Suggestion: Dedicate a series of updates (Update 17.1 - 18 perhaps?) for a comprehensive bugfix and rebalance update
Motivation:
Lotro Team has done a great job pushing out new content at a high pace.
However, there is very little comparative effort dedicated to fixing bugs and evaluating game mechanics introduced in the past, including those introduced by past Lotro Teams.
I think the Lotro Decision Makers might be underestimating the value of bugfixing and evaluating mechanics, focusing almost all resources on producing new content.
New content might be a reason to come back to the game for many people, but it is proper mechanics that keep them in the game.
I believe this should justify spending some time on getting bugs and game mechanics under control.
Please note the player base (including myself) could give many, many elaborate details. In fact it has been done on the
forums for many months now. I will try to avoid giving a complete list of details myself unless I can get any sort of blue name response.
Some major points that need looking into:
1. Healing versus damage, T2 instances hidden mitigations
The dynamic of healing was changed greatly with trait trees introduction. Healers (esp. minstrels) no longer need to struggle to heal.
Heals restore everybody's morale to full all the time, provided the healer is able to heal (i.e. when not stunned or feared or kiting 30m away from group).
This dynamic lead to greatly increased damage in T2 instances. Additionally, as we recently learned, there is a -6750 effective mitigation debuff in level 100 T2 instances.
There are at least 4 huge drawbacks to this situation:
1. Non-tank classes need to gear very, very defensively for [most] T2 instances.
2. When the healer is unable to heal for a short time, there is very likely chance of someone dying within a few seconds.
3. In PvMP you need ridiculous damage and CC to kill anything grouped up with 2-3 skilled freep healers. -50% incoming heal debuffs do not change this in the least.
4. Gearing a tank is mostly about getting huge levels of morale and mitigations, critical defence 50% or more. The ability to slot other stats (e.g. finesse, inc heal, crit) is situational, in many cases it will put you in danger of being defeated.
5. In extreme cases success or failure depends not on healer's skill, but on getting critical heals that heal 200%+ of
regular heals.
Suggested solution: tone down freep healing, tone down the damage and hidden mitigations requirements in T2 instances.
2. Cross-tree trait potency (Very powerful abilities not locked to trait tree passives)
Some of the classes iconic abilities are locked to trait tree passives.
Some are not!
This opens up for very strange situations:
- red LM can debuff just as good as yellow LM
- red guardian can heal to full with Thrill of Danger
- red warden can have 90% mitigations with 60% uptime and extended HoTs, mastery evade reset
- yellow beorning can have both very powerful heals and strong damage, very unlike heal trees for other classes
etc. etc.
Suggested solution: lock the very powerful abilities to trait tree passives, leave medium-potency abilities possible to get from the other tree.
3. Class abilities
Some class abilities are undeniably broken:
- Champion's Duel does not count as a slow, therefore it stacks with other slows, cannot be removed by creeps in any way, works on instance bosses immune to slows.
- Warden fist-spear line gambits DoTs do not stack.
Some class abilities are very, very suspicious:
- Why does warden parry and on-enemy-defeat heal, guardian engulfed by light & prey on the weak heals do not have any internal cooldown?
- Do DPS RK and beornings need percentage based self-heals of very large magnitude and very short cooldown?
- Why does RK armour of the elements reflect a daze off DoTs and auto-attacks?
- Does a tank guardian need permanent 70% mitigations (76% with just captain and minstrel buffs)? Does a warden tank really need to take minimum 75% more damage in such a setup, at least 40% of the time?
4. Stat contributions and essence availability
- Medium armour classes should not need more mitigations ratings for 50% than heavies for 60%.
- Vitality is a broken stat, not useful even for warden or guardian. Needs urgent change!
- Primary stats essences are inferior to mastery essences for many classes.
- Might grace period end for wardens is now long, long overdue. Will it ever end?
- The essence availability is very limited. The level 100 ones come from repeating epic instances ("essence farm") or Big Battles, also as a very rare drop. Perhaps there should be a way to get level 100 essences from scaled T2 instances.
- There is no way to craft (the very needed) morale essence.
5. Unmitigated damage
Many class abilities deal unnecessary unmitigated damage (not obeying mitigations or damage reductions).
E.g. Tenacious warden BB bonus can crit for 3.8k unmitigated damage.
E.g. LM fire-shields reflects 468 damage to wargs multiple times per second.
If at all, unmitigated damage should stay at very low numbers or at 4% of damage reflect like the Creep Orc BoF recently revamped.
Absolute value reflects should only work per-skill, not per-damage.
6. Finesse bugs
Many skills in the game seem to be unaffected by finesse or -resistance legacies.
E.g. warden morale-taps ignore finesse completely.
Should be either corrected or reflected in tooltip.
7. [PvMP] Creep corruptions and traits
- Creep corruptions grant wildly varying levels of stats compared to essences:
mitigations: 901/2766 = 33%
mastery: 1600/1229 = 130%
critical rating: 2020/1229 = 164%
Suggestion: move all creep corruptions stat contributions to 164% of a blue level 100 essence.
- Inflexibility:
The 3-bonus makes arguably the corruptions very inflexible (e.g. a creep NEEDs to have 3 of the same type to get the bonus, even if he/she does not want the stats for some reason).
Perhaps moving the "3 Equipped"-bonus to "2 Equipped" and moving the "6 Equipped" bonus to "4 Equipped" would be a very good idea for more flexibility.
- Loss ouf creep outgoing healing on mastery corruptions
"3 Equipped" Mastery boost used to grant +3200 mastery of both types. Now it grants +5% damage, but does not affect outgoing healing. It really should be fixed.
- Some creep traits are still beyond useless, like the morale regeneration ones.
- Creep Melee Criticals, Tactical Criticals, DO NOT increase the magnitude of respective skills. Only the critical rating does. I believe this is a bug and should be corrected.
8. [PvMP-Ettenmoors] NPCs and Outposts
- Ettenmoors NPCs were not scaled like the Osgiliath ones. The NPCs freeps fight need a comparable morale and damage boost, they should not stay identical.
The NPCs that creeps do fight need a damage boost as well.
- Important Ettenmoors NPCs (in keeps and outposts) will randomly attack and move to a nearby player, causing a reset.
-- Can be exploited for griefing / unfair advantage purposes. E.g. r0 warg runs in, hits once, runs back and resets the NPC.
-- Keeps and outposts NPC only attacking target with highest threat would help against this.
- Ettenmoors DoF NPCs are not immune to force taunts. A single tank guardian/captain can cause a reset of those NPCs, i.e. of DoF middle boss.
-- Suggested solutions:
---add immunity to force taunts and threat catch-up mechanics for DoF bosses
---OR give Warleader a force taunt on one of the low-cooldown shouts
---OR disable force taunt component on skills in Ettens.
- Many Ettenmoors NPCs that creeps fight do not drop the loot they are supposed to drop.
-- Sargent's Patches (spelling?) are only dropped in the HH OP.
-- In many keeps First Marshals do not have open tapping, they drop one total FM Mark, not one for everybody.
- Outposts are the deciding factor in many fights. I believe their importance should be reduced.
Suggestion:
your faction has 0 outposts: 160% of +3400 both masteries bonus for +5440 both masteries
your faction has 1 outpost_: 180% of +3400 both masteries bonus for +6120 both masteries
your faction has 2 outposts: 200% of +3400 both masteries bonus for +6800 both masteries
your faction has 3 outposts: 220% of +3400 both masteries bonus for +7480 both masteries
your faction has 4 outposts: 240% of +3400 both masteries bonus for +8160 both masteries
Note: Removing the bonus completely will cause creep heals to be very, very, very low.
9. [PvMP-Osgiliath] Problems with the map
Nobody plays the map on my server (a large EU server, if not the largest in terms of PvMP).
The top reasons, I believe:
- Very boring "center bridge shuffle".
- No tactical mastery for creep healers resulting in -10% heals or even more and only around -0.5% freep/minstrel heals.
- Infamy/Commendation bonus much lower. 90% max vs 203% or more max.
10. Problems with specific instances
E.g. BG raid: the "beast" is no longer invisible, but runs with 200% or more the speed it used to run.
E.g. Many problems with Osgiliath instances still not fixed.