Please note: I am paraphrasing here. Anything said here is coming through my interpretation of what was said, and is subject to being corrected, so don't take all this as the final word.
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Any changes or fixes for the Minstrel
Jinjaah – There aren’t really any specific major changes coming for any classes, but they are trying to sort out some issues under the hood with classes in general and how their primary stats contribute to their secondary stats, how mitigations factor in – stuff they need to clear up before they can nitpick on the individual classes.
(Calta insert: I'm very very sad at this point)
HoarseDev – They are always doing fixes here and there. The devs do read the forums pretty thoroughly, for better or for worse, and they are constantly making fixes. He sees bugs come through, suggestions come through all the time and they assign them, but right now they are definitely looking at the difficulty of the game, the stat contributions, and trying to build challenge in across the board. Now that they have the classes systemically at a place where they are a lot easier to work with
, now they want to make sure that the challenge of the game gets to a point where people are happy with it. And from there they can really start digging into very individual skills and start picking them apart.
(Calta: my emphasis. I start to perk up at the bold bits.)
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In the last update there was a patch note that said monsters will be more aggressive and use their high powered skills more often. Will you be continuing to make monsters more powerful, or will you work on making the classes less powerful, or a bit of both for U13
HoarseDev – Monsters need to be more dynamic and keep us on our toes, so they do need powerful skills, that’s part of it, but if they just crank that up there will still be a problem where people are hitting their stat caps really easily. Basically under the hood there are a bunch of big magical formulas and whatever, and right now people are getting too close to stat cap without having to get better gear. So what they want to make sure they do on a release when they ratchet up level cap is to ensure people are facing new monsters that do new, interesting things, and that there’s a really good reason to go out and get better gear. So to widen that band of what you currently have to where you are striving to get to. And they’re really confident they can do that. Between 13 and 13.1 with a little course correction along the way because they never know what’s going to happen until the live players get their hands on it, no matter how much they put it out on Bullroarer. He believes they can get to a sweet spot where things are interesting and challenging again, where people don’t feel like they’re just rolling over the bad guys.
(Calta: Dynamic monsters! doing new new interesting things. You have been reading the suggestions about balance-Hoarsedev and not just those about nerfing class or upping mob DPS. Thanks! )
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In years gone by there were random teal drops from landscape mobs. They were extremely rare and you had to grind for hours to get them. Is there any possibility of something like that returning
HoarseDev – He is a big fan of extremely rare but awesome drops on landscape. Over the years they’ve moved away from that. There are really two schools of thought on the issue. On the one hand there’s the view of, “Is that lottery pull really really awesome” which he personally believes, and on the other side there’s, “Will everyone want it but not be able to get it.” He tends to lean more towards cool things from as many places as possible, but sticking to rarity. So he’s working on it, but it has to fit in and it has to be comprehensive across this huge game world. He doesn’t want to make it so that people just farm the areas so much that it’s hard for people to complete quests there. But philosophically he’s a big fan of that exact thing.
(Calta: At least he's personally enjoyed this stuff, and is receptive to the idea, and is aware of the previous open instance/landscape quest farms/issues. Happy to wait to avoid the Limlight issues pre-open tapping, and the RoR loot farmfests post open tapping while they sort out the mechanism)
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Is there any chance we will get an improved LI system that enables us to truly level one item with us, instead of having to scrap it every 10 levels. Is there any talk happening around that type of approach
HoarseDev – They’e going to try something else first – something that is not specifically attached to LIs – and see how that flies. It is a big big undertaking to pull the engine block out of the LI system and change it. But he’s always thought philosophically that if you find a legendary item, you should be leveling that pretty much permanently, with finding other things to make it better being the drops you get, rather than having a hockey bag full of items you are grinding. They can’t crack the LI nut in the immediate future, but they are looking at other ways to involve other gear to get things to a point where that may be a possibility. He’d personally love to see a change.
(Calta: Fair enough. I'm still maxing mine. I'll be doing that until Mordor anyway, at my rate. But i do hate destoying my beautiful Mastersmith-crafted antique named relic encrusted swords and my personally illuminated manuscript precious heirloom songbooks.)
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Is any thought being given to scaling skirmishes around the chosen level to negate the ability for higher levels to slaughter lower level skirmishes
HoarseDev – They haven’t really talked about that specifically, no. He hopes that the paltry rewards for killing low level skirmishes are enough to deter that, but they’ve been doing a lot with level scaling, so in terms of the technology they have now, it brings them a lot closer to having something like that on the table. The main work of building the Big Battles was in making it possible for players of any level to be able to get in and play. The flipside of that is being able to cater other content to scaling in a more pleasing manner. But right now they are focused on scaling in the Moors, and getting that as right as they can. When it comes out there will be a lot of feedback and they’ll want to tighten that up a lot before looking at other things.
(Calta: the paltry rewards are sufficient disincentive. Allowing higher players to continue in lower skirms allows kins to teach groups of new players the mechanics. Not all higher players in skirms 'slaughter everything'. And if they do-meh. Their choice. But agree the option of scaliing down the player would be nice-just not likely.
Important bit. Working on player scaling up in Moors. After testing player scaling up in BBs. Ponders next step after that....up for raids?)
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Up through Mirkwood there were shard-droppers and then warbands were touted as the replacement for that. Is there any chance of shard-droppers returning to the game in areas where mounted combat is not allowed, so that we can have tougher on-level mobs running around those regions like before
HoarseDev – Loves this kind of thing. Loves questing and seeing some big scary thing show up that he can get his kin together to fight for a good drop. We’re at a point in the timeline of the story of the game where bigger threats are moving into areas where they didn’t before, so it makes sense to do stuff like this. So he thinks it’s more than a possibility that this will happen in the future. Right now it’s high on his list. He’s hoping later this year to get more really tough mobs out there that the average person would not be able to solo.
(Calta: YAY!!!!!)
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