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  1. #51
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    Jun 2012
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    On the Live Servers, my alt is at maximum rep in the Metalsmith Crafting Guild. I did the Guild Quests and added 200,000 Reputation, but on my Reputation tab there is now an Unlock button. The only way for me to get to Honoured Master of the Guild is to buy the Crafting Guild access from the store with LPs.

    I have been a member of the Guild for at least six years. Right now, I am NOT VIP. Is this working as intended?

  2. #52
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    Quote Originally Posted by Osglinthor View Post
    That is not how things were before ratings rework,lvl 120 cap iirc cant remember now.For example from 100 to 105 in same gear you were still stronger when you hit 105 than you were at 100 even tho your mastery drops by % because your skills scaled with lvl also.Now that scaling is either too little or non existant.In no other MMO you lose DPS when you lvl up regardless of your gear.Noone asks to cap stats at release but to do less damage than you do on live atm all the way till you get BiS gear and then for that increase to be almost non existant is just stupid.Your characther almost has 0 progression over 10 lvls and entire expansion that is suposed to last at least a year.You can see clear effect of this on skills that still pull scaling from lvl as well as mastery such as 15% bleed proc on warden light ST gambits,their value gets a lot higher than non 15% proc despite them not scaling from weapon damage only from mastery.In no sane mmo should you get weaker as you lvl up despite wearing past lvl cap gear.It insane that lvl 120 character with nothing changed lvls up to 130 deals less damage,with exception of some skills.
    I'm always checking stats and I checked some item stats first. I saw that the new item level segment(ilvl400-449) progressed up from 1% to 80% higher than the previous(ilvl399), for ratings at least. This already surprised me because 1% is very very small to start with, normally this is 10 or 20%, for example Mordor kicked off with 20% higher item stats.

    More surprise came when I saw that cap ratings on the other hand progress not in the same way but rather normally with 10%(121) to 100%(130) from previous levels(120). (with the peculiarity that Critical Magnitude percentage cap goes down to 50% at lvl130, but at 900000 rating so it doesn't matter anyway)

    This means that:
    1) We have very little progress in item stats from the start.
    2) Cap ratings race faster (apart from that they always do because cap ratings are linked to maximum item levels, so level 130 is linked to item level 449 where you only have item level 416 essences) than item rating stats with 100% compared to 80%. That means that it will become relatively harder to get to ratings caps in the new expansion. With Grey Mountains this was the other way around: ratings on items wend more up than cap ratings.

    I guess this new expansion brings the higher items ratings from GM back to the normal progression line set by cap ratings. However, 1% from last segment is too low I think. Just start with the normal 10% at ilvl 400 compared to 399 and then go to normal progression at 449. What you also can do is move down ratings in GM back to normal progression? then we have automatically the higher start jump in the new expansion.

    For illustration, this is a graph that I posted earlier:



    Standard progression near level 120 is covered by the green line. Other stats progression deviate by by being higher like ratings on items or lower: vitality.
    At level 120 I noticed that vitality was higher on my character to live, so I guess vitality was brought back up to the standard progression line. However, ratings were not dropped back down to the standard progression.

    Notice that from 105 to 115 we have a unified progression for everything. From there up progressions start to deviate again from the standard progression. Normally with the new expansion, all stats at 116-120 should also be brought back to the standard progression. This didn't happen obviously.
    Last edited by Giseldah; Oct 18 2019 at 03:45 AM.

  3. #53
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    -Power problems especially in new instances but i was with 120 gear i dont know if this will happen with 130 gear+food.
    -RKs update is a joke ether give them more dps and not only to RKs but to champions,wardens,hunters also or nerf the burglars.
    -Obviously the 2 new instances needs lot of work before goes live.You said something about 7 new instances at least make some of them and the raid ofc melee/aoe melee friendly not like it was at Mordor that no one wanted melee dps for Abyss raid and most of the
    instances there.
    -I didnt see any virtues update i though that they will go from 60 to 65.
    -I didnt see any update to LIs havent need to use any scroll or crystals this is unacceptable for expansion that gives 10 more lvls.
    Arandour Champion Rank 12-Nerien Hunter rank 11-Runendir RK Rank 7
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  4. #54
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    Quote Originally Posted by Lord.Funk View Post
    For those intersted I thought I'd post some more info on the Quests rewarding Embers currently live and how they will be chnaged to reward Motes with Minas Morgul Expansion.

    In case anyone is interested in the values and maybe debate around that before it gos live.

    Longbeard Marks For Motes



    Fight For The Grey



    For running all 3 Ered Mithrin Instances. Solo and duo versions don't count.

    Reclaiming The Grey



    For doing 20 quests in the Skarhald daily resource instances (playing a regular ered mithrin instance to the end also counts as 1 quest).

    Craft For Motes

    See image of that in my previous post (I don't want to repost the same image already again).

    It will now reward 500 Motes for aquiring and crafting 7 Dwarrowgleam Shards.

    Protecting The Beornings/Woodsmen/Elves

    They will now reward 300 Motes Of Enchantement for the wrapper to run each instance and do all quests in them twice (once per day cooldown).

    Meaning they all require same effort/grind as before but now reward even less amount of Motes compared to the amount of Embers they currently reward on live. The question is if the prices on the coffers for the gear for these regions will still cost as many Motes as they now do Embers (that had not been added or changed on barterers yet) ??? Who will ever get enough to gear up for that region then ??? And in any case I wonder how many will bother to run the 20/20 Skarhald quests for 300 Motes and 1 outdated Shard etc, or the Craft quest using 7 Shards to get 500 Motes ??? Not to mention that gear deconstructed to Motes usually only reward like 20-40 Motes and not 200-400 like Ember gear does. I guess the Vale quests are at least not that bad and can be run two days in a row fairly fast and aquire 900 Motes.

    This in my opinion is definetly a weakness with the Ember/Mote system. That gearing up in old regions as You play them will be way too grindy. Try gearing up in Mordor unless You have capped motes from start (even then not worth it really). You'll be through it by ther time You can start grinding for Motes with dailies (as it requires all regions completed more or less) and simply not bother to gear up.

    In my opinions hese numbers should be adjusted dramatically before release, or I feel sorry for all that comes late to the game and these regions. It probably is just some first automated script changing these to Motes and not manually adjusted yet.

    I just wanted to +1 this, even though I myself might never level up another alt besides those that are now 120. What happens here, to put it simply, is completely the other way around of how it used to be: instead of increasing the rewards for old daily quests et cetera they are now decreased????

  5. #55
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    Can anyone confirm if VXP from Vales dailies is still available or was that nerfed down to slow maxing of virtues?
    ~ Third Marshal Anaxander -R12 Warden, Chieftain Karukh -R12 Warg ~ Formerly of Elendilmir

  6. #56
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    Quote Originally Posted by Theozor View Post
    I did a little exploring with my guardian, leaving him as-is other than picking up some mithril coins to unlock stables. I only had a couple hours or so to check things out, but here's what I noticed so far:


    • There seems to be a lack of lvl 121-122 mobs and quests, at least that I could find from entering the new zones from either the east or west. (Maybe I just missed something.) Landscape mobs were in the 123-126 range except for one area where they were all 130. Not a huge deal for a guardian with maxed out LIs but it'd probably mean I would spend more time in existing zones before venturing near Minas Morgul on any of my other characters.
    • Locations of lvl 123 mob spawns in North Ithilien could be problematic. I saw multiple mobs spawning in the vicinity of the noxious blossoms for the lvl 105 herbalist daily given by Mithrandir, which would pretty well render that quest impossible for someone leveling through NI.
    • I enjoyed what I saw of Cirith Ungol.
    • The location of the Minas Morgul stablemaster gave me a scare. Good thing those elite trolls seem to have short aggro ranges.
    • Hooray to a lvl 120 shield crafting recipe. Boo to the same ridiculously high material costs as the previous crafting tier.
    • I was happy to not encounter any new places with shadow/LoE needed. I hope the rest is this way.
    • The stable route from Magh Ashtu to (I forget the name, it's the only one in the new zones with a travel route from there) bugged out on me. I didn't even get to the top of the hill leaving TU before my horse got stuck. I tried to submit a bug report but the form never loaded.


    Overall I'm cautiously optimistic about this one. It certainly didn't give me the "I hate this" vibe Mordor did.
    I did the same with my lore master adding 100% xp bonus to the vip bonus and the perk bonus,,,,,,,then the 1 hour 200 % xp accelerator for 400% xp at level120......this is what I will do when it launches to level 130...……...The black book 11.2 takes you to Mordor besieged and if you do all the quest there at level121 and progress to all 50 quest and deeds you will be at level 125 to 126 when you go to minus morgul,,,,,,,,,,then doing about 1/2 the quest there will get you to level 130 easily without adding gear or embers to our ember gear...…….at level 130 you can crit craft mew gear and use the moonlit 130 embers to solo the Nazgul and recapture minus mogul...…...it seems easy enough without any dropped gear to me

  7. #57
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    Quote Originally Posted by Bragolos View Post
    I just wanted to +1 this, even though I myself might never level up another alt besides those that are now 120. What happens here, to put it simply, is completely the other way around of how it used to be: instead of increasing the rewards for old daily quests et cetera they are now decreased????
    Hopefully, the prices for rewards in the regions will significantly reduce. Players won't want to grind out an old area for gear, they are just passing through on the way to newer content. Hence, the ability to earn the motes gear as well as the essences to slot into it, should be doable after running the content, without the need to hang back for weeks grinding out dailies. Shards need to go into the skimish camp and atrifacts of the vale need to come into landscape barter, because shard runs will no longer be a thing, and no player passing through will want to run 20 quests, weekly, to get one shard. Or both Vales and EM are dead in the water. Hytbold was a grind when it was relevant, but people stuck it out because . . . it was relevant. As soon as it wasn't, players skipped it. They had to fix that to get anyone to to go there.
    Sometimes, no matter how hard you look, there is no best light.


  8. #58
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    Quote Originally Posted by AaronIU View Post
    Can anyone confirm if VXP from Vales dailies is still available or was that nerfed down to slow maxing of virtues?
    The three quests still show 3,000 VXP as the reward but with motes instead of embers.

    For those who have maxed out virtues to 60 you will have to start out managing vxp returns soon into Minas Morgul. With only wandering around I had progressed a few 2,000 vxp deeds in little time and without actually levelling I hadn't opened up space to take any gains. So maybe don't wander too far as it goes live and get a couple of levels before deeding or exploration deed vxp will be lost.

  9. #59
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    Quote Originally Posted by Ballie View Post
    The three quests still show 3,000 VXP as the reward but with motes instead of embers.

    For those who have maxed out virtues to 60 you will have to start out managing vxp returns soon into Minas Morgul. With only wandering around I had progressed a few 2,000 vxp deeds in little time and without actually levelling I hadn't opened up space to take any gains. So maybe don't wander too far as it goes live and get a couple of levels before deeding or exploration deed vxp will be lost.
    I saw no increase to virtue ranks on BR. They were all still capped at 60/60. Do we know if they are increasing for MM?
    Sometimes, no matter how hard you look, there is no best light.


  10. #60
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    Current virtues, last 5 ranks count for 30% of the total bonus. If they doubled the caps and we need double the stats, this basically cuts virtue value in half. If virtues are to stay relevant, they need add more ranks for final bonus to be 1.7-2x of what it is now.

  11. #61
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    Quote Originally Posted by Arnenna View Post
    I saw no increase to virtue ranks on BR. They were all still capped at 60/60. Do we know if they are increasing for MM?
    Since virtues max range is half maxlevel we should get 5 new ranks.
    But more important is this level opportunity for the new valared chars.

  12. #62
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    Lightbulb

    Quote Originally Posted by Arnenna View Post
    I saw no increase to virtue ranks on BR. They were all still capped at 60/60. Do we know if they are increasing for MM?
    I think in Cordovans stream where Tybur, MoL and SSG_RedPanda participated they did mention 5 ranks of Virtue and 2 new Trait points. I take this out of memory though, so not 100% sure it was that specific stream or those specific numbers, but in that ball park at least.

    Then again they also said that the new Valar would only be useable on LvL 119 characters and no new Craft Tier (not sure they meant guild tier or regular crafting) but both those things have changed and we acctually even got a whole new Guild rep tier as well as a new crafting Tier and the new Valar included in the big versions will be useable on 120 characters (by popular demand). So I guess it's work in progress and "it's not over until the fat lady sings". Hmmm, that saying seem a bit out of date and I hope not insulting to anyone. It's the one that I know in English to describe when we have to wait until it's live and anything can happen. I think I pocked that up in some Movie decades ago. In our country we say "It's not over until You have acctually jumped across the stream (insinuating that you have also landed with dry feets)". Meaning don't take anything out in advance as You can still end up with wet feets when You try to get to the other side.

  13. #63
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    Quote Originally Posted by Osglinthor View Post
    Then what is the point of raising lvl cap by 10 when there is 0 progression from it?Might aswell copy entire gear with same item lvls from vales put it in new instances and keep lvl same.There,we would still have 0 progression and would not need to bother with 10 lvls for nothing.Ill log in later today and link one skill as good example of how bad current scaling is.Point of lvl caps and mmos in general is to progress with your character.Expansion needs to create bigger stat gap between past expansion/quest pack when it has 10 lvl increase.I dont understand how are people fine with this.We are losing every bit of progression one gets in mmo so what is the point of even buying expansion going trough instances and gearing up if you end up being same as you were 10 lvls ago besides doing it for the story.
    That's not even true we allways get more morale.
    All other stats are locked behind percentage caps,which need absolute minimum re stat to achieve this percentage cap.
    What should be the other solution, make the mastery cap 300% and for this to balance it triple the foes morale so the fights will take the same time?
    There is a logic behind it, which may be to high for you.
    An additional progress is that lower level foes get more dmg from us.
    So summarized, we get stronger vs lower foes, get more morale and keep the same strength vs on level foes the second we reach the caps again.

  14. #64
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    Quote Originally Posted by Mukor View Post
    That's not even true we allways get more morale.
    All other stats are locked behind percentage caps,which need absolute minimum re stat to achieve this percentage cap.
    What should be the other solution, make the mastery cap 300% and for this to balance it triple the foes morale so the fights will take the same time?
    There is a logic behind it, which may be to high for you.
    An additional progress is that lower level foes get more dmg from us.
    So summarized, we get stronger vs lower foes, get more morale and keep the same strength vs on level foes the second we reach the caps again.
    Yea must definitly be logic that is too high for me,now lets see that morale gain from lvl 1 to lvl 130 on naked man warden

    Here:
    lvl 1 morale 388
    lvl 20 morale 1048
    lvl 30 morale 1368
    lvl 40 morale 1688
    lvl 50 morale 2008
    lvl 60 morale 2278
    lvl 70 morale 2647
    lvl 80 morale 3436
    lvl 90 morale 4246
    lvl 95 morale 4651
    lvl 100 morale 5056
    lvl 105 morale 5461
    lvl 115 morale 6271
    lvl 120 morale 6676
    lvl 130 morale 6676
    We sure did get lot of scaling from lvls esp from 120 to 130.

    https://imgur.com/a/ZoNQo0i

    Here everyone who not complete *insert word here* can see what is wrong with skills scaling from lvl.Tooltips with weapon equiped are done with skirmish vendor weapons for that lvl except for 120 and 130 that are done with same lootbox lvl 120 weapon.
    You can see how proc bleed on light gambits still has decent lvl scaling that pulls its value before stat rework and attaching everything to just weapon damage,look at unnering strike bleed from lvl 60 to 130.
    Tooltips are taken at 60 80 90 95 100 105 115 120 130 you can easly attach each tooltip to correct lvl so ill not bother to edit pics.Also ill not bother linking skills from other classes.
    If people cant realise whats wrong here,then for sure its some logic that is way too high for me.
    Lvls are also part of progression and doing more damage to low lvl enemies(that caps btw) is not form of progression,you character should get stronger with same stats despite drop in mastery %.
    With mobs being scaled also so everything goes up.So that there is difference between lvl cap 120 and lvl cap 130 as atm there is almost none dps wise at least as Ill not be bothered to test heals and tank stat increases.

  15. Oct 18 2019, 12:08 PM

  16. #65
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    Quote Originally Posted by Osglinthor View Post
    Yea must definitly be logic that is too high for me,now lets see that morale gain from lvl 1 to lvl 130 on naked man warden

    Here:
    lvl 1 morale 388
    lvl 20 morale 1048
    lvl 30 morale 1368
    lvl 40 morale 1688
    lvl 50 morale 2008
    lvl 60 morale 2278
    lvl 70 morale 2647
    lvl 80 morale 3436
    lvl 90 morale 4246
    lvl 95 morale 4651
    lvl 100 morale 5056
    lvl 105 morale 5461
    lvl 115 morale 6271
    lvl 120 morale 6676
    lvl 130 morale 6676
    We sure did get lot of scaling from lvls esp from 120 to 130.

    https://imgur.com/a/ZoNQo0i

    Here everyone who not complete *insert word here* can see what is wrong with skills scaling from lvl.Tooltips with weapon equiped are done with skirmish vendor weapons for that lvl except for 120 and 130 that are done with same lootbox lvl 120 weapon.
    You can see how proc bleed on light gambits still has decent lvl scaling that pulls its value before stat rework and attaching everything to just weapon damage,look at unnering strike bleed from lvl 60 to 130.
    Tooltips are taken at 60 80 90 95 100 105 115 120 130 you can easly attach each tooltip to correct lvl so ill not bother to edit pics.Also ill not bother linking skills from other classes.
    If people cant realise whats wrong here,then for sure its some logic that is way too high for me.
    Lvls are also part of progression and doing more damage to low lvl enemies(that caps btw) is not form of progression,you character should get stronger with same stats despite drop in mastery %.
    With mobs being scaled also so everything goes up.So that there is difference between lvl cap 120 and lvl cap 130 as atm there is almost none dps wise at least as Ill not be bothered to test heals and tank stat increases.
    Dmg of the skills is calculated by: dps*(1+ mastery+ bonuses).
    We don't get any new lilevels so no higher dps, maybe some new runes with a bigger modifier, same for the bonuses of the legacies. So there is nothing why the skills should do more dmg.
    And for the morale I don't speak about the naked morale, we get more with more vita on the gear too. Just compare 120 with 115 the tanks has twice as much morale. The others have around 50% more.
    Edit: Maybe we get an impact if they adjust the Lis correctly, they are still weaker as the offhands for 120 and it will be worse if we reach 130.200- 500dps should get on top depending on the strength of the 130 offhands. Or an increase of the LI-level of 38(3+5*7)
    Last edited by Mukor; Oct 18 2019 at 01:46 PM.

  17. #66
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    Armour values are on a weird progression 399-400, like last segment is missing. Likely this influences also instance penetration values (too low).

    Rare Medium Helm ilvl403:

    Last edited by Giseldah; Oct 18 2019 at 02:15 PM.

  18. #67
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    Quote Originally Posted by Mukor View Post
    Dmg of the skills is calculated by: dps*(1+ mastery+ bonuses).
    We don't get any new lilevels so no higher dps, maybe some new runes with a bigger modifier, same for the bonuses of the legacies. So there is nothing why the skills should do more dmg.
    And for the morale I don't speak about the naked morale, we get more with more vita on the gear too. Just compare 120 with 115 the tanks has twice as much morale. The others have around 50% more.
    I never said we dont get more morale from gear,but lvls should mean something and take a close look at 15% proc bleed and how much its damage increases going form 60 to 130 then take a look at how unering strike increases.Skills should increase from lvls LIs DPS and mastery.Same way morale should increase with lvls as well as every base stat you character has.I am not saying lvls should be 100% of scaling but they should have some meaning.

  19. #68
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    Lightbulb LoTRO - Minas Morgul Expansion Armour Sets - Beta Test Preview

    For those interested I printscreened the "new" Minas Morgul Armour Sets that You can barter from the Reputation NPC's. In this build it required Kindred Reputation Status.

    The icons had placeholders in the NPC menu, but the Armour skins seems to be added. I tested them on my character in the Dressing Room, having the plug-in/ui skin "larger dressing room" installed, that I always have activated when playing.

    I did not bother to screenshot or write down the stat values as they seemed to not be properly finsihes/polished. All sets were LvL 120 and ili 403. Needing Kindred Reputation to barter for LvL 120 gear in a LvL 130 Expansions seemed a bit off and not finsihed yet. I might be wrong and they are, but I just didn't bother to screenshot stats due to them seeming not polished and completed.

    On a personal note:
    I am not impressed by this art-work. Alot fo the peices seem more or less re-hashed with just a few minor variations done to them. Like the medium helmet and all the boots and gloves etc. It feels like I seen alot before and just minor alterations in patterns and such. I was hoping we would get some really nice looking gear finally again (been pretty dry on that front since after minas tirith in my opinion, but in vales we got a few nice pieces again so I thought it might be turning around again), but I guess not. Of course taste is personal, so other might like these skins. Also mind You this is Beta, work in progress and there might be some nice skins once they add more Armour sets, like instance gear, crafted gear, raid gear etc. We will have to wait and see I guess.

    Oh well, as this is a preview and SSG wanted feedback, so that is my feedback on the "new" Minas Morgul Armour skins so far.

    Anyway here are the screenshots for those interested. I had max Ultra High Setting on, but still some skins looks a bit low-res. Maybe that is due to "larger dressing room" enlarging them, possibly ??? I don't know ??? Usually outfit skins looks high-res even with "larger dressing room" activated. This is the default dye they come in (i guess to match the minas morgul aura glow effect), but happily they can be dyed. I made a collage of each set showing front and back (with and without cloak). These Armour Sets Cloaks, light, medium and heavy, looks identical as You might notice. There were 3 hooded cosmetic cloaks that did not look the same as each other (one being a hooded version of the ones in my screenshots, the other 2 differtent skins), but all 3 hooded (no non hooded version of the 2 that were different). Maybe I'll upload and post screenshots of those once I get more time.







    Similarities

    Btw, here is an example of what I mean. The Minas Morgul medium helmet looks more or less like the Dunland Guardian Armour Sets helmet (quest reward armour sets) with some minor alterations etc (same for the gloves, boots etc and overall it looks like nothing really new and a bit low quailty re-hashed design).



    Looking back to Enedwaith barter NPC's, Dunland (quest reward armour sets), Rohan, Minas Tirith (after that it started going downwards with some exceptions of some nice pieces here and there, but not many) etc LoTRO used to make some really nice looking skins/art-work on gear. So I know You can do that if given time. At least You could in the past.
    Last edited by Lord.Funk; Oct 18 2019 at 02:52 PM.

  20. #69
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    I did take screenies of these that I haven't posted, especially coz my toon is a female Elf and the Heavy Helmet looked absent at first (like cropping out the toon's head) and then I noticed it was a pitch-black coif, totally not what I'm seeing in your screens.

    I sincerely hope they keep working on these, stat & cosmetic wise. The 2 new RK cosmetic bags are also a bit unimpressive, but it's just a small thing compared to the whole gear sets.

  21. #70
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    Quote Originally Posted by Osglinthor View Post
    I never said we dont get more morale from gear,but lvls should mean something and take a close look at 15% proc bleed and how much its damage increases going form 60 to 130 then take a look at how unering strike increases.Skills should increase from lvls LIs DPS and mastery.Same way morale should increase with lvls as well as every base stat you character has.I am not saying lvls should be 100% of scaling but they should have some meaning.
    It does new level,->new LIlvl (normally) and new offhands - > higher dps on the weapons - >more dmg.
    And more with higher legacy ranks-> higher bonuses.
    I don't know why we don't get new LI levels.

  22. #71
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    Quote Originally Posted by Mukor View Post
    It does new level,->new LIlvl (normally) and new offhands - > higher dps on the weapons - >more dmg.
    And more with higher legacy ranks-> higher bonuses.
    I don't know why we don't get new LI levels.
    I think you missed this:

    https://www.lotro.com/forums/showthr...44#post7965744

    Lets see, there was a bug on the relics that limited them to a much lower level than they listed - already fixed that one locally so don't worry about that one.

    Overall between base LI damage and runic damage you should see a significant increase. Some of this change will apply to existing 110-120 items that had been falling behind the base DPS of normal weapons. I had to go through and re-balance a bunch of that and properly tie them together so that they won't disassociate like that again - the relic bug was just me using the wrong template for some of the new progressions.

    Yes, there will be new LI levels unlocked for the upcoming release, but we're also working on multiple catch-up mechanics that should help keep players from falling behind as they often have in the past. I can't go into the details as we're still finalizing those and trying to determine which of those mechanics we will be opening with.

    I've also been dealing with a couple other obvious issues that have been brought up in Bullroarer, like the way skill power costs increased too rapidly from 121-130 - that shouldn't be an issue in the next release.

    -Vastin

  23. #72
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    Thumbs up

    Quote Originally Posted by Laurelinarien View Post
    I did take screenies of these that I haven't posted, especially coz my toon is a female Elf and the Heavy Helmet looked absent at first (like cropping out the toon's head) and then I noticed it was a pitch-black coif, totally not what I'm seeing in your screens.

    I sincerely hope they keep working on these, stat & cosmetic wise. The 2 new RK cosmetic bags are also a bit unimpressive, but it's just a small thing compared to the whole gear sets.
    Agreed.

  24. #73
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    Quote Originally Posted by Laurelinarien View Post
    Ok. This I missed. And this will solve the problem with no progression with level 130.
    But I don´t see a problem with the catch up mechanics.
    e.g. dps: set rank 66 for free + 2 ranks for crystals
    or the legacies: set rank 84 for free + 5 ranks for scrolls.
    Shouldn´t be to complicated to programm this.

  25. #74
    Join Date
    Aug 2012
    Posts
    2,016
    Quote Originally Posted by LordOfTheSquids View Post
    Items
    • Imbued legendary items: When replacing an imbued legacy with another legacy, you now carry over a much greater percentage of the earned item advancement experience.
    Idk if anyone can shed more light on this, my own experience was the following:

    - On a legacy with full IXP up to tier 79, when replaced for a new legacy, IXP would decrease to tier 71 (all tiers remain open, Im just referring to IXP amounts)

    Upon consecutive replacements of the same legacy without adding IXP, the number of tiers getting depleted wasn't consistent. I didn't have enough time to run all the numbers yesterday, so I'm wondering if anyone has a more accurate number (whether % of IXP depleted or raw number of IXP, coz the plain number of tiers doesn't seem consistent)

  26. #75
    Join Date
    Jan 2007
    Posts
    58
    I spent a good 8 hours mainly in Mordor Besieged today. My feedback from today:

    • Echad-in-Edhil could use a vendor or two.
    • I really liked the look of Amon Fuin, but the overabundance of sorcerers got old in a hurry.
    • Overall, I enjoyed Mordor Besieged even though it was rather unfinished. I'd think the rest of the BBoM quests will flesh things out better.
    • I won't go into detail on the power, scaling or map issues, as they've been mentioned by multiple people already.
    • The stable route that was broken for me was indeed Magh Ashtu to Estad Uial. I didn't notice issues with any other stable routes I tried.
    • I'm still unimpressed with the crafting update, but I also realize that this was an incomplete version.


    Overall I'm still cautiously optimistic about this expansion.
    Spam Egg Sausage And Spam of Gladden (formerly Silverlode)
    Brau Steinmeister dwarf guardian 140 | Theozor Viazald human captain 140 |Bindore Breakwind dwarf hunter 140

    Crunchy Frogs of Brandywine
    Oxandrium dwarf champion 140 | Bufflekil stout-axe hunter 129 | Randagnofus Ridiculous human loremaster 123


 

 
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