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  1. #1
    Join Date
    Aug 2018
    Posts
    227

    Updated List of all Known Issues and Bugs regarding Burglar - U35

    Previous post: https://forums.lotro.com/forums/show...###-in-U33-1-1

    A large portion of the previous issues have been fixed. This list is not meant to "demand" bug fixes or class reworks. It's merely meant to be a small write-up of all issues surrounding the burglar class to make it easier for the Devs to fix things in case they decide to work on Burglar again.

    Trait lines:
    Red Burglar is back! It's once again a viable DPS spec and is filling the niche of pure Single Target DPS. Very nice.

    Yellow Burglar unfortunately isn't the most fun support class. Its mostly there for Trick: Disable and Addle Debuffs, however, it now also offers great DPS for a Support class. However, due to the nature of the class, it will continue to only ever function as an addition to the much better support class Loremaster but can never replace one.

    Blue Burglar is sort of an in-between of Red and Yellow Burglar. It offers more utility than Red Burglar (Gamble debuffs) but isn't able to compete with it from a DPS perspective. It has a lot more damage than Yellow Burg, but offers way less support. This is probably fine, as it's impossible to balance all 3 specs to be viable at the same time. Blue line could also be a potential candidate to be removed as a main line and incorporated into the other lines, just like it was done for Minstrel/Warden.

    General issues and bugs:
    - Offhand Critical and Devastating Hits do not grant Critical Responses, this is true for Autoattacks & skills that use Offhand Hits; Burg is missing out on a lot of critical responses because of this
    - Critical Hits with "Double-Edged Strike" and "Gambler's Advantage" can only consume Critical Responses but do not grant them themselves; this is probably due to them consuming the Critical Response AFTER they grant a Critical Response themselves, not sure if this is intentional as this wasn't the case prior to U23.5
    - "Gambler's Advantage" DoT effect is snapshotting the damage based on the amount of DoT damage of Tier 1 & the scaling of T2 - T5 is solely based off T1 DoT damage
    - "Provoke's" +20% Critical Chance on the next skill duration is bugged. It should have a 10 second duration, but in reality the buff disappears in 1 second and it only applies correctly if you already have a skill queued up right after Provoke.
    - the following abilities can miss and BPE (such as most physical attacks) but also be resisted (such as most tactial attacks), which is very unusual for most skills: "Exploit Opening", "Cashout", "Trick: Counter Defence", "Trick: Enrage" and "Trick: Disable". This is because they're classified as "Melee skills" while also having the "Resistance type: Physical".

    Line-specific issues and bugs:

    Blue Line:

    - "Cashout" damage when consuming Red Gamble isn't scaled properly
    - "All In" +Finesse buff is not scaled properly
    - Landing a Killing Blow during "All In" will not count if you're part of a raid group (due to new landscape raid changes)
    - "Overwhelming Odds" passive - Fellowship maneuvres aren't relevant in current endgame
    - "Swift and Subtle" trait - 5 trait points for +50% heal on an already very small heal is exceptionally bad
    - Green Gamble's "Cashout Damage Multiplier" doesn't actually work

    Yellow Line:
    - "Confound the Fools" passive is granting more things than what is written in the tooltip (such as Riddle duration + Grace period)
    - "Complicated Terms" trait - doesn't actually provide Grace period on Dazes like Riddle
    - "A Trick for all tastes" passive - breaks "Clever Retort" DoT Damage when traited
    - "Trick: Counter Defense" - there are no situations where Counter Defence would be better than Disable, Enrage or Dust
    - "Clever Retort" isn't scaled properly - it's never worth to trait this skill, despite the fact that this skill lets you enter "Combat Stealth"
    - "Self Adulation" trait - 5 trait points for +25% healing on a skill that hasn't been scaled properly is exceptionally bad
    - "Opportunist" trait - critical magnitude on this trait doesn't seem to be correct

    Anything I missed? What are your thoughts?
    Last edited by Snobs; Feb 16 2023 at 11:46 AM.

  2. #2
    Join Date
    Sep 2013
    Posts
    209
    Currently the tooltip of the base Sneak is wrong (?)

    It says that +100% Surprise Strike and Cunning Attack Critical Chance, meaning it should be guaranteed critical, but it not.

    When you get the Improved Sneak trait, it is now, in fact guaranteed, but the tooltip still stays the same, meaning the base Sneak has the tooltip of Improved Sneak.

  3. #3
    Join Date
    Aug 2018
    Posts
    227
    Quote Originally Posted by Cenrandir View Post
    Currently the tooltip of the base Sneak is wrong (?)

    It says that +100% Surprise Strike and Cunning Attack Critical Chance, meaning it should be guaranteed critical, but it not.

    When you get the Improved Sneak trait, it is now, in fact guaranteed, but the tooltip still stays the same, meaning the base Sneak has the tooltip of Improved Sneak.
    This will be fixed in U35, can be found here:

    "Burglar:
    Fixed an issue causing stealth effect tooltips to incorrectly state that you received +100% critical chance for Surprise Strike and Cunning attack even if you had not earned the 'Improved Sneak' trait."

  4. #4
    Join Date
    May 2015
    Posts
    6
    I would like to raise a discussion about control and balance in Ettenmoors. Creeps have anti-stun potions for 5 seconds, traded for commendation together with class skills of anti-stun. The cooldown of anti-stun of my burg character is 45 seconds. This skill doesn’t do anything with disarmed condition and fear. The cooldown of anti-stun potion is 2 minutes. We need the same sigils as with creeps or lower cooldown of class skill. The morale potions of creeps boost 25% of morale: if a creep has 4 mln morale, it means it will restore 1 million morale points. The average HP among the creeps are 1,5 mln. The biggest morale potion of freeps restores 4k morale, which is 0,002% of morale. It regenerates 250 times lower morale, and also these potions have a shared cooldown with other simple morale potions.
    In beta 2.35 power potions give 0,5mln points, whereas morale potion gives only 188k, which i 10% of my character’s morale.
    I’m playing a melee character with the skill range of 3,5 meters. Due to the instability of the server i can’t press skills quickly, because the targets don’t move consistently and the game fails to query my dynamic libraries to have skills confirmed. The range of an orc reaver is 5,5 meters, we are both melee classes, but an orc reaver has 40% speed kite, so they are able to fight at 5,5 meters distance and give me damage, but I can’t due to the skill range of 3,5 meters. It’s not possible to control it due to the huge amount of creeps’ immunity, big audacity, and my skills of kite are disarmed by potions against wounds and have a debuff of 25%. This issue touches not only orc reavers, but also blackarrows, spiders and wargs. The only possible solutions is to give burglars not destroyable kite and divide improved hide in plain sight into several skills. This skill gives unchanged speed of running by 100% for 10 seconds, but this skill doesn’t work if after its sage a kite effect was applied. So, I’m not able to go in-combat stealth and can’t get rid off all negative effects just to get the same speed with a reaver. A cooldown for this skill is 4 minutes. Now Im not able to continue the combat with a reaver.
    I also noticed another problem in Ettenmoors concerning the amount of mitigation of creeps. The blackarrow has a 75% evading for 30 seconds. The burglar previous had the same ability for evading 50% and they were never stunned due to 50% evade. The burglar is a control class, everyone tried to stun them, and they cant control anyone, the stun duration is maximum 2 seconds. In 90% of cases it is the immunity from stuns, so there is basically no control or no kite. If there’s a way to bring back the evasion from Find Footing for at least 50% (and not 25% as it is right now), creeps will stop controlling burglars, and meanwhile not wasting its skill Touch and Go, which is basically the only skill regenerating the health in the red class line. And also Tricks are no longer available. Also creeps have a huge percentage of incoming healing rate, 75% of the skill regenerates only 12,5% of morale. Just a reminder - 1 creep morale potion regenerates 25%.
    So, the conclusion. I think the following problems should be fixed:
    1. Trick ‘Dust in the Eyes’ should reduce the speed by 40-50% and shouldn’t be easily removed as it is the case with the creeps.
    2. Burglar should have a several skills increasing running speed without attacking the enemy, as it is the case with Improved Feint Attack. It is not possible right now to hit the target from 3,5 meters range, when the moving speed is 60%
    3. Skill Improved hide in plain sight should have a speed modifier equal to the speed of movement in the stealth. Because instead of getting 127,5% after using this skill I move with 100% movement speed.
    4. The burglar is a stealth class. I spent 2500 turbopoints changing the race for the high elf to get 10% speed boost. CREEPS HAVE A MARCH IN TIME WITH 0,25 SECONDS USAGE AND THE SPEED OF MOVEMENT UP TO 178% (SPIDERS). IT’S IMPOSSIBLE TO RUN AWAY FROM THIS CREEP EVEN USING BOUGHT ITEMS FROM THE STORE (WHICH DISABLE THE STEALTH). So, basically i lose the speed buff in the invisibilty mode. It’s impossible to run away even mounted. I think that burglar should have the movement speed ith at least 163% without any debuffs.
    5. The range of skills of 3,5% is hugely insufficient. Even the champion and the guardian have a range of 5,5m. It’s impossible to hit someone while lagging
    6. The skill ‘Find Footing’ should be with brought back buff of evading for 50% in 30 seconds
    7. To my mind, the burglar should be able to do tricks not only in the red trait tree, but in all of them. Because initially this class was meant to be a debuffer class. The only debuff it applies now is Reveal weakness. Other parameters of this skill are useless comparing to other new skills of creeps.
    8. We also need morale potions with the same proportions as creeps have and with 5 seconds potions from all negative effects. I also would be glad to have you reconsider adding new meals and food for freeps (as creeps do have): with the lower incoming damage, percentage of morale regeneration and so on

    In conclusion:
    I would be very glad to hear that my scream for help wasn’t ignored and is supported by other burglar players, and also all freeps, who see the great gap between balance of control of freeps and creeps.

  5. #5
    Join Date
    Mar 2007
    Posts
    64
    Would it be better to have the combat stealth mechanic tied to a burglar skill that is consistently triggered in any trait spec? There's no question red line gets the most use of it, with it activated on feint attacks 5sec cd. Maybe moving it to a skill like provoke would make more sense. Same cd for any spec makes combat stealth a much more fundamental burglar skill to use. Provokes 8sec cd and 15m range would make it applicable as a gap closer within that range. Added functionality with double down to potentially daze the target to interrupt/close distance. Also gives it the ability to create distance if used at range to stay at range avoiding certain attacks or to disengage. For a med armor melee with limited melee range it would lean into the agile hit and run harasser that burglar could/should be.
    "THE EDGE, there is no honest way to explain it because the only people who really know where it is are the ones who have gone over"
    — Hunter S. Thompson

 

 

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