Ah yes, the state of captain.
Well, there are a ton of issues with the class but I'll first start with the overall image and user experience before I get to the details of each line.
Image & user experience
Firstly, the image, as for this moment all 3 lines suffer in regards to their image. One being simply distorted to another being unable to be what it was meant to be.
This goes for all 3 lines
if SSG still holds the same vision for what it was during HD. Though, if we are aiming for recreating something like yellow captain as it was during HD, then you'll need to change a couple of things to make it work due to how current content operates today.
Red line
The redline captain buffs its group mostly in terms of damage, it also offers respectable off heal if required. Its main feature is able to control the amount of damage being done within a set time. This we often refer to as burst damage, but this is instead pointed in terms of group play.
This also comes forward in how redline itself operates, the captain it's rotation is all about burst damage and building up to that point. While we should be able to do respectable damage, the offhealing should be decent too, with damage still overshadowing it.
Currently, this is turned around, the redline captain experienced some major issues during the change of LIs.
So what needs to change? Firstly, the redline captain should maintain this silver line of burst damage. The buildup on damage generally happened in forms of buff stacking, with an execution into shadow lament with inspire.
Currently, shadow lament hits lower than actual devastating blow, both skills should be able to hit like a truck, but due how Shadow's lament is basically your final execution of all the buildup you made through the rotation it should hit notably harder than devastating blow at all times, regardless of you have the tracery for lament or not. Both devastating blow and lament were known to be the 2 main hard-hitting skills of a captain since the days of shadows of Angmar. They both should deliver very nasty hits if they do crit.
For example, when you look into the execution of elendil, you gain a 20% dmg buff to lament. Then when you re-open hardened, you re-open readied and go through the bleeds with cutting attack first, from cutting attack you gain a 30% crit dmg multiplier that affects anything that gets applied (even dots) within that 7 seconds.
Thus you go with both states open -> cutting -> grave wound (as readied, cutting edge and hardened affect the dot effect) -> elendil -> devastating blow -> inspire -> master of war proc -> Shadow's lament -> master of war proc -> devastating blow. You can ofcourse still play around with this by choosing to leave your states open, sacrificing damage potential for more burst into lament.
Thus, you always release inspire and lament within cutting edge. You can also choose to smoothen the rotation out by placing grave wound directly after battleshout, this results in a much smoother rotation. Placing Grave wound directly after you executed from devastating blow into -> battleshout still should hold the remaining effect of cutting edge, which you got from cutting attack.
Point being, SL is the capstone skill pretty much and you cannot say; ''
oh lets add a set bonus to cut the cooldown of shadows lament'' like you have done now, it's absolutely disgraceful and tells me SSG has no clue of what they're doing.
Then moving away from it's image and into experience, redline captain is fine in terms of speed and shouldn't be changed there, infact, I think it's already too fast due captain it's image being ''slow, but dealing heavy blows''. During Ered mithrin, redline received a much smoother rotation by cutting the cooldown from battle-shout. This significantly reduced the rotation and smoothness. But still, there remains a slight gap. Therefor, I think it's important to cut BS its cd down to 10 seconds here. This should allow it to line up perfectly as you restart your rotation.
So to improve overall player experience for red, I think it's better I make a list here.
- Advantageous Attack Bump up Advantageous Attack from telling mark which is triggered by using SL onto a target with telling mark. Maybe a flat 20% damage bonus to Shadow's lament from Advantageous Attack would be nice.
- Smoothen rotation by cutting down on the cd of battle-shout, this allows for both a smooth rotation will keep the image of the redline captain in check. Approx cut to 10 seconds cd.
- Grave wound initial bleed tick needs to be reinstated, as this was removed, and offers for a good short-term AOE tick that could help with landscaping. Allowing for a more smooth experience.
- scaling Bumping scaling to proper values, as relentless attack and armor rend from the herald. See -> Captains bug archive AND Giseldah's U31 stat scaling preview
- Master of war being consumed by marks, routing cry & battleshout
- Impactful blows Fix impactful blows as a trait, this trait stopped working when the LIs got swapped
- Shadow's lament damage needs to be bumped higher, it should always be the most impactful blow of the captain, with devastating blow following up to that.
- Bleed damage Increase bleed damage and upscale all skills accordingly.
- Overall damage output Increase overall damage output, but do NOT try to damage the image, unlike some of these people above me who have suggested increasing its speed, which is ridiculous.
Blue line
In terms of image, blue has a rather odd experience. It is more in an existential crisis than any of the lines and probably of whole lotro.
Many people mistake this line as an actual healer, whilst it truly is a hybrid. The line itself was intended as a hybrid, aggressive melee healer. A mirror of what redline. Being a healer, whilst having an overarching buffing capacity with strong abilities. Nevertheless, the line still performs well and for the users in raids, groups, it feels nice and flows nicely. There's one remarkable thing though that may bother the average player, that's damage. When blue was introduced, it was meant to be able to deal a good portion of damage as an aggressive melee healer. This was part of how the line was intended to operate. Now, it probably delivers almost the lowest damage in the game, with yellow captain sitting below that.
At this moment, blue also suffers from having a decently powerful ST heal. This ST heal was words of courage with a powerful initial and a decent HoT effect. This now has changed a couple of updates ago. I personally think this needs to be reinstated and the HoT effect from WoC should be compensated by properly adjusting many of blue captain its heals. This includes the Valour t5 burst heal, focus heal gained from executing sure strike in readied-state, and hands of healing heal, which is a chance-based heal that is supposed to heal a good amount as a gap filler.
So what needs to change and improve for the overall player experience? Well, it's more or less a question of do we want blue to remain as a hybrid healer, or do we want it to be an actual healer? Because we can see that as a hybrid healer, blue line captain doesn't suffice really.
Because if you want to make it work like redline captain, it will act as redline captain, meaning it will always hold 1 spot in raid. Thus you should question if we shouldn't just make blue captain a healer, rather than a unique hybrid that cannot be balanced because it has nothing that can counter it.
What needs to be fixed and scaled for an overall better experience?
- Inspire Using Inspire and cashing out gallant display T1/2/3 only affects the initial heal of inspire, the same goes for overall heal effects from words of powers (traceries). Only the initial heal of inspire is affected in that regard and not the HoT.
- Valour Valour Tier 5 AOE burst heal is still not scaled.
- Valour which procs from Valour T5 gets consumed by valiant strike while Inspiriting presence is on cooldown.
- [08/22 05:37:28 AM] Zaheer applied a heal with Valour to CHIMP-CLASS-ENJOYER restoring 5,263 points to Morale.
- Damage scaling Overall damage output should be much higher to about 150-200k DPS (as of today's standards)
- Hands of healing trait Hands of healing, as a core trait from the blue line trait tree, is neglected since Helms Deep, much like Valour T5 AOE burst heal
- Standard of Honour As of recently, the Standard of Honour got fixed in terms of healing. The heal got changed as well, as it now can crit. However, it is not affected by Inspiriting Presence.
- As of now, Standard of Honour does not weigh up against Standard of Valour. Please reconsider scaling between those two standards as the standard of valor from yellow significantly outperforms the standard of honor in raid situations.
- Gallant display cashout At this moment, when we start building Gallant display, we only get to T2 before Inspire comes off cooldown. Maybe upping the T3 inspire heal bonus slightly for a bit more control over the single heal being done in an instance. This allows for slightly more control and reactive healing. @Joedangod however suggested it'd be better if gallant display just builds up and doesn't cash out when inspire is used.
- Cry of Vengeance Cry of Vengeance should be bound within the blue line trait tree and a new trait should come for it in its place, perhaps one that allows the blue captain to increase in DPS or something.
- Inspiriting Presence Shortening the internal cooldown of inspiriting presence could make the line more competitive and switch away the choice to cashout valour for a guaranteed proc on Inspiriting presence on a separate button. This allows the captain to still control the Inspiriting presence for a more pressing moment, making it act as a cooldown.
- Valiant strike & Valour release During Ered mithrin patch, valiant strike received a shortening cooldown. This was good, but it caused some issues with the captain consuming ''Valour, which procs from t5 valour''. Thus I think all the more reason we should receive a new button for releasing inspiriting presence once T5 Valour is reached. Because if Inspiriting presence is on cooldown and you hit valiant strike during Valour T5, you will consume the buff that is tied to valiant strike guaranteed crit proc aka inspiriting presence control. The buff gets consumed, but nothing happens as Inspiriting presence will remain on cooldown.
What do I feel needs to change?
I personally love inspiriting presence, but I think that due to the implementation as of now, it's uncontrollable. I love blue for being so unique in both playstyle and what it delivers, for example, being melee and able to be so flexible by swapping song-brother to a DPS ally instead of healing one basically makes you sacrifice healing for more DPS in the group. Then being able to pick stuff from redline truly allows you to deliver some assistance in terms of DPS at the cost of utility that you would otherwise have from yellow.
List of what I think that may need to change
- A better implementation of song-brother & inspiriting presence along with Valour
- Stop gallant display cashout
- Allow us to control the release of inspiriting presence once loaded up to Valour T5
- If no valour, with no inspiriting presence and no tactical dmg from song-brother, rework song-brother completely along with the standard of honour
Yellow line
To fall with the door in the house, the yellow captain is a pile of ####, a lost relic that got it's identity completely destroyed by both SSG and the player base who seem to think what the line represented. Yellow really wasn't all about just staying in hardened, infact hardened at the time had a much lower impact on tanking as a yellow captain. You're a 2-handed wielding sword-wielding tank that is able to support it's allies whilst being able to block with 2-handed and do damage.
Hate to break it to you, but that identity is completely gone and yellow has gotten to such a point that the trait line needs to be completely rebuilt due to how content currently reflects on classes & the sheer amount of bugs and scaling issues that plague the captain.
Yellow as of today no longer uses 2handed swords, which was part of its identity. There's no reason to use a 2-handed weapon now when your dps is dog#### and shield simply offers more stats. I feel that yellow lost it's identity here completely. Not just by losing the 2handed sword, but also because of how the cooldowns are linked together now and it has such a flat idiotic self-sustain that doesn't help for ####. Much of the line it's mechanics is broken and or does simply not work due casino meta that barely help with rising your turning point.
I once questioned for an increase in complexity for yellow, this resulted in replacing the elendil damage cashout trait to the elendil's fury trait, which is NOT a choice, since you have to trait that. Instead, I suggest SSG to incorporate elendil's fury into yellow passively without us wasting a trait slot on elendil's fury there and instead give yellow a passive damage buff when wielding 2h(which is still a choice). This should allow yellow to do some DPS too and since it's locked into the capstone trait next to SoD, no other line can access it and abuse it.
Moving on to how yellow should operate, as a tank, yellow isn't supposed to really have so much self-sustain, although, it should get passive healing income from our trait ''exemplar''. Other than that we should have Strength in numbers, but not in it's current form, rather was it was. This because SiN used to act as one of many cooldowns that yellow captain needs to burn in order to keep it's tank alive. Yellow captain used to have To arms, brother call, banner, SiN (pulse heal version), in harms way. Then the following 2 were the panic skills: Last stand and Shield of the dunedain.
Then there's the problem of certain traits being irrelevant due casino meta of boss damage, special attacks and a #### load of tactical attacks. For example,
As noted here below:
Partial BPE -> grants defeat event -> stacks turning point to a max of 5 (25%)
Yet, due the mechanics of today and all, almost all these traits I posted above are either broken, or simply do not effectively work anymore due state of current meta. That said, ofcourse BPE traits and all still work. But regarding exemplar and SiN? no.
Therefor I would suggest the following changes.
- Damage output Overall damage output
- 2-handed weapons Give yellow an incentive to use 2-handed weapons
- Selfhealing reduce overall selfheal in yellow
- The Two-handed prowess As of ered mithrin, steeled resolve became from 4% to 8%. However, with the yellow nerf patch, Two-handed prowess went down from 25% to 10%. This means we had a 15% loss but a 4% gain, thus 11% loss on morale. I want SSG to restore the remaining 11% back to two-handed prowes. This means two-handed prowess should be buffed to 21%.
- Shield of the dunedain SoD is a vital part of the captain it's panic skills along with last-stand. All other cooldowns are more or less an incentive to keep it's tank rolling. Therefor I suggest setting SoD from 10seconds to 5seconds duration, but allow the captain to apply it to himself.
- Stand-tall Despite the trait not having been updated in terms of description, the current stand-tall is set to: -1s, +1s LS duration for each rank. The LS duration of 10seconds is good, but the cooldown reduction tick not. Set LS cooldown to -1/-2/-3 again instead of -1/-1/-1.
- Noble Mark
- Rescale Noble Mark damage over time effect to current respective values.
- Venomous Haze from weavers in the ettenmoors only affects skills of 20+ range, yet it still affects noble mark and gives -10 range, meaning noble mark only has 2m range when being affected by Venomous Haze
- Defensive Strike armour buff The gained armor value is actually just physical mitigation, please set this to armor value, or raw physical/tactical mitigation.
- Strength in Numbers The heal got changed during Ered Mithrin to a flat sustained heal. This should NOT be the case, as the skill acted much as a cooldown that belonged to the yellow captain it's ''cooldown stay alive kit'', being a fundamental part how the tank worked. The heal acted a lot like a warden morale tap, except it draws it from surrounding allies. Please reinstate this old mechanic. The heal acted like this: 1 extra heal for each ally nearby. So if 5 allies were nearby it meant the following: 5x heal tick every 1s, for 5 seconds. SiN old mechanic
- Exemplar The exemplar heal has been bugged & or not properly scaled over time, please fix this as it was it is a capstone trait from yellow line.
- Last Stand
- Prevent Last stand be able to crit upon expiration
- Replace Last stand heal tracery for something else, because really, the current heal we have is already more than enough and I think healers should help you get back up after that.
- Turning Point Due casino meta, turning point hardly stacks up anymore. This because it needs defeat-event procs, which usually come from partial BPE hits. But since (p)BPE now rarely works due to special attacks, morale damage, puddles and tactical attacks and all, this is destroyed. Please find another way to allow turning point to stack again, or defeat events to proc again.
Across the board
Then there's a few things that do need fixing across the board.
- Motivation speech This skill used to be passive, but got changed to an active buff duration due to weapon swapping from the captain causing lag and resetting morale pools. While the change was good, the suggested duration by captain mal not. Please cushion the 5 minute duration to at least 10, or change it to something else.
- Light of Elendil damage over time effect, as this has been neglected for all 3 lines since pretty much helms deep.
- Breaking brother-link When dismounted with your brother skill linked on your pet, your brother link will break. This is a bug as the brother-link should stay active.
- Fighting Withdrawal still does not work when there's stun immunity active from the lore-master.
- Muster courage - selfheal The heal is released 0.5 seconds after the skill is initiated. The heal does not get bestowed if the captain is interrupted within that time frame. So for example : cast MC -> sword in air -> stunned -> does not proc heal
- Pet damage despite being a core element of captain, the herald still is annoying and does little to no damage. Maybe bring back placable standards?
- Barbed Arrows from archer herald currently sits at 10% slow, please upgrade it to 30% so the captain at least has something to counteract kiting. Also maybe a nice added damage bonus?
- Sure Aim from the archer herald does little to no damage, despite being an induction skill.
- Infuriating tactics from the banner heralds is a taunt builder, rather than a copy taunt. Maybe allow it to be a copy taunt?
- Coordinated Attack from the banner herald does little to no damage, also please increase stun chance to 50%, rather than 25% for 3 seconds.
- Defeat-Event skills magnitude Increase the magnitude of damage & healing from defeat event skills, especially routing cry damage.
For now I leave it at this.