EXTREMELY IMPORTANT ISSUES:
1) Cleanse problem: all creep curable debuffs are almost useless in group pvp because freeps have tons of cleanse skills on short CD (some of which are even raidwide).
How to solve it?
- Either add tier system to debuffs and bleeds (e.g. 1 debuff requires 3 cleanses to remove it and becomes less potent with each cleanse)
- or give creeps more curable effects so that they could spam them more often; decrease CD on these skills; make them aoe
Suggestions:
warg – increase max targets on Fleas and decrease CD
BA – make ‘Flaming Arrow’ aoe (3-5 targets)
spider – make ‘Tainted Kiss’ aoe and some debuffs too
defiler – make most debuffs aoe
Note: if cleanse problem is fixed you’ll have to nerf some creep debuffs (+100% induction and silences primarily).
2) Corruption removal problem: all corruption bonuses that you introduced are gonna be useless because of how fast freeps can remove them.
How to solve it?
Increase the number of corruptions which various skills give significantly (x2 at least). (the fact that corruptions can be removed is not the problem, the problem is that they can be removed extremely fast).
3) Fear resist problem: ‘Muster Courage’ (+40% fear resist raid wide buff) in combination with other resist buffs make all ‘Fear type’ skills resist all the time.
That includes:
- (WL) all 3 shouts
- (defiler, warg, spider) all Fear CC
- (warg) 2 silences and the new -20% mitigation debuff
- (defiler) -50% out heal debuff, ‘Doom of the North’
All skills above (expecially Fear CC and WL shouts which are mainly used to get non-induction buff) are really strong in theory but in practice they just get resisted like 70%+ of the time and creeps lose TONS of utility because of it.
How to solve it?
- make these skills ignore a big portion of fear resist that freeps have (40% for example)
- change skill resist type from Fear to Disease, for example
4) Creep base stats and corruption problem: base stats are too low and corruptions give enormous buffs (especially mits).
How to solve it?
- buff base stats significantly (finesse primarily because it is really low and it will help with cleanse problem and fear resist problem)
- nerf corruptions. Make them give small buffs (e.g. +5% mits maximum from all corruptions slotted, +5% crit, etc.)
- combine phys mits and tact mits corruptions
5) Population buff problem (Lainedhal’s Call to Arms, Akhulun’s Fury): these buffs give inc damage reduction to one side which makes the balance worse.
How to solve it?
- remove inc dmg buff from it
6) Store buffs problem: pay to win PvP is a bad game design.
- The main offender here is Tome of Defense which gives MASSIVE BUFF (e.g. if you have -40% inc dmg and add ToD – ToD decreases RAW inc damage by ~15%; the more inc dmg buffs you have the more useful ToD is [and all other inc dmg buffs too]).
- Freeps can buy ToDs and other store buffs with gold while creeps can not. That is why 80% of the freeps now run with perma ToD while only rougly15% of creeps do the same.
How to solve it?
Either:
- don’t make store buffs usable in moors
- or make them do different things if used in moors that don’t affect combat (infamy and comms boost, for example)
- or add 6h buffs to both freeps and creeps that you can buy with gold/comms that negate ToD (+15% outgoing RAW damage or something). But make it impossible to use it together with ToD.
IMPORTANT ISSUES:
7) Creeps need better offensive debuffs (-mit, +inc dmg, -max morale/vitality).
Reason: too few debuffs compared to what freeps have.
8) Ground based inc healing debuffs (‘Blight’ and ‘Shadow Pack’) should be strong (because it takes a lot of effort and coordination to make them work) while other inc healing debuffs should be weaker.
- it’s good that you made inc healing debuffs stack but it will be too OP if non ground based debuffs are too high.
- inc heal debuff from warg puddle should not stack with other puddles but mit debuff should stack.
Note: there needs to be a compensation (some dps buff) to BA and reaver if VT and Dev Strike inc healing debuffs are nerfed. Why? Because it affects solo pvp.
9) Do not base creep strength on finesse buffs from OPs and relic.
Reason: Ops and relic can easily be flipped. Instead of adding finesse buff to Ops and relic add it to base stats. Keeps should not give any combat buffs across all moors.
Originally Posted by
Spilo
Overall Macro/Meta Feedback- will repeat what I said above:
^General Feedback which i think is improtant.
Class specific changes that needs to be done (the most important points are in yellow):
Warleader:
1) make all WL shouts ignore fear resist by like 40%
2) DO NOT REMOVE STANCE SWAPPING OR INCREASE CD OF STANCES: stance swapping is what makes WL hard to play because you need a lot of awareness to know exactly when to do it. Removing Stance swapping is the same as removing positional dmg from warg and hence making it way easier to play it (Note: I know that there is nothing regarding stance swapping in the notes but I just wanted to say this just in case you decide to nerf stance swapping).
3) tact mast debuff on banner is too big
4) add offensive debuff (mitigation/inc dmg/max morale reduction) with short duration to ‘Cleave’ to make it more useful and make WL rotation harder
5) add defensive groupwide buff to ‘Fracture’ with short duration (it will combine well with induction buff that it gives now cause if you need to heal someone you would also benefit from defensive buff at that time)
6) add useful debuffs or buffs to ‘Black Speech’ and ‘Intimidating Shout’ instead of buffing dmg. Reason: WL dmg is not that important for group pvp but offensive buffs/debuffs, on the other hand, are. Also making a healing class do a lot of damage solo is not good.
7) make ‘Snap Out of It’ two separate skills: one skill removes CC and the other gives HOT. Why is that important? Because this skill does two things that are not always needed at the same time. You often need to remove CC from one person (for example healing defiler) but you don’t need to give HOT to it (and vice versa).
Defiler:
1) GIVE DEFILER INCOMBAT REZ (2-4m CD) and nerf WL rez accordingly (reduce max targets).
Reasons: a) freeps have way more incombat rezzes than creeps and that is especially evident in small group pvp (example: 6 man group with 1 wl has 1 rez for 5 targets, while freeps with cappy, blue mini and yellow RK have 4; WL DOES NOT REZ when 5 targets are dead, it rezes when 1 is dead so the amount of targets is irrelevant here).
b) freeps can win most fights by focusing Wls first because that leaves creeps with no incombat rezzes. Creeps can’t do the same because there are a lot of classes that can rez on freepside. (example, focus WL with oathies and that’s it; creeps have no CD to save WL from that, defiler bubble is useless because it is easily negated by skills that interrupt induction).
c) WL rez is almost never used for 5 targets in small group pvp (6-12 man groups). Is is used for 1-2 creeps. You can’t wait till 5 creeps are dead because you won’t be able to kill anything or heal.
2) Make Fear CC ignore 40% fear resist. This skill is one of the best CC on creepside and the fact that it is blocked by ‘Muster Courage’ is bad.
3) add 5s CC immunity and immunity from interrupt skills to ‘Blessing of Darkness’. Reason: currently this skill is ABSOLUTELY USELESS AS A DEFENSIVE CD against good freeps because it can be immediately interrupted. That is especially true in small group pvp (6-12man) where freeps can just prepare in advance to interrupt this bubble when they burst some creep. Increasing this skill CD slightly might be also needed if you actually add 5s immunity.
4) 100% induction debuff is too high even though it is cleansable now
BA:
1) make all dps skills better compared to ‘Vital Target’, ‘Tangleshot’ and ‘Revenge’ (and redistribute dmg). Especially ‘Strong Pull’, ‘Explosive Arrow’, ‘Flaming Arrow’, ‘Screaming Shafts’, ‘Headshot’.
2) make ‘Skirmisher’ Stance useful. My suggestion is to make it an aoe based stance. Reason: creep aoe damage is almost non existent.
3) fix ‘Explosive Arrow’ aoe bug.
4) make 2 melee skills (‘Cut’ and ‘In Your Face’) more useful by adding either debuffs or buffs (for your group) to them. Reason: currently there is almost no point in using them, especially in group pvp.
5) make traps (‘Fire Trap’ and ‘Set Trap’) more useful for group pvp.
6) rework ‘I See You’ - make it do some kind of a buff to your group instead of stealth detection (which is useless).
7) make ‘Centre’ some kind of an offensive buff (like Burn Hot on hunter or something). Reason: power HOT is useless.
Spider:
1) make spider bleeds and debuffs more relevant in group PvP by fixing the cleanse problem.
2) pet buff: make pet summonable in combat, buff pet morale and mits, nerf Devour so that you can’t abuse heal (add CD and reduce healing from it), add useful offensive pet debuffs (mits, inc dmg, max morale). Reason: if pet is not summonable in combat it is ABSOLUTELY USELESS because it dies from aoe instantly and bring no benefit to the group. Pet should do offensive debuffs but the damage it does should be small.
3) revert ‘Necrosis’ change. Reason: creeps do not have a lot of finesse so that nerf is not needed at all.
I gave my in depth comments on spider changes here (post #40 and #50):
https://forums.lotro.com/forums/show...ter-Play/page2
And here are my suggestions on how to make spider better in group (post#101):
https://forums.lotro.com/forums/show...75#post8154675
Originally Posted by
Daec
Spider Feedback
^Important spider feedback.
Reaver:
1) make reaver aoe dmg much better than it is now. Reason: creep aoe damage is almost non existent.
2) remove armour debuff from ‘Sundering Blow’ and add phys and tact mit debuff instead. Reason: armour debuffs are really weak because they remove only 20% (out of all armour value) of phys and tact mits from freeps.
3) dust miss chance is too high
Warg:
1) stance swapping should be easier:
- make it possible to stance swap from shadow to flayer (and vice versa) without going stanceless for 10s.
- reduce stances CD from 10s to 5s
Reason: That change alone would MASSIVLEY improve warg utility in group content. And with your additional changes it would be even greater.
2) move 20% mit debuff from ‘Howl of the Unnerving’ to ‘Rabid Bite’.
- fear in combination with mit debuff is a bad game design. Why? Fear is primarily used on warg for defence (to CC multiple freep dpsers). Applying mit debuff to them at the same time makes no sense.
- Rabid Bite is useless now so making it a mit debuff is good. If you make it cleansable – keep CD short. If uncleansable – increase CD and reduce duration.
3) Increase CC duration of ‘Howl of the Unnerving’ and all stuns; and make fear chance 100% instead of 50%.
- 5s Fear from Howl lasts for 1.75s (on a freep with full AUD). It’s way too short. Make it 8s so that it would last for 2.8s (on a freep with full AUD).
- same thing with stuns.
Originally Posted by
Spilo
WARG FEEDBACK:
^Important warg feedback.
Last edited by CHEBURASHKA; Aug 31 2022 at 10:59 AM.
Arkenstone: Oiz - warg r13, Oizen - spider r11, Voiz - WL r11, Shokkolad - BA r10, Chebusik - defiler r8
Oizio - LM; Cheburaxa - mini; Oizi - RK.
Evernight: Oiz - warg r9, Oizi - spider r8