Housing
First off, get rid of hooks. Let us put our trophies anywhere and put as many trophies in/around our houses as we can fit. Make 4 categories for items: Ceiling, Wall, Floor, and Yard. Welcome mats and furniture would fall under Floor.
Let us expand our houses and/or buy bigger ones to begin with. We should be able to buy more rooms, a basement, an attic (a ladder up to the attic), and a bigger yard. The more rooms/bigger yard the house has, the more the upkeep costs.
Another thing... for the old raids/instances that rarely get run anymore, I think there should be an alternate way of getting the housing trophies that come from those. Not the new raids and instances, just the old ones that don't get run often. This would include open raids such as Bogbereth and Fergandir (I think that's his name - the guy in Imlad Balchorth).
Set a price (higher for bigger houses, lower for smaller houses). Make it so each week's payment goes toward the payment of the whole house (that's what the set price is). Once we've paid for the house, we don't have to pay rent anymore. Once we fully own the house (don't have to pay rent anymore), allow us to sell the house or put it up for rent (if it's up for rent, we choose whether the renter can eventually buy it or not).
Crowd Control
Get rid of CC pots (or put them on long cooldowns... like 10 minutes).
Make dazes last for full duration on the first application ,then give the dazed a 1-minute immunity to dazes on expiration. Take the current icon from stun pots and put it on the immunity effect (blue dot).
Make roots last for full duration on the first application, then give the rooted a 1-minute immunity to roots on expiration. Make a green dot for the immunity icon.
Make fears last for full duration on the first application, then give the feared a 1-minute immunity to fears on expiration. Make a purple dot for the immunity icon.
Make conjunctions last for full duration on the first application then give the conjunctioned a 1-minute immunity to conjunctions on expiration. Keep the shield icon, but make it stop the stun effect also.
Make stuns last for full duration on the first application, 67% of duration on second application, 33% of duration on third application, then after the third application give the stunned immunity to stuns for 2 minutes. Give 5-second immunity to stuns after the first and second applications (purposely shorter than the current 10-second immunity). Keep the red dot immunity icon.
Lower the immunity from SoP:R to 10 seconds and make it able to remove and stop all forms of CC. Make Snap Out of It, Find Footing, Turn the Tables, and Resilience able to remove all forms of CC and give Snap Out of It 10 seconds of immunity.
Make all brands and insignias usable in combat and make the user immune to all CC. Charge! and CBR should be immune to all CC including CJs.
if a dazed target gets hit with another daze, the daze breaks. Same with roots and fears.
However with CJs, it doesn't affect it at all. With stuns it lowers the duration to the next tier. If hit with another stun on the 3rd stun, it doesn't affect it.
I feel as though crowd control isn't really used for its purpose... to control the crowd. This should fix that (imo) without making it ridiculous like it was before DR.
The reason I have stuns set apart from the other CC is because that's the primary CC used to actually kill people. The other ones (CJ as exception) are used for CC - Crowd Control.
Question 2Get rid of spirit stones altogether. Introduce something new: Kill Points (name can be different).If you could add an entirely new gameplay mechanic to LOTRO what would it be?
They will work similar to destiny: for every 4 points of infamy/renown gained, 1 kill point will be awarded (destiny is 1 for every 2). These points will be used to buy/trade/barter/whatever-you-want-to-call-it for armor/jewelry/pots/other accessories.
With this system, there are rewards through PvP, not PvE, and there is still the grind to get the items; it's not given at a certain rank. I believe the problem going from SoA to MoM was that there were already quite a few high-ranked individuals who would have only needed to farm the delving a couple times before aquiring enough stones to barter for the new gear, thus they added brilliant stones for another grind. This would solve that issue without it being a seemingly-impossible task. Every time an exansion or update comes out, another grind wouldn't need to be put it, it would already be there. People would just need to kill more enemies to get the new gear.
(I'm not saying I want this anymore, but it's something I suggested a while back that could work and a lot of other people liked it. A lot of people in PvMP like to PvP rather than PvE for their rewards. "I'm here to PvP, not PvE" - many PvPers
A different idea I just had regarding Kill Points: Instead of removing spirit stones and replacing them with kill points, leave the spirit stones in to barter for armor/jewelry/pots/etc. but have the Kill Points be used to buy passive bonuses. Make those passive bonuses expensive and only work in the ettenmoors. You choose what the bonuses could be (not huge bonuses, but small ones), but they could be something like -0.5% incoming ranged/melee/tactical damage, +0.5% ranged/melee/tactical damage, +50 acid/fire/shadow mitigation, etc. (they wouldn't all go together; -incoming ranged damage would be bought separately from -incoming melee damage). There could be 3 tiers of each bonus, with each successive tier costing more kill points. These bonuses would stay through expansions, as they are passive (and each expansion could add another tier).
Question 3PvMP. I have to spend way too much time grinding stuff to get the perfect weapons to go out and be the best I can be. Reduce the grinding!Name two activities in game that you never seem to have enough time to enjoy or would like to spend more time participating in. (Note: Things currently in game, not new activities or events.)