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  1. #26
    Join Date
    May 2009
    Posts
    1,547
    The reforging cost of the new LIs is way too high for testing.

    The one-time gold gift from the Fantus NPC isn't enough to do it four times, and my copied alts don't carry hundreds of gold with them.

    (Yes, I know there are workarounds to generate infinite gold, but it's dumb to waste peoples' time jumping through hoops.
    Dagoreth (Warden) and Belechannas (Lore-master) of Arkenstone

    < No Dorfs >
    Fighting the Dorf menace to Middle Earth since 2008

  2. #27
    Join Date
    Feb 2014
    Posts
    3,528
    That could also be a problem on live if cost is carried over. None of my characters has even 10k, most are 2-5. Newer characters just a few hundred.

  3. #28
    Join Date
    May 2015
    Posts
    34

    LI Feedback

    LI Feedback:

    Enhancement Runes:

    Before you read this SSG - I strongly suggest removing the Enhancement rune upgrades, I get it why you choose to do it but you need to understand that most of the grind people are complaining about in the current system - you recreated but in much worse shape.

    Why is there 4 different tiers of Enhancement runes? Each tier should add different number of upgrades as the tier goes higher, also this is pretty much Scroll of Empowerment grind renamed with actually more grind as you need more than 40 Enhancement Runes per upgrade and there's a total of 13 upgradable slots per LI, so 26 per set resulting in needing 1,274 Enhancement Runes which is 4 times the amount of Scroll of Empowerments you would need on a brand new LI from start to max.

    Please remove the Socket Control panel and create a proper panel for our LIs or use the old panel we had, it's very badly designed and seeing unslot/unslot all everywhere with LOTRO store promotion is something I'm not interested in.


    Guardian LIs:

    Guardian's Pledge Cooldown & Magnitude - this nerf should be reverted.
    Area Effect Skill Damage - this legacy needs to return.
    Guardian Bleed Damage - this legacy needs to return.
    Bleed Critical Damage - this legacy needs to return.
    Light Damage - this legacy needs to return.

    Beorning LIs:

    Rush Evasion Bonus - this legacy is really bad and should be replaced.
    Turn the Tides Damage - this legacy is really bad and should be replaced.
    Chance for Wrath Spending Attacks To Refund Wrath - this legacy needs to return.
    Healing Potency - this legacy needs to return.

    Captain LIs:

    Noble Mark Damage - this legacy is really bad and should be replaced.
    Captain Area-effect Healing - this legacy needs to return.
    Melee Skills Critical Damage - this legacy needs to return.
    Bleed Damage - this legacy needs to return.
    Defensive Strike Armour Buff - this legacy needs to return.
    Healing Critical Magnitude - this legacy needs to return.
    Light-type Damage - this legacy needs to return.

    Champion LIs:

    Feral/Savage Strikes Damage - this legacy is really bad and should be replaced.
    Hamstring Damage & Duration - this legacy is really bad and should be replaced.
    Critical Damage Multiplier - this legacy needs to return.
    Area of Effect Skill Damage - this legacy needs to return.

    Hunter LIs:

    Beneath Notice Cooldown - this legacy is really bad and should be replaced.
    Distracting Shot Cooldown & Resistance Reduction - this legacy is really bad and should be replaced.
    Ranged Attack Evade & Block Chance - this legacy is really bad and should be replaced.
    Strength of the Earth Morale Regen - this legacy is really bad and should be replaced.
    Hunter Damage Over Time - this legacy needs to return.

    Warden LIs:

    Wages of Fear Positional Damage - this legacy is really bad and should be replaced.
    Defiant Challenge Damage Return - this legacy is really bad and should be replaced.
    Resolution Target Resist Chance - this legacy is really bad and should be replaced.
    Javelin of Deadly Force Damage - this legacy is really bad and should be replaced.
    Ambush Critical Chance & Damage Multiplier - this legacy is really bad and should be replaced.
    Adroit Manoeuvre Damage - this legacy is really bad and should be replaced.
    Light Damage - this legacy needs to return.

    Rune-Keeper LIs:

    Chilling Rhetoric Cooldown - this legacy is really bad and should be replaced.
    Target Chill of Winter Resist Chance - this legacy is really bad and should be replaced.
    Target Fury of Storm Resist Chance - this legacy is really bad and should be replaced.
    Target Shocking Touch Resist Chance - this legacy is really bad and should be replaced.
    Target Wrath of Fire Resist Chance - this legacy is really bad and should be replaced.
    Fire Type Damage - this legacy needs to return.
    Healing Over Time - this legacy needs to return.
    Healing - this legacy needs to return.

    Minstrel LIs:

    Target Resist Chance: Songs - this legacy is really bad and should be replaced.
    Target Resist Chance: Ballads - this legacy is really bad and should be replaced.
    Target Resist Chance: Call to War Skills - this legacy is really bad and should be replaced.
    Light Type Damage - this legacy needs to return.
    Healing and Motivation Skills Morale Healing - this legacy needs to return.
    Triumphant Spirit Cooldown & Critical Magnitude - revert Triumphant Spirit cooldown back to 45s with blue line traits + legacy. CD is 1 min 48s on Bullroarer atm.


    Lore-Master LIs:

    Pet Attack Duration - this legacy does not work.
    Target Resistance: Damaging Skills - this legacy is really bad and should be replaced.
    Target Resistance: Debuffing Skills - this legacy is really bad and should be replaced.
    Fire Skills Critical Damage - this legacy needs to return.
    Tactical Skills Direct Damage - this legacy needs to return.
    Fire Damage Over Time - this legacy needs to return.


    Burglar LIs:

    Backstab Damage - this nerf should be reverted.
    Purge Corruption Damage - this legacy is really bad and should be replaced.
    Burglar Bleed Damage - this legacy needs to return.
    Skills Critical Multiplier - this legacy needs to return.


    Word of Power Traceries:

    These following should be changed or replaced:


    Block Chance
    Evade Chance
    Parry Chance
    Partial Block Chance
    Partial Block Mitigation
    Partial Evade Chance
    Partial Evade Mitigation
    Partial Parry Chance
    Partial Parry Mitigation

    Word of Craft Traceries:

    These following should be changed or replaced:


    Empowered Block
    Empowered Evasion
    Empowered Parry
    Exemplary Block
    Exemplary Evasion
    Exemplary Parry
    Greater Resistance

    Heraldic Traceries:

    These following should be changed:


    Heraldry of the Ox - please change physical mastery to some defensive stat.
    Heraldry of the Sparrow - please change physical mastery to some defensive stat.
    Last edited by anarky30; Sep 09 2021 at 04:54 PM.

  4. #29
    Join Date
    May 2015
    Posts
    34

    Brawler Feedback

    Brawler Feedback:

    Blue Traits:

    Retaliatory Intensity - this trait is really bad as most tanks don't care about critical rating.
    Retaliatory Precision - this trait is really bad as in most fights you don't care about BPE anymore unless it's a strong % CD.
    Brash Invitation CD - add 4 more seconds to CD reduce or increase force taunt duration to 9 seconds.
    Clever Feint - increase to 30 or 35%.
    Bracing Guard - increase to 30% incoming healing and reduce CD down to 30 seconds.
    DNT - Hold the Line - reduce CD down to 1 minute.
    Gut Punch - change from This character is dealing -5% damage to This character is immune to 5% incoming damage.
    Innate Strength: Deflecting Technique - this bonus is very bad considering the situation of BPE in most raids and instances.
    Innate Strength: Intimidating Presence - this bonus is very bad considering how easy threat generation is specially with AOE taunt.
    TBD - Iron Will grants additional Tactical Mitigation not working.

    Red Traits:

    First Strike - needs a major damage bump.
    DNT Joy of Battle - move this to blue line instead and reduce CD to 1 minute.
    Fulgurant Strike Cooldown - we should not need to trait for a lower cooldown on interrupt, this should have the same base across all classes.
    Overhand Smash - incoming healing debuff - this trait is really bad as majority of the content does not require incoming healing debuffs, can't think of any encounter I would trait for this.
    Battle Fury - reduce CD down to 2 minutes.
    Innate Strength: Clever Technique - this trait is really bad as we have enough finesse from gear already.
    Innate Strength: Precision - this trait needs significant bump.

    Yellow Traits:

    DNT - Battle-wise - does not work.
    DNT - Vulnerability Chance - does not work.
    DNT - Lasting Weakness - does not work.
    TBD - Share Innate Strength: Quickness - does not work.
    TBD - Share Innate Strength: Balance - does not work.
    TBD - Share Innate Strength: Heavy - does not work.
    DNT - Efficient Strikes - make as a toggable stance instead also not sure why this is here because we can't trait it.
    DNT - Hasten Powerful Techniques - not sure why this is here as well because we can't trait it.

    Blue Line Skills Feedback:

    Overhand Smash - reduce Mettle cost to 1.
    Might Upheaval - reduce CD down to 10 seconds and Mettle cost down to 1.
    Strike Towards the Sky - reduce the Mettle cost down to 1.
    DNT - Flex - change 25% Damage to 25% BPE and increase the duration to 12 seconds in blue line.
    Slip Free - reduce CD to 30 seconds.
    DNT - Shrug It Off - increase the DWFP effects target to 3.
    Quick Feint - change +20% Melee Damage to -20% incoming damage.
    DNT - Raw Fury - does not work.
    Weather Blows - reduce the CD down to 3 minutes.
    Iron Will - reduce the CD down to 3 minutes.
    Bracing Guard - increase to 30% incoming healing and reduce CD down to 30 seconds.
    DNT - Draw a Line in the Sand - reduce CD to 1 minute and increase to 15% mitigations.
    Backhand Clout - reduce Mettle cost to 1.
    Vicious Knee - reduce Mettle cost to 1.
    Helm-crusher - make 5 targets AOE attack.
    Fulgurant Strike - reduce CD down to 10 seconds and Mettle cost to 0.
    Come at Me - increase taunt duration to 10s.
    Brash Invitation - add 4 more seconds to CD reduce or increase force taunt duration to 9 seconds.

    Blue line needs strong cooldown rework that's why I suggest all above to make Brawler a competitive tank compared to other tanks we already have.
    Brawler also needs some self-heal abilities, tank without any self-healing abilities is very weak. I suggest adding at least 2, ideally 3 self-healing abilities.


    Red Line Skills Feedback:

    Overhand Smash - reduce Mettle cost to 1.
    First Strike - needs significant damage buff and generates 3 Mettle.
    Pummel - damage not scaling and reduce CD to 10 seconds, also make the skill able to move while channeling and add 3-5 target AOE.
    Might Upheaval - reduce CD down to 10 seconds and Mettle cost down to 1.
    Strike Towards the Sky - reduce the Mettle cost down to 1.
    Fist of the Valar - reduce CD down to 15 seconds.
    DNT - Flex - increase duration to 12 seconds.
    DNT - Raw Fury - not working.
    One for All - remove from red line and make blue line skill only.
    Weather Blows - remove from red line and make blue line skill only.
    DNT - Joy of Battle (Offence) - reduce CD down to 1 minute.
    Battle Fury - reduce CD down to 2 minutes.
    Backhand Clout - reduce Mettle cost to 1.
    Vicious Knee - reduce Mettle cost to 1.
    Helm-crusher - make 5 targets AOE attack.
    Fulgurant Strike - reduce CD down to 10 seconds and Mettle cost to 0.

    Red line needs strong damage bump, I was not able to break 90k DPS on training dummy with decent rotation and buff uptime.
    Red line also needs more quick attacks, Brawler has many abilities but because of long CD and big Mettle usage it makes it feel like a very slow based class.


    Yellow Line Skills Feedback:

    Share Innate Strength: Balance - does not work.
    Share Innate Strength: Quickness - does not work.
    Share Innate Strength: Heavy - does not work.
    Efficient Strikes - reduce CD down to 2 minutes.
    Last edited by anarky30; Sep 09 2021 at 02:00 AM.

  5. #30
    Join Date
    May 2015
    Posts
    28

    Please dont do this!

    first off love brawler just wish i could find in a loint cloth and boots so i could be more savage. but about this new li system i hate because i see what your doing and I HATE IT. first of its essences so basicly more fricking shards oh my god no no no no no god no no no no no noononononononononono!!! and also its confusing and also seems u need special items that seem to coincide with names of raids you really gonna make elitists more elitey by having special li legacys only drop in t5 raids no dont do that un fair to go from everyone having same legacy's to only being able to get the best ones if ur a top raider. terrible all around with these new legendary weapons please for the love of god do not do this to us. easy fix i have solved it i am master of this solving better then any dev. simply let us use all legacys on one li boom stops having to level multiple legendary items lowers grind right there, also give us more ways to get scrolls like have them drop in any instance above lvl 100 any tier or make more dailies quests in different areas for scrolls, there are some things i like maybe you can add some of the things with the ###### new lis like maybe have some traciers that add extra boosts to you li like the +1 aoe thing thats nice i like that. but pls do not implicate this ###### new li system. And if i am just complaining to a brick wall and your not gonna listen to any of that atleast before you get rid of the old legendairy items please copy every look on every li weapon of every weapon and make a skirm camp guy with them as cosmetics because there is a ton of really cool legendary weapons out there and i really dont want to lose being able to use them. ps ik my spelling stinks but i dont feel like going back and fixing every mistake.

  6. #31
    Join Date
    May 2015
    Posts
    28

    or you can

    [QUOTE=anarky30;8089947]LI Feedback:

    Enhancement Runes:

    [B][COLOR="#FFFF00"]Before you read this SSG - I strongly suggest removing the Enhancement rune upgrades, I get it why you choose to do it but you need to understand that most of the grind people are complaining about in the current system - you recreated but in much worse shape.

    Why is there 4 different tiers of Enhancement runes? Each tier should add different number of upgrades as the tier goes higher, also this is pretty much Scroll of Empowerment grind renamed with actually more grind as you need more than 40 Enhancement Runes per upgrade and there's a total of 13 upgradable slots per LI, so 26 per set resulting in needing 1,274 Enhancement Runes which is 4 times the amount of Scroll of Empowerments you would need on a brand new LI from start to max.

    Just get rid of the new legendary items and go with my suggestion which you can find somewhere before this one.

  7. #32
    Join Date
    May 2009
    Posts
    1,547
    Steadfast Cooldown - this legacy is really bad and should be replaced.
    I disagree. Stuns are lethal to Wardens - improving our ability to recover from them is very welcome as far as I'm concerned.

    The Defiant Challenge damage reflect legacy (which you didn't mention) is really, *really* bad though...
    Dagoreth (Warden) and Belechannas (Lore-master) of Arkenstone

    < No Dorfs >
    Fighting the Dorf menace to Middle Earth since 2008

  8. #33
    Join Date
    May 2015
    Posts
    34
    Quote Originally Posted by LagunaD2 View Post
    I disagree. Stuns are lethal to Wardens - improving our ability to recover from them is very welcome as far as I'm concerned.

    The Defiant Challenge damage reflect legacy (which you didn't mention) is really, *really* bad though...
    Sorry edited now. That was what I was going for but I made a mistake while writing it up.

  9. #34
    Join Date
    Sep 2010
    Posts
    1,152
    When looking at dps, yall be aware: a 2H/bow imbued weapon with maxed crystals and a threshold rune has 3385 baseline dps rating, while these 2H/bow "weapons of legend" have 4517.2 baseline dps rating. To see the difference between the legacy system and this new "tracery" system, you need to multiply Bullroarer parses by a factor of 0.75.
    Argendauss, Captain
    Rechart, Warden
    Hrodgart, Beorning
    Gunnart, Guardian

  10. #35
    Join Date
    Dec 2007
    Posts
    680
    Quote Originally Posted by anarky30 View Post

    . . . most of the grind people are complaining about in the current system - you recreated but in much worse shape.

    I, and likely close to if not all others, expected the purpose of the LI rework was to address the long standing issue of grind putting some off playing the game at all and others playing fewer alts than they otherwise would have. Instead SSG has created need for 1000s of barter currencies instead of many 100s. The proposed system also exacerbates longstanding issues and adds some new ones. Class balance is out the window and given history of struggling to achieve this when how stats and legacies performed on live was long known this promises to be an issue for some time. Landscape balance has been an issue with raiders finding too easy and nonraiders finding too hard and it seems likely that the new system will create raider and nonraider LIs to add to the existing imbalance created by better armor and jewelry. This will also remove progression incentive for nonraiders. The community does not divide into raiders and fluffers as encoring festivals to death suggests SSG believes. There are many like myself, and I would hazard to guess the majority of players, who either do not want or can't due to time or computer limitations raid but do want a sense of progression. LIs are it as apart from 1 chest piece all best armor and jewelry are raid only. My and kin's reaction to the rework is SSG are out of their minds if they think we're going to grind this BS to end up with something sub par - grind so can grind mobs to death that others can kill with ease when questing F' that!

    I feel frustrated as the solution to all these things is Apparent and have been pointed out nearly as many times as the number of Ancient Scripts the rework wants us to collect. Set a reasonable number of soes and starlits to collect then have LIs grow with us as we level. Grind solved and no upending of class balance or exacerbation of landscape imbalance. And ideally return to the much extolled design of the early years where playing the game was readily available to all - the biggest and player sacrificing problem with SSG's only raiders should play this game ethos which requires everyone to Grind in order to have a weapon if they want to play the game past level 50. This is why there are So Many Complaints about the grind - you are gating playing the game with massive grind where most/all other games reserve grind for improving upon basic game playing gear. The rework not only doesn't address this but promises to p'off players if their old work is trashed for something that is inferior. Last time calling to the wind but Lotro's original design that catered for all types of players was: Easy access to basic game play whether with quest rewards/drops/barter/crafted. Instance runs and teal crafted improved gear and served both as a progression incentive and as entry to raiding. Raiding gear had additional stats and bonuses but in measure that didn't overly unbalance landscape content. It also included raid specific features that were essential for raiding and would be needed in order to move on to higher tiers now we have them. Everyone could play the game then, everyone who wanted to wanted to progress beyond this could, and everyone who raided had both means to progress and ability to have alts jump into t1s whether to fill out teams or for the fun of playing a different class - something all player types have lost due to another longstanding complaint of SSG having made the game "Alt Hostile".

  11. #36
    Join Date
    May 2009
    Posts
    1,547
    Hopefully the Enhancement runes are a place-holder for something more sane that will be fleshed out in a later iteration.

    We should send a clear message the current implementation is hot garbage, but I wouldn't crawl out on the ledge just yet...

    Just to mention one hypothetical possibility: suppose that rather than thousands of consumables, the enhancement within an LI tier (between level cap increases) was gained something like item or virtue XP is now. You might designate one legacy at a time to earn XP, and it would level more or less automatically as you played through content. The fact that the item-level-by-item-level legacy advancement is so granular suggests to me that it is intended to happen passively (and often).
    Dagoreth (Warden) and Belechannas (Lore-master) of Arkenstone

    < No Dorfs >
    Fighting the Dorf menace to Middle Earth since 2008

  12. #37
    Join Date
    Jun 2011
    Posts
    286
    6 months for this garbage pepelaugh

    bin the lot of it, leave weapon swapping as it is, and then pretend this never happened.

    Blue names need to read and respond to this thread - https://www.lotro.com/forums/showthr...champion-class

    also you need to get people with class knowledge (and listen to them) on palantir.

  13. #38
    Join Date
    Jun 2011
    Posts
    286
    Aim is bugged and does not guarantee a crit.

  14. #39
    Join Date
    Jun 2011
    Posts
    263
    Let me get this straight.

    We are presented with a system that is similar to the one that we currently have, that is supposed to help with the grinding and be better mechanically while we continue levelling up.

    Well, as far as I am concerned, the existing system could have been altered in a way to help with the grinding by providing more in game ways to get crystals and mainly scrolls. What we are going to need from now on are scripts and enhancement runes instead of crystals and scrolls. The way I see it the more rare traceries will be drops from higher tier contents, same as some of the relics and titles are now.

    So, why and how are these changes going to improve grinding? If the drops are better and the ways to get the new currencies, scripts and runes, are more and easier then why couldn't you implement such things to the EXISTING system? Why bother with the new mechanics and interface and the fact that the 2 systems will co exist for some time and the multiple new terminology etc. ? What am I missing here?
    Arequain Belechael, Legate of Celosien, Minas Brethil, Lebennin

  15. #40
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    Jun 2011
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    1,882
    You're implementing another system of inifinite grinding, are you kidding us SSG ? Instead of making it easier, your rename it and its the same at the end under new name.

    The more i read, the more i love the system we have NOW. Plus, it seems that the new system will throw the current balancing overboard.

    The past has shown, if something is on bullroarer, no big changes were made later to it. So i GUESS we have this now and thats it.

    I hope this will come earliest after gundabad.......

  16. #41
    Join Date
    Jun 2011
    Posts
    72
    Quote Originally Posted by Belechael View Post
    Let me get this straight.

    We are presented with a system that is similar to the one that we currently have, that is supposed to help with the grinding and be better mechanically while we continue levelling up.

    Well, as far as I am concerned, the existing system could have been altered in a way to help with the grinding by providing more in game ways to get crystals and mainly scrolls. What we are going to need from now on are scripts and enhancement runes instead of crystals and scrolls. The way I see it the more rare traceries will be drops from higher tier contents, same as some of the relics and titles are now.

    So, why and how are these changes going to improve grinding? If the drops are better and the ways to get the new currencies, scripts and runes, are more and easier then why couldn't you implement such things to the EXISTING system? Why bother with the new mechanics and interface and the fact that the 2 systems will co exist for some time and the multiple new terminology etc. ? What am I missing here?
    I think what you missed is the new system IS NOT to stop or help the grind part. This much was obvious last time with the atrocious tier-locked scrolls.
    If they wanted to help reducing the grind they will just add scrolls and crystals on quests and not add more or them tier-locked.

    As far the new system is going I can't say, not yet downloaded Bullroarer (crapy Internet speed ) but I think it was most to just change the feeling of LI. And perhaps (I don't think that is), perhaps we will have a tons and tons of the new items to levelup the LI and then the grind will be less tedious.

  17. #42
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    Jun 2011
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    1,882
    i wish a dev would popup here and say something like: "at the end the current system is 100% grind, with the new system we reduced that to 60%" or sumfin like that....... -.-

  18. #43
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    Jan 2015
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    295
    All the people complaining about the current grind should have just learned to farm Throne.

    This is looking 10 times worse.
    Lob
    [EU] Evernight

  19. #44
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    May 2011
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    603
    Quote Originally Posted by Gildoriel View Post
    When trying to open the "Heirlooms of the lost clan" I get an error message: "General Error 0x1000016B"
    It is a reward for the intro quest "The Shadow of Mordor".

    ....
    I keep getting the same error trying to open the box with the "Shield of the Hammerhand" reward item (from a previous expansion version) on a brand new brawler char in the intro and beyond. Other reward boxes can be opened without problems on the same char.
    "...In the information society, nobody thinks. We expected to banish paper, but we actually banished thought."
    Ian Malcolm
    From: Crichton, Michael. Jurassic Park

  20. #45
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    May 2011
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    Quote Originally Posted by LagunaD2 View Post
    The reforging cost of the new LIs is way too high for testing.

    The one-time gold gift from the Fantus NPC isn't enough to do it four times, and my copied alts don't carry hundreds of gold with them.

    (Yes, I know there are workarounds to generate infinite gold, but it's dumb to waste peoples' time jumping through hoops.

    I ran into the same problem and chose to create a new char.


    On a copied char (champion, lvl 130) I could reforge the new legendary items several times without any visible changes. Is that WAI?


    Will a brawler be able to equip all cosmetic items in his hands?


    What happens to Moria being accessible from lvl 45 onwards if the new legendary items need lvl 50? Or will the first weapon/item of legends from the epic book be usable below lvl 50?
    Last edited by Derquin; Sep 09 2021 at 09:06 AM.
    "...In the information society, nobody thinks. We expected to banish paper, but we actually banished thought."
    Ian Malcolm
    From: Crichton, Michael. Jurassic Park

  21. #46
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    Jun 2011
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    4,308
    ~ Legendary Items 3.0 ~

    I have to admit, this system didn't really go where I thought it would.

    The current issues of the imbued Legendary Item system can be roughly summarised as the following:

    • New/Returning players have to put in quite a lot of work in order to catch up to current players.
    • Making a new imbued LI is a fairly convoluted system where you have to advance the old LI system multiple times, sort out the legacies that will change into different legacies, finally imbue the thing, and then grind out improvement items.
    • Imbued Legendary Items don't follow proper scaling formulas post 100 (to the point where they actually fall behind non-LI items for DPS ratings).
    • The division of legacies between class items and weapons could get awkward, Hunters had a large number of important legacies on bow but very few for mainhand as an example.
    • Legacy options greatly vary between classes. Some classes like champion are entirely propped up by their legacies, others like Beorning hardly care for their LI's at all and can often get away with running a non-LI loadout.
    • Legacies are mostly % bonuses that have seriously inflated over the years, at level 60 the brutal strikes damage legacy gave a +15% bonus, at 130 it gives +52%. Skills that aren't boosted by specific legacies are notably starting to fall behind in value. Look at Beorning, sub 100 Thrash is a major damage skill, post 100 it drops off in effectiveness as it receives no boosts.
    • Due to the split of legacies a lot of emphasis has been placed on weapon swapping to take advantage of every legacy, our legacy choices don't matter because we can access all of them at once.


    This new system maybe addresses the first 3-4 points on that list. It scales properly, legacies aren't locked to a particular item type, the catch-up mechanics seem built in, and the path to actually assembling the LI seems fairly streamlined. Those were definitely all important things to address but we're still carrying around so many of the old issues. The stuff that did get fixed mostly feels like backend stuff that doesn't really make a difference to how we're currently engaging with LI's. The effects of the system are pretty much the same thing we've been dealing with since 100 cap.

    Some of the solutions to the old issues seem at odds with each other. It's clear you want to streamline the system, as such you've made it so all traceries are generic and can be applied to either weapon or class item...but now I have to wonder why the weapons and class items are even treated as separate entities? Why not just ditch the weapons entirely and have the new LI system be entirely contained within the class items? Wouldn't have to constantly check "Did I already slot this tracery in the other LI?" or anything like that, the entire thing could be displayed on a single page.

    At the end of the day I don't think there's anything fun or interesting about this system. I don't know how the new "traceries" are going to be earned but they honestly aren't exciting in any way, shape, or form. RK has a tracery for +40% combustion damage, I get that and...well now my combustion does more damage, nothing really changes at my end. It might shift up in the priority but that's all. I get that it was honestly too much to hope for but where are the interesting "traceries"? Why don't we have a tracery that bestows a skill to the player, as an example a tracery that gives the player access to the defensive portent. We could've gotten traceries that give you points in a particular class trait, allowing for more diverse trait builds. We could've had a tracery that applied a stacking effect to the player, upon reaching max stats your next heal will pulse a second time for 50% value.

    There's a lot that could've been done here, instead you just gave us a different flavour of the same thing we've had for years.
    ~ Take the player, not the class ~

  22. #47
    Join Date
    Dec 2012
    Posts
    95
    The new Legendary items system creates immense amount of class balance adjustments needed for every single class. Given the difficulty to have balanced classes in the past this new LI system looks incredibly concerning and is way too big of a change compared to the current system. IMO just keep the current LI system, it can be refined with some changes with way less balance work needed across all classes.

    It looks like you will need to replace legacies way more often than in current system, which means all upgrades done to the previous legacy will be lost so the grind is looking EVEN bigger to max out your LI completely.
    Also UI looks very bad and doesn't even fit the screen with all slots filled.

    Concerning weapon swapping, it is those players that do weapon swap who are putting in the most effort to get the maximum potential out of their class and maximizing their contribution to the group. If someone is not willing to do that, they should not be rewarded like this with the removal of weapon-swapping by getting their dps raised closer to the maximum achievable, while those who have spent hours of practice will be dumbed down.

    Please consider keeping to the current LI system and adjusting that instead of a total revamp.

  23. #48
    Join Date
    Aug 2011
    Posts
    1,051
    Ty SSG, I just needed to read that the enhancement thing is basically like empowerments, needing +1000 and even adding them 1 by 1, and I already know 100% sure that all my characters are going to be perma locked on 130, in fact congrats because I'm going to buy a stone of the tortoise (with farmed points ofc) to all of them. And the only 2 chars that will continue playing past 130, it will just be for the story and I will never ever grind anything again in this game. Ty ty ty.

    It seems sarcasm but I promise it's not.
    Anamura, Sunnarea, Silenius, Neushiro, Wandrassa, Wuldar, Fingaladir, Meowear, Virgalia, Turgamar (Old Fegefeuer)
    Amilegeth, Wargarr, Shakarabash, Luklubuz, Grishlukashkahkh, Dashkanakh
    "One lag to lag them all and in the lagness lag them"

  24. #49
    Join Date
    Sep 2016
    Posts
    6,276
    The cost to reforge definitely needs an adjustment in the Eyes and Guard. I don't know where the current number came from, but it seems placeholder.
    Community Manager, Lord of the Rings Online
    Follow LOTRO on: Twitter - Facebook - Twitch - YouTube
    Personal channels (No SSG talk): Twitch Twitter Facebook
    Support: help.standingstonegames.com
    coolcool

  25. #50
    Join Date
    Sep 2010
    Posts
    1,152
    Here's how the empowerment runes work roughly, going from memory:

    ilvl 400 Tracery giving +33% damage to X skill and +12k crit rating
    +45 runes
    = ilvl 445 Tracery giving +33% damage to X skill and +24 crit rating


    The horror. Yall dont even know how free flowing or stingy theyll be with these runes. It is a lot of damn clicks though, I do not like that.
    Argendauss, Captain
    Rechart, Warden
    Hrodgart, Beorning
    Gunnart, Guardian

 

 
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