General: Bullroarer not next week but maybe the week after (11min). There will be power changes as well on Bullroarer (12min). We are not making all skills fast because it removes attack durations from the equation (20min). Developer Diaries do not have everything (35min). We excised the bad practices that were used for accomplishments and deeds that caused performance issues (54min). No comment on whether the new class is a monster class (60min). Scenario explained what new biomes meant that determines how a new area looks like with new soils, rocks, creatures, fauna, etc (61min). Orion will discuss crafting next time and hoping to put out a developer diary within the next couple weeks (65min).
Captains: Fully a support class at launch and trait tree with three separate roles. They should be supporting their allies without being slighted in their roles (4min). Tank should directly support their healer so that their healer can better support their tank (5min). Solo stance while keeping more benefit in blade-brother for larger groups (6min). Feel less you are brought along for just your Motivating Speech and more about your skill set (7min). Bullroarer will have the full list, but mainly Shield of the Dunedain from yellow to blue and Hands of Healing giving more direct healing from Shield-brother instead of passive healing (8min). Defensive Strike offers all captains a second battle-ready openers (9min). Yellow capstone will be similar to Thickened Hide [beorning skill] where you build stacks while reducing damage and then increase damage and health with hits afterwards (10min). Call to Greatness will reset the capstones for the three trees (13min). Focused less on a specific scenario and still be competitive with the other tanks (15min). Captain lose the taunt on Blade of Elendil, technically a bug that never was fixed (16min). There will be a new threat conversion ability in a mini-Shield of the Dunedain new ability (16min). Your overall healing will be reduced, but your personal healing will probably stay the same (17min). Captain animations have been addressed over the year but bug report specific animation skill differences for races (18min). Heralds will be getting a few buffs, but solo stance is meant to preserve the damage to your character and not your herald (19min). We can look into the cooldown of Grave Wound as a taunt (22min).
Wardens: Level paradigm will change so that you start with two-length gambits and gradually unlock up to five-length gambits to which you will obtain them all by level 50 (23min). Both specializations will have access to all gambits and have one second cooldowns. Assailment will no longer be a specialization tree (24min). Wardens were originally melee in design and ranged skills will be removed, like Wages of Fear or Shield Piercer, since they aren't meaningful. All skills will do the same regardless in melee or ranged. The difference is how you target. Makes things better to understand (25min). Gambit chains will now guide your play with masteries (26min). While certain skills that were causing server performance has been addressed, like in the case of loremaster's Sic 'Em, there aren't really a lot of warden skills having that same kind of impact. If your computer is having trouble with all the effects, there will be now fewer effects cluttering it up (28min). Advanced Technique allows you to tank in concert with your gambit system by increasing the potency or strength of an ability (29min). This allows it to happen right away in contrast to how skills like For the Free Peoples didn't work right away (30min). We can't do anything right now with how performance is interfering with your gambits but Recovery & Quick Recovery cooldowns will be reduced significantly (31min). Gambit Focus: spear being damage, fist being overtime and threat, shield being defensive. While Wall of Steel won't give parry anymore, but parry will be buffed and offered more defensive gambits are used (32min). Current traceries will have more impact for tanks, different effects like with Wages of Fear, or values changed (34min).
PVMP: Goblins and Dwarves removed from Isendeep Mine and Grodris Matron is now a raid boss in a contested zone for an hour to three hours. Whoever gets the final blow gets the reward (38min). Reduced the amount of items needed to turn in, like 20 now became 10, and reward gives five times the amount of commendation, like 5 becomes 25 (39min). Kills now fixed for new classes: brawler, beorning, warden, and rune-keeper (40min). Carry-alls in the Lotro Store for monster items (40min). Siege equipment will be a longer-term process to deliberate beyond Update 35 (41min - 43min). There was a discussion about "mothballing" the Ettenmoors last year when I returned to the game (43min). We need to find incentives to bring old players and new players alike that discourage griefers to continue the fight on a regular basis - whether it involves LI & XP rewards (43min - 46min). Regarding Heal-Targeting Forward: We are not going to commit engineering resources that would be needed to investigate, and then make this change, when a client-side plugin could be as easily created and made available. We would have done this from the start if we planned the game to have pvmp from the start (46min - 48min). We aren't "turning off" raids (49min). We are looking at re-instituting a second dedicated server that handles Ettenmoors as we did back in its heyday. Unlikely to solve all the lag but can certainly help, especially by separating what taxes the server between PVMP and PVE (49min - 54min). We made good adjustments to monster classes and cannot work on weak monster classes, like Shadow Wargs and Black Arrows, until another opportunity becomes available for our small team (55min - 58min). The consumables that exist today frankly have not been touched in many years. We will look into making their heals and benefits where they should be (59min). We will also look into Audacity again so that you can immediately gain benefit without spending an exorbitant amount (59min). The reason why it isn't built-in is because we want everyone to be viable without letting new players dominate with raid gear (62min - 64min). Lower levels might not have the skill set but still survive with the scales (65min).