Intro:
I want to thank the SSG Dev's for listening to the feedback of players who have long been asking for a more difficult landscape experience. Players have long wished for an experience that they enjoyed from LOTRO 2007, an age when LOTRO felt like an MMO full of life, and grouping requirements on landscape quests. For a long while now for those veteran players. Landscape has felt simply un-enjoyable and more of a chore to level through due to the ease of landscape difficulty.
I have spent pretty much all day testing various different level areas level 0-75 and harder content areas on Difficulty Tier 9: Deadly+6 with a friend of mine and have had quite a lot of fun testing this out.
I think that this is a very nice feature, and though I am aware or believing the intention for this to be on a server akin to Anor/Bombadil (a themed server) I would actually like this on Live (since its optional), but if its on a side server, would hope it to be permanent, not temporary. This Landscape difficulty however comes with quite a lot of flaws, or oversights, or some intentional features I believe to be mistakes if they are intentional. However I have a lot of positive things to say also.
I will set this out with the Negatives, the Positives and then followed up by my overall opinion and features I would like to see, or some things I would like to see changed. So hopefully this feedback is taken well and not as complaints and thus ignored? Anyway.
Negatives/Issues with having tested so far.
The biggest issue immediately noted upon testing was the finesse nerf. For example, stood inside the Eyes n Guard Tavern, having 4.5k finesse to leaving and entering the world with Deadly+6 having 1k Finesse. Now, you might not think this an issue but when corruptions are a 100% Must remove or you instantly die, or deal no damage. My Beorning was running around with 300 Finesse at level 65 while having maxed out virtues for finesse and having 1-2 finesse items. I was having a good 80% of my attacks avoided, and resisting 9 out of 10 corruption removals, and 9 out of 10 bee's. Now I believe there is a difference between difficulty, and frustrating features such as not being able to deal damage or use my skills. I'm not sure if this finesse feature was intended. But I believe this could kill the enjoyment for a lot of players even those like myself who want to exclusively play on deadly+6 (the hardest difficulty). Its simply just not fun not being able to hit things.
The second biggest issue was heal threat due to low damage on DPS classes. What I mean by this is the fact that our damage is reduced so significantly, for example my level 32 champion on testing was dealing 50-100 damage per hit and a maximum crit of 300 (compared to around 3k crits on live) was never able to keep aggro from a level 32 hands of healing captain. This is because our damage is too low to generate threat over heal aggro. This forces players to have a tank, or the healer will permanently have aggro because it is simply impossible to generate enough threat over them. I feel this is another feature that might cause people to give up if it were to go live in a state where without a tank healers have permanent aggro.
The third biggest issue is the mechanics of the corruptions. I really love the corruptions and I don't want to see them go. However I feel like they apply too instantly. for example, if an npc gains a corruption on the tail end of an attack animation before the wind up of the next animation and we are in an animation already and unable to remove the corruption; If the mob gained the red corruption giving it 100% attack damage. Its next attack is guaranteed to do 80-100% of the players health, and we cannot remove it due to the speed of it. Thus 1 shots start happening. I believe there needs to be a timer on the corruptions effect. For example (the corruption appears on the mob, but the mob does not gain the effect for x time, like 1 second) 1 second isn't much, but it is enough for no weirdness such as back to back fast attacks and the second having 100% damage leading to weird and instant 1 shots that you cannot react to.
The fourth and final big issue is the regions ranging 75-95. Mounted combat regions when fighting mounted mobs are literally impossible to fight. They dismount you from your horse in 1-2 hits and then 1shot you on foot (basic mounted mobs, not warbands) I think you would need to provide some buff to the war-steed in order to make these regions work. This region would 100% have to be skipped in its current form.
Minor Issue: Some damage over times from landscape mobs are not scaled up. Mobs are hitting 500-1500 at level 22 but their dots are dealing 50 damage for example.
Minor Issue: Some mobs simply 1 shot. While testing level 22 area's in Lonelands, the Goblin Sappers that appear in the ruin slightly south east of Forsaken Inn, literally 1 shot us. The Sapper Bomb is instant death, 2.1k damage aoe.
Minor Issue: Some healing classes are too underscaled to heal Deadly+6. For example, those who do low level content a lot like myself. Beorning is by far the strongest healer (it isn't overpowered), its just. The heals from other healers are so prehistoric and left behind in their scaling. For example a level 20 Beorning is healing 900 and a level 20 Minstrel is healing 300. I'm afraid, that this server will literally just be a meta pick server if older healers don't have their early game heals corrected and scaled properly. You will find minstrels & runekeepers & Captains completely unable to heal this. (Already tested some of this, Beorning is currently the only class that can heal in a duo)
Minor Issue: There is a lot of options for griefing in this mechanic. So the way it works is. If a player on Deadly+6 is fighting a mob, they are taking insane damage from a mob and dealing almost no damage. but a player on normal can run up and pretty much instantly kill your mob, and they take no damage from it also. This will basically ruin the experience for those wanting to enjoy deadly+6 if theres a bunch of people in the same area killing the same mobs, because your difficult experience will be shut down by those playing on normal. (I talk about how to fix this later in the opinions section)
Minor Issue: The Saurons Eye thing bugs a lot, leaving a permanent eye on your head which is kinda frustrating.
Positive Feedback after testing so far.
This difficulty is simply the most fun that I have had in a very very long time on LOTRO. Without a shadow of a doubt this mode will make a lot of people really happy, and having shown screenshots around on discords and made 2 and soon more Youtube video's for this testing. There is currently a lot of positive feedback and hype for this. This is exactly the step players have wanted for a very long time. I look forward to streaming a leveling series and hardcore challenged on Deadly+6
I really love the difficulty, and I love being punished for mistakes, I love the game playing on Deadly+6, it feels right.
Promoting group play and encouraging people to play together is exactly what an MMORPG should be. I want to group outside of my raiding, but currently there's no reason to group, logging on for raids and then logging back off with nothing to do. But this is something I could really sink my teeth into.
Overall Opinion/Things that need to change.
Currently my biggest concern is the difficulties. Let me elaborate. Currently there is 10 difficulties (including normal) and I feel like their need only be 4. Normal, Hard, Dangerous, Deadly. I feel like Dangerous's scaling should be put onto Hard. Deadly+1 Should be put onto Dangerous and Deadly+6 Should be put onto Deadly. Then there should be 4 layers with ways to teleport between the layers to help friends if they get stuck (playing on their difficulty while in their layer before returning to yours to continue your journey). That way you can also fix the next issue. I feel like the -95% damage or whatever the damage drop is is somewhat not needed. You have done this to make mobs last longer, which is 100% needed, however. If you layer the difficulties, you can then scale the mobs health pool and keep the damage the same as live. So for example (blood wing level 44 angmar boss has 20k health) on Deadly (deadly+6) it can have 150k Health. it has the same effect as us having 0 damage. The reason I say this is because of 1 thing that annoys me and that's instancing. So, this is a landscape only difficulty, meaning. I'm on Deadly+6 and I want to now do an instance, I instantly go from dealing no damage to dealing insane damage again. That feels really really weird. I think raising mobs health and leaving our damage consistent throughout the leveling experience is the better way of going. Or, on the other hand. Allow our landscape difficulty to follow us into our instances meaning we can go into the rift of nurz ghashu with deadly+6 active. (my preferred option) however, allowing our damage to be normal and mobs health to be higher also fixes the heal threat issue.
If it is left in its current form I would like to see a reward for reaching 50-130 on Deadly+6. My experience is much much harder than those playing on Deadly+1 and I feel like I get nothing extra for leveling that way. I would like a title for 50-130 on Deadly+6
I would also like to see portrait frames added to this mode. Because I think the landscape difficulty thing is really interesting and frames could be very desirable.
I would like to think that this mode can also introduce some much needed early game re-balancing issues to instances that even Anor/Ithil did not fix. Instances/Raids are still solo'able by most classes on t1-3. I know because I have done this on many different classes, even raids that are close to mechanically impossible. I really hope that SSG now that you are showing a lot of interest into game difficulty that you might review the old instances/raids.
As a player who always tests the limits of every class, and always tries to solo instances/raids. If you need help with this, I am more than happy to offer you my input and research. I have a lot I can say on the balancing of low levels both through classes, and through mob scaling in instances. If you would like my opinions/thoughts simply reach out to me.
Overall opinion of the mode. Truly fantastic, however it does have quite a few issues. but lots and lots of promise. I hope this feedback helped. Again, thank you so much for offering us players this mode. I really really look forward to it, and its potential. I look forward to streaming it and creating guides for it, and look forward to completing Deadly+6 with friends.
Blood of Loki
~ Want to get in touch for any reason - Blood of Loki | Sam#7737 (Discord)