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Mar 14 2012 06:43 PM #481
Re: Official Class Update and Feedback
Proud to be a 2013 Lotro Player Council member - my ears are always open but for the 907th time - I CAN'T GET FLYING GOATS PUT INTO GAME.
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Mar 14 2012 10:14 PM #482
Re: Official Class Update and Feedback
It's kinda sad really. I've been playing lotro since beta but I've never really have posted on the forums because I was always too busy having fun in the game. It's sad that the first time I ever do is because Turbine takes the one class I loved the most and flushes it right down the toilet.
Just about nothing about Update 6 makes sense to me when it comes to the warden changes. Why take a class that already had problems convincing other players that it could be a viable tank, (which it could and was before Update 6) and turn them into half ^&* wanna be hunters? You take away our Fist tanking/threat traits and give us range dps? I'm sorry but if I wanted to be a hunter I'd roll...... a hunter.
Fist traits weren't just a duplicate of the Shield line of traits, not even close. Shield was for self sustaining and defense while Fist was for increased threat and threat aoe dmg/increase. It was already hard enough to get groups outside of kin runs to work with us wardens and understand that we could tank. So what do you guys at Turbine do? You take away what you THOUGHT was a duplicate tank line and give us TWO dps trait lines instead. Makes a lot of sense.
I'm not trying to troll Turbine. Like I said, I've always had too much fun playing the game to spend much time on the forums but this Update 6 was just too much to take and not try to at least say something about it. I know it will most likely not happen but heres to wishing that Turbine realizes what a mistake this and changes things back if enough of us wardens let them know that we are not happy with these changes. Anyways, here's what I think should have happened in Update 6.
Class: Warden
Name 3 things about your class you feel could be improved.
1 Power regen in longer/boss/raid fights
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 Frankly, other than some power issues I had only in some of the longer more dragged out boss fights, I didn't have any problems at all with most of my skills.
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 Again, the only issue I really ever had were power issues in REALLY long fights. I'm not expecting to be at full power forever but SOMETHING to help at least trickle in some extra power when I really needed it would have been awesome. Maybe a gambit or redone trait that added a power sap.
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 last question 1 that I answered about the power sap gambit/trait.
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Mar 15 2012 07:27 AM #483
Re: Official Class Update and Feedback
Class: Guardian
Name 3 things about your class you feel could be improved.
1 A threat dumping skill for when playing with warden/captain (while we can take a lot of damage i see no point in us dying while our teammate warden is on full health) What's the use of another tank if they take no damage?
2 More AoE threat gen skills (beside vexing with trait) that don't rely on a reaction
3 More versatile out of combat skills (to make the class more fun and useful when not in combat)
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 Protection - make the buff have greater distance before it runs out. If a teammate runs just a little bit ahead the buff runs out forcing me to reapply it ever few seconds
2 Fray the Edge - Cool down is too long compared to the effect time of the skill and the conjunction improvement is too high. Also if it misses must start stacking from the beginning (second chance after miss)
3Thrill of Danger - Reduce cooldown
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 that dumps large amounts of threat or transfers it to a different ally
2 A "final" tanking skill such as champions sudden defense or dire need
3 An AoE skill that gains threat from many enemies which does not need a reaction to use. Can increase power cost of skill to even it out
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
A skill that dumps large amounts of threat or transfers it to a different ally
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Mar 15 2012 07:34 AM #484
Re: Official Class Update and Feedback
Class: Rune keeper
Increase survivability or let the rune keeper use instant heals (for soloing) and tanking skills
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Mar 15 2012 05:28 PM #485
Re: Official Class Update and Feedback
Class: Lore Master
Name 3 things about your class you feel could be improved.
1. Trait Lines for Blue (Keeper of Animals) and Yellow (Ancient Master). Blue does neither make your pet a usuable compagnion nor does it help you healing in instances. And Ancient Master... well, let's say we can mezz a lot, but whether we cast improved debuffs or not... not really noticable.
2. Legendary Item Legacies: Do we really need so many different Legacies for reducing resistance skills? What about crowd control legacies?
3. Crowd Control: at least ancient masters should be able to control crowds better than the other classes.
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. Wardening Knowledge: can we really use this skill somewhere? at boss fights you have to run around so much, the boss never stays in the circle. also: the effects are marginal and not good enough to use the skill over and over again.
2. Bane Flare: since blinding flash works on all mobs, it's useless. Make it work on all Mobs with a higher cooldown.
3. Knowledge of Cures: please remove the cooldown and give the old-style buff again.
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. synergie skill: cast synergie on a group member and let the next skills used by them be improved. e.g. cast synergy on a hunter, adding a 10s buff on both the hunter and the lore master. the next skill the lore master uses (e.g. firelore) will improve the skills of the hunter with a synergy effect, e.g. a rain of arrows debuffing the mobs, or a rain of arrows with burning ember effect.
lore masters (if not equiped for dealing lots of damage on red traits) are outdone by all classes for doing damage. and the support functions are often not needed or not appreciated. Well, at least it would be cool
2. stack debuffs: ever played a raid with several burglars and saw how many tricks and debuffs are on a boss? why can't lore masters do that? if that does not work, at least please please please please do not let non-ancient-master-traited loremasters override your better debuffs.
3. adaptation removal: lore masters should know a lot about monsters, why can't we remove or at least reset adaptation so that we can mezz then for another round?
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
synergie effect with other classes
oh, and please remove the legendary staff and sword trait. pretty please
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Mar 15 2012 09:59 PM #486
Re: Official Class Update and Feedback
Class: Champion
Name 3 things about your class you feel could be improved.
1 The buffs of 2 handed weapons, currently 2 handed weapons are underpowered, using 2 1 handed weapons has basically the same (if not more) damage, and you have extra stats from the offhand weapon.
2 More ranged dps, its kind of lame when you need to fight a boss ranged and all you do is sit there and use autoattacks and let fly every 10 seconds.
3 Faster damage, when i'm not using improved flurry, trying to use combos for max dps takes forever.
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 strike, it drains all your fervour while in dps mode, and while you're tanking, when the skill gains fervour, you aren't even using it because you are trying to keep threat.
2 Horn of Gondor, the stun is almost useless, it just serves as an AoE interuption skill at the cost of stun immunity on the monsters it hits, the stun is trash and barely lasts any time.
3 Combat Accuity, the buff is unnoticable, and has short duration without the legacy at a high rank, and even then it drains you of fervour, slowing down how fast you can start AoEing afterwards.
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 Improved Challenge: make it an AoE, and have a trait or legacy that adds more targets. (group play)
2 Advanced Combat Accuity: +50% melee damage for 10 seconds. (solo and group play)
3 Improved Blade Wall: adds a level-scaling buff to mitigations and armour rating. (solo and group play)
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Improved Challenge, champions currently have no way of for-sure pulling a group of monsters, raging blade is OK but when you have no way to grab 5 fervour before the mobs spread out amongst your group its not going to work.Last edited by Brendonj; Mar 15 2012 at 10:16 PM.

Wassup. 75 champ always open for raids (I have them all except a few skirmishes) if online and not busy with important matters.
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Mar 15 2012 10:59 PM #487
Re: Official Class Update and Feedback
Class: Hunter
Name 3 things about your class you feel could be improved.
1 Desperate Flight (restore use in combat in PvMP). Otherwise compensate with a new escape skill.
2 Burn Hot (increase/restore damage boost)
3 Barbed Arrow (restore duration to 20s)
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 Desperate Flight (same explanation as above)
2 Burn Hot (ibid)
3 Barbed Arrow (ibid)
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 replacement/complement escape skill to Desperate Flight when in combat. Be it 1v1 or against numerous foes
2 AOE melee range debuff that is an irremovable slow by Monstor players or stun.
- Both will help Hunters in PvP or PvE in terms of survivability and adaptability.Hitchens(r9 warg), Glasgow(R9 LM), Branywine server.
"fleeing in the face of certain death is not cowardice. Cowardice is running from a fair fight" - wise words from Champion Jastirria!
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Mar 16 2012 02:25 AM #488
Re: Official Class Update and Feedback
I am an international student , I went back to China , I was friendly fire , the error with vpn agent, put a resolution to the ban , I spent $ 100 , I feel very wronged . I do not do illegal things , because I do not know can not use the proxy , my account jinglei1020 , Investigate clear , do not ban my account ? ! I propose to give a warning , then banned . I do not know the vpn .
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Mar 16 2012 03:42 AM #489
Re: Official Class Update and Feedback
Class:
Lore master
Name 3 things about your class you feel could be improved.
1 Pet damage and survivability
2 Stun break/silence cure aoe skill
3 Make in-combat summoning buff an instant cast
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 Improved knowledge of cures:Underpowered-limited to fellowship only, would like to remove wound from anyone
2 Combat summoning: Underpowered- should be instant cast for KoA line, and available to other lines (with CD)
3 Inner-flame: Underpowered-terrible healing skill, only mildly useful if you can get the mob mezed.
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 An ability for LM or pet to break stun: Being able to buff against stuns should give the LM a natural ability to break out of one. Gives the group a member that can get free and help them out of a group stun. Gives the solo squishy LM greater survivability.
2 Ability to "distract" mobs with Moths. Would allow fellow members/LM to pass unhindered in some necessary cases.
3 Secondary aoe (3 max) CC skill for 3-5 second stun. In Fellow, saves the healer when several mobs initially bypass tank.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? ...ummm Stun removal Improvements."You cannot pass," he said. … "I am a Servant of the Secret Fire, wielder of the flame of Anor. The dark fire will not avail you, flame of Udûn. You cannot pass."
The Fellowship of the Ring II 5: "The Bridge of Khazad-dûm"
Athene~Vilya~75 LM SOTSFire.com
Draigoch the Red says, ''There you are.''
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Mar 16 2012 04:03 AM #490
Re: Official Class Update and Feedback
Class: Captain
Name 3 things about your class you feel could be improved.
1 More active buffs. Captains are supposed to be the primary buffing class, but they are currently somewhat lacking in active buffs, which are all tied to an enemy defeat condition. Minstrels, for example, are able to put out much more active buffs and easier (by the way, I'm loving the minstrel's overhaul, don't get me wrong on that).
2 Stronger benefits from going deep into a trait line. I think there should be added threat generation/defence bonuses for the Leader of Men line, and damage bonuses for Lead the Charge line, similar to what is done for healing in the Hands of Healing line.
3 Ability to change damage type for heralds, for example through multiple-output armament recipes, or through buffs. Keeping them at common damage only reduces their usefulness considerably. In that line of thought, why not buffs that can change damage type for an entire fellowship?
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 In Defence of Middle Earth legendary trait. Its fixed benefits to basic stats are getting increasingly insignificant at higher levels, the situation being worsened by the removal of the stat cap. There is already landscape quest gear that provides more boost to useful stats. Better change the benefits to relative, i.e. boost stats by 10%.
2 Fighting Withdrawal. Very rarely used skill, which may be beneficial only in the rare occasions when captains have a tanking role. Given that captains are very seldom asked to tank (as this role is not really well supported), the skill is practically never used.
3 Words of Courage. It has too high morale cost for its return, even when captains are well traited in the Hands of Healing line.
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 Additional buffing skills. The current active buffs that affect an entire fellowship are too few (two of the four affect only the caster), considering that a captain is supposed to be the main buffing class. Maybe the buff use mechanic shouldn't be changed (requiring an enemy defeat condition), but provide more choice, for example bonuses to fellowship defence and damage.
2 Skills to change damage type of heralds/fellowship. This could be a great tactical skill, which would give an edge against certain type of enemies, both solo (through heralds) or fellowship. It could be also implemented as a debuff to enemy mitigations (like much lower mitigation of certain type of damage), if changing damage type feels too overpowered. I think the captain's marks system is a good way to implement this.
3 Power restoration skill. Given the buffing role of captains, they usually burn a lot of power and it's good if they have some way to replenish their reserve. Possibly assign a longer cooldown (e.g. 5 minutes, with possibility to reduce it through legacies), in order not to make the skill too overpowered.
If you were limited to only one of your nine suggestions above, which single suggestion do you feel is most important for your class?
More buffs, both in number and variety.
Violence is the last refuge of the incompetent.
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Mar 16 2012 08:54 PM #491
Re: Official Class Update and Feedback
Class: Hunter
Name 3 things about your class you feel could be improved.
1 I feel hunters need either to have their primary group role improved (moar dps!) or have a viable secondary role (...I have no idea) to keep hunters desired in a group.
2 The trapping trait line (yellow) just has no incentive to trait down it. You trait red for solo (dps fest), blue for grouping (focus building and threat reduction) but the poor yellow trait line never sees any love.
3 Perhaps adding more damage over time skills? I’m not really sure about here....just for the record I’m very happy with how the hunter’s function solo, it’s just the grouping capabilities that need extra work, I think.
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 and Hunter's art. I'm not sure if I don't regularly use these because they're just plain not working, or because I was well and truly past their level when they were included and so have never included them in my regular rotation. I see what you were trying for, but I'm not convinced you hit the mark.
2 Campfire. Mostly only useful for rp, I'm not sure what the intention is for an actual battle application. I guess it's only for relatively stationary fights with breaks in the battle - and how often does that happen?
3 Beneath Notice. Again, I see what you're trying to do. Could we maybe buff it a little? I don’t often find it actually moves mobs from me that are hitting me. Perhaps I’m using it wrong, but it just doesn’t seem to work as well as I think it should.
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 I don't have much to say here. I do like the improved versions of skills that have been added. I think it's a great idea.
2 Wait, I thought of a skill! An attack skill (ranged) that you can use while moving; perhaps give it a long cool down, so as not to unbalance everything. And I would imagine it would be used mostly in solo play.
3 For group play, perhaps an aggro grab of some sort? It would be handy to have for pulling mobs and aggro away from the healer at the back of the group.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Changing the trait lines so that the yellow line is a viable option. Adding the poison removal fellow wide for traiting five deep is a nice start but you have to sacrifice so much to get there.
Cheers, Dirstel
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Mar 16 2012 10:23 PM #492
Re: Official Class Update and Feedback
Class: Burglar
Name 3 things about your class you feel could be improved.
1 Allow stance changing in combat, with long induction/animation/cooldown if required. Post-rez window does not help to cover the need to switch from dps to CC or vice versa.
2 I'd like Riddle Resists or Immunes to not trigger the skill cooldown (as we don't have an adequate backup other than Ready and Able). Having to re-riddle with another induction should be enough of a penalty. This could replace or be added to the resist reduction trait.
3 Convert some of the consumables to skills. Currently there are too many consumables, which are expensive, take up bag space, and have mediocre effects for their cooldowns. The thrown consumables are not a fair alternative to a proper ranged attack when they cost money to use.
What skills do you feel are underpowered or of little value to your class?
1 Mischievous Glee self heals - out of proportion to current morale and mob damage, even when legacied. Reducability of cooldown via stab spamming has not really made a difference.
2 Sweep the Leg "Legendary" Skill - cooldown reduction effect not enough any more as rest of this skill is less relevant now. A longer reduction might make this worth slotting.
3 Improved poison cure - slow, single effect type, single removal, single target, long cooldown. Improvng any of these would make it more 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 A Rearm skill to counter disarms. This would be functionally equivalent to Find Footing for stun breaking. Instead of the health + TnG/evade boost it could give power + KO/reflect. Minimal gameplay impact, except reducing frustration in certain fights, both solo and grouped.
2 A Bravado equivalent to counter fears, similar to the idea above. The bonus affect could be a temporary movement speed boost to get back to where we started if the Fear sent us running. Although these effects can be potted or cleared by other classes, there are so many more dangerous effects that it is safer to protect other cooldowns.
3 An upgrade of Safe Fall to be a passive skill. The base skill should be available at lower level, then the Improved version later on as an experienced burg knows how to fall safely automatically.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Stance changing in combatDuvi

Vastin: "But whenever we take feedback on most game systems, such as character builds, economics, or especially anything to do with PvP, then we are forced to read very carefully between the lines of any and all player feedback, as it is all inevitably skewed by self-investment, self-interest, and a deeply subjective viewpoint that increases in direct proportion to how long or successfully a player has occupied a particular role."
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Mar 17 2012 12:31 AM #493
Re: Official Class Update and Feedback
Class: Lore-Master
Name 3 things about your class you feel could be improved.
1) Wound/Disease removal. It wasn't broken when we had Leechcraft/Tend the sick, why did you change it? Now it's a huge nerf with cooldown and sometimes doesn't even work with -run speed and no longer provides additional resistance.
2) Proof Against All Ills. In relation to #1, this trait is totally broken. I can either clear a target's wound/diseases OR I can clear anyone in my fellowship. Which is better? Which is worse? It depends. Solo, You don't need it to be an aoe and you can clear some random target not in your group so don't trait it. Raiding, you still may not trait it so you can hit the other group. In a fellowship you might trait it, unless you're doing Lost Temple when you'd just screw everyone over....It's just a bit odd at this point.
3) Pets. Not pathing exactly but keeping up with attacks. If I have burning embers on a target for 30+ seconds, I would hope the pet could keep up and throw in some attacks. But much too often, they can't seem to catch up and get a slap in without stopping, thinking about it, then having to catch up again. Wish they were faster....
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) Knowledge of the LM - Many bosses arn't even active to cast it on and it only lasts 1 minute anyway. Make it usable in combat. Make it a longer cooldown of course so we can't just continuously have it up. But at least make it more useful.
2) Test of Will. Does it still stay 'increased crit chance' on the skill description? It's a strange skill. I used to use it because of its range but with the BE range, it sorta lost it's appeal. I'm not sure what to do about Test of Will.
3) Knowledge of Cures or whatever it's called. It's terribly broken. (see improvement section)
4) SoP: Vigilance. When do we need to cast that AoE to ONLY OUR FELLOWSHIP? I hate it. I'd like to be able to cast it on random burgs and players in PvP.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
1) Wound/Disease removal fix. Leechcraft/Tend the sick were fine. Knowledge of Cures is a nerf and is broken.
Please do not make SoP:Righteousness (SI) a fellowship-only AoE. I can't believe you changed Sign of Power:Vigilance to that and I wish you'd give us Vigilance back. Changing SI to an AoE would encourage grouping in the moors and break PvP even more....unless of course you guys are attempting to break PvP, then, by all means, do it.Fellrotten - Rank 12 Battlemaster LM - Zero Stars
Soccercake - 85 Pre-Isen Rank 3 Dude Minstrel
Mulieribus - 85 Pre-Rohan Rank 1 Dorf Champion
Rahey - 85 Hobbit-Hunter
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Mar 17 2012 01:25 AM #494
Re: Official Class Update and Feedback
Class: Burglar
Name 3 things about your class you feel could be improved.
1 Ranged damage, there is none, except throw stone if you're a hobbit.... but that only does 50 or less damage.
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 Carefully placed strike, the skill is plain old slow, taking 3+ seconds unless you have the 3 piece armour set from Galtrev, even then, if you use it in front of the enemy, the skill does miserable damage. If you DO end up getting it off behind the enemy, the dps is still very sad because the pulses are every 5 seconds for 35 seconds. The damage is decent, but honestly, the purpose of the attack (the bleed) is horrible and a critical cunning attack can top the damage it does total.
2 Trick: Enrage, this skill is the trash of your skillbars. The skill is plain old lame, and you can't even use it in a group without messing with the entire fight (except for a few fights, like draigoch). The buff of this skill is lame (+5% ranged damage? really?) and the only purpose of this skill is maybe to keep stray mobs off the healer, or to boost hunters/keep enemies in combat in the ettenmoors.
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 Hatchet throw: You throw a hatchet, doing a large amount of damage to the target, 30m range. (solo and group play)
2 Improved Trick: Enrage, You enrage your enemy, making it attack you for 10s. The target takes +10% incoming damage.
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? Ranged Damage
Wassup. 75 champ always open for raids (I have them all except a few skirmishes) if online and not busy with important matters.
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Mar 18 2012 04:01 AM #495
Re: Official Class Update and Feedback
Class: Guardian
Name 3 things about your class you feel could be improved.
1 Stances
2 "Oh no!" buttons
3 burst DPS
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, Block stance seems to always be chosen over Parry , as the reactive skills triggered by block are better than parry based one, as they provide 3 types of options (heal, dps, taunt) while Parry only offers DPS options
2 Catch a breath, in particular when specced for it to recover power, it makes little sense for it to cost power to then restore it, perhaps remove the power cost when speced for improved catch a breath, and reduce the power restored to balance it.
3 Stomp, in particular the need for a 5 second cooldown version of it is high enough that it limits options for other specs.
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 Stances replace Guardians block and the parry stance with a single stance that is Defense + DPS focused, resulting in Overpower for pure DPS, guardian's threat for defense+ threat, and Guardian's Expertise (a prepposed name for the replacement for block and parry) for Defense and DPS mixed.
2 A cooldown skill that boosts offensive damage (I'm not going to say bezerk or enrage, nope, not me)
3 Summon candy skill, because who doesn't like candy?
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Change to parry stance, or a merger with block
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Mar 18 2012 05:32 AM #496
Re: Official Class Update and Feedback
Class: Hunter
Name 3 things about your class you feel could be improved.
1 Our secondary role could use a boost. Burglars can CC while maintaining good DPS, while traited for DPS. We need more options, stronger CC to be respectable CC class. Traps aren't really an option since mobs can still hit you while trapped.
2 We need more tools and skills to ACTIVELY lower our threat! Champions have them, RK's have them, burglars have them. Why can't we? All other DPS classes can do the same amount of DPS without pulling aggro. We need something to work with, something that a smart hunter can use and put more DPS in without pulling aggro.
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 Split shot is still totally useless because of the small radius. And the fact you have Rain of arrows. All you need to do is add a little something to SS, more radius and maybe a DOT on a crit? Also make the legacy for RoA affect SS as well.
2 Press onward doesn't scale well. Remove the induction and give % of maximum morale and power as return instead of said number.
3 Our CC skills that have induction. It would be much easier to use Bard's arrow and Distracting shot if they were immediate.
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 ranged interrupt. Again, burglars have it, RK's have it, why can't we? We are a ranged class, yet we have to stand in melee to interrupt? It makes no sense.
2 Some kind of skill that allows focus building on the move. Maybe just make Focus usable in combat and on the move, possibly add a trait for this (huntsman line).
3 Something to add survivability. Similar to Eldar's grace, but with more sensible cooldown.
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 one for giving us more tools and skills for lowering threat and managing aggro. It's important!
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Mar 18 2012 07:14 AM #497
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Mar 18 2012 07:26 AM #498
AW: Official Class Update and Feedback
Class Guardian :
Remove OP Stance , change it to another Stance for example like champions have .
Add 1 new healing skill for example a temporary Bubble.
Raise up the DPS in general.
Sting, should add after an critical hit an Tactical buff .
Shield Hit, Should add after an hit and Armor buff.
Reduce the Cooldown of Deep Breath.
Change the DPS-Stance skills in general : To the king would add a Dot wound on a critical hit .
And Refresh Please the Aggro skills
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Mar 18 2012 03:48 PM #499
Re: Official Class Update and Feedback
Class:Lore Master
Name 3 things about your class you feel could be improved.
1-Stuns are easily broken and don't last long enough
2-Animals will follow an enemy that aggroed you on your horse; when you dismount your companion will try and run back and fight what was aggroing you, even if you aren't in combat anymore. Not only just when mounted but I've had issues just from targeting something for a brief moment without entering combat and my companion will attack them.
3- Healing capabilities; We can heal certain 3 mans but only with the right legacies and it would be nice if we had either a shorter cooldown on Beacon of Hope or maybe a second healing skill besides Inner Flame.
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- Blinding flash; I could've sworn the stun used to last for 30 seconds, but now it only lasts for 5? I have a lowish level ministrel and I must say that their mez is much more efficient and yet LM is supposed to be the CC class.
2- Power leech (I forget the exact name of the skill); This skill is very beneficial but it could be a bit more powerful and supply more power. Perhaps just a new legacy to upgrade the amount of power you can get would do the trick. I mainly say this because the only reason people will go out of their way to have a LM in their raid group is for power supply and stun protect. Other than those 2 skills we are easily replaced and not really needed.
3- Sign of Power Righteousness; Could be very helpful to have a version of this skill like the "Continual Air-Lore" that will stay on for the duration of your raid. Another suggestion for this skill would be to make it effective towards the whole fellowship with one use.
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 more healing skill like Beacon of Hope would make us more useful for 3 mans and as an off healer just in general.
2- Another skill to help with power, I know in a raid I am almost constantly waiting on the cooldown for our power leech so I can give power to the healers.
3- More debuffs!
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Improved stuns. Perhaps a better graphic so people in raids are more aware of LM stuns that have been placed and have them last longer.
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Mar 19 2012 04:22 PM #500
Re: Official Class Update and Feedback
http://wanderingthroughdigitalworlds.wordpress.com/
Lothirieth, 85 LM, Laurelin
Proud member of the Innocent Raid Alliance
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Mar 21 2012 06:15 AM #501
Re: Official Class Update and Feedback
Class:Lore-master
Name 3 things about your class you feel could be improved.
1) Pets: Currently, pet damage scales horribly into and at 75. To the point that you only pick a specific pet for what non-damaging effects it brings to the fight and/or its Flank Rate. Further, our ranged pet is only useful in melee because its auto-skill for insured flanking only OCCURS in melee.
2) Inductions/Channels vs. Benefits: I can't help but feel that the risk of the many inductions the Lore-master that there are no benefits in comparison to other classes who lack them considering the danger of interrupts and induction knockback. Its feeling like more risk, more planning, for the exact same results. Especially when factoring in how well Rune-keeper and Minstrel(War-speech) Damage is.
3) Support: Here, we are stuck with the Burglars and Captains. We can't trigger FMs like Burglars for Healing/Raids/Draigoch, nor can we even heal anywhere close to what a Captain can do. That is not even considering that Lore-masters are the least defensive of the three, lacking the Burglar's Agility and Medium Armour and the Captain's Heavy Armour. Just...what are we bringing as a Support class that a Burglar can't do as a CC/Debuff or the Captain can do the equivalent with Buffs instead of Debuffs, while lacking the important single-target sustainable heals or insured FMs? This is especially noticeable when trying to do 3-man instances. Power Share? Its been argued that a Captain can match us on this, not to mention that ICPR hasn't really gone up due to how Fate contributes to it while our own Power costs have kept increasing. Not to mention that the Moors have been getting greater and greater immunity to our precious CCs needed to pull off inductions. Current AM trait benefits don't help with this either.
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) Inner Flame: LONG Channel, SMALL Healing even with Traits + Healing LI Book capped + Inner Flame Legacy capped. Basically the Improved Version gives out a small heal to everyone, at the cost of the Lore-Master being vulnerable, unable to move, and unable to act during the entire time. The non-traited version is only useful for Threat dump onto the Pet.
2) Air-lore: Drains Power for worthless damage and negligible damage reduction at the cost of 90 ICPR. Scaled horribly, and was barely of use from the start. Only used because of Improved Flanking, literally.
3) Bane-flare: Genus restrictions to JUST undead limits its usefulness. The fact that Ancient Master trait line can't even alter Genus restriction in favor for just +2 targets is simply an insult for a Class that supposed to be a major CCing class. I've been using more as a Firework then a skill in combat. >.>;
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) New Crowd Control skill: Daze, Follows Lore-master instead of immobile, ignores damage. Basically allowing a Lore-master to re-position a creature he is keeping under control in groups, or for buying time soloing against a creature under the effects of his DoTs.
2) Pet Alternative Buff: Useful for those not wanting the pet out, during combat when the pet dies, or potentially hazardous fights to have a pet in (See Captain Banners). Only usable when you don't have a pet, and can't summon a pet when using this buff. Buff effects are: Tactical Dmg Buff, 50% less Induction Knockback, Test of Will causes a Flank Event and a 33% chance to start a FM. (Think of it as "Gandalf-imitator mode complete" when combined with MoNF)
3) ICPR Buff: With Fate still on old equations for ICPR, yet Power costs still rising and Power pool growing ... we could use this.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Rework the Pets. Please.
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Mar 21 2012 07:03 AM #502
Re: Official Class Update and Feedback
Class: Hunter
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).
I'm mostly happy with Hunter's gameplay. Maybe you can search to increase our DPS a bit more but...
The most important thing about hunter's group play is "Threat" problem.
I think, i have an idea to solve it and it will make people love Hunters back again.
There could be a buff that transfers some threat of a Hunter (15%-20% of threat transfer. It can be increased by LI scrolls/legacies) on a specific player(It can be anyone in your group. But I'm sure we will choose tanking guy.).
We will gain less threat and tanks gain more agro so we can do DPS freely. Even then if we get agro again, we can use deagro skill or stance to deagro.
Finally this is good in three ways which are;
1-Tanks lose agro less,
2-Hunters die less
3-Group can concentrate on battle so they can do DPS/CC/Heals easier.
And we won't see people on Global Chat "No Hunters pls". I hope...
Thanks...
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Mar 21 2012 07:21 AM #503
Re: Official Class Update and Feedback
Class: Hunter
Name 3 things about Hunter that you feel could be improved.
1. Red line: should focus on strong dps and threat management. The lack of skills and traits that help to reduces threat make most of people stay away from this line.
2. Yellow line: supports Crowd Control and Debuff from Trap and Oil. The trait "Spring-loaded Trap" combine with "Combat Trap" trait", and Light oil +10% miss chance are nice examples for a debuffing hunter... if only these traps can apply debuff on "immune to root" bosses with longer duration to make it become useful for grouping
3. Blue line: should be the survival line by making hunter an agile hunter. Focus on fast dps, including on-move dps (blindside and quick shot on move (with longer cooldown) for example) and make melee skill more useful (agile rejoinder gives instant healing. etc)
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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. Set Trap: useless again bosses, and it's the only way for hunter to have a nice +incoming damage debuff (unless possessing 5 piece of Orthac raid yellow line). More over, the duration of the debuff is too short, even with a 3 yellow-traited hunter (-50% trap cooldown)
2. Quick shot: there is time it used to be instant cast, but was removed due to the animation make it too slow for an instant cast. Make it an on-move fast skill by traiting, with longer cooldown
3. Blindside: should be able to use on move, and changed it to a fast skill as it's hunter main interrupting melee skill. Some of other skill of hunter can be used on move too, why not blindside?
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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. New debuffs in Yellow trait line: either from Traps, from skills or from oil. It would be useful for a 5-yellow hunter in raid boss, even after done doing cc the trash mob.
2. New survival skill: such as a morale-leech ranged skill with a very long cooldown (5m?). It would be a 'panic button' for hunter whose are morale is too low, and the pot and healing skill are both cooldown.
3. New threat management skill: like threat dumping, instant threat lowering (not temporary like Beneath Notice), or more special: Threat sharing. When a mob notices a hunter, it's often too late to change to Endurance stance and spam quick shot. If you're lucky, you will shake it off. If not...then just wait for a retreat, a rez out combat or waste a in-combat rez.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Everything about Yellow line.
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Mar 21 2012 07:52 AM #504
Re: Official Class Update and Feedback
Class: Burglar
Name 3 things about your class you feel could be improved.
1 Mischief line for sure, like many have said, it's near pointless to trait for it when the effects aren't that great.
2 Our mitigations. Since RoI we have been extremelyyyyyyyy squishy.
3 Burgs are way too focused on DPS now. I feel like I'm a single target champ these days. Bring back the days of strategy and trickery!
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 Confound. I never use this skill, it's not even on my hotbars. The pre-daze debuff is horrible and the time it takes for the daze to kick in is extremely long.
2 Well Place Strike... I never used this until I got the draigoch set, the bleed isn't that great and the induction without draigoch is horrid.
3 Burglar's Antidote. 1m cooldown for 1 poison removal?
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 Tactical damage debuff. No explanation needed.
2 Finesse debuff please? =)
3 Use of crossbows. We are the only class that doesn't have a viable use of some sort of range. Knives/Hatchets cost too much and have a long cooldown. Give us a setup like champs and guards have. Maybe some sort of ranged debuff/CC.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Bring back us being about trickery and not acting like the typical MMO rogue.
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Mar 21 2012 07:53 AM #505
Re: Official Class Update and Feedback
Class: Hunter
Name 3 things about your class you feel could be improved.
1. Secondary role that is desirable
2. Adition of a panic skill or a boost to survivability
3. New DoT skill(s)
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. Desperate flight is of very little use (may even be clicked by accident mid-fight resulting in all sorts of trouble). Maybe replace it with a real panic button (heal or parry bonus or instant threat dump).
2. Heart seeker has a poor damage/costs ratio. Increase maybe the crit/devastate chance and payoff.
3. Hunter's Art precision buff is not very good (decreased miss chance of stance + finesse from gear gives enough), plus the animation makes the skills undesirable to use. The only buff that is in harmony with the stance is for strength. For endurance the parry bonus is useless (make it a de-threat/threat reduction so its in harmony with why we use endurance - to drop agro), while for precision it further decreases an already small chance to miss (make it a +1% higher chance to crit so it complements the LI legacy for critical magnitude in precision stance).
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 skill for all the trash pulls in instances and raids. Also would be usefull in soloing. Maybe an exploding arrow that also dazes for a few seconds.
2. A ranged interrupt that doesnt relly on daze/fear (so it would work on bosses). Many classes have a ranged interrupt yet the most ranged of them all doesnt (a warden can even throw a BOOT at people but hunters cant interrupt with their arrows). Would make the hunter a good designated interrupter from range so he doesnt have to stay in melee range all the time and use blindside.
3. An arrow shot that puts a life and power tap on the target. Either small tap/small CD/costs or big tap/big CD/costs. Would both offer a new DoT and increase survivability. Should be affected by the same trait and legacy as barbed arrow for the hunters who like to put DoTs on their 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?
Increasing survivability by adding self/fellowship buffing skills or effects.Last edited by Landrovas; Mar 21 2012 at 08:02 AM.

Bla bla bla signature fail bla bla.
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Mar 21 2012 09:17 AM #506
Re: Official Class Update and Feedback
Class: Warleader
Name 3 things about your class you feel could be improved.
1. Healing
2. Damage
3. Mitigations
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. Crack the Whip - Too weak heal , shorter cooldown.
2. Quit Whining and Fight/Brawler Quit whining and Fight - needs a shorter cooldown. Current one is 10 seconds. Should heal around 2500-3500
3. Black Speech , hits way too low. Base damage is 767 , on guardians it hits for 200. Make it go through all mitigations or something.
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. Last Stand like captains have. Solo/Group
2. A group HoT. Something like 700 health initially , and then 500 every 2 seconds for 30 seconds. Solo/Group
3. A new shout with 20 second cooldown that hits for 1000. On crit/dev it applies a 20 second slow.
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]
Increase outgoing healing for Warleaders.
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Mar 21 2012 10:10 AM #507
Re: Official Class Update and Feedback
Class: Burglar
Name 3 things about your class you feel could be improved.
1. Mischeif Maker line - It is currently a wasted traitline used only by the unexperienced. The debuffing of a burglar needs to be significantly boosted, multiple tricks per target? More potent tricks? Do not adjust individual traits - make the 5trait bonus more beneficial, it is the only way to improve the line as people will just select individual traits. If reveal weakness became 20% with 5 MM traits I KNOW every raider would use it over QK, giving all 3 trait lines a use.
2. Provoke - A more detailed tooltip needs to be added, we have a legacy and a trait for this giving minimal to no clue of how effective it actually is, there are too many variables to be tested effectively by the player base.
3. The little things, the Burglar is a strong class and extremely strong when played by the best players so don't be giving ridiculous buffs to the class just because the majority cannot access the full potential of the character.
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. Well Placed Strike - Essentially a skill used for damage, but due to the long cooldown the DPS (Damage per second) is not worth it.
2. Mischievous delight - The 20% of power return needs to be boosted or the amount of power reduced and the chance increased to 100% chance. The skill is just unreliable when it comes to the power part.
3. QK Stance (-10% perceived threat) - Increasingly I am having to use 2x HIPS to reset my aggro in boss fights so that I don't pull aggro. I feel a 25% to 50% threat reduction bonus should be added onto the stance.
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).
There is no use being dishonest, the Burglar doesn't need any more skills, it just needs adjustments making to existing skills that currently have no use.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
On a personal note, the -% threat in the QK line
On the class as a whole the MM revamp to make it viable (without reducing QK/Gambler)
Element Zero - Sub Director of LotRO division
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Mar 21 2012 10:18 AM #508
Re: Official Class Update and Feedback
Class: Hunter
Name 3 things about your class you feel could be improved.
1 Survivability-either increased in combat run speed or a decent bubble, both on a clicky with a not to huge CD
2 Camp Fire, double its Regen rates, or scale it up higher with level, give it a Stealth detection Aura, after all its harder to remain hidden in the light of a fire.
3 HeartSeeker, get rid of the big yellow cross, no other class forecasts a warning that a big hit is coming, increase HS damage from Stealth.
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 whole Trapper Line, useless with the abilities Burgs and LM`s have
2 Melle Skills, the dps is too low, the stun is too short and the heal is pathetic, not asking to be a Champ, just give us Melee skills that will help us in a tough spot, at the cost of longer CD`s.
3 Archers Art and Split Shot, useless skills, dont need to elaborate.
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 Improved Barbed Arrow, increase the DoT and make it a 30% slow, would add a little to Soloing the larger mobs.
2 Ranged Interrupt, again useful for soloing, the last thing a Hunter wants is to get into Melee
3 Aggro dump, for group play, a more reliable aggro dump skill, something we can dump on the Tank if poss
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
SURVIVABILITY
I dont hug, I keep my distance, about 40m.
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Mar 21 2012 11:13 AM #509
Re: Official Class Update and Feedback
Class: Hunter
Name 3 things about your class you feel could be improved.1.survivabilityWhat 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.
2.aggro/power controll in rotations(not just 1 stance that chooses it)
3.traits/stances1.Hunter is squishiest class on game. You gave RK epic buff for solo play to be less squishy. hunter being expressed as "a lone hunter" should be equally good. I wouldn't mind seeing nurf in CC/dps to see this in solo playWhat 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).
2.hunters art is too slow and bonuses in stances are not worth while.
3.Stances are not different enough for roles for a class. would like to see more difference in skills in stances1.stance options being based around solo(more focus/quicker/power costs increase)/group1(dps/aggro)/group2(dps/power/self-heals). would give player better choice of how they want to play.
2.fix trait lines for more exact rolls. solo/group1(dps)/group2(CC/debuffs/utility) more focus on yellow being truely usefull in raid/group play. would give player better choice of how they want to play.
3.melee skills compliment ranged skills. more focus generation from melee skills and dps. better buffs to what hunter needs for survivibility here.
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Mar 21 2012 03:49 PM #510
Re: Official Class Update and Feedback
Class: Burglar
Name 3 things about your class you feel could be improved.
1. Mischief Maker line - As has been stated by most Burgs replying here, this line is not used by anyone because it just doesn't compare at all to the other options available. I actually run in Mischief stance and spend most of my time in groups trying to debuff, but always feel like I'd be more effective just dps-ing in Quiet Knife. Cept that's boring. I want Burglar to be an advanced class that is very busy and running around doing stuff that the rest of the group doesn't quite understand. Cause burgs are mysterious and awesome. Let's keep them that way.
2. Burg Consumables - I carry marbles, but never bother with any of the other consumables. Bag space is always at premium, and they simply aren't effective enough to justify taking up the space. A lot of people have been asking for a ranged attack, and I can't agree with that. We are a melee class and having to work only at melee range should affect the entire mindset of how you approach the class. Hatchets fill the need of ranged weapon, but few people carry them because of space or cost or some other reason. I'd say make the consumables into skills, but we've got too many skills already. My hotbars are quite full.
3. More tightly defined role - We seem to be a jack of all trades master of none class. We do FMs pretty well, but Guardians can do them too. We got some CC, but Loremasters and hunters seem better at that. We could just be dps, but just about everyone else can do that at least as well. So are we supposed to be the debuffers... Which is from our Mischief Maker line... Which everyone seems to agree is pretty broken.
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. Cunning Attack + Well Placed Strike - I put these together because they are both bleeds that seem very underpowered. Unless you crit they just don't seem worth the power/time to work into a rotation. Would love to be able to put together a good bleed build. That way I can still run around and do debuffs on other mobs.
2. Confound - I'll jump on this bandwagon too. It's a skill that should be much cooler than it actually is. If it was an instant short range AOE CC, it would be awesome. As it is now, the few mobs it actually hits are dead before the stun kicks in if you are in a group. If you are solo, you can't really take on more than three mobs at a time, which is when this becomes handy, but it takes too long.
3. Share the Fun - Think I've only ever used this once. Too slow, too easy for the partner to get spotted, too short of range. If it could stealth a full 3-man group it might be useful, but probably OP. If it went away completely I'd welcome the free space on my hotbar.
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. Speed - Something to speed us up. I feel like I spend a lot of time running around chasing down mobs to put debuffs on them. Always feel like I can barely keep up with my Guardian tank if he has to move. Being able to move around the battlefield quickly and efficiently would go a long way to making our lives easier. Not that it should be easy necessarily.
2. Some consolidation - We've got too many skills as it is. My kinmates who have a hunter, loremaster, captain and guardian between them, saw my hotbars once, and said "wow, are those all stuff you actually use?" Granted I like that we have complexity, but we really don't need more stuff to do. We need the stuff we do to be more effective.
3. Seriously, no new stuff, unless it's seriously awesome stuff that no one here thought of.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Mischief Maker line revamp. It really needs to give me more reason to want to select those traits over the other skill lines. I want to be a debuffer, but even so the trade offs with the other lines are out of whack. Maybe the other traits are too good. Maybe not. But as others have said, we've gotten squishier as time has gone on. I think that's more that other classes have evolved, but burglars haven't changed that much. Probably because we are already awesome. But we have seemed to fallen behind the times a bit.Last edited by sugoiben; Mar 21 2012 at 03:52 PM.

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Mar 21 2012 07:38 PM #511
Re: Official Class Update and Feedback
I love my captain, and generally dislike when you change things, but since a new level cap will inevitably bring changes, here's my two cents:
Class: Captain
Name 3 things about your class you feel could be improved.
1. Power management. I didn't have a problem with this before until my pool of power dropped significantly as I traded Will in for Might to help my healing abilities. Now I can restore my own power if I'm traited Hands of Healing and use song-brother and spam Inspire, this is a waste of buffs, when the rest of the group is not struggling with power at all and would benefit from heals or increased damage buffs from one of the other x-brother skills. So, an increased power pool, decreased power costs, and/or more skills that restore power, would be helpful.
2. Valiant Strike healing range should be increased so it can effect more of the fellowship than the one or two other people who are in melee range of my current target.
3. More varied or increased buffs from Banners. The buffs to the captain for equipping the banner are nice, but, for example, the Banner of War +might and +agility, is fairly insignificant at level cap.
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 Withdrawl - I never use this. I barely generate enough threat to hold aggro when I'm traited yellow-line for tanking, let alone any other time.
2. Cry of Vengeance - great when it works; but the short range, quick expiration, and inability to use across groups in a raid makes it often a wasted effort.
3. Blade of Elendil - the damage over time from this is negligible, and can sometimes cause problems. I leave it in my rotation for the initial damage and corruption removal aspects of it, but then other fellowship member will then be unknowingly applying the damage over time effect that may mess up a daze later, or do for a few special cases cause a boss to heal or reflect amplified damage. So either removing the damage over time effect, or making it large enough to be worth it (maybe just stackable), would be appreciated.
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. I would like a throw back (especially when wielding a halberd, like the half-orcs near Isengard do to us). This could also cause a short stun or daze that occurs upon landing. This would provide another way to interrupt inductions, since the cool-down on Kick is so long, and also give time and distance for a captain heal or buff or run away if need be. Maybe with an Legendary Item legacy the stun time could be increased and it could become a somewhat viable form of crowd control in a group setting.
2. Heavy shield use would be extremely helpful for survivability when tanking. I'd like to have it all the time but it could also be part of the yellow line capstone trait instead of the block with a 2-handed weapon.
3. A large power restore skill, or more power over time effects added to current skills.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Power Management
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Mar 21 2012 09:07 PM #512
Re: Official Class Update and Feedback
Class: Minstrel
Name 3 things about your class you feel could be improved.
1 Scale up healing to match damage being caused at higher levels
2 Allow us to be useful to a group no matter how we are traited (groups simply refuse to allow us to join without retraiting sometimes.)
3 Lower the timer on mentoring 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 Song of the Dead (this would be a fantastic skill would it affect ALL creature types and not just some, 10%?, of the mobs I'll find in the game)
2 Song of Aid (too little effect for the cost in time to use)
3 Scribe Stance (turns a 5 day cool down into a 10 day cool down. No thanks!)
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 Sound the retreat (A skill to cause a group of players about to be defeated to withdraw to safety. For instance, a raid... The tank is defeated and you know the group is about to wipe, sound this horn and the undefeated group escapes to safety -causing the instance to reset without the added down time of having to have everyone res, rebuff, etc.)
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 healing to match damage being caused at higher levels"Accept the things to which fate binds you, and love the people with whom fate brings you together, but do so with all your heart." - Marcus Aelius Aurelius
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Mar 23 2012 04:03 AM #513
Re: Official Class Update and Feedback
GUardian:
Name 3 things about your class you feel could be improved.
DPS. Since wardens "tanks" can do pretty nice dps range/melle/dots tanks deserve to get some love as well.
Power cost in Op need to be nerfed.
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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.
Warrior/fortitude Heart with cap coming to 85 i belive it should be scaled to draigoch set cap wich mean 200% heal from it and 100% morale incrase why ? coz i dont wanna bother runnign around my whole life with draigoch set just to switch it evrytime to have more morale and more heals then switch back to set i am normal using it
Catch a breath need to be scaled x2
Challange to the darnkess plz its like challange+guardia ward nothing challenging to darnkess in my opinion cd 10 minutes is way to much.
Ideais ? cd reduced to 5 minute and to make it relly challange to teh Darnkess it should activate pledge/warrior heart without sharing cd by normal using
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Scaling warrior heart more heal/more morale.
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Mar 23 2012 08:47 AM #514
Re: Official Class Update and Feedback
Class: Captain
Name 3 things about your class you feel could be improved.
1. I think we could have a single Target force taunt (Maybe add a trait to make threatening shout to a force aggro skill)
2. CD for interrupting Kick is quite big, i think it needs to be lowered (IMO the best solution would be to move the LI Legacy from Pool A to Poll B)
3. Melee feels somehow slow and static, maybe you could tweak some of the animations
4. As a Healing class I think we should have a stronger single heal. It does not make much sense to spam a Heal with a hot that does not stack. So either make Words of Courage stronger and on a longer CD or make the HoTs stacking
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 Withdrawl - I never use this, don't even have it in my quickbars
2. Valiant strike - Even with the Menestaid-3-Set Bonus it is still to weak(if not traited full HoH) for its CD in my opinion. Either make it stronger or put it on much shorter CD
3. Focus Buff - Almost never use it (Maybe replace it with a little finesse buff?)
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. Compared to champions the tanking survivability skills are very weak. I think we should have better self heals and maybe a self bubble. To make it not OP it could be bound to LoM-traitline (yellow)
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 my opinion the WoC tweak is the most important before the VS
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Mar 23 2012 11:53 AM #515
Re: Official Class Update and Feedback
Class:Guardian
Name 3 things about your class you feel could be improved.
1 Miss chance. Because agility is no longer used on guardian, i miss around 10-20% of skills on orthanc tier 2 bosses.
2 Threat generation. In raids group damage buffs (reveal weakness, captain mark, minstrel anthem oathbreakers etc) mean it is impossible to hold agro against a hunter or champion going full nuke indefinately. More threat transfer ability would be great, perhaps selfless defence trait could continually transfer threat from the target. Or more abilities like Ebbing/Rising Ire to control threat.
3 Dps in Overpower. Not to say guardians should do as much as a dps class, but currently a typical champion/hunter would do 1.8k-2k dps and a guardian could only do 1.1k and be out of power very quickly.
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 Trait: Reactive block. This trait damages for around 15 damage, even with the legacy maxed its useless. It would be nice to gain threat on a block and not damage
2 Legendary Trait: Litany master. Now that guardians dont use agility, their critical chance is very low (mines 3%) so having a legendary threat trait that relies on criticals doesnt make much sense.
3 Legendary Trait: Haemorrhage. Guardian bleeds even when maxed with legacy's are rather weak so having a legendary damage trait with a 50% chance to apply just means they are unreliable and 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 Improved whirling retaliation: reduces threat generation by all group and raid members within 40m by 10% for 30s. group
2 Incoming damage is reduced by 10% for 10s after a block. both
3 Delayed death: 10s duration. when you drop below 10% moral all incoming damage(for a maximum of 50% moral) is delayed until the end of the effect. both
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Legendary Trait: Litany masterLast edited by Scratchlings; Mar 23 2012 at 11:58 AM.

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Mar 23 2012 02:51 PM #516
Re: Official Class Update and Feedback
Class: Loremaster
Name 3 things about your class you feel could be improved.
1 Pet experience or pet abilities that can be adjusted. Rather than just change the colors of fur, how about allowing some minor adjustments to the pets abilities. Another possibility is that pets could add abilities with experience where the Loremaster chooses which ability gets boosted. Thus the grey cat may have different ablates from the tundra cat, even if they are still very similar. Basically I think it would be nice to have more choices both in appearance and in skills for the pets and perhaps even a choice that would allow the lore master to work without a pet at all.
2. I would like to see even more diversification in the class skill choices that allow loremasters to specialize a bit more. One loremater may have more knowledge of the undead and another more knowledge of nature. I guess in a sense with all classes I’d like to see longer and more diverse trait lines.
3. Some improvement in healing. I am not really interested in becoming a healer, but it seems a role that we play on occasion. Since that is the case any upgrades in those abilities would help out tremendously.
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. Knowledge of the Loremaster, I can use this in solo play but I rarely ever mange to use it while in a fellowship or during a skirmish. It takes too long to cast and usually I am interrupted by the start of battle before it’s finished. Lore masters have a lot of casting in preparation for a battle. Streamlining this a bit would be nice.
2. Continuing Air Lore, I would like to see this upgraded a bit. The ability to affect multiple targets say a pet and an ally would also be nice. Maybe this could be a class trait upgrade.
3. Power of Knowledge skill seems to take forever and could use an upgrade. Possibly allowing this to channel the power directly to the group would make it more 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. Being able to target the ground where the warding lore or sticky tar will land at a short range would also help. Sometimes lag determines where these go and thus they end up all over the place. If I could set it at the start of the cast and not lose it in the confusion, that would help. It would also allow adding a small amount of range to the spell which would also be useful.
2 Better power sharing or power regenerating for the group. Possibly this could be a buff, an aura or a ward type circle.
3 An improvement in the healing abilities similar to the thought above.
If you were limited to only one of your nine suggestions above, which single suggestion do you feel is most important for your class?
Better diversity in the class trait lines would be my choice.
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Mar 24 2012 07:04 AM #517
Re: Official Class Update and Feedback
Class: Warleader
Name 3 things about your class you feel could be improved.
1. Base healing output increase (Adding % buffs to a low base does not provide good scaling)
2. Base damage output increase (Adding % buffs to a low base does not provide good scaling)
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 - A good skill but with the abundance of CC flying around even if you snap your target another CC will be applied almost instantly. Give it a tail immunity of 1-2 seconds to allow a chance of escape.
2. Command Post/Point defence - The buffs provided by these abilities have not scaled with updates makining the buffs lackluster.
3. Melee abilities - Common damage, There is far too much common mitigation on freep classes to make any of our melee abilities useful for DPS.
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 healing skill to fit into a rotation. Cooldown between "Crack the whip" and "Quit whining and fight", the ability provides a moderate heal to the target and a buff to the Warleader that increases its outgoing healing that lasts until out of combat for 9 seconds. Stacks 3 times.
(This skill would allow reduce the downtime Warleaders have if they run in commanders stance so we dont have to just sit and watch our allies die while we wait on CD's and boosts the effectiveness of a Warleader the longer they are in combat)
2. A new ranged shout skill. Same cooldown as "Intimidating Shout" and "Black Speech", the ability does moderate damage to the target and a buff to the Warleader that increases its crit chance and magnitude that lasts until out of combat for 9 seconds. Stacks 3 times. On a crit the ability fears the target for 10s (Before DR)
(This skill would increase the effective damage a Warleader can do which gets stronger the longer they are in combat and gives us our 1st piece of CC, gated behind a crit just like our snare to keep with the current Warleader trend)
3. A new defensive skill. Similar cooldown as "Field Promotion", the ability takes a % of the Warleaders moral and grants the Warleader a buff that gives -50% inc damage reduction and immumity from induction setbacks for 30s
(This skill would allow the Warleader a period of time where they can heal without being interrupted as currently we can be shut down by just one freep hitting us repeatedly without them using interrupt skills and the damage reduction would allow a Warleader to lead the charge)
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Base damage and healing outputs. (We should scale just as much as the freeps do when they gain levels)Last edited by Argick; Mar 24 2012 at 07:06 AM.
Artiar - R5 Guardian: Member of Legendarium
Argick - R11 Warleader
Snowbourn
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Mar 24 2012 07:27 PM #518
Re: Official Class Update and Feedback
Class: Warleader
Name 3 things about your class you feel could be improved.
1. Skill cycle (Half the time you are waiting for skill cooldowns, only 5 dps skills and 2 mainstream healing skills)
2. Healing
3. Mitigations
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. Crack the Whip - The heal is too weak for its cooldown and induction.
2. Quit Whining and Fight/Brawler Quit whining and Fight - This heal needs a Shorter cooldown in both stances, for it's cooldown, it heals way too little.
3. The warleaders melee skills. Still set at common damage, and no I don't want to have to trait a damage type to change that. The melee skills have got to be the most useless thing on the warleader at the moment.
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 cooldown(s) that helps them survive. (Guards have pledge, warriors heart, cappies last stand, wardens never surrender ect ect)
2. A knockdown skill. And if we can't get one of those, a stun skill on a shortish CD.
3. A new stance that focuses more on warleader survivability (+bpe +armour/mits). Can possibly change the effect of some existing skills.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Increase WL Mitigations. (Wargs can currently get the same, or close, non-common mits when traiting the class armour trait and using flayer stance. That's not even using mitigation corruptions.)
Those who can, do; those who can't, complain
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Mar 24 2012 10:03 PM #519
Re: Official Class Update and Feedback
Class:
Defiler
Name 3 things about your class you feel could be improved.
1 The length of inductions on debuff skills and their magnitude
2 Ability to rez in combat
3 Ability to prevent induction setbacks like every other healing class has
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 Curse of deadly sorrows. The 3 second induction makes it impossible to use in 1vs1 and at the current speed of combat, it is not worth it to put it on the raid's target. It lacking a vitality debuff is a reason not to use it on the raid's target too.
2 Plague of Flies. The flies have too little morale. They easily get killed by AoE.
3 Anointing of the slick flesh. This skill makes little difference against the increased crit chances and crit multipliers freeps have. Increasing the magnitude or a damage reduction on crits would make the skill more 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 A power regeneration as a channeled skill. The defiler runs out of power quick if it stays in combat for too long. In group settings the defiler should be able to restore some power over time.
2 In combat resurrection, single target, 3-10 minute cooldown. Warleader rezzes are too powerful to use for just one target. Also meant for group play, of course.
3 An instant heal with a 10 second armour value buff. No induction, 20 seconds cooldown. Defilers are ineffective healers against spike DPS. The instant heal would make them more useful, the armour value buff gives them slightly more time to let the HoTs do their job.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Tweek debuff skills. The long induction combined with being single target, curable and vitality and armour value being on seperate skills make them fairly useless. Curse of rotten flesh should have a higher magnitude too.Last edited by Qynox; Mar 24 2012 at 10:35 PM. Reason: Typo and changed my mind on a suggestion
Nox of GilrainFather of Shewolf
(DNA-test results pending)
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Mar 24 2012 11:56 PM #520
Re: Official Class Update and Feedback
Class: REAVER
Name 3 things about your class you feel could be improved.
1 In-combat movement
2 Protection skills
3 Slow application of many separate debuffs - i.e burgs apply miss and slow and once. Stacking 4/5 debuffs, one at a time, does not work well for a melee range class
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 Armour rend, doesnt rend nearly enough armour, not been scaled since level 50. Reaver damage on heavy armour classes is extremely low currently, hitting a 16k guardian for 150 damage etc is useless. Make it a very very powerful armour rend but with long cd, say 1-2 mins so you cannot spam it on lots of people. will allow a reaver to play evenly against a freep heavy dps.
2 Severing strike, 1 min cd, does less damage than 0cd spamable skill, utterly useless since level 50.
3 Dying rage 10 min cooldown too long. No protection from tactical classes or ranged at all, die as soon as its cast. If death is guaranetted at the end of this skill one should at least be able to have a detah worth dying for
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 Proper CD skill to protect ourselves, burg t&G/champ bubble/guard pledge /weaver burrow style etc etc, a skill that actually stops you taking loads of damage or dying for a set amount of time, -50% incoming damage for xx seconds. reavers - solo and group, are the first to charge in, they deserve protection for this. (maybe add -50% incoming damage for 8s while charge is up?)
2 Charge , sets run speed to 150% for 10 seconds, 30s c, usable in combat. maneuverability increase crucial
3 Aimed Strike - This attack cannot b/p/e/ miss , high damage, 1 min cd (replace /update severing stirke to this?) assurity of a sure hit is key, high damage - long cd skill that can be b/p/e/m is useless - (severing strike can be evaded and has low damage)
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Honestly many of these changes are in dire need of immediate attention but In-combat movement is at the top of the list.
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