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  1. #26
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    Quote Originally Posted by Tirian-Hammerfist View Post
    The problem is, for those groups that haven't yet figured out how to complete the challenge (tactics, as well as dps), it means that each time they want to try to complete the challenge, they need to run the entire instance first, and for a slightly less capable group, that takes time.

    If you've reached the boss after an hour or so (factoring in maybe a wipe or two), and then, on the first attempt at the last boss, you just about get to the Mardil/Voronwe stage, but wipe because extra mobs lead to aggro issues, or an increase in damage that a less competent healer can't deal with, or whatever, then you've lost all chance at succeeding at the challenge that night. The good thing about challenges in the past is that, if you failed them, you would happily expend lots of energy to find a set up or a tactic that night to beat it, and if you didn't manage it, at least you'd made some progress. However, having only one shot at this challenge, likely with slightly different groups each time (even for a kin run), means that seriously limited progress can be made.

    Therefore, please make the challenge reset on any failed attempt at the last boss fight, regardless of whether the group fails during the challenge phase or not. We're not asking you to make the fight easier, just to give us more chances to get it right.
    if i were in a situation, where i fail the challenge because something goes wrong which is not just missing dps, i would train that in t1.
    the fight is nearly the same in t1, just with the enemies hitting less hard. one can trait for t2c there, if one just wants. and its much faster.
    just remember, that in t1 mobs have morale/2.5 and less mitigations. so... if you can kill mardil and voronwe in t1 in less than a third of the time and not get hit by ghosts or powerleeched, you might have trained enough for t2c and need much less time for this training.
    obviously, you cant train for t2c, if you ignore all mechanics in t1, which you can do... but they are still there. if you want to use t1 to train, it can be done.
    and if you just want to train for t2c, you can just make a timer for your own. just let a countdown with 2min start when they show up and wipe before killing the boss. you will not get the challenge loot, but its still challenge training. and you can do it as often as you want. if you did it often enough so that you are kind of sure that you know what to do, it should work in the next runs.

    If the challenge resets whenever it fails, there is not really a way to fail it. if it cannot fail because you restart every time it fails, there is no reason to have the challenge at all. there should be a point where it finally fails and does not reset. imo, this should be the case for all challenge quests.


    Quote Originally Posted by MKJP_2014 View Post
    Why exactly do the rks need a nerd buddy? I don't play one but front what I have seen they don't seem over powered.
    because RK is the easiest dps class and does the highest dps. and not only hunter+10%, but more like hunter+100%. its just too much over the top.


    Quote Originally Posted by Cyrhic View Post
    I could write a wall of text, but the conclusion will be the same: you're an idiot
    now im really interested in your wall of text. what makes me an idiot? that i can do nice things with my burglar and like the class? or that i'd like to have failed challenges possible?
    i never said, that burglar is the best class or in a nice spot. it needs some buffs, for sure. but its not a bad class by default, it has its uses and can do nice things.


    Quote Originally Posted by Castorix View Post
    Maybe I missed something, but what will be the purpose of doing the challenge then ?
    getting the challenge chest. just like before the implementation of featured instances


    Quote Originally Posted by dwarfThar View Post
    15 new legacy tiers?! More than a 33% increase right there... Ouch. Don't you think this is a bit much?
    i agree, this is much. not really a problem to farm those as with featured instances empscrolls already start to be gifted in /world...
    but still, its really much and will not be good for balancing, it will just increase the actual balancing problems as some classes (rk/minstrel/warden) have stronger new dps legacies since imbuement than other classes.
    Last edited by Oelle; Jun 15 2016 at 07:44 AM.
    Diskutierer, Fragenbeantworter, Twinker, Händler, Handwerker und Gründer der 'Gemeinschaft der freien Völker' auf Belegaer.
    Deutsche Guides für nahezu alles, was Casuals interessieren könnte, gibts hier: http://gdfv.forumo.de/guides-f24/

  2. #27
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    Quote Originally Posted by Tirian-Hammerfist View Post
    The problem is, for those groups that haven't yet figured out how to complete the challenge (tactics, as well as dps), it means that each time they want to try to complete the challenge, they need to run the entire instance first, and for a slightly less capable group, that takes time.

    If you've reached the boss after an hour or so (factoring in maybe a wipe or two), and then, on the first attempt at the last boss, you just about get to the Mardil/Voronwe stage, but wipe because extra mobs lead to aggro issues, or an increase in damage that a less competent healer can't deal with, or whatever, then you've lost all chance at succeeding at the challenge that night. The good thing about challenges in the past is that, if you failed them, you would happily expend lots of energy to find a set up or a tactic that night to beat it, and if you didn't manage it, at least you'd made some progress. However, having only one shot at this challenge, likely with slightly different groups each time (even for a kin run), means that seriously limited progress can be made.

    Therefore, please make the challenge reset on any failed attempt at the last boss fight, regardless of whether the group fails during the challenge phase or not. We're not asking you to make the fight easier, just to give us more chances to get it right.
    Well you can still figure out how do to the fight even when the challenge quest failed, you just don't get the deed and the credit, but you can always go for that once you figured out how to do the fight. It's not like the failed challenge would suddenly prevent you from making progress or force you to restart the instance. Just sayin.

  3. #28
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    Quote Originally Posted by Tybur View Post
    Please join us this week for an early preview of Update 18.2. We welcome your feedback and would particularly appreciate feedback on the new 12-person Raid - Throne of the Dread Terror.

    The following release notes are for the Bullroarer public test server only and may not reflect the final list of changes or updates included at release.

    These notes are not final and should be viewed as a work in progress and subject to change.

    1. The Eyes and Guard Tavern is open!
    2. The Bullroarer character database has been wiped. You can re-copy your live characters using the transfer wizard on your live launcher.
    3. The final boss in the Raid has not been fully implemented. Trash mobs in the raid also are not complete.
    4. German and French localization has not been completed for U18.2 content and features.

    Important Note: Please be aware that the build you are seeing here is a work in progress and is by no means the finished Update 18.2 product. There are items that are not yet complete. There may also be items missing from this initial list, this is not intentional and will be added as we progress.

    The Enemy's grip tightens on the defenders of Gondor as Gothmog seizes control of the armies of Mordor. Marching from the gates of Osgiliath, foes pour into the Pelennor Fields with a renewed vigour. In the wake of the Witch-king's defeat, vile sorcery looms over the field as the most powerful allies of the Dread Terror are summoned forth. If Gothmog spoke true of the fate he shares with Golodir, can victory yet be found?
    Level 105 characters can use the Instance Finder Specific tab to access our new 12-person Raid: Throne of the Dread Terror. This raid is only available to capped characters and can be run at tier 1 or tier 2 difficulty. On tier 1, this raid has no raid locks. On tier 2, raid locks will be applied to your group with every boss defeat.

    Our LOTRO architects have been experimenting with ways to add housing hooks to our existing housing system. You can find one test house of each type to check out the results:
    Elf
    5 Haven Way - Standard
    7 Haven Way - Deluxe
    8 Haven Way - Kinship
    Dwarf
    1 Stonemirk Street - Standard
    4 Stonemirk Street - Deluxe
    5 Roaring Road - Kinship
    Hobbit
    3 Myrtle Court - Standard
    6 Myrtle Court - Deluxe
    4 Myrtle Court - Kinship
    Man
    3 Long Street - Standard
    6 Long Street - Deluxe
    5 Long Street - Kinship

    There is a new Stable-Masters Collection which displays all Stable-Masters on a map of Middle-earth. This feature is not yet complete and polished, but you can check it out in the Collections Panel. There are several known issues: collection icon is placeholder, many destination names are truncated; Nan Tornaeth, High Crag, and North Trollshaws stablemaster points are not filtering out correctly, Amon Raith takes you to Othrikar and vice versa.

    Imbued legacy tiers have been extended by 15 levels (10 for the main legacy (dps/healing)). Legacies will have 5 new tiers unlocked by default, and 10 that can be unlocked with scrolls of empowerment. Main legacy will have 5 new tiers unlocked by default, and 5 tiers that can be unlocked with star-lit crystals.

    Classes:
    • Guardian Radiate bleeds should do the correct amount of damage.
    • All Minstrels gain Rally! at level 45 with a cooldown of 12.5 minutes.
    • The Blue-line trait brings that cooldown back down to its original 7min 30s.
    • Minstrels will have all their class trait points reset at login.
    • The Burglar deed Resistance is Futile now advances when you hit with Riddle or Trick Removal skills, rather than when those skills are resisted.
    • Characters of level 95 and above can no longer gain Inspired Greatness.


    Instances:
    • The three balance effects that increase the power of all Tier 2 instance mobs are now visible. These effects have always existed, but they have been invisible until now.
    • The Silent Street - Redeemer of the Cursed Line - You will no longer fail the Silent Street challenge (or complete it without getting the chest) if your party wipes before the Gloom summons Earnil and Mardil. However, once you engage them for the first time, the challenge will fail if you do not complete it on that attempt.
    • Featured Instances - Ost Elendil has been replaced by Dungeons of Dol Guldur, Inn of the Forsaken has been replaced by Stoneheight, and Ost Dunhoth Wound & Fear has been replaced by Helegrod Drake Wing. Featured Instance armour and jewellery have been removed from Featured Instance challenge chests.
    • You can now barter Long-lost Coins for Featured Instance Jewellery.


    Quests and Landscape:
    • Norcrofts - Quest Wild Horses is fixed
    • Relic / forge masters have finally reported for duty in the Hobbit housing neighbourhood.
    • Fixed some pathing for NPCs on the Field of Onslaught.
    • Removed the leftover invisible Reflecting Pool in Minas Tirith Besieged, since it wasn't supposed to be there.
    • The stablemaster will once again allow you to travel from Bar Hurin.
    • Eriador has newly added frills. You can turn frills on and off in your advanced graphics options panel. This includes all kinds of ground-cover (grasses, reeds, wildflowers, etc).
    • Summer Festival - Players can now travel easily to the party tree from a summer festival waypoint placed at each of the race's starting areas; Players can now travel easily between the Eating Contest, Keg Races, Party Tree, and Thorin's Hall.


    Other:
    • VIPs can now access 20 more Wardrobe slots than non-VIPs.
    • Eyes & Guard Tavern: Players can now skip Epic Volume IV Books 5 and 6, as well as the 'Wrath and Ruin' quest chain.
    so lets start with the minstrel golden instrument, it has been a year and a half since we got a new instrument that has updated stats and now what we get is only for dpsing(no healing crit magnitude)
    I am not sure if you developers are indeed in knowledge that a minstrels job is to heal in a group(thats what it is generally) and especially for this raid u need a healing minstrel not a dps one. Also the fact that the absence of any lvl 100 or lvl 105 instrument makes this new instrument the only thing that is competent to be closer to any other classes stats otherwise we are still lvl 95 while they are lvl 100 or they have lvl 105 golden item that has an essence slot. I hope I could get myself understood.

  4. #29
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    Quote Originally Posted by MKJP_2014 View Post
    Why exactly do the rks need a nerd buddy? I don't play one but front what I have seen they don't seem over powered. Also when will the beorning yellow line in combat rez be fixed? The bug with it is very annoying. Can't wait to get on later today and try it out =)
    Because they are way out of line with the rest of the DPS specs. In the current state there's zero reason to bring any other DPS than RK. Warden could probably need another small nerf, too.

  5. #30
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    Quote Originally Posted by MKJP_2014 View Post
    Why exactly do the rks need a nerd buddy? I don't play one but front what I have seen they don't seem over powered. Also when will the beorning yellow line in combat rez be fixed? The bug with it is very annoying. Can't wait to get on later today and try it out =)
    The (best) RKs have huge DPS like Wardens DoTs.
    For example, https://www.youtube.com/watch?v=0ETiCszHnBg, in particular boss fight (although in so ridiculous instances, the problem is first the bad scaling of mobs stats)

  6. #31
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    no new armour for moors?

  7. #32
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    CLASSES BALANCE -
    Please Turbine, give some love to your f2p classes. The disparity DPS-wise between the RK/WARDEN and others classes is getting absurd. And I can't even find a reason to justify it - Everyone gets Moria at some point, which comes with the warden/rk anyway. So please do something, just think about all those people being ignored for t2 instances. It isn't fair. Especially with the raid coming.

    GUARDIANS -
    I still don't understand the nerf. As if red guardians were hurting the game MORE than warden/Rks. Far from it, their dps was alright, not good enough to fill a real dps spot though. But for some reasons you decided guardians having fun in red spec while soloing some instances, raid, was wrong (knowing the warden can do the exact same thing but way way better). Removing the self healing skills and aoe was like removing all the fun from the red spe. Why completely remove the healing skills instead of just tone down the heals we got from them. It would have made more sense to me. I'm still hoping for a real fix. Stop making f2p classes weaker and dull.

  8. #33
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    Quote Originally Posted by Tybur View Post
    Imbued legacy tiers have been extended by 15 levels (10 for the main legacy (dps/healing)). Legacies will have 5 new tiers unlocked by default, and 10 that can be unlocked with scrolls of empowerment. Main legacy will have 5 new tiers unlocked by default, and 5 tiers that can be unlocked with star-lit crystals.
    Terrible, terrible idea. The main extension to legacies is bearable (albeit further extending the reach from rolling a toon to finishing that toon), but extended each legacy by 15? Ludicrous. Not only is that another 105 scrolls for each LI, but you have already reached the point to where some legacies have reached stupid heights- you're going to extend that? Just from the two classes I play:

    1. LMs already at +48% Fire Skills critical damage. So now you're going to increase Critical Damage for a class that has historically been very relatively non crit-reliant. Awesome.
    2. LMs already at +44% Armor Debuff Potency. I won't even go into the details of how increasing this is asinine.
    3. Burgs already have +48% Critical Chain SKills Critical damage. By increasing this, you continue down the path of making this class very crit reliant.
    4. Burgs already have +48% Coup De Grace damage... I won't even go into the details of how increasing this is asinine.
    5. +28.8% Critical Multiplier, again increasing Crit Reliance
    6. +9.6% Dust in the Eyes Miss Chance. Because an upkeep of 30% Miss Chance plus the additional 30% or so from Debuffing Gamble isn't bad enough.
    7. +19.2% Sneak Moving speed. What are we now, Wargs?
    8. +31.2% Gamble Chance. My Personal favorite. With the unlocking of new tiers, we'll probably have over 100% Gamble Chance. 10/10 Mathematics.


    Turbine, you've already dug yourself into a pit with LI legacies constantly upgrading. Not only does this put an enormous burden on the new player, but it leads to literally DOZENS of broken aspects with those LIs, and unintentional issues (Champs Crits hitting harder than their devs, thanks to their insane +90% crit damage legacy). This change is a terrible idea, and is only going to continue to get worse as each update is released.


    B]Classes[/B]:
    • Guardian Radiate bleeds should do the correct amount of damage.
    • All Minstrels gain Rally! at level 45 with a cooldown of 12.5 minutes.
    • The Blue-line trait brings that cooldown back down to its original 7min 30s.
    • Minstrels will have all their class trait points reset at login.
    • The Burglar deed Resistance is Futile now advances when you hit with Riddle or Trick Removal skills, rather than when those skills are resisted.
    • Characters of level 95 and above can no longer gain Inspired Greatness.
    So, all this talk about nerfing Guardian heals and adjusting damage is just down the toilet? And still no actual nerf to Minstrel Bolster Courage or Warden HoTs/Damage which are STILL wildly broken?

    Instances:
    • The three balance effects that increase the power of all Tier 2 instance mobs are now visible. These effects have always existed, but they have been invisible until now.
    • The Silent Street - Redeemer of the Cursed Line - You will no longer fail the Silent Street challenge (or complete it without getting the chest) if your party wipes before the Gloom summons Earnil and Mardil. However, once you engage them for the first time, the challenge will fail if you do not complete it on that attempt.
    • Featured Instances - Ost Elendil has been replaced by Dungeons of Dol Guldur, Inn of the Forsaken has been replaced by Stoneheight, and Ost Dunhoth Wound & Fear has been replaced by Helegrod Drake Wing. Featured Instance armour and jewellery have been removed from Featured Instance challenge chests.
    • You can now barter Long-lost Coins for Featured Instance Jewellery.
    Why is it with Silent Street and apparently Silent Street only that you cannot reset Challenge, coincidentally the most valuable Challenge Chest in the game?


    I look forward to this update with apprehension.

  9. #34
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    Quote Originally Posted by infinitewhimsy View Post
    Since you're paying some attention to housing, can you do something about the neighborhood spawn generation algorithm? It clearly isn't working, I've been waiting weeks for a new neighborhood to spawn, but all I see is 1 available Deluxe house in like half a dozen neighborhoods. It doesn't even ensure 1 of each housing plot is available.
    Please file a /bug with your server and the type of housing neighbourhood that is lacking deluxe houses (elf, hobbit, man, dwarf).

  10. #35
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    Quote Originally Posted by dreamblood View Post
    the skill rally is gone on my skillbar cant find in skills list???
    This is a bug that impacts some copied Minstrel characters and is still under investigation. Please talk to any Minstrel trainer and purchase the Rally! skill.

  11. #36
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    Quote Originally Posted by Spilo View Post
    Terrible, terrible idea. The main extension to legacies is bearable (albeit further extending the reach from rolling a toon to finishing that toon), but extended each legacy by 15? Ludicrous. Not only is that another 105 scrolls for each LI, but you have already reached the point to where some legacies have reached stupid heights- you're going to extend that? Just from the two classes I play:
    Check out champ rend armor debuff...

  12. #37
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    Quote Originally Posted by siipperi View Post
    Check out champ rend armor debuff...
    LOL I don't even want to know. What makes this great is all this talk about buffing Hunters and such, yet Turbine just continues to buff other classes, unwittingly apparently, and totally oblivious to how their game actually works.

  13. Jun 15 2016, 09:36 AM

  14. #38
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    Opening LIs to further advancement widens the disparity between Tactical Classes and non Tact. Something to consider. The increase from Star-Lits has historically been much less significant for some classes than those with a +Tactical Dmg/Healing Rating legacy rather than a DPS one, and it leaves me concerned about things like RK damage and Minstrel healing.

    Quote Originally Posted by Spilo View Post
    Why is it with Silent Street and apparently Silent Street only that you cannot reset Challenge, coincidentally the most valuable Challenge Chest in the game?
    I can't imagine it will matter when the raid comes out, there will be no reason to run any of the 3 new instances from the looks of it. Even the Hilt is being relegated to trash status.
    "It is wisdom to recognize necessity, when all other courses have been weighed,
    though as folly it may appear to those who cling to false hope."

  15. #39
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    Quote Originally Posted by Castorix View Post
    The (best) RKs have huge DPS like Wardens DoTs.
    For example, https://www.youtube.com/watch?v=0ETiCszHnBg, in particular boss fight (although in so ridiculous instances, the problem is first the bad scaling of mobs stats)
    Probably not the best example though, as I'm quite confident that a red traited Champ can pull the same stunt with similar DPS figures.

  16. #40
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    Quote Originally Posted by Spilo View Post
    LOL I don't even want to know. What makes this great is all this talk about buffing Hunters and such, yet Turbine just continues to buff other classes, unwittingly apparently, and totally oblivious to how their game actually works.
    I dare say we'll soon have another boost to all medium armour wearers again, like more easily capped mits for bears and wardens.

  17. Jun 15 2016, 10:21 AM

  18. #41
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    Quote Originally Posted by Spilo View Post
    Terrible, terrible idea. The main extension to legacies is bearable (albeit further extending the reach from rolling a toon to finishing that toon), but extended each legacy by 15? Ludicrous. Not only is that another 105 scrolls for each LI, but you have already reached the point to where some legacies have reached stupid heights- you're going to extend that? Just from the two classes I play:

    1. LMs already at +48% Fire Skills critical damage. So now you're going to increase Critical Damage for a class that has historically been very relatively non crit-reliant. Awesome.
    2. LMs already at +44% Armor Debuff Potency. I won't even go into the details of how increasing this is asinine.
    3. Burgs already have +48% Critical Chain SKills Critical damage. By increasing this, you continue down the path of making this class very crit reliant.
    4. Burgs already have +48% Coup De Grace damage... I won't even go into the details of how increasing this is asinine.
    5. +28.8% Critical Multiplier, again increasing Crit Reliance
    6. +9.6% Dust in the Eyes Miss Chance. Because an upkeep of 30% Miss Chance plus the additional 30% or so from Debuffing Gamble isn't bad enough.
    7. +19.2% Sneak Moving speed. What are we now, Wargs?
    8. +31.2% Gamble Chance. My Personal favorite. With the unlocking of new tiers, we'll probably have over 100% Gamble Chance. 10/10 Mathematics.


    Turbine, you've already dug yourself into a pit with LI legacies constantly upgrading. Not only does this put an enormous burden on the new player, but it leads to literally DOZENS of broken aspects with those LIs, and unintentional issues (Champs Crits hitting harder than their devs, thanks to their insane +90% crit damage legacy). This change is a terrible idea, and is only going to continue to get worse as each update is released.
    It's another 70 scrolls per LI, not 105.

  19. #42

    Thumbs up

    Quote Originally Posted by Tybur View Post
    Please join us this week for an early preview of Update 18.2. We welcome your feedback...

    Our LOTRO architects have been experimenting with ways to add housing hooks to our existing housing system. Note - as of this morning (6/15/2016), Kinships can temporarily purchase a house at rank 1 on Bullroarer. You can find one test house of each type to check out the results:
    Elf
    5 Haven Way - Standard
    7 Haven Way - Deluxe
    8 Haven Way - Kinship
    Dwarf
    1 Stonemirk Street - Standard
    4 Stonemirk Street - Deluxe
    5 Roaring Road - Kinship
    Hobbit
    3 Myrtle Court - Standard
    6 Myrtle Court - Deluxe
    4 Myrtle Court - Kinship
    Man
    3 Long Street - Standard
    6 Long Street - Deluxe
    5 Long Street - Kinship

    ...
    Thanks a lot for these upgrades. It was long waited.

  20. #43
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    Quote Originally Posted by Nydhogg View Post
    It's another 70 scrolls per LI, not 105.
    Oh, so a much more reasonable number of 140 scrolls per toon than 210.


    Thanks for the update, and pardon my sarcasm- just ticked off at Turbine.

  21. #44
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    Quote Originally Posted by Spilo View Post
    Terrible, terrible idea. The main extension to legacies is bearable (albeit further extending the reach from rolling a toon to finishing that toon), but extended each legacy by 15? Ludicrous. Not only is that another 105 scrolls for each LI, but you have already reached the point to where some legacies have reached stupid heights- you're going to extend that? Just from the two classes I play:

    1. LMs already at +48% Fire Skills critical damage. So now you're going to increase Critical Damage for a class that has historically been very relatively non crit-reliant. Awesome.
    2. LMs already at +44% Armor Debuff Potency. I won't even go into the details of how increasing this is asinine.
    3. Burgs already have +48% Critical Chain SKills Critical damage. By increasing this, you continue down the path of making this class very crit reliant.
    4. Burgs already have +48% Coup De Grace damage... I won't even go into the details of how increasing this is asinine.
    5. +28.8% Critical Multiplier, again increasing Crit Reliance
    6. +9.6% Dust in the Eyes Miss Chance. Because an upkeep of 30% Miss Chance plus the additional 30% or so from Debuffing Gamble isn't bad enough.
    7. +19.2% Sneak Moving speed. What are we now, Wargs?
    8. +31.2% Gamble Chance. My Personal favorite. With the unlocking of new tiers, we'll probably have over 100% Gamble Chance. 10/10 Mathematics.


    Turbine, you've already dug yourself into a pit with LI legacies constantly upgrading. Not only does this put an enormous burden on the new player, but it leads to literally DOZENS of broken aspects with those LIs, and unintentional issues (Champs Crits hitting harder than their devs, thanks to their insane +90% crit damage legacy). This change is a terrible idea, and is only going to continue to get worse as each update is released.




    So, all this talk about nerfing Guardian heals and adjusting damage is just down the toilet? And still no actual nerf to Minstrel Bolster Courage or Warden HoTs/Damage which are STILL wildly broken?



    Why is it with Silent Street and apparently Silent Street only that you cannot reset Challenge, coincidentally the most valuable Challenge Chest in the game?


    I look forward to this update with apprehension.
    are you aware of the fact, that armour debuff potency on LM book is bugged and infact +144% instead of +44%?
    Its quite funny, that you think +28% critmultiplier is too high, when other classes have +96% critmultiplier on their legendary items :P
    new (by implementation of imbuement) implemented legacies being much stronger than old ones does not help this, either. like minstrels +light type damage or wardens +fist dots damage etc.
    The whole system it totally out of balance. adding 15 more ranks will just increase it.
    and if turbine does not spend some hours of thinking about legacies and calculating their benefits and afterwards changing those stats, nothing will change.
    all classes get stronger, but the strongest get more power than the weak ones.
    maybe its really time for a month of balance-work. and i really mean a month without doing anything else than balancing. with tests on bullroarer.
    and with talking to the community about which changes should happen and which not.

    imo, the whole legacy system with all its ranks should be revamped from zero. For each class, there should be 5 useful legacies for each traitline, 2 or three of them being useful when crosstraiting. all legacies should have nearly the same power and increase with the same speed. and not one class getting maxxed out with +40% damage and another with +15%
    Diskutierer, Fragenbeantworter, Twinker, Händler, Handwerker und Gründer der 'Gemeinschaft der freien Völker' auf Belegaer.
    Deutsche Guides für nahezu alles, was Casuals interessieren könnte, gibts hier: http://gdfv.forumo.de/guides-f24/

  22. #45
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    We need more balance between classes, not more legacies which only does increase the existing difference.

    Some ideas about captains:
    Blue line:
    Improve some heals like: Standard of Honour (totally useless at High levels), Valour (at 5 stacks is a joke), Reform the Lines... totally useless, even for emergencies.
    Our class Standars give us Morale and Physical mastery, and as Blue Cappy, you prefer Tactical mastery instead of Physical.

    Red line:
    As a support class, even for dps, i think we should be able to do a little bit more. I think all we need is something like Inspire presence from the tree of Blue Line (gallant display-Inspire), so, in red line, Inspire could do Bleed damage instead of Heals. Even Blade of Elendil could do Bleed damage instead of Light Damage.

    Yellow line:
    Threatening Shout need more radius and targets.
    When you are a Yellow captain, you always need Battle-hardened up, so you only use Blade of Elendil on the expiration of Battle-hardened state. Thats mean, Blade of Elendil has 14 sec of cd. So the effect of Elendil boon's could expire based on time and not for only one hit.

    I will not talk about pets, because for me they are already dead.
    Last edited by Uminel; Jun 15 2016 at 11:43 AM.

  23. #46
    Join Date
    Mar 2007
    Posts
    177
    Another update and no Beorning blue line changes.

    Glad I bought this broken class /sarcasm
    .
    Reddmedic - R10 Defiler
    The Old Timers Guild LOTRO | Server - Gladden

  24. #47
    Join Date
    Jan 2014
    Posts
    540
    Quote Originally Posted by Tybur View Post
    VIPs can now access 20 more Wardrobe slots than non-VIPs (meaning they can get to a higher maximum - NOTE - this is not yet enabled on Bullroarer as it requires a Preview Store update).
    Yess... please let this be true! 20 slots is wayyyy too small when you need individual slots for every single piece of armor (gloves, chest, leggings, hat, cloak, boots, etc). You can fill up the whole wardrobe with just two or three outfits.
    Owner - Laurelin RP Group Discord server - https://discord.me/laurelinrp

  25. #48
    Join Date
    Aug 2011
    Posts
    1,140
    Okay, so bleeds spread by radiate "should" do the correct amount of damage ? About time you've "fixed" that.
    And when are you planning on buffing the DPS of the red guard in exchange for the decrease in healing that was argued few weeks ago ?
    (https://www.lotro.com/forums/showthr...36#post7599336 Thread for context)
    What about the bleed crit that's not working properly ? Will that be fixed ?

    And when are the hunters and burgs getting their long-overdue buffs/revamps ?
    Hunters are supposed to be the main ranged DPS class in the game, yet nobody wants a hunter in a t2 instance cause their DPS compared to wardens and RKs is so bad ?
    Burglar DPS isn't in any better place either.

    Instead of messing around with the "hooks" in the houses, get your heads together and fix the stuff that's so apparently broken (*cough* Warden soloing Osgiliath instances *cough*)
    Last edited by zipfile; Jun 15 2016 at 12:39 PM.

  26. #49
    Join Date
    Jun 2011
    Posts
    711
    Quote Originally Posted by zipfile View Post
    Okay, so bleeds spread by radiate "should" do the correct amount of damage ? About time you've "fixed" that.
    And when are you planning on buffing the DPS of the red guard in exchange for the decrease in healing that was argued few weeks ago ?
    (https://www.lotro.com/forums/showthr...36#post7599336 Thread for context)
    What about the bleed crit that's not working properly ? Will that be fixed ?

    And when are the hunters and burgs getting their long-overdue buffs/revamps ?
    Hunters are supposed to be the main ranged DPS class in the game, yet nobody wants a hunter in a t2 instance cause their DPS compared to wardens and RKs is so bad ?
    Burglar DPS isn't in any better place either.

    Instead of messing around with the "hooks" in the houses, get your heads together and fix the stuff that's so apparently broken (*cough* Warden soloing Osgiliath instances *cough*)
    There is no need to give more damage for healing "nerf" they did. It was irrelevant nerf for anything but single target healing.

  27. #50
    Join Date
    Jul 2010
    Posts
    0
    Lots of interesting stuff here.

    Looking forward to the new raid.

    Good to see that housing is getting some love.

    Some good class changes (I know Yellow-line Minstrels have been complaining about the lack of an in-combat rez since HD).

    The new Collection sounds interesting. I do hope, however, that the old ones get some attention too -- the Pets one is very out of date.

    Adding frills to older zones is both good and bad. I'm all for graphics updates, but performance can obviously take a hit.

    More stuff for VIPs is great.

    Overall, sounds like a pretty meaty update

    -Bel
    Belnavar - Captain - 140 - Brandywine | Help sick kids. Support Extra Life 2022: https://www.extra-life.org/participant/belnavar [$1,094.53 raised of $1,000 goal]

 

 
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