Riders of Rohan will bring with it a level cap increase. Raising the level cap gives us an opportunity to rebalance classes, add new skills, and adjust old ones that might not be as useful as they should be. To help with this process we’d like each of you to answer the following questions about your class.
Please keep the following in mind:
This is not a discussion thread, please simply answer the questions.
This is not the place to editorialize on other classes or overall combat/gameplay mechanics.
Please comment only on the classes you play actively. Ideally only on those classes you have at or near cap as this is where most of the changes will be made.
Please keep in mind that you are offering suggestions. Your feedback here is important, but it is not the only deciding factor on our design decisions.
Class:
Name 3 things about your class you feel could be improved.
1
2
3
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1
2
3
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1
2
3
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Last edited by Sapience; Feb 29 2012 at 02:00 PM.
Rick Heaton, Community Manager, The Lord of the Rings Online.
Name 3 things about your class you feel could be improved.
1.Surviability
2.Position in DPS classes
3.group buffs
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1.Ceaseless argument, its our ''ranged autoattack'' and my MELEE does more damage than this.
2.Prelude to hope, adds up in groups if cast to EVERYONE, but when solo/cast to one its almost total carbage
3.Chilling retoric, kinda worthless in solo(PvE) and hard to cast in moors
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1.GOOD bubble(any attunement)
2.On movement SLOW(any attunement)
3.GOOD insta cast heal/HoT(any attunement)
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Surviability
I dont want to make this into discussion, but i HAVE to say, that those questions spots are not enough for what RKs need, really. Rks need like One for PvE and one for PvP.
Name 3 things about your class you feel could be improved.
1 Utility in a fellowship/raid while healing
2 Diversity of rotation while maintaining the output of fire traited DPS
3 Retooling of outdated/unlegendaryish legendary traits
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Flurry of words - DOT affect is miniscule, duration is very short and the debuff is meaningless. This skill gets absolutely no use outside of the moors.
2 Epic for the ages - Induction is simply too long to function as a reasonable tool for maintenance heals or recovering from spike damage.
3 Steady Hands - Pretty useless for a legendary trait, especially after the recent doubling/tripling of neutral attune skill costs. At the very least it shouldn't have an induction.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 A self bubble of some small magnitude added to the armor of x buffs. RKs are extremely squishy and certainly don't have any 'additional firepower' over other classes to justify it.
2 A trait that allows RKs to provide some additional fellowship wide healing outside of rousing words.
3 A way to remove dread.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
I'd say being able to provide utility while healing in a fellowship/raid would be the most meaningful impact on RKs for endgame content.
Hunter - travel skills sooner - MORE travel locations - Desperate Flight should take the entire fellowship.
Since I did not give nine suggestions, of the three I gave, the one I'd most love to see implemented is Desperate Flight including the entire fellowship. Let me bring all my friends to safety!
Warden class
Name 3 things about your class you feel could be improved
1. Mitigation
2. Shield Cosmetics
3. After recovering from a defeat- aggression has a 30 second window to grab a large % of threat from members instead of a flat rate to quickly grab threat back.
What skills do you feel are underpowered or of little value to your class? Breifly explain why
1. Onslaught - wall of steel does the same exact thing + parry rating.
2. Javelin of deadly force- This is a good skill, but its functionality seems very limited. Its meant mostly for the start of pulls for grabbing threat. Id like to see a small Threat over time effect added in determination
3. Maddening Strike- Very weak compared to our 3 other threat leaches.
What skills would you add to your class.
1. As a warden i have plenty of skills as is.
2. Nothing to add here.
3. nothing to add here.
If you were limited to only one of your nine suggestions above, what would it be?
Add mitigation! The new mitigation scale for heavy armor was meant to enforce the use of tanks. The only thing it really did was effectively kill the medium armor tanking class. The spike damage a warden takes is just too much for it to be a competitive tank. It is capable of being one shotted in orthanc raid tho it is rare.
Name 3 things about your class you feel could be improved.
1. Tankstrel spec
2. Removal of useless legacies
3. Mentoring scrolls should be usable at a lower level (currently 35)
Minstrel is in a very good place. Not much more to improve.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Song of the Dead
The CD, induction, and length make it underwhelming for a stun that affects only 1 specific genus.
2 Call to Fellowship
+5% bonus seems great, in theory, but as a healer when do I actually have time to use this thingy? I'd rather have a proactive buff like +20% chance of triggering a fellowship maneuver or a +5% buff like now that would last for 1min w/ a CD on it. Then you could put it up when you knew the burg was going to pull an FM soon.
3 Song of Aid
Its better... but no one uses it still. A channeled skill really needs to be pretty good since it stops you from doing anything but standing in place singing.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 None
2
3
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
The Call to Fellowship changing from a reactive to a proactive skill would be a welcome change to an already very good class.
Last edited by Harperelle; Feb 29 2012 at 08:19 PM.
class : Hunter
Name 3 things about your class you feel could be improved.
1.Survivability, nearly every other dps class has better armour or viable self heals.
2.Superior DPS or valuable secondary role to make us stand out amongst the sea of DPS classes
3.More focus generators or Lower focus costs.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1.Merciful Shot focus cost is too high to be of any use.
2.Archers Art again focus cost too high to be used.
3.Strength of the earth induction makes it useless as an emergency skill only useful as out of combat recovery skill
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1.Change the cooldowns on intent concentration and focus pots so they time with the normal loss of focus and 1 or the other would be available at that point. Right now focus will last about 30 secs on avg and that means using pots or concentration will leave at least 1 min where neither will be available and there is only 6-8 IQS or ISB + IQS to rebuild with. Otherwise put the -1 focus cost back in the huntsman line.
2.Improved Barbed Arrow - does a morale leach instead of just a bleed
3.Misdirecting shot - transfers threat to the tank
Focus generation or lowering focus costs is most important. We are DPS primary class and shouldn't have 4-5 second holes in our dps or have to get a specific high end armour set(faron) and use of fleetness just to be able to produce a consistent stream of dps. Also as it stands we can't fight well without running 3-5 preparatory skills which is again the result of the focus cost of IPS and BA.
Last edited by gelleg; Mar 06 2012 at 04:40 PM.
WARNING: leveling a warden may cause you to neglect your other characters.
My "class" is the War-leader, so I'll fill out my answers for that class.
Class:
Name 3 things about your class you feel could be improved.
1 Healing needs to be scaled up to match the higher health values of creeps and the growing dps of freeps.
2 Could use more trait slots or move some skills off of trait requirements
3 Call the shadow bug that makes it so you cant use it if your targeting someone who isnt targeting you.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Snap out of it, really situational and the long cooldown and trait requirement make me not want to use it.
2 Uruk heal needs to heal a lot more, it's basically a instant version of Quit whining and fight.
3 Aura of Protection has some kind of glitch in it that makes people more likely to be wl bugged in raid on raid.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Shield toss (Think of that Uruk fighting aragorn in Fellowship of the ring. It would impale the target knocking them down for a short time)
2 Battle task. Places a mark on an enemy, and rewards other creeps that attack it with a temporary buff to damage and attack speed. The mark will do nothing to the enemy, except act as a reactive buff to creeps who do damage to that target.
3 Scream of the Fell Beast. (Graphical effect of a fell beast hovering over the war-leader, in purple fx like the minature CJ effects burgs get) The fly-by of a fell beast renews the war effort of the forces of Angmar, and strikes terror into the hearts of the free peoples. (dual utility of the skill)
A): A buff is applied group wide which increases incoming healing for 10 seconds until the buff ends, when it is dispelled the creep receives a hefty heal
B): any freeps within the radius of the heal receive a debuff that adds +3 dread to them and -30% tactical mitigations and can be cured with a fear pot.
Cooldown of 1 minute.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Scale healing.
Si Velis Pacem Para Bellum
Rank 5 Mini Elyske
Rank 5 RK Olyske
Rank 4 LM Alyske
Rank 11 Warleader Agrorezzer Commandingagro
Rank 9 Agroblackarrow Incendiaryavanche
Rank 8 Reaver Agroswithblades andthrowsitatu
Rank 7 Stk Agrodawg gingasnaps
Rank 5 weaver Agrotarantula tarantulagro
Rank 4 Defiler Agrolosthisgourd helphimfindit
Organization of Freep Spies
Playing in Swtor for the most part now.
Name 3 things about your class you feel could be improved.
1 Agillity items are the hardest to obtain, make them more even with other rewards such as will
2 More power restoration without sacrificing damage.
3
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Hunters Art in strength has a very low damage boost and its pretty much always more useful to use your focus on something else.
2 Campfire regeneration although at lower levels is okay at 75 its almost useless.
3 I have never had a problem missing mobs so precision stance is not very useful as compared to damage boost or power/threat reduction.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 A new aoe with lower CD.
2
3
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Campfire regeneration as I am always having issues keeping my power up.
Name 3 things about your class you feel could be improved.
1 DPS in The Keen Blade
2 Critical Multiplier in The Keen Blade
3 Lower points needed for Shield use rank
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Guardian's Parry - just useless either Overpower in DPS or Threat/block as a tank
2 Thrill of Danger - cooldown is too high and it should always grant an event not only when traited
3 Shield-swipe - DMG is way to low with both melee and shield
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Dump aggro skill for fights where u need to offtank with a warden
2
3
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Name 3 things about your class you feel could be improved.
1 Threat Management
2 A secondary role that is valued in raiding
3 Lack of good legacies for legendary items, and having 2 legacies that should be combined (ie -power cost, crit mag)
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Hunter's Art: It has a long animation and the focus cost combined with the limited benefit from the buff make it not valued in a DPS rotation
2 Heart Seeker/Merciful Shot: Induction time is too long for the amount of damage that it does, making it only really viable for use in PvP as an opener. Cost of MS is too great and the half morale limitation seems unnecessary.
3 Endurance Stance: The parry bonus makes very little sense. Also, no other classes have to actively hurt their DPS this way in order to use their threat management.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 A threat dump of some kind (preferably tied to a change in Hunters Art), group skill.
2 A debuffing skill of some kind tied to the Trapper of Foes line, group skill.
3 Power restoration that isn't tied to trait lines or other effects (though really augmenting Strength of the Earth could help with this), both group and solo.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Finding a way that threat can be managed better. It is simply not fun to sit in endurance stance and spam quick shot for fear of pulling aggro. An active way to manage threat, that costs focus therefore is a tradeoff to doing more DPS, would be ideal.
Name 3 things about your class you feel could be improved.
1 Make Shadow Damage Passive
2 Lower CD on trait'd Disappear (5m)
3 Allow Wargs to "stance-dance" (his words, not mine)
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Rabid Bite - with the current combat speed it's barely useful
2 Frenzy - while not under or overpowered, a bit longer duration would be extremely helpful
3 Sprint - increase duration to 30 or 45s to keep up with fleeing Champs and Guards (trait'd)
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Retinal Strike - Warg shots laser (call it lightning to keep the lore nazis in check) beams from it's eyes (40m range)
2 Foul Breath - Knocks Hunters (and others) off of exploited pillars
3 Dying Rage - I ran out of ideas
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Making Shadow DMG Passive
Name 3 things about your class you feel could be improved.
1. Remove or revamp (again) Trapper trait line. It's just not useful with all the LMs and Burglars around.
2. Combine Bow Induction/Focus Power Cost and/or Crit Multiplier legacies to one legacy.
3. Fleet stance as extra stance when using 5 blue. It's focus return practically makes it an extra stance that just needs to be clicked every 30 seconds.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. Split Shot. Doesn't do enough damage to be worth using.
2. Campfire. Needs buff.
3. Agile rejoinder? I've used it maybe twice. Isn't there some other melee skill too that's useless?
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. Ranged interrupt. Would be very useful in group stuff. Reasons are obvious, and even RK has one(yeah yeah, light armor)
2. A ranged focus shot which applies a big DoT when used 2-4 times on same enemy in 20 secs - 40 secs. Would be useful to have some extra DoT, and something else to keep track of than just barbed arrow bleed.
3. Bomb arrow with some of Saruman's gunpowder. 50% miss chance on enemy for 5 seconds. Kinda OH ****-button-ish. 9 focus, so it would be a natural chain with blindside in a tight spot.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Ranged interrupt. It just feels stupid that hunter doesn't have one, and it would be very useful.
Ronano, 75 Hunter ~ Kitaristi, 65 Minstrel Karhunkynsi
Turbine, Y U NO FIX my.lotro?!?
Name 3 things about your class you feel could be improved.
1. More synergy with our pets
2. A "no-pet" stance for raids, could be combined with DPS traitline
3. Aggro management tool besides the Bear's force challenge.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. The Power drain skill doesn't feel like its scaled for how much time and effort it takes to pull off. Some way to buff it would be welcome.
2. Knowledge of the Loremaster feels really underwhelming. Perhaps some synergy with other skills?
3. Untraited Continual Air-lore is a joke. Can we get a little buff without removing the traited bonus?
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. AoE perceived theat debuff. We have wisdom of the council as an emergency skill, but its reflect and 1-time heal doesn't help in the situation where you pull 5 mobs from a huge AoE strike. The heal and reflect just make them madder. The channeled threat transfer is also underwhelming when being beat on by multiple mobs. A perceived threat debuff gets them off your back long enough to recover control of the situation--something loremasters are masters of.
2. Buff the Sabertooth cat. He should be a good DPS assist in group situations against multiple opponents. Perhaps some AoE damage buffs/debuffs?
3.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
The Perceived threat debuff would be most welcome.
Name 3 things about your class you feel could be improved.
1 - The timing of the minstrel skills. I used to be able to use healing buffs and skills nonstop during fights - now I've got time where I'm waiting for cooldowns.
2 - Let healers BE healers - the fact that I now have to aggro something to start my buff cycle in nearly all my buff skills sucks. I don't want to hit the enemies I want to heal my group.
3 - If you're going to make us actually dps since there's nothing else to do due to cooldowns, at least give us decent dps when in healing stances.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 - The actual heals have not scaled with the damage being dealt by new mobs and bosses. Scale up all heal skills and don't tell me that I need to use my legendary or l337 gear to get my healing output up.
2 - All skill cooldowns need to be looked at so that the dead time is lessened or eliminated between skill use overall.
3 - SoS is still ridiculous - even with the full traitline chosen and supporting gear. Beef it up or get rid of it.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 - Bring back our old buffs - that way we could at least help in the fights nonstop instead of half the time.
2
3
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Scale up the heals. I don't play my minstrel or LOTRO much anymore for that matter simply because it's not any fun to do endgame as a minstrel anymore.
Aquilegia Astor Minstrel and Healer at Large Landroval Server
Proud Founding Member of H.O.M.E.
Name 3 things that can be improved
1. We lose power way too fast and we don't really have the jewelry or armor to give us enough will to regenerate.
2. If we are treated as a tank we should be able to hold on to aggro, so I guess more aggro grabbing traits.
3. AOE range, it never hurts to attack more than 6 enemies
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. CONTROLLED BURN!! It's almost useless to have this as a legendary trait now, I loved how it would last for about 5 minutes in ultimate rage mode and had a 10 minute cool down. Now it's absolutely useless to use, it should be restored to the way it was before.
2. Champions Challenge, if one is equipped as a tank this should have a greater threat pull.
3. Swift Strike should return to a frontal AOE attack, that was very useful.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. One to help Evade/Parry rating when in Glory stance. This would help greatly while soloing.
2. More AOE attacks, the more the better for us all.
3. A buff to increase our damage output when we are in Glory stance, a temporary one, maybe something that lasts about 30 seconds or something.
Name 3 things about your class you feel could be improved.
1 Mitigation disparity between heavies and wardens
2 Secondary role [raid worthy]
3 Fist line in current incarnation is pretty fail & finesse effects on avoidance tanks
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Adriot Maneuver
2 Impresive Flourish
3 Boar's rush (a lot of underused/worthless gambits Shields Up...fist gambit dots)
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Heavy armor and shield use - (or the ability to get within 10% of heavy armor cap)
2 Accuracy Passives back
3 Threat copy skill
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Armor mitigation issues
50% - medium armor tank vs 70% heavy armor tank with comparable Avoidance...which one would you want?
Last edited by Mysterion; Feb 29 2012 at 02:35 PM.
Name 3 things about your class you feel could be improved.
1 Survivability
2 Multiple play styles (The trap line is almost never used)
3 Legacies
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Melee skills. Beyond dazing blow and blindside, the other melee skills aren't really useful. With RoI and the changes in the amount of damage, agile rejoinders pitiful heal and legacy needing to be close to 100%, makes this skill practically useless.
2 Fleetness. The mobility that this provides doesn't make up for the reduction in focus it causes and takes away.
3 Set snare. The amount of damage this does is just so low.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Some sort of heal/bubble. Would allow a hunter to survive for a little longer if a tank loses aggro or goes down.
2 A skill to initiate a CJ. Make it so that a single class isn't needed to do a raid.
3 Some sort of new trap skill.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Name 3 things about your class you feel could be improved.
1 Roots and dazes need more time of effectiveness
2 Spell induction too slow
3 better pet damage
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Bane flare really no use at all, it calls many mobs to action if used and gives not enough time to run if damaged
2 warding lore I have to sacrifice too much dps to use it effectively
3 blinding flash could really use faster cooldown to keep mobs from gangin' up on me while soloing.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Remove corruptions spell needs more target corruptions or target mobs, or faster cooldown
2 better range to my lore powers
3 better pet support for team members
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Improving pets, none of my pets could kill a mob on its own, forcing me to always go one by one making the game slower for a loremaster than for other classes.
Class: Rune-Keeper Name 3 things about your class you feel could be improved.
1 Healing. On raids I am only asked to main heal if there is no Mini available. No buffs, no in combat rez and difficulty handling those "oh ####" moments makes me feel like a second rate healer.
2 RK's are so squishy. Ask any creep in the moors who their first target is and they will tell you RKs because they are so squishy.
3 We could use better, more useful to the group, utility skills.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Epic of Ages. I don't even have it on my task bar. Cast time is way too long. It's not power efficient.
2 The entire Frost Line. 3 Our utility skills. Give us something that would actually benefit our group, a reason someone would want to bring a RK to a raid.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1Make mending Verse an instant cast.
2Rousing Words works for entire raid if in range, not just fellowship.
3A spike damage heal.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Please improve RK healing, better group heals, heals on the move, faster inductions.
Name 3 things about your class you feel could be improved.
1 - Bring the shield back! its fun to use shield when we are alone
2 - Ardour is still useless. id rather use fervour even for area effect
3
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 - call of the wild is pretty much useless. we hardly trait for tank in group anymore, and no need to do it alone
2
3
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 - heavy shield use for solo playing
2
3
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
heavy shield use!!! i can live with the champion the way it is, but using the shield was very fun before, and nicer to play solo in blue trait
Originally Posted by Sapience;6016021[COLOR=#ff8c00
Class:
Lore-master
Name 3 things about your class you feel could be improved.
1 Another heal or two? Possibly a Self heal somewhat smaller, and shorter to reset, than the ultra-mighty and long-resetting Wisdom of the Council.
2 Just a cosmetic -- or pretty nearly. When I ride my own horse, my Lynx (or other pet) disappears but is not dismissed, and reappears when I dismount. When I ride a rent-a-horse, he is dismissed and I have to re-summon and re-buff him. It would be nice if that could be fixed.
3 What I really want is my Tonk Healer Mage from AC2, whom I can't have. Still, it would be nice if there were some class that can heal both Power and Morale. (I also play a Minstrel, who has no Power heals at all.)
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
None occur to me.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
See above about heals. particularly Self. I am a squishy support character; I know it; I chose it. But it would be nice to be not quite so squishy.
[B]If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?[/B
Name 3 things about your class you feel could be improved.
1 Clearly defined secondary roll.
2 Incoming Damage Avoidance/Mitigation.
3 Usefulness in raids.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 DoTs. In group play, mobs are generally dead before a warden's dots can be stacked. Even with update 6, our dots are getting longer! Most fights will be over by the time we get our full rotation started. Plus, DoTs cannot Dev Crit which is disappointing.
2 B/P/E. I mainly feel this way because of Finesse in T2.
3 Shield Tactics. This skill is pointless with the short duration and the re-cast delay. Either increase the duration or remove the re-cast delay. Shoot, just change how the skill works all together so that it just removes the next stun in the next 15 seconds and make it spammable. It would make us take up valuable slots in our gambit rotation and still make us vulnerable to double stuns.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 A skill to remove the gambit from battle memory without executing it.
2 A skill that can keep you hidden if you don't move. Mainly for ambush.
3
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Name 3 things about your class you feel could be improved.
1. Legendary Traits-In my experience most captains trait In Defense of Middle Earth, a legendary capstone, and usually fellowship brother, sometimes oathbreaker's shame. Oathbreaker's shame and shield of the dunedain both have too long cooldowns to be viable alternatives in most circumstances.
2. Captains currently have two ways to reduce the cooldown of escape from darkness, traiting blood of numenor and the legendary item legacy, but no way to decrease the cooldown of cry of vengeance, it would be better if this were evened out,
3.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. Fighting withdrawal-As a captain I rarely get aggro in any group situation and use this skill even less. One suggestion would be if it could decrease the threat of the target, whether it be the captain them self or another group member
2. Noble mark-Even with the update this is still rarely used as captain's are rarely main tanking, and the other marks are far more useful.
3.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. Low Cool-down out of combat revive skill- all other healing classes have this and would increase our usefulness as a main healer in 3 and 6 man situations
2.
3.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Name 3 things about your class you feel could be improved.
1 ability to heal spike damage
2 limited healing capacity while dps'ing and limited dps capacity while healing (like the minstrel changes did with RoI)
3 the stats on legendary rune-stones, remove the ones with no meaning from the 2nd and 1st age items, like might)
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 epic for the ages, to long induction to be an effective emergency heal, while to less benefit compared to other heals (especcially mending verse)
2 epic conclusion, it isn't that epic anymore, making the cost (50% increase in power use), migher then the benefit
3 smouldering wrath, it does less damage then spamming basic fire skills (like fiery ridicule)
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 another aoe damage skill, which does damage but has no other benefit (like stuns), currently the class is high in single target dps, but greatly lacks the ability to do aoe burst dps. (fire-line)
2 a limited stun, which doesn't break on damage, and is usable from a distance (unlike shocking touch), this would greatly improve the ability to solo multiple enemy's and single high-damaging signatures. (lightning-line)
3 improved rune of endurance, increase the survivability of our healing rock, to make it effective for raid healing
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Name 3 things about your class you feel could be improved.
1: Group buffs
2: Ice skills
3: Healing
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1: Flurry of Words, This skill could do so much in the way of debuffing our foes but I feel that with the long induction and sub-par debuffs, it is useless.
2: Epic for the Ages, To long of an induction for the little healing it does.
3: Armor of Storm/Fire/Ice, While great for solo and moors fights it is useless in groups.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1: In-combat Revive, Minis have it and Captains have it, why can't we if were a healing class?
2: Scale healing up to match new higher morale totals
3: Group buffs, limit these to steady traits if needed and don't make them OP, but give us some that would give us an added utility role.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
in-combat revive/group buffs
Nerf the minstrels/champions in ettenmoors make it all fair again thanks..bubbles get rid of too
as far as it concerns champs the idea of bubbles was great...it was a melee class with zero survivalability (playing in fervor). it is supposed that,as a melee,class you get too close to creep raids...now with bubble there is a chance not to die in seconds if all bk get you as a target. i would also sugest the morale from vitallity to count *4 and not *3 that is today...
Name 3 things about your class you feel could be improved.
1. Probably the most all-around balanced class since our last update(pve-wise, i know in pvp we are gods that need to be hit with nerf stick)
2. Would like to see more minstrel-y cosmetics(loot strapped to back for example)
3. Warspeech/red trait line need to be tuned down a little in terms of face-melting, I love doing big damage but seriously its re-dic....
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. Harmony is a complete waste, needs to have more buff-based perks and not so much heralds strike based, which brings me to...
2. Noble Cause/Heralds Strike seem to always be a part of some new minstrel update/armor set bonus and they are both useless skills that need to go away
3. Gift of Hammerhand is garbage
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. Would like to see some new tales other than the 2 we have been using for years
2. Would like to see another strong group heal other than TS and FH on a shorter cd, like a stronger version of IF on a 30 second timer
3. A defeat event skill that gives a morale/power pool bonus to fellowship
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Harmony revamp, as a loyal yellow traited minstrel would love to see this reworked to focus more on buffs and less on heralds strike
Name 3 things about your class you feel could be improved.
1 Shield cosmetics, and more varied designs.
2 Shield-spikes, need multi-purpose spikes with type and crit.
3 Keen blade, I would like to see this transformed into an SnB DPS line with a similar DPS level to using a 2H.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Parry Stance, this is useless at the moment, it at least needs the be on par with Block stance.
2 Threat Stance, outdated and not necessary. Make it a buff/skill for threat boosts over time.
3 Challenge the darkness, 10m CD is too long.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Some description of threat transfer to another player, useful for swapping threat especially when your tanking partner is a warden who does not have engage.
2 A single target challenge, useful for raid fights with multiple trash mobs.
3 A tanking melee attack which opens a block/parry reaction, for tactical based fights and useful when a mob prevents your b/p/e.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Threat/Parry stance changes, I realise this technically two suggestions however stance changes overall are needed.
My home is a spider den, my garden is Hoarhallow and I visit Grothum on holiday. I just happen to be really unlucky and meet freeps there
Name 3 things that can be improved
1. Challenge, for dps or aoe build, its fine, but going glory, if you have 4-5 glory traited it should become an aoe challenge like a guardians and reduce cd to maybe 30 sec instead of 1 min.
2. CB. Don't get me wrong, I absolutely do love controlled burn, but I still feel it's nothing compared to the old one (and yes I know, its not a stance now, but a "buff" to your current stance). Perhaps lower the cd on we don't have to be so picky on when to use it,perhaps 2.5m instead of 5.
3. ICPR in all stances. In this day and age of the game, almost everything is a DPS race. Even with traited second wind, running out of power it still a simple thing to do if you are using skills back to back. I don't know what mechanics were changed, but since isen xpac, I go through power so fast and cant keep up with it.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1.Controlled burn
2. Ardour still lol. It's a lost cause, just be rid of it.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. True heroics bubbles perhaps having fellowship effects also if in a group.
2. More DPS in glory I think...
Overall I'd pick more ICPR from stances or CB buffed.
Name 3 things about your class you feel could be improved.
1. Crowd control
2. Power sharing/draining
3. Pets
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. Bane Flare - with the genus unlocking of other classes' daze skills, this one seems a little pointless. I use it approximately once a month. I know 'Moors geeks would QQ like nuts if BF could daze anything, but I don't care about the 'Moors.
2. Power of Knowledge - with the large increase in the power pool of Loremasters, this skill didn't scale as well as it could have. In the pre-RoI days, I could fill myself up all the way on one pull (with Power and Wisdom trait). Now, it maybe fills me halfway. As someone who prides himself on maintaining my groups power levels, this makes me sad.
3. Dispel Corruption - it still irks me a little that this skill claims to take off three corruptions, but if facing a mob with a stacking corruption, only takes off one. If the tiered corruption has three tiers, it should take off three.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. Fellowship-wide power distribution - it wouldn't have to be a big one, but being able to shoot power out to everyone at once would save a lot of time and annoyance toward the loremaster.
2. Pets - find some way to make using any pets but the eagle and the bog-guardian worthwhile. I have used a pet other than these two probably five times in the last two years. This is accounting for all three loremasters I currently have above level 70. The other pets simply hold no use for me.
3. Cosmetic Pet Golem - this one is kind-of just for shenanigans. A fellow LM kinmate and I were talking some time ago, and we agreed that it would be funny if a loremaster could take all of their cosmetic pets and combine them into a Voltron-style uber-pet.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?[/QUOTE] Power sharing/draining - It took some absolute nitpicking to find anything I feel is terribly wrong with the loremaster. I've been playing (at least) one pretty heavily for most of my time in the game, and they are running as good as ever these days. But as a full support-type loremaster as my main, I would like some work on my ability to keep myself and my fellowship/raid powered properly. Captains and burglars need more power help than ever, so I often find it hard to keep my own power pool high enough to help others.
Also, I know this might not be the right place to bring it up, but can we please PLEASE get more class quests? I missed the one that should have come at 75 (15, 30, 45, 60 are there, but not 75?) and hope you folks can put one in along the lines of the first two. The level 15 class quests, for all classes, are some of the most entertaining content I've run through. Just don't do it like the level 45 quests; that one was kind of tedious.
Class: Warden Name 3 things about your class you feel could be improved.
1. Incoming damage.
2. Susceptibility to crowd control.
3. Learning curve.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. Boar's rush - when you want CC, you want it. You can't depend on this, so why use it?
2. Maddening strike. Given early in the game when tanking isn't needed much, leeches less threat than higher skills and doesn't have a secondary tanking effect.
3. Impressive flourish. Yay. sure it carries a T1 dot and T1 HoT, but it's really weak.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. defensive gambit that reduces magnitude of criticals/devastates.
2.
3
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Defensive gambit that reduces magnitude of criticals/devastates. Yes, I know that orion said it couldn't be done, and I'm asking for a whole new mechanic, but it'd be great.
Name 3 things about your class you feel could be improved.
1 DPS/AoE. I would like to see captain having more AoE attack and also our attack seems weak. Could add some Bleed attack to or aoe bleed, anything.. plz..
2 Tanking Option. I haven`t played much with Yellow line though as far as i`ve seen I felt more like a tissue paper than tanking with HoH.
3 Auras?/more Banner Option. Pvmp banner and Idome were 2 nice step in that direction.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 SotD. Come on all the classes has bubble now. We are the master of bubbling.
2 Power return from BoE/DS. No matter what you'll say, this combo never really worked.
3 Uppercut ! Should Interrupt (I don't know if this has been changed yet but it should has a traited trait).
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 A throw attack that would kick people "away" from the captain (10m by example). I always liked to kick or be kicked away.
2 A "grab attack" since captain doesn't have CC or snare, we should have somekind of induced "whip attack" to pull stuff to us.
3 A Throwing Dagger/Axe skills for the few time we are required to range stuff. No craftable, would cost small power cost and does common dmg no matter the equiped weapon.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Pick any in the list. Even if I've been in hiatus, I still believe I'm a Paragon in awesomeness.
If it isn't about FlameThrower, Grenade and Rocket Launcher, you're playing the wrong classes, race and game..
Name 3 things about your class you feel could be improved.
1 Pets. The damage and buffs for pets have not scaled well or scaled at all past Lv50 (Eagle buff) and Lv65 (damage) respectively, except for the Bear damage.
2 Single-target DPS. I find that in some 3-man instance challenges, most notably Fangorn challenge, a LM is not very welcome. We can't use your big hitting skills there because they are all AoE. And our single-target DPS is pretty low, because those few skills are slow with their inductions.
3 Better (fellowship-wide?) power sharing or icpr buffs. A combination of the RoI stat changes, low icpr scaling and much higher power costs resulted in many classes struggling for power if they want to reach their full potential. We have to keep up.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Sign of Power: Righteousness: Please make this a raid-wide (not fellowship wide, or else every raid needs 2 LMs) buff. It's such an incredibly time consuming job to immunise 12 people on certain stun-heavy fights. For PvP purposes, feel free to keep it as a single-target in Ettenmoors, I don't care.
2 Knowledge of Cures. Please give us a legacy or something to reduce the cooldown to 0 seconds again. Some instances are so wound or disease heavy (Stoneheight, Lost Temple, Thaurlach) that 10 seconds and even 5 seconds is too much.
3 Power of Knowledge. The skill is long outdated in today's fast combat system, what with its loooong channel. You can't move around, you can't use skills. An improved version making it more effective while getting rid of this long channel would be great. Heck, even a moderate to long induction before you can cast it would be an improvement. Actually, this goes for Inner Flame too I guess, to a certain extent.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Some sort of fellow-ship wide power return.
2 In solo PvP, any CC is currently pretty bad due to dimishing returns, pots and immunity skills. And due to the current fast-paced combat, debuffing has become a waste of time. We have to rely on induction-based DPS skills which don't do a whole lot of DPS. Perhaps some sort of DPS based stance could help?
3 Just for the animation's sake, I'd love a water-based skill. I'm thinking of that flood Elrond/Gandalf created, except a much downgraded version, obviously. Oooh, maybe something with a knockback. <daydreams>
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
In general, a smoother combat flow to the LM class. Everything, from animations to inductions, feels so sluggish compared to my other classes. And yet, there's a million-and-one things we have to do at once. It doesn't go well together.
In the sea without lees standeth the Bird of Hermes. When all his feathers be from him gone, He standeth still here as a stone.
Here is now both white and red, And all so the stone to quicken the dead
The Bird of Hermes is my name, Eating my wings to make me tame.
Name 3 things about your class you feel could be improved.
Trait: Amour of Song: Pretty useless in the red line when going dps in my opinion. Add mitigation levels to it step it up a noch.
Trait: Heralded Saviour: I like the added healing to Noble Cause, especially for use when soloing or in 3-man's and I'm running in Harmony stance. But 400 uses of Song of Aid? Song of Aid is a skill not used that often. I'm still leveling it up (90ish uses away >_>) to get the trait and only use Song of Aid when I think to use it.
Legendary Trait: Symphony of the Hopeful Heart. The improvements with RoI are great but the induction time could adjusted *cough* lowered *cough* to make it more useful.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
Song of the Dead: useful at lower levels but not so much in the higher levels. Once you pass the Bonevales in Dunland you don't need it again. Little to no use from me.
Tale of Frost and Flame: Never used unless I'm 5 deep in the yellow line and I running "Tale of Frost and Flame's Battle". Maybe split it between among the other tales or raise the mitigation to make it somewhat useful.
Improve Gift of the Hammerhand to last longer and shorten cool down: I find myself using Gift of the Hammerhand on tanks to buy time to heal them up but it doesn't long enough sometimes to heal them if I don't want to use TS, CoS, or FH.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
AoE Melee skill. I love our AoE skills at a distance as it softens targets prior to melee range but once in melee range an AoE attack would be welcome while the other AoE's are on cool-down. This would provide an added help to 3-man runs if the mini is running in harmony stance as most our AoE skills are WS only minus Cry of Valar and Cry of the Wizards (if equipped).
Fellowship Wide/Single Target Power Restore. Would be especially helpful in 6 or 3-man runs when an LM is not present.
Anthem of Prowess Legacy for Weapon. Increases armor and attack speed and would be very useful when soloing or in a 3 man instance.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
If I one to choose, I would chose the Melee AoE attack.
There are only two things I would like to see change/fixed with the Minstrel. My mini was my favorite character but she had been nerfed to the point of why bother. If the medium armour usage was brought back along with the ability to heal others at a reduced healing while in war-speech I would play her more again. If I had to pick just one of these, I would like the reduced healing in war-speech to be returned. Having made the skill self healing only was not a good move with this class IMHO.
Name 3 things about your class you feel could be improved.
1. power restore (yes, the new RoI stats and gear help our ICPR, thank you very much for that!)
2. medium armour mitigations
3. utility (see below)
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. Cure Poison/Burglar's Antidote (one minute CD makes this skill completely useless in play)
2. Share the Fun (there's no content this is useful, expand it for 3-person content)
3. Flashing Blades animation requiring Addle after every Flashing Blades (shouldn't need two skills to perform one)
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. a force taunt, "Insult". (I know you don't want us tanking much, but we have to anyway. :-) )
2. a reliable power restore (or let our signals influence Clever Retort and Mischievous Glee)
3. a fear (Hunters have the best CC in game, LMs have more options, burgs are limited to essentially one, with one target)
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
The same one as for wardens and hunters, medium armour mitigations. This would help healers, debuffers, as well as both solo and group play, whereas most other things only help one or the other. It would also make game play more dynamic, rather than being instant "one-shot" fights. It also seems rather silly that most three-person content requires two healers to support most medium classes, and limits the pool of healers available for other runs or the Instance Finder.
"Sometimes survival comes down to not being hit. Actually, most times." -the chicken skill, Bob and Weave