Scaling and balancing already being an issue, I’m not sure introducing scaling for effects on scaling skills would be the best move. Yes, I realize that was confusing. Though, if it could be done, perhaps -20% per level, with a complete removal at 5 over would work. So 115 set bonuses would disappear when you hit 120.
I haven't read everyone's suggestions, but here's my 2 cents worth, sorry if someone already suggested these.
-Perhaps add a form of potency to low utility and non-used skills that buffs and/or maintains healing output on bigger skills or tiers up the hots we have to be group/wide (for example: adding major ballad healing to most heal skills so that maximum healing requires using most of our skills
-Fix our hots, of course
-Add a skill that resets the cd of one skill (5-10 minute timer?)
-helm of hammerhand has increased inc healing buff added?
Thank you though, for reaching out to the community and for spending some time to make the mini more competitive and fun to play.
"Heroes get remembered but Legends never die."
SnH Landroval
Mostly agree.
I would like to see Story of Courage become an immediate skill in red (you can keep the ridiculous hunter-like post skill execution animation if you must), but otherwise, is fine the way it is in Blue/Yellow, as it works the same as other induction based healing skills. The existing induction cost forces minstrels to choose between "effect removal" or a healing skill.
When in Red the induction is painful and the skill cost is higher for us than every other class. I am assuming in red that like other healing skills it becomes a self-heal in Dissonance stance? Its a song Song of Courage... we're minstrels: this is suppose to be what we are good at. How are we the worst class for this kind of thing?
The main reason minstrel is getting a buff is because of how slow it is compared to other healing classes. What made follow up broken is aoe bolster being completely op. No one cares about spam healing or healing threat as "spamming skills" is needed to maintain buffs on every class, you don't pause for 10s doing nothing while healing just to perfectly time a skill that's stupid
When I said it was a 2.2s induction unbuffed (No Anthems/Sets) I meant in blue line including the LI legacy that gives -10% induction skills but that's not really a buff.
And no one ever takes a yellow warden into any run or have any reason to. With Anthem/Raid set my Bolster and Inspire Fellows induction times are already 0.7s.
And thank you.
Creeps: Turkos, Turkopp, Turkz, Turkov & Justheretocc - Leader of Karnage / YouTube Channel: http://www.youtube.com/c/RiizaLotro
Freeps: Empire (Minstrel)
Lotro is a really unique game, and lotro players are unique as well. Never before, in any game, and I've played a lot, I've seen someone being against buffing his class. It just makes no sence.
The same thing here as well: I can hardly imagine someone asking for another class nerf in any other mmorpg. If it were WoW, for instance, everyone would be happy some class perfoms greatly. It means they can do stuff easier if such a class is in thier group/raid, they can play this class after all. Even in Everquest 2, where balance is a very elusive matter and half of the classes are "useless" or underperfom, everyone suggests buffing "left out" classes, but not nerfing the other half.
Can a Minstrel heal? -Yes, he can. Does he do it easily in any type of content and with average gear? -No he does not. Do other healers do it easier with the same level of gear? -Yes, they do. In my book it means MInstrel requires some buffing and rebalancing. I'm also strongly against the old Follow up and 100% cast speed reduction.
The problem is:the raid we get will be quite easy even on t3. If you look a bit in lotro history we had only a handfull of really hard boss on t2c/t3 raids/instances.
So if something is hard(whatever that means) people will at least try to take the strongest setup.
My problem there is: I like challenging content. i rather dont get a new raid on the highest difficulty down on the first day.
And how anvil t2 and t3(most likly) looks with the current strong beorning healing and the strong cooldowns on the heal rk(stone) it will be to easy and will be cleared day 1.
if you however take 2 current minstrels as the only healers on T3 progression raids on raid release i have the hope that it will take a few days/weeks per boss to get it down simply by not having any op class.
So my opinion(and only mine and maybe not the most popular):
Bugfixes for mini:yes
Healbuff for mini:no
Changes/Nervs for heal rk+beorning:Yes
thank you
Laurelin: Kinship - Outcasts
Ilwee - Warden, Krindel - Minstrel, Krinborn - Lore-Master, Gislin - Burglar
Just to summarize:
-You are posting in the minstrel feedback thread.
-You do not want any changes done to the minstrel class at all.
-you want the other two healing classes severely nerfed until their healing is lower than yours.
Have I got that right?
Surprisingly, your opinion is actually fairly popular, and the reason why I feel I have to defend the class I’ve invested time into, waiting, for five years before some disgruntled minstrels used to being the top of the food chain effectively have my main class removed from the game.
I’ve not made a forum post for the first time in 12 years until I saw all the posts to nerf the Beorning.
If you don’t feel challenged enough in T3, then only take minstrels if that’s all you want. You’re not required to take Beornings and RKs.
The Beorning class is currently broken when healing with the abyss set, it still has many bugs and an incomplete skill lineup. It needs dev time and fixes with balance passes, not nerfs.
The RK honestly seems fairly balanced as things go.
You missunderstood me quite a lot.
I want minstrel changes and i am quite unhappy with what friendlyhat did aswell.
What i want is: fixing the hot on raise the spirit+fix that trait in yellow.
i CAN agree with a lot more things about removing that useless block skill or maybe the moral trait in red or maybe changes anthems but: Thats for me not the main problem.
YES beorning heal is broken
Yes heal rk is fine BUT THEIR COOLDOWNS AREE BROKEN. I can tell you for 100% that any fight with 1 tank+3 heal rks will be close to 0 inc dmg and this will be way to strong for T3.
Idealy i want the Lv 85 pre HD mini back with single target bolster+strong inspire fellows+strong fellowships heart.
but things simply change.
I am playing for T2c/T3 progression to get server/world first kills.
Ofc i would take only minstrels because they are in MY opinîon balanced to the content. But ofc i will take whatever is the best to kill the raid as fast as possible.
And i rather do it with 2 minstrels as a world first kills after the raid is on t3 like already out for like 3-4 weeks.
Then with 2 beornings/heal rks on day 1. because i simply like a well balanced and challenging raid.
A good example is The Unbroken T2c in throne with a super hard fight and one of the most fun fights to heal where a good minstreö can really shine. Not because of something being op but because of having a fast reaction speed+good coordination+class knowledge
Yes you can cut animations and you are able to use a lot of skills in an short amount of time, but it is always in the same speed. He probably means, that it is way to slow in change of pace. With the old follow up you were rewarded when using other skills making you a faster healer. The change of speed was the best thing with that buff. Now you are always having the same slow rotation. The induction buff is up all the time. It is not about having -100% induction time up all the time it is about getting rewarded using other skills to cast bolster, raise our spirits and inspire fellowship "faster". Putting those instant skills in between normal/fast skills to chain and hoping to get 3-4 buffs of follow up is the dynamic stuff which made the minstrel fun to play. That's what other describe as slow. You wanted to get to a point when interrupting wasn't as effective as just "casting" a skill. With that change Story of Courage didn't had a high induction etc. so that would be good for that aswell
Now you are spamming Bolster, interrupting with SoS, waiting for the tank to take a big hit, press chord and perfect end, a random cry of the chorus between that. Sometimes chaining raise of the spirits at the end and using coda if really necessary. And of course for a lot of group damage, Triumphant Spirit. Always in the same speed.
You needed to be a good minstrel when old follow up was real, unfortunatly Bolster was so op back then. I would actually compare that to weapon switching like a good Champion does. Having to do something to get maximum damage. In my opinion follow up was a comparable mechanic to that.
The essence "Essence of Nature's Roar" is working, see: https://www.lotro.com/forums/showthr...57#post7904957
Sorry, but this is not about stupid mechanics (albeit in that point you right), it is about how slow and clumsy/clunky the minstrel is at the moment. Glimmerdeep: we did it on T3 with guardian, hunter and champion. So this instance is not an argument at all to say anything about minstrels in T3 content. Thrumfall: let me guess, you didn't had any champion or burglar or warden in your group for the end boss fight?
The instance designer should play all classes on the live server to see what they are doing. Many fight contains a lot's of movement: out of field/auras etc. etc. It is a nice idea to create more dynamic fights, but only if the classes get the dynamic too. The minstrel is the second most stationary class right after the LM.
The first boss in the Anvil has 135 million morale on T2 and on T3, you can guess, it will have around 240-250 million. You will need everything you have, to do that much damage. Cutting anthems duration or bounding them to Auras (what basically would be nothing else as we already have with the "Tales") would make the minstrel much less useful. You do not finish the new raid bosses on T2 and then on T3 in 3 minutes. But having the 3 minutes of anthems IS and will be very helpful.
Asking for not removing the slowness from the class, and in the same time ask to remove one important ability of the class, IS asking for nerf and that only because of unawareness.
The minstrel need buff and not nerf!
About the most sensible post so far, reverting follow up is a step back for sure.
Quick fixes along with the above for me would be Call to Ioreth, Coda and Cry of the Chorus be instant, animation on all feels clunky on skills that need to be instant when in a jam.
Id like to see Raise the Sprit have traited tiered hot that possibly affected everyone in its radius, hopefully not interfering with sos. i.e The hot would go up a tier everytime applied.
Last edited by the319; Jan 19 2019 at 08:52 AM.
Stickybob
Jangle
In this case I'd say that your design goals are wrong.
The set bonuses should not be so powerful as to be overpowered, or so powerful that they will make people want to use old sets long after they should have been obsolete.
The downsides of using gear that is many levels out of date should be greater than the upsides of whatever set bonuses that gear may bring.
So if the set bonuses are too good, then make them less good.
Or, disable just the set bonus at certain level, like X-1 (where X is the current cap level) and not the entire armor piece. In this case you can use the armor, but not benefit from overpowered set bonus.
edit: lol, just the same answer like the one above mewas writing it without looking at last post
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Commander Liliam - the Warden
Evernight
I can't contribute much at all on raiding, but I'd really like to see some more very small fellowship love. With red-line being self-heal only, more healing buffs into yellow would be nice. I'm talking about duoing on landscape with quest gear and poor ILI's (the on-ramp to catching up with ILI's is nauseating and I'm too far behind now to catch up with all my classes), not running Abyss with raid gear.
Also, the one redeeming trait in yellow-line (IMO) is Sharing a Story, so I do hope that doesn't go away. It's literally the only reason I use yellow-line at all, and I sacrifice half my points away from red to pour into yellow to reach that trait, which is what the trait trees were all about -- making sacrifices/choices.
R5 105 GRD Marevayave - Leader of Riddermarked For Death
R8 115 MNS Fayah/115 LM Siennah/115 HNT Dinenol/115 RK Dhurik
115 CHN Alachas/85 CPT Dinfaerien/61 BUR Dhax/115 WDN Godoric
R9 115 MNS Fayeh (alt Wilya) - Lonely Mountain Band @ Landroval
Maybe the other classes are too OP. Maybe dps and tanking need lowering. They are insanely good also. Why pick on healing all the time? Healers need to feel powerful also and not just dps and tanks. The amount of self healing on tanks and dps needs lowering perhaps. And nerf Revealing mark.