stat is going to increase Critical Hit Rating? Right now, Agility increases Melee & Ranged Critical Ratings, and Fate increases Tactical Critical Ratings.
Is it going to stay like that? With Tact classes using Fate and Melee/Ranged using Agility? With the cap increasing to 25% maybe it wouldn't be a bad idea to have both of them add to Critical Hit Rating.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
deeman25845601
So what stat is going to increase Critical Hit Rating? Right now, Agility increases Melee & Ranged Critical Ratings, and Fate increases Tactical Critical Ratings.
This, I'd definitely like to see an answer for. Perhaps both contribute to the overall rating? I don't know of any class that wants both of those (correct me if I'm wrong) enough for that to be overpowering. Especially if diminishing returns applies to the final rating, as I believe it does, rather than to the contribution from individual stats.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Clover
Stats will be getting an update with the launch of The Rise of Isengard™.
Read more about these changes in the latest developer diary from Ken "Graalx2" Burd and post your comments here!
The changes seem interesting, but as I never fully understood my stat contributions to "primary" and "secondary" ratings, I am even further in the dark now. I get that hunters like agility, guards and champs like might, etc., but I don't see how it all fits together. Are we being encouraged to have more well rounded characters or should we forget everything that isn't our primary stat now?
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
This, to me, seems like a 'dumbing down' of stats and classes... I don't care for the idea of making everything simpler. On the other hand, this way they don't need to give us more gear options, or a custom crafting mechanism.
I suppose it will probably appeal to more people...
/sigh
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
is this change paving the way for more stat tomes in the turbine store?
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Well this is a biggie. Caps have been with us for such a long time it's going to take a major adjustment. Up till now gearing a tank has been like designing a formula 1 car - you can't just go hog wild on a massive engine, because there's a limit to engine capacity, you can't just put it on a crash diet as there's a minimum weight rule, you can't chav/rice it out with gargantuan spoilers because there's limits to how big these can be as well. I kind of like the well-rounded machine my tank has become.
But, setting the block cap at 15% has always been idiotic. Blocking is much easier than parry or evade. They should have doubled the cap, and doubled the rate at which block rating converts to %, from the moment Moria launched. Limiting it to 15 limits the usefulness of a shield guadian or warden.. glad it's changing.
I'm concerned about how this all ties in with the racial traits system though. Previously, with stat tomes i could hit the cap on block and vitality easily enough, now i will be at an obvious disadvantage - 95 less morale, 2% less block rating.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
CaerArianrhod
You right, thank you for the hint. 15% are coming from MoNF. I have read the linked thread (again), but the formula is still a riddle for me (how one comes to " constant = 1190 / 3" ???)
constant = rating * (1 - percentage) / (percentage * level)
constant = 10460 * (1 - 28,9) / (28,9 *65) = -155,3548
EDIT: okay, they mean: percentage = your percent-value / 100. which gives: 395,90417 (instead of -155,3..), which is close to 1190/3 (= 396,66..)
But this geting OT here, I think.
CA
as a LM, you get (from memory) +15% melee offence increase from the Staff and Sword legendary - which every LM equips and never unslots, so it's easy to forget about :)
the way stats currently work in this game: +rating can and will hit a cap (currently, say 30% melee offence); +% will take you over cap - the 'cap' *only* applies to ratings-based increases. so your LM gets well over-cap on melee offence due to traits and legendary traits - champs do the same thing in fervour.
the benefit of this change is not really to those classes with a +% bonus: my burg is at 17.9% evade in burglar stance now; he'll be the same on Day 1 of RoI; your LM will be the same. the benefit accrues to those classes with big, wasted +ratings bonuses: my warden, on Day 1 of RoI, will be considerably higher than 15% Block and 15% Evade, when i've got Shield Mastery and Dance of War running - Block will be close to the new 25% Block cap
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Graalx2
Ok all secondary characteristics Except for Critical Defence.
For the changes to primary stat contributions I only listed the changes. Guardians and Wardens for example, still get 5 Morale per Vitality.
Partial Avoidance is still at the present cap.
Finesse will be a much kinder and gentler gate, if it even rises to that level. The numbers in the following example are for demonstration purposes only. Please do not take them as ‘The Way Things Are’. They are only meant to be an example of our intent.
A top-of the line Raid Boss will probably have BPE and Resistance around 35% total with lesser bosses and trash elites having much less. A few pieces of crafted or quest gear give 10-15% off those totals and another 10-15% Finesse available through instance/raid loot this will lower BPE into more than acceptable levels. That’s the plan anyway and as such subject to change.
If it becomes one, it affects DPS and Tanks, but not support or healers.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
ararax
If it becomes one, it affects DPS and Tanks, but not support or healers.
Actually it affects tanks twice: we have to hit to create threat, and not get beaten too badly.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Hi, i just wanted to say BIG THANKS for removing the caps. They were one of the things that I hated most about this game and that totally ruined the fun from the character optimization.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Streloc
is this change paving the way for more stat tomes in the turbine store?
Of course it does. Stat tomes will probably stack to 10 soon after the expansion launches. Or better yet 12, to "bring them in line with Virtues." And the first thing they probably did after deciding on the stat changes was design the icons for Finesse Tomes on the store.
They said they wouldn't sell Radiance in the store. So their solution is to remove it, getting some short-term pats on the back from the players, lulling us into thinking they've turned a corner and are doing things to benefit us for a change. Then at the first opportunity they implement a subtler gating mechanism that they've never said they won't sell in the store, thus paving the way for Finesse Tomes while keeping their consciences relatively clear.
Transparent bait and switch. For shame, Turbine.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Will virtues be revamped to retain differentiation? Otherwise, if all virtue resists just change to the generic resist, there will be a lot less differentiation.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
"This means that Lore-masters, Minstrels and Runekeepers will use Will to contribute to their Melee offence."
This thread is pretty long at this point and I read a lot of it, but not all of it so this may have been answered somewhere already, and I'm not understanding something.
Say I'm a Lore Master and my Will is 500..will I now fight as well as a Champion with a 500 Might in melee?
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
"We have also changed the contribution to most class’s Offence ratings to use their primary stat * 10. This means that Lore-masters, Minstrels and Runekeepers will use Will to contribute to their Melee offence. Hunters will use Agility for their Melee offence and Guardians, Champions and Wardenswill use Might for their Ranged offence ratings."
How does this make any sense?
Having a high strength score doesn't mean my guard can fire bolts from his crossbow any harder.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
I'm sure someone has already answered this, but not really interested in reading 19 pages.
What the heck are you doing to the minstrels? Why? Please explain to me why? So all this grinding I've been doing is so I can be a dps minie? What do i do to level my outgoing healing now? Am I going to have to spend another 10 gold in game to reset myself? Why are you increasing the minies dps? And how am I supposed to get my minstrel ready for healing in Isengaurd. Please tell me what stat will be for outgoing healing.
I am so dissapointed, this is so stupid and the worst thing turbine has ever done. So what is the heal class? And fellowship's heart has no use, so I should just remove that. While I'm at it, I might as well throw out all of my healing gear, because it appears I will never need it again.
Some of us, aren't interested in being dps minies, and you've completely screwed over those of us with minstrel mains. I guess my minstrel is now utterly useless. So what stat do I need to work on for outgoing healing? If anyone can tell me, I'd appreciate it, since I apparently have to fix my minstrel before Isengard comes out.
Bad move turbine, failblog yourself.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Zweiblumen
Of course it does. Stat tomes will probably stack to 10 soon after the expansion launches. Or better yet 12, to "bring them in line with Virtues." And the first thing they probably did after deciding on the stat changes was design the icons for Finesse Tomes on the store.
They said they wouldn't sell Radiance in the store. So their solution is to remove it, getting some short-term pats on the back from the players, lulling us into thinking they've turned a corner and are doing things to benefit us for a change. Then at the first opportunity they implement a subtler gating mechanism that they've never said they won't sell in the store, thus paving the way for Finesse Tomes while keeping their consciences relatively clear.
Transparent bait and switch. For shame, Turbine.
You cynic you!
Sadly, the stat tome part of the above was my very first thought also when I read the Stat update Dev Diary. Guess the store/F2P has made cynics of many of us...
I'm still not quite sure what to make of Finesse. But I'd guess I don't like it (didn't like Radiance, though I had 160 Rad available by the end). It will make itemization choices much more limiting/irritating unless it is really prevalent on raid/instance loot, and make crafted stuff that doesn't have finesse (some will apparently) even more useless...
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Zweiblumen
Of course it does. Stat tomes will probably stack to 10 soon after the expansion launches. Or better yet 12, to "bring them in line with Virtues." And the first thing they probably did after deciding on the stat changes was design the icons for Finesse Tomes on the store.
They said they wouldn't sell Radiance in the store. So their solution is to remove it, getting some short-term pats on the back from the players, lulling us into thinking they've turned a corner and are doing things to benefit us for a change. Then at the first opportunity they implement a subtler gating mechanism that they've never said they won't sell in the store, thus paving the way for Finesse Tomes while keeping their consciences relatively clear.
Transparent bait and switch. For shame, Turbine.
Wow, berating Turbine for something that you think might happen? Well played. :rolleyes:
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Digero
Wow, berating Turbine for something that you think might happen? Well played. :rolleyes:
Finesse tomes are pretty speculative IMHO. Seriously though, would you bet against higher stat tomes? They are even sort of logical, given the level increase, and they are presumably big money makers in the store. Real question to me is where they will peak in Isengard (I'd bet on up to +70 or +80...).
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by Ken "Graalx2" Burd
Instead we have increased the rating contributions from primary stats so that you will be able to have the ratings that you desire rather than the ones we gave you.
It seems you are finally understanding that part of the pleasure of playing a combat RPG is in being able to set up the character freely, trying different builds, and having *all* the customisation options in the player's hands (within the limits you decide), rather than choosing "packages" of bonuses and applying them to gear as you have been doing so far.
Unfortunately these changes will still not cut it. The whole system needs to be revised to a point system where the player can choose precisely where to invest their points.
The same should be done to legendary items: They should come with all legacies at zero, but available to rank up at will.
Until those changes are done, you will constantly have trouble deciding which "package" of bonuses will please your player base, because no single package can please everyone nor contribute to really trying out different builds.
This implies that equipment/jewellery/weapons will no longer have any combat stats whatsoever. And that there will be no more traits that affect combat. And that will not please many of your current players, even though it is the best customisation system there can be.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Ugmo
Say I'm a Lore Master and my Will is 500..will I now fight as well as a Champion with a 500 Might in melee?
I think that's what it means, yeah. But LMs only got the one melee skill right? Means there could be some significant differences in a hunter's melee attacks and a warden's javelins strikes, too.
Quote:
Originally Posted by
Fabled_Tales
What do i do to level my outgoing healing now? And how am I supposed to get my minstrel ready for healing in Isengaurd. Please tell me what stat will be for outgoing healing.
It's still Will.
Quote:
I am so dissapointed, this is so stupid and the worst thing turbine has ever done. So what is the heal class? And fellowship's heart has no use, so I should just remove that. While I'm at it, I might as well throw out all of my healing gear, because it appears I will never need it again.
What's your worry here? You can have much more healing now that the cap is higher. FH isn't useless. Did I miss something?
It's still all about Will, for outgoing heals, offence and power pool, and Fate for crits and regen. That hasn't changed.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
I really wonder if you guys at turbine, when developing something, ever think about the impact on PvP. I mean you have a developer working on PvP, right, do you never meet him and talk about your projects? Doesn´t he say something like: oh my god, you can´t do that?
These changes will result in the worst PvP ever, even worse than with Moria. Cheers for that and cheers for postponing PvP changes to a point in the future that is "soon TM"...
Oh, and one more thing: Are you serious about giving every class more dps but not the captains? I really hope you are joking...
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Removal of stat caps is good news for tanks generally but bad news for my elf tank in particular.
I'm now going to have 95 less morale than an identically equipped dwarf, as well as 2% less block, 1% less common mitigation. And my Dwarven freind will be loosing his weakness vs frost/lightning/acid damage when Endurance of Stone is up, since these attacks will check against tactical common damage.
I've been trying to persuade them to throw us a bone here and remove -20 morale penalty and give us a +8 vitality passive.
Now i'm resorting to begging - if they won't do that, then make one more tier of vitality stat tome available only for race : elf. Give us the opportunity to pay them money to narrow the gap.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Did I miss something about the stat consolidation section? Because when I read "Stat Consolidation: These changes are being made to make items with these bonuses more useful to more classes," I assume this means something like, if a piece of equipment has a +200 wound resistance now, it'll have +200 resistance that'll be applied to all four of the resistances in the future.
On the other hand, it seems like in the last couple posts talking about stat consolidation, that's actually supposed to mean "all of those individual stat types mentioned under stat consolidation? Going to be consolidated into much more generic categories." And I'm not getting that from the dev diary.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Nemulas
Removal of stat caps is good news for tanks generally but bad news for my elf tank in particular.
I'm now going to have 95 less morale than an identically equipped dwarf, as well as 2% less block, 1% less common mitigation. And my Dwarven freind will be loosing his weakness vs frost/lightning/acid damage when Endurance of Stone is up, since these attacks will check against tactical common damage.
I've been trying to persuade them to throw us a bone here and remove -20 morale penalty and give us a +8 vitality passive.
Now i'm resorting to begging - if they won't do that, then make one more tier of vitality stat tome available only for race : elf. Give us the opportunity to pay them money to narrow the gap.
When we choose a race and class combo we have to deal with the consequences of that choice. Hobbit and Man Hunters don't get a bow damage passive like Elf Hunters do. My Dwarf Minstrel won't have a 2nd feign death because he's not a Hobbit. Your Elf Guardian also comes up short in the incoming healing department vs. Man Guardians, and doesn't have a racial BPE bonus either.
Don't want to feel nerfed compared to another race playing the same class? Choose a different race.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Lestache
When we choose a race and class combo we have to deal with the consequences of that choice. Hobbit and Man Hunters don't get a bow damage passive like Elf Hunters do. My Dwarf Minstrel won't have a 2nd feign death because he's not a Hobbit. Your Elf Guardian also comes up short in the incoming healing department vs. Man Guardians, and doesn't have a racial BPE bonus either.
Don't want to feel nerfed compared to another race playing the same class? Choose a different race.
Quoting myself from the racial discussion forum :
Agreed, Dwarves should have the best tanking passives, they are the race that was "hardiest to endure" and had the greatest skill in manufacture of weapons and armour. But Men as well, even Hobbits? Compared to Elves, men "were like in body, but more easily slain and less easily healed, and subject to numerous sicknesses that elves were not".
Well, the time of the Elves is coming to an end, and perhaps they should be the most disadvantaged race. But they seem far more disadvantaged as tanks than as dps, healers or casters. Which is strange, not only in view of what has already been written, but because at the end of the third age they were focussed on defence and preservation above all else.
Also notice how much more disadvantaged Elves are playing Guard/Warden than a Dwarf is as a hunter (1% less autoattack damage). I'm not asking for Dwarf hunters to get a bigger nerf, far from it - Tolkien's heroes were constantly overcoming the weakness of their heritage - it's part of what makes a hero.
Your tone is very blunt Lestache. We're in a dicussion about what changes we want to see for Isengard. I was asking for +8 vit and loosing the -20 morale penalty, not laser beams coming out of our eyes - is that really so offensive? It'd almost be a cosmetic change, in view of the other larger penalties which would stay.
Now of course if i want to play in a universe where Elves are physically smaller and less resilient than humans there's WoW, DDO, in fact every RPG out there.
If I don't like the state of affairs, what other Middle earth MMORPG do you suggest i go play?
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Ugmo
"This means that Lore-masters, Minstrels and Runekeepers will use Will to contribute to their Melee offence."
This thread is pretty long at this point and I read a lot of it, but not all of it so this may have been answered somewhere already, and I'm not understanding something.
Say I'm a Lore Master and my Will is 500..will I now fight as well as a Champion with a 500 Might in melee?
Aside from the obvious difference in amounts of skills etc...yes, you will have the same amount of melee offence gain from 500 Will as a champ from 500 might
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Fuaim_Catha
"We have also changed the contribution to most class’s Offence ratings to use their primary stat * 10. This means that Lore-masters, Minstrels and Runekeepers will use Will to contribute to their Melee offence. Hunters will use Agility for their Melee offence and Guardians, Champions and Wardenswill use Might for their Ranged offence ratings."
How does this make any sense?
Having a high strength score doesn't mean my guard can fire bolts from his crossbow any harder.
Just be glad you're not a Captain.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Has a Dev replied yet to the the concerns of Captains about this?
Unless this is addressed, every class will now have this nifty benefit of one stat covering two purposes, with a *10 not just to a primary ability but also now through the primary stat, to a secondary ability...
EXCEPT NOT CAPTAINS
???
Something like this needs to happen, and soon... before we get to the point where the Devs have moved on to other things, and this is in the finalized version to be released.... and Captains get left in the dust... : (
* The Dev Diary needs to read: "Captains are a special case... And yes all of you Captains out there, you will get 10 times your Might contribution to Outgoing Healing.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Here is a thought to the dev's on the topic of the beloved Captain make all of the captains ratings and what not based on vitality. They are after all the the buff bots and it would be different but comparable to other classes.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
andeniaw
Here is a thought to the dev's on the topic of the beloved Captain make all of the captains ratings and what not based on vitality. They are after all the the buff bots and it would be different but comparable to other classes.
Too far in the other direction. I'm all for consolidating offense rating and outgoing healing rating for Captains into one stat (be it Might or Will), but making Vitality that stat would make Captains the only class that could stack morale + offense rating + outgoing healing all with one stat, whereas everyone else would still have to stack vitality + their primary stat (Might, Will, or Agility).
The current proposal is unfair to Captains, yes, but proposing Vitality as your primary stat is unfair to everyone else.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Digero
Wow, berating Turbine for something that you think might happen? Well played. :rolleyes:
You don't need to be a meteorologist to tell which way the wind is blowing. ;)
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
BerenTelcontar
This, to me, seems like a 'dumbing down' of stats and classes... I don't care for the idea of making everything simpler. On the other hand, this way they don't need to give us more gear options, or a custom crafting mechanism.
I suppose it will probably appeal to more people...
/sigh
Heres your chance then, Roll a Captain and you can be stealth nerfed like the rest of us. You will still get to make exciting choices about whether to stack for one stat and therefore suck at everything else your class is built for, or go for a middle of the road jack of all trades build, with ###### DPS, laughable tanking ability, pitiful heals (at 75 compared to RK and Minstrel), oh, and by the way, I forgot to tell you that even if you spec DPS, you will still be bottom of the barrel for DPS.
At least they never nerf our buffs....oh wait...snap...they have done that to me in the past too.
-
AW: Rise of Isengard: Dev Diary Feedback: Stat Updates
The remove of the caps- maybe someone please can explain me how there ever will be a balance?
For example:
On the one side there's a guardian of a raid-kinship. He's wearing full raidset and has the best jewelry out from raids+instances. After removing the caps he maybe has approx. 12000 morale if he wants.
On the other side there's my guardian, who is wearing the Galadhrim-craftingsets, armor+jewelry. After removing the caps he maybe has approx. 6000-7000 morale.
So how can there be a balance in skirmishes? Or in quests outside of raids and instances, where no T1 and T2 is available?
Will the difficult be normal for me and totaly easy for him?
Will it be hard for me and easy for him?
Will it be hard for him and impossible for me?
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
There will be diminishing returns on stats, if someone focuses overly on a particular stat they will be making a proportionately higher tradeoff against there other stats. I don't understand all the negativity. With hard caps often we hit a wall and there was little room for real gear progression. This change will offer more flexibility.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Finesse reduces block, parry, evade, and resistance, but none of these can go negative. Beyond that point, extra finesse is overkill, but how much is too much will depend on what you're fighting - landscape, instance, or raid. In general, a raiding build will be finesse overkill on the landscape, and all that finesse will have come at a cost in other stats. With suitable balancing of the options, this could mean that raiders don't get an advantage on the landscape - speculation, but Turbine should have already learnt that lesson, after having to remove radiance effects on landscape.
Another balance issue: some of us don't, or can't, use shields, which means no block. Because of the way finesse works, and the diminishing returns on stacking parry or evade, this means the same amount of finesse will have a systematically different effect on different classes.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Idiotvillage
There will be diminishing returns on stats, if someone focuses overly on a particular stat they will be making a proportionately higher tradeoff against there other stats. I don't understand all the negativity. With hard caps often we hit a wall and there was little room for real gear progression. This change will offer more flexibility.
Possibly because it renders the lack of a cap functionally irrelevant. If the tradeoff against growing one stat beyond a certain point versus other stats is too great, it no longer becomes feasible to grow that stat to that level. There would effectively still be caps in effect, but they would be determined by the players rather than imposed by the game.
That may not be a problem if all we have to do in future is grow one stat and Vitality, which seems to be the case and I and many don't like the idea. Building two stats instead of more and having the same stats work differently for different classes seems like a simplification of the way the game fundamentally works and simultaneously an unnecessary overcomplication of class-to-class understanding. To be frank, it's mental.
Besides, a lot of folks like caps. It gives them a target to reach. I thought it was nice that there were multiple ways to hit those targets in game currently and see no reason why such a wholesale change is necessary.
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Parmur
I really wonder if you guys at turbine, when developing something, ever think about the impact on PvP. I mean you have a developer working on PvP, right, do you never meet him and talk about your projects? Doesn´t he say something like: oh my god, you can´t do that?
These changes will result in the worst PvP ever, even worse than with Moria. Cheers for that and cheers for postponing PvP changes to a point in the future that is "soon TM"...
Oh, and one more thing: Are you serious about giving every class more dps but not the captains? I really hope you are joking...
do not worry we have thought
The store said there is now also side creep
sell the volumes was also on that side so the situation will be balanced
ptaticamente equaled that of the volumes side freep freep side and so you will be able to say that there is a balance in the store
I'm pretty doubtful about this but probably will in a mechanical way to sell things creep side to balance the stats even more volumes for sale
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
Could someone who is more familiar with RoI and what it will bring tell me how many new skills we will have to juggle? My quick slots are overflowing as it is... how about throwing in another one, Turbine?
-
Re: AW: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Gwenryth
The remove of the caps- maybe someone please can explain me how there ever will be a balance?
For example:
On the one side there's a guardian of a raid-kinship. He's wearing full raidset and has the best jewelry out from raids+instances. After removing the caps he maybe has approx. 12000 morale if he wants.
On the other side there's my guardian, who is wearing the Galadhrim-craftingsets, armor+jewelry. After removing the caps he maybe has approx. 6000-7000 morale.
So how can there be a balance in skirmishes? Or in quests outside of raids and instances, where no T1 and T2 is available?
Will the difficult be normal for me and totaly easy for him?
Will it be hard for me and easy for him?
Will it be hard for him and impossible for me?
I don't see how this is different to how it is now, or in any other game. A player with better armour and better jewellery than you, who has more morale and more defence and more offence than you... will probably find quests a bit easier than you.
Skirmishes and overland questing is painfully easy. Just look at the outcry when a hard skirmish, Icy Crevasse, was unleashed. They will probably always be aimed at the lowest denominator of player. If you can't kill an overland orc you've gone wrong somewhere and need to check your playstyle.
Besides, diminishing returns. Just because someone decides to stack 200 more might than you will not make them 200 times stronger. Probably work out to about +9 more offence or something :p
-
Re: AW: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Lilka
I don't see how this is different to how it is now, or in any other game. A player with better armour and better jewellery than you, who has more morale and more defence and more offence than you... will probably find quests a bit easier than you.
Skirmishes and overland questing is painfully easy. Just look at the outcry when a hard skirmish, Icy Crevasse, was unleashed. They will probably always be aimed at the lowest denominator of player. If you can't kill an overland orc you've gone wrong somewhere and need to check your playstyle.
Besides, diminishing returns. Just because someone decides to stack 200 more might than you will not make them 200 times stronger. Probably work out to about +9 more offence or something :p
At the moment the difference between raiders and nonraids morale isn't that big as it will maybe be in future without having a cap.
I don't have problems with orcs or icy crevasse. Where did you read this?
But yes, I know many people who have problems with the forochel skirmish.
If the future content will be adjusted to fit on people with 10k morale, I'm sure I will have problems. And many others too.
Maybe not with one or two mobs at same time, but 3 and more, which is now really no problem. And this is what I'm thinking about.
Look at the General Discussion Forum, there are people who'd like the "can only be done solo" quests to be canceld, because their partners aren't able to do them. Whats about this people?
Not everyone is on/ near the cap now, if you don't go to raids or instances you don't have any problem with outrunning the cap, the crafted things aren't that good. So if the future content is related to the crafting, the people who now says that everything is to easy will get bored then. And this is what I mean with "how can this ever be balanced".
-
Re: Rise of Isengard: Dev Diary Feedback: Stat Updates
I could only find speculations when I tried searching for it...
but how is Finess calculated?
-
Re: AW: Rise of Isengard: Dev Diary Feedback: Stat Updates
Quote:
Originally Posted by
Gwenryth
...
Not everyone is on/ near the cap now, if you don't go to raids or instances you don't have any problem with outrunning the cap, the crafted things aren't that good. So if the future content is related to the crafting, the people who now says that everything is to easy will get bored then. And this is what I mean with "how can this ever be balanced".
having a hard time following your logic but...
First, where did crafting become an issue? *boggle*
You don't EVER balance anything item by item. The guy with the 12k morale will have a trade off somewhere. The sum of the trade off's is where you find balance, not on who has the most morale.
If he gets hit for 1k morale each shot and you get hit for 300m each shot, who is going to be around for the final curtain? If he is getting hit for 1k and his healers can't keep up, who's going to drop first?
People gear up to a certain number and plan on running with someone else's buffs to cap them. Few people have capped stats natively, but with potions, captain buffs, gear for certain occasions (for some classes) you can hit caps in a lot of places. *I* haven't done it yet but I have some good advisors.
So, the moral of my story is, wait til the finished product comes to us before you start doing Chicken Little impressions. :)
[bwak bwak]